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That glorious Tree of Life/Tarot character creation system is something I'm stealing for the next edition of Æternal Legends. Hell, the splats are already from the Tree of Life and the clades are tarot suits through a blurred lens, so why not go the whole hog?
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# ? Feb 26, 2014 15:44 |
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# ? Apr 18, 2024 17:53 |
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Alumnus Post posted:This is a good bird. I'd play this bird. Birds. El Spamo posted:Sign me up for Bird. Submit, consume, obey
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# ? Feb 26, 2014 16:06 |
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Time for more Space Opera! Determine Character Career Experience Space Opera has Classes, Races and Careers. So far the character is a Scientist:Researcher Avian, but who does he work for? We may have a few choices... "Space Opera' posted:StarForce -- The StarForces are the elite units of the StarFleet, Space Marines, and Special Services Commandos who guard the spacelanes from enemy attack, and who carry death and destruction to the enemy's home planets. A BOSS bird bard? Works for me. Space James Bond with feathers and a guitar. The pre-requisites for a BOSS Scientist are Intelligence/11+, Intuition/ 12+, and Strength/10+ and Constitution/10+. As the current stats are Physique (11)9, Strength 12, Constitution 15, Agility 13, Dexterity 13, Empathy 18, Intelligence 18, Psionics 1, Intuition 16, Bravery 9, Leadership 15, GTA 13, MechA 11, ElecA 9 our James Bird easily qualifies. You roll a d20 and consult a table to see how many years you serve I roll a 12 and serve 9 two year tours as a BOSS agent If I wanted to re-enlist, I would need to roll a d20 and try to get (in a BOSS Scientist's case) a 13+. I would get +1 to this roll for each of the following stats...Intel/14+, Intuit/15+, Dex/13+, GTA/14+, Ldr/15+, Brav/13+ so in James Bird's case he would have a +4 and only need to roll a 9+. I think 18 years of honourable service is enough though. "Space Opera' posted:All BOSS promotions are based on obtaining 9+ on the roll of 2d6, made every two years at the end of a tour of duty. Ranks below grade/ 3 require a maximum Empathy of 13 to qualify. Ranks above grade/3 require -1 Empathy per rank grade above grade/3, and also minimum Leadership/12. PCs with Empathy/ 1-6 obtain +1 DM on promotion rolls. PCs with Leadership/16+ obtain +1 DM on promotion rolls. You start at the lowest rank of course which is Rank Grade 0 -- Agent/5 for BOSS. Sadly, as James Bird has a Empathy of 18, he will never get promoted. He's just not callous enough. Next retirement benefits... "Space Opera' posted:BOSS: PCs do not 'retire' from BOSS. Liberal regimes allow personnel to lapse into 'inactive service', but may require them to perform missions at need. Totalitarian regimes permit no retirement at all because the PC knows too much. In the latter case, retirement is unthinkable. A PC in a totalitarian BOSS organisation is assumed to have literally made a 'run' for it and will be a hunted man. In any event, a BOSS agent obtains CR 1000 x 1d10 x rank grade attained in equipment, whether by the beneficence of BOSS or by outright theft in the case of a PC who has deserted. Such equipment may be restricted or top secret, The PC will also be able to choose any three concealable small arms of his choice. Well that Rank Grade of '0' fucks up any equipment I'll get, so I guess it's 3 concealable weapons and that's all. Skills finally... "Space Opera' posted:Research Scientist: PCs receive 1 SP (Skill Point) x sum of Dexterity, 3x Intelligence, 2x Intuition, and any one of GTA, MechA, or ElecA scores, This yields a range of 7-133 SP, with middle to high values likely. Half of this number of SPs must be spent on scientific skills appropriate to the PC's service career, along with an additional 2 SP x number of years of service before entry into the game. The remaining SPs can be spent to acquire any other desired skills. Right. Dex 13 + (3 x Intel 18) + (2 x Intuit 16) + GTA 13 = 112 SP. Of these points 92 points must be spent on sciences. We're going social science crazy here... General Social Science/9 at 2 SP per level = 18 Comparative Cultures and Xenology/10 at 3 SP per = 30 Linguistics/7 at 5 per =35 Psychology/3 at 3 SP per = 9 Total is 92 SP. I have 20 more to spend on anything... First up Combat Training/2 at (1)2 SP per = 4 "Space Opera' posted:Combat Training is open to any PC, but civilians pay double theSP cost. Military and Police personnel pay the basic SP cost.Combat training is the difference between an Armed Force and an unruly mob. Personnel with such training have learned to mesh with the requirements of being a part of a disciplined combat team, submerging their individualism in the discipline of the Service and developing required combat skills until they are dependable reflexes. "Space Opera' posted:The Tech/7 'slug' gun is a uniquely Terran hold-out weapon. I'll finish up with Streetwise/3 at 2 SP per = 6 and Perform (Guitar)/10 at 1 SP = 10. Final James Bird -- Avian Musician and Anthropologist (+ spy...) High G Planetary Type 9: Terran Planet with Extreme Axial Tilt at Inner Edge of Stellar Ecosphere Physique (11)9, Strength 12, Constitution 15, Agility 13, Dexterity 13, Empathy 18, Intelligence 18, Psionics 1, Intuition 16, Bravery 9, Leadership 15, GTA 13, MechA 11, ElecA 9 175cm tall, 57.47kg CC:32.52kg DF:23 SR:15 SF:66 BOSS 18 Years. Left as Agent/5 SKILLS: General Social Science/9 Comparative Cultures and Xenology/10 Linguistics/7 Psychology/3 Combat Training/2 (Weapon Groups Needlers and Special) Streetwise/3 Perform (Guitar)/10 GEAR: Slug Gun x 2 Hold-Out Needler Guitar ...Oh yeah that Psionics 1? Space Opera posted:Psionically ‘Dead’ Characters: Any character with a Psionics (PSI) score of 10 or less will be psionically ‘inactive’ or ‘dead.’ That is, he will be unable to exercise psionic talents himself. He will also be unable to receive telepathic messages, etc, unless these are delivered in the form of a Mental Attack. Such characters will also have a form of natural resistance to psionic eavesdropping,’ as their minds cannot be read if they roll equal to or higher than their PSI scores on 1d20. Characters with PSI/1 are therefore ‘unreadable’ with telepathic powers because they will always roll 1 or higher on 1d20. Such characters have the capacity for ShuttleThought, their minds thinking on several levels at once in such a fashion that any Telepath attempting to read them receives only a confusing blur of mental images. Humbug Scoolbus fucked around with this message at 21:49 on Feb 26, 2014 |
# ? Feb 26, 2014 21:46 |
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Ah, I appear to have gotten a bit confused last time. Step 2 is where Wounds and Fate Points come into play, and what I thought I'd be doing first is actually part 3. Step 2: Characteristics I'm actually not going to be doing this how the book recommends by rolling the numbers and adding the base. There's a variant rule I like in the largely ignorable Adeptus Evangelion Borderline Edition. quote:POINT BUY CHARACTER CREATION: Players do not roll any dice during Character Creation. Instead, they are allotted 141 So, for us an extra Fate Point is 20. Considering that we have the Replaceable trait an extra Fate Point isn't as important, so we won't buy it. In order to determine Characteristics we take the base score our Background gives us and add the points we allot to it. For the record, Characteristics are all percentages you're supposed to roll under to succeed. quote:Characteristic: Base + Points = Total From here we're able to determine Wounds. Because most combat takes place on Evangelion scale, Pilots only have a single Wound pool acting as their HP as opposed to one for each body part. The roll needed calls for 1d5+ TB + 7. Rolling a 1d5 I get 1. I add that to the Toughness Bonus(TB). The bonus for any skill is always the tens digit. Wounds: 1 + 3 + 7 = 11 Now on to the part where we actually make them a Pop Idol Step 3: Drawbacks & Assets quote:At Character Creation, all players are required to select Drawbacks for their characters which represent the flawed nature of every pilot ever seen entering an Evangelion in the series. However, in return for each drawback, the character gains a form of credit known as ‘Depth.’ Each character is required to select at least 10 Depth worth of Drawbacks. A character may have as many Drawbacks as they wish, but only gain up to a total of 25 Depth. We'll go with the full 25 because the Asset needed to make this a Pop Idol is on the expensive end and I just feel its more interesting that way. quote:Big Ego I think these are really good Drawbacks for someone famous. They adore their fans, are used to constant attention and being told they're great at things. Now, on to Assets. This is how we'll become a Pop Idol. quote:Celebrity Being a Celebrity is what turns us into a Pop Idol when we take the Performer(Singing) Skill. The gender of the Charming trait doesn't matter all that much, it could represent guys who are attracted to her or girls who look up to her. Or however else it's explained. I'll choose male. After that, Uncanny Luck is taken to make her more survivable, since she can't burn Fate Points to live because of her Replaceable trait. Step 4: Career We're going to use this to finish up the Character portion and do the Evangelion portion in the next post. Your Career determines what you can buy with your experience points and how much Characteristic increases cost. quote:Skirmisher: Generally skilled fighter. Good with both WS and BS. I honestly think A.T. Technician would work best. They could be all about preventing collateral damage in battle. As such, we start out with 400 xp to buy things and a free starting package. quote:Starting Skills: Speak Language (English) (Int), Literacy (Int), Speak Language (any) OR Common Lore (Any) We'll take Common Lore(Local News), Skill Proficiency in Disguise and Dodge, from Manipulation 1 we'll get A.T. Power(Restrict Shot) which will allow us to cut down on collateral, and a Structural Upgrade Point(SUP) to give us some extra protection. After that, we spend the xp. quote:Fellowship(Simple) - 200 For every rank we buy in a characteristic, we increase it by 5. There are four ranks and each one increase the price. The most a skill can be increased by is 20, having bought all ranks in it. Manipulation 1 nets us another A.T. Power. We'll pick up the Layered Field spread type to give us more protection in battle. Quick Spread will make it easier to switch between spread types. Bonus: Essentially this is a bard. So, with-in the actual setting of NGE, there aren't any bird people. However with no mechanical bonus or anything with in the system to represent it, from background material of the anime series it might be possible to say your clone has the soul of a bird but only as background fluff. Thus Bird-Lady Bard. Next Time: The Bigger They Are, The Harder They Fall! Step 5: Creating Your Evangelion Sweet and Awful fucked around with this message at 22:42 on Feb 26, 2014 |
# ? Feb 26, 2014 22:10 |
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Ars Magica: A Virtue of Necessity We picked our Flaws last time, and that means we have to pick Virtues! We had a full 10 points of Flaws, and so we get 10 points of Virtues. The only rule here is that we can have no more than one Major Hermetic Virtue. Let's take a look at the Hermetic Virtues - might as well see what we can get!
Hm, let's see. I love Inventive Genius, but I don't know that it fits Malik. Well, let's go with...Flawless Magic, because I want to show it off. That's 3 of our 10, and our only Major Hermetic. We'll hold off for now on Inventive Genius, but we're grabbing Affinity with Intellego - we're cops, and we need to be good at that. We might take Puissant Intellego if we want more specialization, but I'm not sure yet. pre:Malik ibn Darras, Avendaras House: Guernicus Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local)
Yeah, I think Malik ibn Darras can handle himself fine without having a special power. He is a wizard, after all. So, let’s check out those General Virtues! First, the Majors, so this block can be less, uh, huge than it might be.
Now, I don’t think any of these fit Malik, either. Let’s look over the Minors.
Okay, let’s look at these. Malik is taking Piercing Gaze. He’s good at scaring people. We decide to also take Affinity with Code of Hermes - we are good at knowing the Wizard Law. We also snag Educated. Malik got a good education as a kid. pre:Malik ibn Darras, Avendaras House: Guernicus Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local) pre:Malik ibn Darras, Avendaras House: Guernicus Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local) Next time: Characteristics!
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# ? Feb 26, 2014 23:58 |
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Nobilis Antithesis Minibook 1i: A Diary of Deceivers Three pages ago, potatocubed made someone who keeps Creation running. I’m going to make someone trying to destroy it instead. But before that, I should explain what Deceivers are. You see, all the Excrucians want to destroy Creation, but they have many ways to go about it. The Warmains test Creation to see which parts are worthy of being incorporated into themselves. The Mimics hide amongst the Imperators, hoping their Powers don’t discover the unnaturalness at their core. The Strategists just want the world to waste away the way they are wasting away themselves. But the Deceivers? The Deceivers just know that Creation is a hurtful lie, and that everyone deserves better than what existence gives them. No matter what lies they tell, no matter what masks they wear, that is why they fight. Anyway, let’s get started on character creation. This is still the same basic system as Nobilis, so we’re still starting with a lifepath. They have Lies and Truth instead of Hearts and Shadows, but it should become obvious what Lies and Truth mean as I go along. The psuedo-Estate (or pState if you prefer) is how the Deceiver interacts with the world. They can’t exactly control things in their pState the way Powers can control their Estate, because pStates aren’t things the way an Estate is. They are simply a major part of how the Deceiver sees the world. (A Deceiver’s pState is also simultaneously what made them realize Creation is fake and the only thing in Creation that is true for them, but that’s a philosophy thing. If you want to read about that, just buy the book.) Keys Yes, Deceivers have keys too. They’re different from the keys Powers get, but the principles remain the same. Like potatocubed, I’m letting the dice choose which of the 16 keys I’ll be using for this. -Key 1: The Lotus Flower, Key of the Shepard -Key 14: The Water-Lily, Key of Something Spiritual First, the Lotus Flower means that we care about the ordinary people we meet, We want to help them, to give them something to make their lives better. The Lie of this key is what they get from us. This could be any number of things. Love, family, a new shape, anything. Since our second key is Something Spiritual, I’ll say that we bring our flock Faith. Now, the Truth of the Lotus Flower is what parts of us we are giving these people. Everyone with this key starts with the same two: “I love them” and “I listen to them”. The Water Lily means that we are a holy creature, a divine being of the void beyond Creation. You are a saint blessed by nothing, and those who believe in nothing will prostate themselves before you. The Lie of the Water Lily is how your holiness shows itself. It could show in our kindness, or in our disdain, or in our blasphemous aura. For this character, I’m going to combine two examples and choose Innocent Blasphemies. We are antithetical to Creation’s religions, but not out of spite and not intentionally. The Truth of the Water Lily is what we are: An Excrucian Deceiver. There may be more to us, but there is no less. The lifepath so far: As you can see, our Deceiver brings their faith to all they meet, but not a faith that is compatible with Creation’s. That’s a good start, so let’s keep going. Foundations The Deceiver’s Foundations serve the same purpose as they do when creating a Power, but it comes with four new Foundations that are more in line with the themes of a Deceiver. You might be Elemental and Unbound, content with who and what you are. You could be Uncoiling, Hunting, the Storm Arising, a grand and terrible thing who plans are only just beginning to unfold. Or perhaps you’re So Full Of Feelings For Them if you care so much about the Powers opposing you that you’d never leave them be. Or maybe you're just All About The Crazy Head Games, if you’d rather convince everyone about how reality truly hurts than simply beat Creation into submission. The Lotus Flower and Water Lily are tied to being Elemental and Unbound and All About The Crazy Head Games, respectively. If we choose either of those, we strengthen that Key’s Lie. If we pick one of the other two Foundations, we strengthen either one of the Truths. Looking at the four options and what I have thought up about the character so far, Elemental and Unbound seems to fit the best. This character’s not about going out of their way to change people’s minds. This character changes people’s minds by being friendly with them because that’s what happens when you talk to a blasphemous saint of nothing. Of course, since we chose the Foundation tied to The Lotus Flower, the Lie is strengthened and we need to figure out another thing people get from following this Deceiver. Thinking about it, let’s give our followers Something To Follow. pState Here’s where we figure out how our character actually interacts with Creation, the lens through which they view reality. There are two parts that we’re going to have to choose, just like an Estate: what our estate is morally and what your estate does. (Before we get much farther, the naming conventions of pStates include, well, the Deceiver’s name. Looking at the appendix of Deceiver names in the back of the book, we’re now making Ivone Withrell. Going to use feminine pronouns, because it’s a vaguely feminine name and I keep wanting to use “her” anyway.) First, the moral angle of Ivone Withrell’s pState. There are four choices, A Marvelous Artifice, a Pretty Truth, a Sorrowful Thing or a Despicable Construction. The two choices that would strengthen the Lies of our keys are a Pretty Truth or a Sorrowful Thing. These are both things that just happen, as opposed to things that are actively made. Looking at the weird saint we’re making here, our pState will be a Pretty Truth. Something that doesn’t exist until we say it but is still a net positive if you ignore the blasphemous parts of them. This is tied to The Lotus Flower, so that Lie is strengthened. Continuing the general holy prophet theme we got going here, let’s give our followers A Home Outside Society. Next, what our pState does. It can be Descriptive, something you tell people. Your Lies, your Drawings, anything as long as you can describe things with it. Or it can be Reactive and focus entirely on how people react to you. Maybe you’re Adored, maybe people Owe You, maybe people just listen to