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Post by zipp on Dec 28, 2008 19:48:18 GMT
Go ahead and make a topic for your character sheet.
The things you'll need:
1) The four basic stats with corresponding values of your choice (4, 3, 2, 1). The stats are Combat, Mental, Tough, Skill. All are useful. Combat will be your friend when trying to kill things. Mental will help you boost your damage with your Brotherhood skills (as well as use long range attacks like fireballs or helpful things like healing) and resist insanity and other magics. Tough keeps you alive. Skill is anytime you try to do anything non-combat related that is difficult.
2) Come up with some idea of what starting abilities you'd like. Then we'll work them into the system. Along with this come up with your character's weapon proficiencies and armour proficincies (if any).
3) Come up with a character concept and history. Once everyone's in, I'll add to this with some tidbits of history and your personal missions for the game.
4) Choose your starting items. You have to choose from the following sets:
Set 1: 1 weapon 1 back pack 5 items
Set 2: 2 weapons 2 items 1 armour
Set 3: 1 weapon 1 armour 1 back pack 1 item
Basically tell me what you'd like, and I'll make any changes as neccesary and give you the stats.
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Post by Gregor on Dec 30, 2008 7:54:38 GMT
Excellent.
I'll start with the basics, since thats the easiest job.
Stats:
Combat - 2 Mental - 4 Tough - 1 Skill - 3
Equipment Set: 1 (since Im the stick-waver, armour really doesnt work for me)
Weapon - spear Backpack Items - to be determined, but probably food, laumspur
Armour profs, none; weapon profs, as the LWRPG (dagger/quaterstaff/spear/darts)
Can you give me an idea on what special abilities are allowed? Id like some sort of psychic defense, eg a Mindshield-like ability
How are you handling spells, as in, will I need components/herb pouch, etc??
edit1 - swapped stats for tough and combat
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Post by zipp on Dec 30, 2008 8:18:20 GMT
Just so you know, many spells will enhance your magical combat abilties, but you'll still be using combat to roll. Mental is used mostly on enhancing combat, casting spells non-combat related, and using spells from such a distance that you can't be retaliated against.
Lightning Hand, as you'll see, is an exception.
I'm not neccesarily suggesting you change your stats, just making sure you know where everything stands.
I'll wait till you determine items fully to provide stats on those. As for proficiencies, that seems fine. If you want, you can switch out one of the weapon proficiencies for a "robe" proficiency that will allow you to use magical robes.
Special abilities are basically whatever you want, run through a couple filters. First, it has to make sense with your character class and concept. Secondly, I have to "translate" it into my system, and maybe add some changes so it isn't rule breaking.
My suggested first two abilities (everyone starts with two):
Mind Barrier When you cast this spell, a mental shield is created that blocks you from physic attacks and trauma. When in use, you roll +2 dice when resisting damage from psychic means. Also, when I secretly roll to check your insanity due to trauma, it will increase the number I need to roll, making it much harder for trauma to affect you and drive you to insanity.
The spell must be cast before damage or trauma is taken. It can only be cast upon yourself.
Lightning Hand When cast in combat, roll with Mental instead of Combat.
No components needed, unless the ability calls for it specifically. Basically, abilities describe how to use them. There is a rule in the forum about Magic cost and limitations.
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Post by Gregor on Dec 30, 2008 10:03:34 GMT
Brilliant, I'll go with them 2 specials at first, sounds like what I was after.
I read your update about magical combat and adjusted my stats thus, making me a bit physically weaker but upping the combat a bit. The idea I have for my chara is a quick thinker, able to figure stuff out merely by looking at them. As such he's not very tough, but can at least hit stuff, either magically or with his weapon. I'll take you up on losing a weapon prof in place for a "robe" proficiency.
