Post by zipp on Jan 5, 2009 10:52:11 GMT
Okay, my notes:
That's fine, though you may want to consider either now or eventually boosting your combative score. A Cener's (and also a herbalish) abilties, though sometimes purely magically based, will be most effective when augmenting their combative abilties. I don't know if skill will help your character as much, as you don't seem to be going for long range weaponry, though I'm sure it will come in handy in it's own way.
A lot of this game is based off how YOU want your character to grow. So your abilities will probably be more skill based with your current stats and less combative. Also, you kind of ask for skill based abilities, which we'll get to now.
This suggests the following ability right away:
Herblore: you know how to create potions out of plants and ordinairy household plants and chemicals/materials. Anytime you want to create a potion, name what you'd like to create. This and the situation will decide the DC. Roll skill to try and beat this DC. The number of successes decides the strength of the created potion.
You'll need one more, I'm too tired to come up with one right now, but if you have something to suggest, feel free.
Since you're not actually an Herbalish, you'll be limited as far as gaining new Herbalish abilities. As for your Cener abilities, these will be based off of your insanity and infection scores.
Briefly, these are two scores that will come into play in the game. You get to know a bit more about the mechanics than others, due to your unique position.
Insanity is gained steadily as characters engage in combat and see traumatic things. As characters go more insane, they will occasionally take strange actions (and eventually harmful actions). Mental scores help control this. As your insanity increases, you will gain access to more powerful magical and psychic powers.
Infection is gained as characters become more infected with the plague. Most characters won't know their infection score, but you will. As you become more infected, you will gain access to more powerful plague and combative abilities.
The exact mechanics of all this I'll detail when I'm not so tired. Also, this gives you a chance to soak this stuff up.
One thing I can tell you is just because you use infection and insanity to your benefit doesn't mean you're immune to their effects. You have to be wary. You will be walking the border of both infection and insanity for most of the game. Also, you have to be careful with your abilities. It's going to be hard to explain why an Herbalish was able to summon an army of undead to do his bidding, or how he spit a stream of locusts from his mouth.
Remember, if the party finds out you're a Cener, you're as good as dead. Or at least a large battle will occur which will probably bring an end to several lives, if not the game. Which might be a fine way to end things... but we don't want that happening within the first week of gameplay, right?
That's fine, we can work out the details a little later.
All very good. Feel free to come up with a more detailed history for the Cener. In the meantime, I'll post your secret goals after sleep.
Good to have you on board.
Mental 4, Skill 3, Tough 2, Combat 1
That's fine, though you may want to consider either now or eventually boosting your combative score. A Cener's (and also a herbalish) abilties, though sometimes purely magically based, will be most effective when augmenting their combative abilties. I don't know if skill will help your character as much, as you don't seem to be going for long range weaponry, though I'm sure it will come in handy in it's own way.
A lot of this game is based off how YOU want your character to grow. So your abilities will probably be more skill based with your current stats and less combative. Also, you kind of ask for skill based abilities, which we'll get to now.
Magic skills: Herblore, Poisons, Necromancy
Combat skills: Sickle, bonestaff, leather armour
Combat skills: Sickle, bonestaff, leather armour
This suggests the following ability right away:
Herblore: you know how to create potions out of plants and ordinairy household plants and chemicals/materials. Anytime you want to create a potion, name what you'd like to create. This and the situation will decide the DC. Roll skill to try and beat this DC. The number of successes decides the strength of the created potion.
You'll need one more, I'm too tired to come up with one right now, but if you have something to suggest, feel free.
Since you're not actually an Herbalish, you'll be limited as far as gaining new Herbalish abilities. As for your Cener abilities, these will be based off of your insanity and infection scores.
Briefly, these are two scores that will come into play in the game. You get to know a bit more about the mechanics than others, due to your unique position.
Insanity is gained steadily as characters engage in combat and see traumatic things. As characters go more insane, they will occasionally take strange actions (and eventually harmful actions). Mental scores help control this. As your insanity increases, you will gain access to more powerful magical and psychic powers.
Infection is gained as characters become more infected with the plague. Most characters won't know their infection score, but you will. As you become more infected, you will gain access to more powerful plague and combative abilities.
The exact mechanics of all this I'll detail when I'm not so tired. Also, this gives you a chance to soak this stuff up.
One thing I can tell you is just because you use infection and insanity to your benefit doesn't mean you're immune to their effects. You have to be wary. You will be walking the border of both infection and insanity for most of the game. Also, you have to be careful with your abilities. It's going to be hard to explain why an Herbalish was able to summon an army of undead to do his bidding, or how he spit a stream of locusts from his mouth.
Remember, if the party finds out you're a Cener, you're as good as dead. Or at least a large battle will occur which will probably bring an end to several lives, if not the game. Which might be a fine way to end things... but we don't want that happening within the first week of gameplay, right?
I'd prefer to go for a sickle, backpack and five toxins/healing salves, as I don't think that Herbalish would wear armour and Michael is supposed to be in disguise.
That's fine, we can work out the details a little later.
Michael's background is, as established, that of a young Cener Druid, sent into the outside world by his masters (who have created the current plague) to keep an eye on those would-be heroes who might be interested and able to end or inhibit the plague.
Disguised as a Herbalish, he comes with various salves and elixirs, some of which are bona fide curatives, some are mere placebos and others are actually liquid toxins or contagions to spread the plague under people's very noses.
Is this acceptable?
Disguised as a Herbalish, he comes with various salves and elixirs, some of which are bona fide curatives, some are mere placebos and others are actually liquid toxins or contagions to spread the plague under people's very noses.
Is this acceptable?
All very good. Feel free to come up with a more detailed history for the Cener. In the meantime, I'll post your secret goals after sleep.
Good to have you on board.