what you have to say. Or maybe your pState is Possessive and is a thing you have. Your Family, your Murderer, your Good Left Hand. Or it’s an Active thing that you do/have done. The Things You Have Stolen, That Which You Have Healed. For our pState, our Keys point us at something either Descriptive or Possessive. Ivone Withrell here is turning into a real religious leader, so I can probably justify any of these descriptions. But when I look at her Keys, when I look at why she speak to their followers in the first place, I know that her true power lies in Ivone Withrell’s Followers. This is a Possessive pState, which means I finally made a choice that boosts the Water Lily’s Lie. This builds on how her divine nature shows itself, so let’s go with something that makes her more of a weird void god. After some thought, let’s say she Speaks Without Sound. Here’s what the pathway map looks like so far: Breakthrough Deceivers generally have the same origin story. They were a person, or a place, or a thing. Something makes them realize that Creation is a lie. The person, place or thing is gone, and a Deceiver is in their place. A slave girl in a Bronze Age serves in a temple, polishing a tablet that is engraved with The Lies of Iolithae Septiman. She reads The Lies of Iolithae Septiman aloud, despite being unable to read or speak. Iolithae Septiman now stands where a slave once stood, and her lies are the only thing that are real. Still, even if the pattern is the same, the reason for this pattern beginning differs. This is the choice for this step. Perhaps your self-creation began with a great Loss, or Guilt over some crime, or out of some great Need for something, or perhaps you just Chose to exist. For Ivone Withrell, I’m torn between Need and Choice for her Breakthrough. I definitely see her emerging out of the void like Athena leaping from Zeus’ brow, but I’m not sure if she would will herself into being out of a sense of profound loneliness or the simple fact that she must create herself. Thinking about it, a desire for human interaction fits her pState better than predestination does, so I’m picking Need. This is tied to The Lotus Flower, so I add Companionship to that Lie. Your Plan Deceivers come to Creation for any number of reasons, but there are four categories you could put their plans into. Some come to Creation to Build Something. Usually it’s something specific, like a base or a mighty weapon. Sometimes they just enjoy building. Still others want to Make A Pointed Argument, to dig into some Estates and twist them around to prove their point. A few want to just Burn It All Down. There’s even some Deceivers that just come in to Pay A Social Call Or Two, meet with some of the forces of Creation, maybe convince them to help unmake it. For Ivone Withrell, given what I chose for my last step, I have to choose Pay A Social Call Or Two. She’s too focused on just interacting with people for me to choose something else. Since Pay A Social Call isn’t associated with either of her keys, I have to add to one of her Truths. I’ll add I Need Companionship to the Truth of The Lotus Flower, which means that she talks with other people so they would talk with her. Your Backup Plan Your plan from the last step will fail, that much is certain. You’re going to want to know what you’ll do once it does. Do you fall back on Threats and force your enemies to leave you be before they force you to do something they would regret? Do you have great Temptations to offer them so the powers of Creation don’t just drive you out? Has this all just been Stage 2 Of The Plan? Or would you have nothing left but Despair if you plan fails? Ivone Withrell does not seem like the type to have a backup plan. She’s an innocent who is only here in Creation to get people she can bring back to the endless realms beyond Creation and maybe destroy some parts of reality to make them leave. She can only give it her all and Despair when it fails because she doesn’t want to do anything beyond what she’s trying to do. Despair isn’t tied to either of her keys, so I’m adding “Voidstuff In A Human Shell” to the Truth of the Water Lily. I could have her true form just be a cloud of nothingness instead of giving her a human form and Nobilis can actually handle characters like that, but it’s kind of hard to describe what a cloud is doing. Contacts This is where you pick two people or groups of people that you’re close to. Since there’s twenty four of the things in this book, I’m not going to go through each one of them like I’ve been doing. The two Contacts associated with the Lotus Flower are People Whose Lives You’ve Touched and an Organization. I would definitely pick Organization here… if I didn’t know that Celebrants or Cultists were also on this list. Since Ivone Withrell’s Followers are an important enough part of her character that they’re her pState and she gives them Faith, I have to go with Celebrants here. That’ll strengthen the Truth of the key, and this is the point where I’m starting to run out of good ideas for bullet points for the Lotus Flower. Meanwhile, the Water Lily is associated with having a Partner or Ward. Neither of these really fit the character, though. I don’t see many people wanting to work with Ivone Withrell that aren’t one of her Followers, and she’s not going to have a person or group of people she takes care of that don’t become her Followers. After looking over the rest of the list while knowing this is going to strengthen the Truth of the Water Lily, I get an idea. You see, one of the contacts is Friends From Home, other Excrucians that keep causing you trouble. Ivone in particular has a good reason to have other Excrucians keep bugging her: she’s just not very good at being an Excrucian. She’s spent this most of this lifepath either getting followers or wanting followers and none of it with a really good reason to want to erase Creation, so now her coworkers are getting on her case over how little reality-unraveling she’s actually doing. Territories This step is completely optional, so I’m not focusing too much on it. Basically, if you have a Cool Territory In The Lands Beyond Creation or an Awesome Ride or a Chancel In Creation that you somehow took for your own, say so now and you can have it on your lifepath somewhere. For Ivone Withrell, I already added “A Home Outside Society” to the list of things she gives those who listen to her. If anyone should have a place she controls, it’s her. A cool territory in the Lands Beyond Creation fits the best when we’re talking about something that’s halfway between Shangri La and a cult compound for her Followers. Choosing this would strengthen the Water Lily’s Lie, so this makes her more of a weird divine figure from outside Creation. Thinking about it, I’m going to say that she Holds Heaven In Her Heart. Not the literal Heaven, since that’s a whole other faction of Powers and that’d be weird, but possibly in her literal heart. She’s made of nothingness, she can get around a lot of biological stuff. Justification This is the last step. This is where you say once and for all why you’re trying to destroy Creation. Do they Deserve Better and you’re obligated to help? Is it Because It’s A Lie and you cannot stand a falsehood on that scale? Or maybe You’re You, And The World Is Very Fragile and you’d destroy it whether you want to or not? Or maybe you just… Have To, I Guess? Maybe? Everyone else says you have to, so… For Ivone Withrell, I’m torn between Because They Deserve Better and Because I Have To, I Guess? But when you get down to it, I did just spend a whole step talking about how she’s bad at this Excrucian stuff. Because I Have To it is. (This strengthens the Lie of The Water Lily, but I’m not adding another thing to that because I am honestly out of ideas at this point. It’s the final step and I got plenty of bullet points already. It can survive.) And that’s it. The Lifepath is now done. I started with two randomly chosen Keys and ended with a godlike thing that created herself from nothing because she was lonely and leads an ever-growing number of people out of Creation to live in her base outside Creation. potatocubed was right when they said that Nobilis is good at letting you start with nothing and end with a cool character. The Mechanics The mechanics for Deceivers are mostly the same as the mechanics for Powers, so I’m not going to stat Ivone out fully. Instead, I’m just going to list some of the differences. -Of the four main stats, Deceivers can’t get Domain. This means that Ivone Withrell will never be able to flat out create or destroy followers. She can still make things more or less like her followers with Persona or be really good at doing things with Aspect or have a lot of cool stuff with Treasure, but never Domain. It’s just not how they work. -Deceivers can put on a Second Skin, effectively turning them into someone else. How they do this differs from Deceiver to Deceiver, but the mechanics are always the same: The Deceiver gains whatever mortal skills the target has, and the ranks of Domain/Persona the target has in their estate if they are a Power. This sounds like a big deal, and that’s because it’s the biggest deal Deceivers get. It’s why they’re called Deceivers and not Philosophers or Self-Obsessed Idiots or whatever. You start with two or three prepared Second Skins out of character creation, but the GM chooses their stats. And that’s about it for mechanical differences between Deceivers and Powers. Beyond that they basically work the same. If you excuse me, I’m going to go do… anything other than write about making a character, to be honest. I enjoyed making this character, but it was a hell of a lot to write in one sitting.