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Post by zipp on Dec 30, 2008 10:06:12 GMT
It's pretty funny... I don't think any of the character thus far have a very high toughness skill. Battle is going to be very painful ^_^
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Post by Gregor on Dec 31, 2008 9:56:26 GMT
History: Gregor was born within the Brotherhood itself, the fruit of well-respected Brotherhood magicians Ramon and Shylar. With such a parentage, it was natural that Gregor be raised in the Brotherhood ways. This was apparent when at age 4 he managed to set blue-fire to his Mothers nightdress as they were playing one bed-time. This random display of magic had sealed Gregors future: he would immediately be initiated into the Brotherhood of the Crystal Star.
Gregors education was typical for someone from such a strong magical lineage. He excelled in his studies and was often "ahead of the curve" when it came to reciting not only Magnamund lore, but also magical incatations. By age 16 he had a firm grasp or all basic Brotherhood spells, but had also devolped a mind-shielding technique of his own, which was useful for hiding his personal opinions and thoughts from this Brotherhood teachers.
Gregor also found he was incredibly insightful, able to figure out how a assemble/reassemble a Bor rifle - something that would take an actual Bor Gunner months to learn - in only a few days. This put him in high standing with his peers and teachers, as he was often called upon as the "quick fix-it" man for repairing labratory tools when they broke down.Thats a rough account of what Gregor is like. Think of him as the Tony Stark of the Brotherhood and you get the idea of where Im heading with the concept
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Post by zipp on Jan 4, 2009 8:25:02 GMT
I'm going to go ahead and post your secrets today or tomorrow.
You still need to flesh out your items and finalize your character sheet.
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Post by Gregor on Jan 4, 2009 9:08:54 GMT
are we posting character sheets public or in here?
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Post by zipp on Jan 4, 2009 9:24:19 GMT
are we posting character sheets public or in here? In here. Some information will be made public in our signatures, such as our four current stats, and our insanity level (this will be explained immediately prior to the game starting).
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Post by Gregor on Jan 4, 2009 15:58:36 GMT
Gregor character sheet -----------------------------
Combat - 2 Mental - 4 Tough - 1 Skill - 3
Weapon - spear (equipped)
Backpack ~meal ~meal ~laumspur Crystal Star Pendant Brotherhood Robe
Special 1 - Lightning Hand - When cast in combat, roll with Mental instead of Combat Special 2 - Mind Barrier - +2 dice when resisting damage from psychic means
Weapon proficiencies - quaterstaff, spear, darts Armour proficiencies - wizard robes
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Post by zipp on Jan 5, 2009 10:56:53 GMT
tomorrow I owe you item stats for your items. Then you're done.
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Post by zipp on Jan 5, 2009 20:07:18 GMT
Alright, here's your item stats. Put this in your character sheet, make a new thread for that, and you're done.
Weapon - spear Every combat, you basically get two free points. You can put these into damage or more dice, your choice. So, your spear could be +1 damage and +1 die, or +2 d, or +2 dice.
Backpack ~meal (obvious) ~meal (obvious) ~laumspur (prevents up to 5 damage if used immediately when damage is taken, otherwise heals 2 damage outside of combat) Crystal Star Pendant (We'll talk about this one more when we talk about insanity, but basically, once a scene, you can activate this instead of taking a point of voluntary insanity) Brotherhood Robe (+2 dice when resisting insanity)
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Post by zipp on Jan 7, 2009 9:39:10 GMT
More on the crystal star pendant. You'll probably have to see the mechanic in action to fully understand, but character can voluntarily take insanity points to do things like reroll dice or add more dice to their pool. The pendant allows you to do this for free, once a scene, without invoking the insanity cost.
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Post by Gregor on Jan 15, 2009 7:49:09 GMT
I would like to use my crystal pendant to re-roll the dmg resistance. Please Damage resistance re-roll (1d20=7)Oh well... lol! If I take 2 or more damage, I will use my laumspur.
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Post by zipp on Jan 15, 2009 7:52:39 GMT
I see, rather than take the insanity point, you activated the crystal pendant.
Combined with your robes, I don't think YOU'LL be going crazy anytime soon ^_^
You would be taking 3 damage, so you can down that laumspur. Remember to mark it off your action chart.
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