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# ? Feb 27, 2014 05:19 |
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Let's create a kickass character with Iron Kingdoms' kickass Career system Iron Kingdoms is a cool game. Magic, swords, gunpowder, giant robots and giant beasts punching each other forever. Privateer Press, its creator, made both a miniature wargame system (Warmachine, and later Hordes) and a d20 3.0 RPG supplement (their Monsternomicons were rad as gently caress). The current d20 is a completely revamped 2d6 system, almost identical to the one used in their wargames. And it's great. I'll take any requests, but I just want to showcase the most unique concepts you can achieve in this system for now. Let's start with a guy that shouts really, really loud. Loud enough to kill people. And when that doesn't work? Then he will channel spells through his bullets. Sadly, no bird bards in this system. Let's get started! Pick your race I can choose between Humans, Iosans (think xenophobic elves with beards), Nyss (think Winter Elves who are on the brink of extinction), Rhulics (think Dwarves with no beards), Ogrun (kinda a not-Ogre/Orc who are honourable and pretty widespread), Gobber (civilized goblins who are really deft) and Trollkin (distant relatives of full-blood Trolls) One of these guys. Trolls have many advantages, like being Tough and having Feat: Revitalize. They known Molgur-Trul (the language of the wild people, basically) and another language they picked during their travels (ain't no Common in this setting). Pick your archetype You get four archetypes, which give you benefits and kinda determine how you're going to play your character. They are Gifted (you need this archetype to be able to use Magic), Mighty (you do more damage on melee attacks; an extra d6 in a 2d6 system is huge), Skilled (you can make another attack each turn) and Intellectual (you get a +1 to hit and damage rolls, and it applies to your nearby teammates) Each one of these archetypes allows you to pick an extra benefit from a list. In fact, my Tough and Feat: Revitalize abilities are from the Mighty archetype. Yay trollkins. I pick Gifted because I need it if I want to Choose two careers Here's were the fun begins. From Aristocrat to Stormblade, this section is full of cool options and it's my favourite part of the system. Hell, there's even a box with information as to how customize the existing careers. I will pick Gun Mage and Fell Caller. The first career is full of people who carve magical runes on their bullets and "cast" spells through their guns, while the Fell Caller is the trollkin bard. They have a respected position in society because they can shout so loving loud they will bring walls down. Or people too. Each career gives me equipment, cash, Military and Occupational skills and abilities. It also tells me my "caps" in regards of Skills, and which other abilities I can learn. Fell Caller gives me the abilities Fell Call: Signal Call (you will hear me talk about your mother even if you are two miles away from me) and Fell Call: Sonic Blast. (Imagine a troll shouting GET OUT forever) It also gives me Hand Weapon 1 OR Great Weapon 1. The number represents the bonus I'll get on my attack rolls with that kind of weapon. I'll choose Hand Weapon; I'll be using pistols anyways so it doesn't really matter. In regards of Occupational Skills, I have Command 1, Fell Calling 2, Lore (Trollkin) 1 and Oratory 1. I also get 75 Cygnarian Crowns (Gold Pieces). Gun Mage gives me the abilities Craft Rune Shot (I can make my own magical ammunition) and Fast Reload (I get an extra Quick Action to recharge my guns). It gives me a choice between Pistol 1 OR Rifle 1. I pick Pistol; if both careers have the same Military Skills they add up. Occupational Skills-wise, I have Detection 1 and Intimidation 1. Most of the time, combat careers are really light on Occ. Skills. While I get 25 Cygnarian Crowns, I get an ammo bandolier, a rune shot casting kit and a choice between a Magelock Rifle or Pistol (with powder and ten ammo rounds). Magelock weaponry are special equipment through which I can cast my rune shots; obviously, I pick a pistol. I also get spells! In this case, the Rune Shots Accuracy (Easier to hit with these), Brutal Shot (these ones hit really hard) and Thunderbolt (these one push you the gently caress away). As an aside, Gifted Trollkin can't be Arcane Mechaniks, Warcasters or Arcanists since these are careers with an scholastic bent to Magic. Increase stats Your race determines your starting stats. Everyone gets 3 points to increase them as they see fit. In my case, they are: PHY 6 (Physique, your physical tolerance.) - Spd 5 (Speed, the distance you can move.) - Str 5 (Strength, the power behind your attacks.) AGL 3 (Agility, how dextrous you are.) - Prw 4 (Prowess, how easy it is for you to hit in melee.) - Poi 2 (Poise, your skill with ranged weaponry.) INT 3 (Intellect, how smart you are.) - Arc 3 (Arcana, how many Fatigue/Focus points you get for spellcasting, and how easy it is to hit enemies with spells) - Per 3 (Perception, how insightful and aware of your surroundings you are) Simple stuff. Trollkins are slower than average, poo poo at shooting but pretty resilient and strong. You've got a Racial Maximum Limit that increases as you level up, but I'll increase my POI and Arcana for now. PHY 6 - Spd 5 - Str 5 AGL 3 - Prw 4 - Poi 4 INT 3 - Arc 4 - Per 3 Poise is at its racial maximum for now, same with Arcana. Great! Other tertiary stats, like Defense, Armour, Initiative, Command Range and Willpower are derived from these bunch. Defense is your dodge chance, basically. It's equal to Agility + Speed + Perception, minus any armour penalizers. I get an 11. Welp. More than half of the time, a professional soldier will hit me. And this isn't even taking armour into account yet! Armour is damage mitigation, mostly. Every point it is beaten by equals one damage point. It's derived from PHY + shield/armor modifiers. I have a base of 6. Initiative is SPD + Prw + Per; 12 in total. Whoever has the best initiative roll goes first in battle, as always. It can get affected by armour. Willpower is just PHY + INT, so 9. It represents your tolerance to fear and mind control. Command Range is useful for our Fell Calls that buff other (trollkin) allies. It's INT + Command skill, so 4 inches around me. I also have 4 Fatigue Points. If I were a Warcaster, these would be Focus points, but they would be less in number due to the versatility. Instead, Fatigue Points work like mana in video games. If I want to cast two spells that are COST 2 each, like two rune shots, I can - but I will gain 4 Fatigue. Next turn, that Fatigue goes away and everything is okay. I can also go over the top, up to 8 Fatigue Points, but I risk losing my turn every time I use a spell. PHY, AGL and INT are primary stats, which give your Life Spiral, the equivalent of Hit Points in this system. In that sense, any kind of character benefits from being tough, agile or intelligent. Phys **** ** Agi *** Int *** In our case, I have a total of 12 hit points. Which means two good hits from that professional soldier may kill me! OUCH. If you lose all the circles in one branch of your spiral, you will suffer penalties to hitting, damaging and casting spells - according to the branch that got taken out. It's a good thing every character gets 3 Feat Points to do stuff like halve any received damage. The system may be ultra lethal, but the Feat Point dynamic forces you to be on the offensive all the time. You will be spending feat points like crazy, but as long as you are being aggresive, you will regain them. I like it, personally. Gear I have 100 Cygnarian Golden Crowns in total, which is lower than average; but I've got my free Magelock Pistol, so I'll just get armour and some other random stuff. I'll get a bayonet for my pistol (5gc), a backpack (15g), a Custom Light Armour set (60g) and a 50 rounds of ammunition (20g). The Armour set in particular will reduce my DEF in 1, but it will increase my armour in 7. I have a total of Armour 13 now. To put things into perspective, a loving Sword wielded by a normal human has Power 7 in total. So 7 + 2d6, and every point over 13 is a damage point. Adventuring Companies are a neat thing. Players can choose to restrict their Career choices around a certain theme, like a Magic Order or a Pirate Crew, and it will give them different benefits; from free Abilities to their own stronghold. We will ignore them. We're just missing a name! I dunno, Trollgun Sam. Final Character Sheet - Trollgun Sam PHY 6 - Spd 5 - Str 5 AGL 3 - Prw 4 - Poi 4 INT 3 - Arc 4 - Per 3 Phys **** ** Agi *** Int *** DEF 10 ARM 13 Initiative 12 Willpower 9 Command Range 4 Abilities: *Craft Rune Shot *Fast Reload *Fell Call: Sonic Blast *Fell Call: Signal Call Spells: * Runeshot: Accuracy * Runeshot: Brutal Shot * Runeshot: Thunderbolt Military Skills: Hand Weapon 1 Pistol 1 Occupational Skills: Deception 1 Command 1 Lore (Trollkin) 1 Intimidation 1 Oratory 1 Fell Caller 2 Gear: Magelock Pistol with Bayonet; 60 ammo rounds + powder Custom Light Armour set Rune Shot Casting Kit Backpack And that's it! Azran fucked around with this message at 18:29 on Feb 27, 2014 |
# ? Feb 27, 2014 17:04 |
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Azran posted:While it was originally a d20 setting for 3.5, it ended up branching out into the wargaming scene to great success Hahahahaha, you got your timeline a little bit mixed up there. Quick poll: Would people be more interested in a WFRP3e character, or a D&D 4e character? I'll be doing both, but they take a little time to get all the information for.
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# ? Feb 27, 2014 17:49 |
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WFRP3, definitely (and SWEotE too, if you have it). I think everyone's familiar with how 4E chargen works by now. e; Azran posted:While it was originally a d20 setting for 3.0, it ended up branching out into the wargaming scene This is wrong, incidentally. It was a wargame first and the IK supplement was for 3.5, not 3.0. Lemon-Lime fucked around with this message at 18:07 on Feb 27, 2014 |
# ? Feb 27, 2014 17:50 |
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Lemon Curdistan posted:(and SWEotE too, if you have it) Oh yeah. I'll probably do up a post comparing their character systems too, considering the similarities they have.
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# ? Feb 27, 2014 17:52 |
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Asymmetrikon posted:Hahahahaha, you got your timeline a little bit mixed up there. Whoops. Thanks for the correction! And please do WFRP3e, it's intriguing.
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# ? Feb 27, 2014 17:59 |
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Azran posted:Whoops. Thanks for the correction!
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# ? Feb 27, 2014 18:06 |
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Asymmetrikon posted:I didn't mean that it was a 3.0 setting, I mean that the minis game came before the d20 setting (even if the intent was to release the other way around). Just some nitpicking. Welp! You are right, I thought Warmachine was from 2004. Once again, Fixed. Edit: Just noticed the edit a couple posts above. Thanks to you too! Azran fucked around with this message at 18:29 on Feb 27, 2014 |
# ? Feb 27, 2014 18:26 |
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Lemon Curdistan posted:This is wrong, incidentally. It was a wargame first and the IK supplement was for 3.5, not 3.0.
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# ? Feb 27, 2014 18:38 |
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Ars Magica: Characteristically Speaking We have finally gotten our Flaws and Virtues taken care of. According to the Detailed Character Creation checklist, we must now buy our Characteristics - that is, our Attributes. You’ve got Eight of them, which range between -3 and +3. You have Intelligence (memory and ability to analyze stuff, and very important for wizards), Perception (intuition and ability to notice things), Strength (physical power), Stamina (toughness and ability to withstand fatigue, also very important for wizards), Presence (charisma, appearance and demeanor, though not in the sense of prettiness), Communication (self-expression, speechmaking, writing books and influencing people over time), Dexterity (grace, agility and hand-eye coordination) and Quickness (reaction speed and reflexes). All of the physical stats are fairly important in combat; none of the mental stats are. Directly, anyway. Now, we get 7 points to spend on Characteristics. They all start at 0. Raising to +1 costs 1 point, raising to +2 costs 3 (1+2) and raising to +3 costs 6 (1+2+3). You can get more points by making a stat negative, on the same math. Now, Intelligence and Stamina are the most important stats for Hermetic magic - one for labwork, the other for casting. But we also want good Perception, since we’re an investigator, and probably decent Presence and Communication. Strength is not important to us, we won’t be dealing damage with our bodies often. Quickness is slightly more important, as it is the defensive stat. Dexterity is handy but less useful to us - it’s the offensive stat. (Of course, all of these have out of combat uses, but generally they aren’t our focuses, either.) So, we’ll first spend 6 of our points grabbing Intelligence 3. This is fairly common among magi, and I’m pretty sure later books say that most magi look for apprentices that are that smart over most other concerns. (Not all - House Jerbiton values the Gentle Gift even over genius, for example.) That leaves us with 1 point. I want Stamina 2, so I decide to drop our Strength -2. This covers our Stamina 2, and we still have 1 point free. I drop it in Presence. We now have 0 points. I decide to drop Dexterity to -2, giving us 3 points. I spend those on Perception 2. I get 3 more points by dropping Strength all the way to -3 - we are not strong at all. I raise Communication to 1, leaving us 2 more points. We could raise Presence or Communication to 2 with those. I pick Communication. We have left Quickness at 0. pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local) That 75 XP must go into our Native Language - Arabic. We also get 45 XP to spend on Area Lore for the place(s) we grew up in, Athletics, Awareness, Brawl, Charm, Folk Ken, Guile, other Living Languages, Stealth, Survival and Swim. Let’s take a look at those. All of them are General Abilities - those that anyone can learn without needing a Virtue to unlock them.
The game presents a few example childhood packages, which I usually make use of - the Athletic Childhood (Athletics 2, Brawl 3, Native Language 5, Swim 2), the Exploring Childhood (Area Lore: Home Area 2, Athletics 1, Awareness 1, Native Language 5, Stealth 1, Survival 2), the Mischievous Childhood (Brawl 2, Guilde 2, Native Language 5, Stealth 2), the Social Childhood (Charm 2, Folk Ken 2, Guile 2, Native Language 5) and the Traveling Childhood (Area Lore: Area A 1, Area Lore: Area B 1, Folk Ken 2, Living Language 1, Native Language 5, Survival 2). We’ll grab the Traveling Childhood - it’s good for a character from Spain, near the Muslim/ Christian borders. Now, as a note - every Ability we take gets a specialty. When that specialty applies, our Ability is considered 1 rank higher than it normally is. pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Abilities Area Lore: Andalusia (Geography) 1 (5 XP) Area Lore: Castille (Geography) 1 (5 XP) Folk Ken (Peasants) 2 (15 XP) Spanish (Slang) 1 (5 XP) Arabic (Poetry) 5 (75 XP) Survival (Hills) 2 (15 XP) Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local)
pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Abilities General Area Lore: Andalusia (Geography) 1 (5 XP) Area Lore: Castille (Geography) 1 (5 XP) Folk Ken (Peasants) 2 (15 XP) Spanish (Slang) 1 (5 XP) Arabic (Poetry) 5 (75 XP) Survival (Hills) 2 (15 XP) Academic Latin (Hermetic Usage) 3 (30 XP) Artes Liberales (Logic) 2 (20 XP) Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local) Welp! It appears that Malik was picked up at age 5. This means we cut straight to apprenticeship XP. This takes 15 years, so it’s done when Malik is age 20. He gets 240 XP, plus the 60 bonus XP from Skilled Parens, for a total of 300 XP to spend on Abilities and Arts, total. He also gets 120 levels of spells, plus 30 for his Skilled Parens. We’ll determine spells when we’ve spent his XP. Magi have special rules: once they enter apprenticeship, they can take any Ability they want, except Supernatural Abilities. They don’t need Virtues to unlock them any more. Supernatural Abilities, as always, still need to be unlocked individually. But this is getting long, so we’ll look over the apprenticeship of the wizard Avendaras next time! Next time: Giant XP lumps and you!
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# ? Feb 27, 2014 18:49 |
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Burning Wheel II With stats done, we can move on to skills. We count up our General and Lifepath points, coming up with 4 GPts and 35 LPts (that may seem like a lot of lifepath points, but having spell songs will eat up our points). We can also make a list of all our Lifepath skills: Skills: Armor, Brawling, Conspicuous, Elven Script, Flute, Knives, Lyre, Oratory, Shield, Silver Trumpet, Sing *, Song of Soothing, Sword * Spell Songs: Doom of Strength, Lament of Mourning, Lament of the Westering Sun, Lyric of Healing *, Recitation of Ages, Song of Merriment *, Song of Songs *, Song of the Sword, Tract of Enmity, Verse of Friendship All skills start out "unopened". To open a standard skill, spend 1 point on it - it then gains a rating equal to half its root stat rounded down. Spell songs and training skills (like Armor) cost 2 points to open. After opening, points can be spent on skills just as they're spent on stats - 1 to increase the exponent by 1 (to a max of 6), and 5 to increase the shade by 1 (except for training skills, which are either opened or unopened with no advancement). The skills and spell songs with an asterisk are special - we have to open them (putting at least 1 point in them, or 2 points in some specific cases). The first skill in each lifepath is mandated to be opened. Because of the mandated skills, we start out with only 27 points to spend on lifepath skills, but get a few spell songs. Almost all spell songs have a Will root, so having a G4 Will is extremely beneficial (2 points opens a spell song at G2, which is already nice). We get the following mandatory: Sing G2 Sword B3 Lyric of Healing G2 - adds dice to Health checks for recovery Song of Merriment G2 - removes penalties and hesitation Song of Songs G2 - can add extra dice to a spell song check First, let's consider what to open, then distribute points to buff up our skills. The essentials:
With all these opened, we have 16 points left, which I distribute to buff up our skills. We have 4 General skill points, which can be used to open and advance pretty much anything. I'll open Music-Wise and put 1 point into it (a wise is a general knowledge of a certain niche), and I'll open both Command and Rope Chant at their roots. pre:Armor B2 (aptitude only) Shield B3 (aptitude only) Brawling B3 (B2 + 1 pt) Command G2 Conspicuous G4 (G2 + 2 pts) Music-wise B3 (B2 + 1 pt) Oratory G4 (G2 + 2 pts) Rope Chant B2 Sing G4 (G2 + 2 pts) Sword B5 (B3 + 2 pts) Lament of Mourning G2 (G2 + 0 pts) Lyric of Healing G4 (G2 + 2 pts) Song of Merriment G3 (G2 + 1 pts) Song of Songs G3 (G2 + 1 pts) Song of the Sword G5 (G2 + 3 pts) There are 3 types of trait - [Char] traits, which are just flavor traits that your character has; [Dt] or dice-traits, which give bonuses to stats / skills / rolls and other effects; and [C-O] (Call-On) traits, which give free re-rolls and tiebreakers. Unlike skills, we automatically get some traits for free. These are the Elven Common traits, which include: Born Under the Silver Stars [Char] - have a faint glow Fair and Statuesque [Char] Essence of the Earth [Dt] - no ill effects from temperature/illness/age, +1D to Health/Forte vs fatigue and poison First Born [Dt] - max Perception at 9, stride 8 Grief [Dt] - gain the Grief mechanic Keen Sight [Dt] - +1D to Per/Obs maneuvers in Range and Cover or long distance Per tests, see in starlight as day, no Ob for dim lights From our lifepaths, we have 5 trait points to spend. However, like skills, we have to buy the first trait in each lifepath - luckily, these are always 1 point cost, even if they'd be more to buy freely. Therefore, we get: Vocal [Char] Sword of the White Towers [Dt] - 1D affiliation with the Swords of the White Towers This leaves us with 3 points to spend. We'll take: Ineffable Feature (Tongue) [Char] - 1 pt: our tongue can't be destroyed (we will sing forever) Sonorous Voice [C-O] - 2 pt: call-on for persuasion because of our lovely voice Next Time: I HOPE YOU LIKE SURVEYS
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# ? Feb 27, 2014 22:08 |
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Burning Wheel III Now, we do some calculation and fill out some surveys! Mortal Wound is the average of Power and Forte, rounded down, plus 6: B9. Reflexes is the average of Perception, Agility, and Speed, rounded down: B5. Health begins as the average of Will and Forte: B6 (because Will is gray shade and Forte isn't, Health is black shade but gains +2). However, there are some questions that can modify our Health based on our character's backstory: Does the character live in squalor or filth? - Being a warrior elf, probably not: no penalty. Is the character frail or sickly? - Nope: no penalty. Was the character severely wounded in the past? - Let's go with yes; a warrior isn't a warrior until they have a wound to speak of: -1 Health. Has this character been tortured and enslaved? - No: no penalty. Are you a Dwarf, Elf, or Orc? - Yes!: +1 Health due to their mystical/immortal nature. Is the character athletic and active? - Warrior? Check: +1 Health. Does the character live in a really clean and happy place - No, the battlefield is a little dirty: no bonus. Adding it all up, we have a Health of B7. Steel begins as B3 for all characters, then we have to answer the following: Has the character taken a .... soldier, ... or knight type lifepath? - Yes: +1 Steel. Has the character ever been severely wounded? - As in Health, yes: since the wound was as a soldier, +1 Steel. Has the character ever murdered or killed with their own hand? - In war, yes: +1 Steel. Has the character been tortured, enslaved or beaten terribly over time? - Nope: no change. Has the character led a sheltered life, free from violence and pain? - Not with that severe wound: no change. Has the character been raised in a competitive (but non-violent) culture? - Maybe, but for these purposes, no: no change. Has the character given birth to a child? - Sure!: +1 Steel. Is the character Gifted or Faithful or an equivalent? - Elves can't be either: no change. Is the character's Perception exponent 6 or higher? - Nope: no change. Is the character's Will exponent 5 or higher? - Thanks to the grey shade, no: no change. Is the character's Forte exponent 6 or higher? - No: no change. Steel ends up as B7. If we had gotten 5 or more points, we could've traded 5 to get a grey shade, but we'll just have to deal with our black shade. Hesitation is 10 minus Will exponent: ours is 6. Grief is our special Elf stat. It measures our world-weariness from living so long; it goes up over our life, and if it hits 10, we either have to leave to the mysterious West, or we begin to waste away. We begin with Grief B0, and answer some questions: Has the character taken any Protector lifepath? - Yes: +1 Grief. Has the character been a ... Soother? - Yes: +1 Grief. Has the character been Born Etharch? - No: no change. Has the character been a Loremaster, Adjutant, or Althing? - No: no change. Has the character taken the Elder lifepath? - No: no change. Does the character know any Lamentations? - Yes, the Lament of Mourning: +1 Grief. Does the character's history include tragedy? - Nope, other than soldiering: no change. Has the character lived among non-Elven people? - During travels, yes: +1 Grief. Does the character have Steel greater than exponent 5? - Yes: +2 Grief. Is the character's Perception exponent greater than 5? - No: no change. Is the character 500 or more years old? - No: no change. Totaling it, we have 6 points of Grief to spend. We could take a B6, but I'll spend 5 to get a G1 Grief. It will advance faster, and we can take more Grief before we fade away. Stride is 8, as all Elves. After our derived stats, we come to Resources. Resources are the abstraction of money in this game - we get an amount to spend on several things, which also buys us a Resources stat to use in the game. We have 55 resource points, which can be spent on:
Let's look at gear first, and see how much we're gonna have to dump on that before we move on to anything else. Standard purchases come first - Elven clothes and shoes are 3 rps together, and we should probably buy Traveling Gear (2 rps). We're gonna need a sword and shield, so we get some Elven Arms. If we had taken 4 or less lifepaths and still ended up as a Sword Singer, we could get a discount, but we'll have to buy it at the full price of 15 rps. We'll also pick up some standard Leather Armor for 10 rps (the Elven version is superior, but costs 3 times as much). With our Rope Chant, rope might come in useful - 12 rps for enough Elven Rope to last for a long while. This rope is enchanted, too, so we get bonuses to use it, and can make it move with a wink. With gear bought, we have 13 points to spend on other things. I'll buy a relationship - that 13 could almost get me to a relationship to a very powerful character. To get it, I'll have to take a -2 to the cost for one of the conditions. I'll take "family", and decide that the Youthful Usurper, a powerful and reviled Elf rebel who fights against the White Towers, is my son. That'll create some drama! Resources exponent is the number of rps spent on things that aren't gear, spells or relationships divided by 15. I spent none on those, so I have a B0 - I have no clout to buy things. Now to calculate Circles - how much community influence I have - I divide my Will in half and get G2. Physical tolerances now. There are 6 levels of tolerance: Superficial, Light, Midi, Severe, Traumatic, and Mortal, ranging from least to greatest threat. Mortal is the same value as Mortal Wounds - B9. Light is half Forte rounded down plus 1, so B2. The tolerances in the middle are splayed throughout the middle of those two, with gaps less than or equal to half Forte rounded up between the least severe. With a little calculation, I find that I have Light B4, Midi B6, Severe B7, and Traumatic B8. Phew! We're almost done. There are only three steps left - Beliefs, Instincts, and Naming. Beliefs are goals; they represent what your character wants, and what you should be rewarded for achieving. Let's take "I will keep my son alive", "I will learn what the True Song means", and "I will help the Swords retake our ancestral fortress". Instincts are automatic ways of acting - they can do things that would normally take actions, but cannot be refused. I'll take the classic "My lips always sing the Song of the Sword in time before danger", and "Don't say my son's name in front of those who wish him dead". The final step is naming - the simplest, yet most frustrating, step in any game. I will name this Elf Feane the Sword Singer. And with that, we are ready to play. The final character: pre:+------+------------+-------+-----------+-----+----------------+ | Name | Feane | Stock | Elf | Age | 192 | +----+-+--+----+----+----+--+-+----+----+-----+----+-----+-----+ | Wi | Pe | Ag | Sp | Po | Fo | He | Re | Ste | Mw | Res | Cir | | G4 | B4 | B6 | B5 | B4 | B3 | B7 | B5 | B7 | B9 | B0 | G2 | +----+----+----+----+----+----+----+----+-----+----+-----+-----+ | Stride | 8 | Grief | G1 | Hesitation | 4 | +----+----+----+----+----+----+---------+----------------+-----+ | Su | Li | Mi | Se | Tr | Mo | Relationship: Son, leader of | | B2 | B4 | B6 | B7 | B8 | B9 | rebel elves | +----+----+-+--+----+----+----+--------------------------------+ | | Char | Born Under the Silver Stars, Fair and Statuesque | | | | Vocal, Ineffable Feature (Tongue) | | +------+--------------------------------------------------+ | Tr | Dt | Essence of the Earth, First Born, Grief, | | | | Keen Sight, Sword of the White Towers | | +------+--------------------------------------------------+ | | C-O | Sonorous Voice | +----+------+--------------------------------------------------+ | | I will keep my son alive | | Bl | I will learn what the True Song means | | | I will help the Swords retake our ancestral fortress | +----+---------------------------------------------------------+ | | My lips always sing the Song of the Sword in time | | In | before danger | | | Don't say my son's name in front of those who wish him | | | dead | +----+---------------------------------------------------------+ | | Armor B2, Shield B3 | | +---------------------------------------------------------+ | | Brawling B3, Command G2, Conspicuous G4, Music-wise B3, | | Sk | Oratory G4, Rope Chant B2, Sing G4, Sword B5 | | +---------------------------------------------------------+ | | Lament of Mourning G2, Lyric of Healing G4, | | | Song of Merriment G3, Song of Songs G3, | | | Song of the Sword G5 | +----+---------------------------------------------------------+ | Gr | Elven clothes, shoes, arms, rope; training gear, | | | leather armor | +----+---------------------------------------------------------+
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# ? Feb 27, 2014 22:42 |
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Another day another space game... Unlike the previous two games I've covered, Blue Planet is a very good game. One that really should have an F&F done on it. Today though we are going to make a character. There are no bird PCs in Blue Planet, so how about a Beluga Whale Bard? Blue Planet is a game set on a water world . Explorations in Earth's Solar System had located a wormhole that allowed FTL travel to the Lambda Serpentis System and back. After several small explorations were accomplished by probes a colony was decided to be set up on Lambda Serpentis II a/k/a Poseidon; a world with 95% coverage of surface water and animal life that was similar to Earth's with some significant changes, such as most mammal analogues being hexapodal to a greater or lesser extant. This colony called the Athena Project had genetically modded colonists for amphibious survival along with uplifted Bottlenose Dolphins and Orcas as scouts and assistants. Meanwhile a genetically modified crop destroying virus had been released on Earth causing a massive famine known as the Blight. This started a new dark age which lasted almost 60 years until the virus is eradicated. Another ship is finally sent to Poseidon to establish contact with the abandoned colonists and finds they have slipped into an almost tribal level due to all their technology wearing out. A few years later the corporations move in to begin to explore the economic opportunities.
[2] Select a species and record the default attribute scores for that species. [3] Modify the character's attributes, using either the point-based or random system. [4] Select biomods for the character and record any changes to the character's primary and derived attributes. [5] Record the character's abilities. Choose the character's aptitudes. [6] Select one origin package and two background packages for the character. [7] Choose professional training packages for the character. [8] Allocate points to the character's custom skills. [9] Consult with the game moderator and select equipment appropriate to the character and campaign. Develop a character concept. discuss it with the game moderator, and select an appropriate character power level. The original rules only supported humans, gene-modded humans, bottlenoses, and orcas. The last supplement published, Ancient Echoes, added, Beluga, Pilot Whales, and Common Dolphins. I'm going to create a Beluga musician who was born on Earth and has emigrated to Poseidon to become a missionary. Of the various types of cetaceans, Belugas are renowned for their musical talent. The three Character Power Levels are: Everyday, Exceptional, and Elite. The game recommends all PCs be Exceptional or Elite. Everyday is for NPCs. This Power level sets the amount of points to be spent on various character choices. Exceptional sounds good... pre:Attributes 3/5 Biomods 2-4 Minor, 1-2 Major Aptitudes 2/4 Professional Packages 5 Points for Custom Skills 10 Max Skill Level at Start 6 Beluga Whale obviously, the base statistics are: pre:BUILD 7 FITNESS 2 AGILITY 0 DEXTERITY -10 AWARENESS 1 CHEMICAL (Not Cetaceans) ECHOLOCATION (Only Cetaceans) HEARING INTUITION TOUCH VISION INTELLECT -1 PRESENCE 0 WILL 0 (Figured Characteristics) ENDURANCE +3 REFLEXES +0 STRENGTH +0 TOUGHNESS +0 I'm going to use the point-buy system. The random system may get you more points to work with, but you may not get the statistics you want/need for a concept. pre:LEVEL CHARACTER POINTS -3 -4 -2 -2 -1 -1 0 0 +1 +1 +2 +2 +3 +4 Record the character's abilities. Choose the character's aptitudes. Now my stats look like this... pre:BUILD 6 FITNESS 2 AGILITY 0 DEXTERITY -10 AWARENESS 2 CHEMICAL (Not Cetaceans) ECHOLOCATION (Only Cetaceans) HEARING INTUITION TOUCH VISION INTELLECT 0 PRESENCE 2 WILL 0 (Figured Characteristics) ENDURANCE 4 REFLEXES 1 STRENGTH 4 TOUGHNESS 2 Aptitudes: These are how good you are with groups of skills, like Command, Fine Arts, or Firearms. A Superior Aptitude allows you to roll 3d10, a Strong Aptitude gives you 2d10, and an Average Aptitude is 1d10. As an Exceptional Power Level character I get 2 Superior and 4 Strong Aptitudes. My Superior Aptitudes are Fine Arts, and Culture. My Strong Aptitudes are Communication, Command, Human Sciences, and Tech. This is a very social character and is quite familiar with bureaucracy and the like. Select biomods for the character and record any changes to the character's primary and derived attributes. This game is heavy on cybernetics, biological modification, and genetic engineering mainly due an unusual biological component found on Poseidon. (Why all the corporations are so interested.) I am not going heavy cyber with this guy and am just taking a Sonic Trode Blue Planet posted:Cetaceans, especially orcas, seem to universally abhor cybernetic implants, and often have a hard time dealing with humans who are heavily modified. As a result. cetaceans typically interface with computers and other hardware via a unique form of trode. Select one origin package and two background packages for the character. Skills are gained in 'packages'. I'm going to take... Blue Planet posted:EARTH - COASTAL RESIDENT: I want this to be a suave cete about town, or bay actually, so he gets this... Blue Planet posted:UNIVERSITY: Choose professional training packages for the character. These work much the same as the Origin and Background Packages. They all come in three levels (Novice, Specialist, Expert)and it costs 1 package pick per level. I'm going to take... Blue Planet posted:ARTS AND ENTERTAINMENT EXPERT (Musician) Allocate points to the character's custom skills. I've got 10 to work with so I'll buy 2 more in Oration, 3 in Leadership, 3 in First Aid and 2 more in History. Finally I'll give him a CICADA which is a cetacean ROV and has a rotor drone so he can participate in stuff on the surface. He interfaces with it though his Sonic Trode of course... Choir Leader Beluga Missionary and Songmaster. pre:BUILD 6 FITNESS 2 AGILITY 0 DEXTERITY -10 AWARENESS 2 CHEMICAL (Not Cetaceans) ECHOLOCATION (Only Cetaceans) HEARING INTUITION TOUCH VISION INTELLECT 0 PRESENCE 2 WILL 0 (Figured Characteristics) ENDURANCE 4 REFLEXES 1 STRENGTH 4 TOUGHNESS 2 pre:Agriculture 1d10 Animal Husbandry 3 Aquaculture 3 Command 2d10 Leadership 3 Communication 2d10 Language(Interspec) 6 Language(Latin) 3 Negotiation 3 Oration 3 Persuasion 4 Writing 2 Culture 3d10 Cetacean 6 Colonial 5 Earth 3 Fine Arts 3d10 Acting 5 Dance 5 Music 7 Human Sciences 2d10 History 4 Politics 1 Theology 3 Life Sciences 1d10 Botany 2 Genetics 1 Zoology 3 Medicine 1d10 First Aid 3 Psychology 1 Physical Sciences 1d10 Astronomy 1 Geology 1 Meteorology 3 Physics 1 Survival 1d10 Fishing 3 Foraging 2 Tech 2d10 Computers 5 Electronics 4 Mechanics 2 Remote Operation 3 Humbug Scoolbus fucked around with this message at 23:12 on Feb 27, 2014 |
# ? Feb 27, 2014 23:09 |
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And this character right here is why the Burning Wheel book explicitly states that you have to have GM and entire-rest-of-party permission to have grey shade anything at character creation, let alone half your character sheet. Not a very representative character, although I guess it does show off most of what the system can do.
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# ? Feb 28, 2014 01:35 |
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Hey, Elves are already way unbalanced; why not make it moreso
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# ? Feb 28, 2014 01:37 |
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Rifts is certainly a thing. Maybe even a game? Nobody knows. I thought it might be neat to make one character in Rifts, but from every World and Dimension book. That is, embrace the multiverse aspect of things, and roll up one character with multiple versions. John Doe, coalition citizen; John Doe, Atlanean; Doe John, cyber-samurai; Jo-N D0, robot space pirate; and so on. Roll stats one time, go to each book and find something that he can be with those stats, and make it. So to get things started, we need our initial stats. We roll 3d6, 8 times, in order. Stats: 8#3d6 14 9 10 11 6 8 5 15 Those are, in order: IQ, which is our characters actual Intelligence Quotient divided by 10; ME, or Mental Endurance, which has to do with mental and emotional stress and psionic attacks; MA, or Mental Affinity, which is how personable and trusting we are; PS, or Physical Strength, how buff we are; PP, or Physical Prowess, our dexterity and agility; PE, Physical Endurance, our stamina; PB, Physical Beauty, how hot we are; and Spd, which determines our speed. pre:IQ 14 PP 6 ME 9 PE 8 MA 10 PB 5 PS 11 Spd 15 The Ultimate Edition added a thing to compensate for low attributes, and we are going to take advantage of it. Since we have two or more attributes below 7, we get to add +1d4+5: 9 to another attribute, and a flat +3 to another attribute or a +2 to our Perception. Unfortunately this specifies other attributes, so we are stuck with our 6 PP and 5 PB. Because role playing. pre:IQ 14 PP 6 ME 9 PE 11 MA 19 PB 5 PS 11 Spd 15 As a non-supernatural creature, we are gooey Hit Points (HP) in a Structural Damage Capacity (SDC) candy shell. Our Occupational Character Class (OCC) should tell us how many SDC, but some don't, and for those ones we get 2d6+12: 18. This is our "flesh wound" damage. We also get HP equal to our PE+1d6: 12, adding another 1d6 for each level we gain. This is the real hurt - if we get to 0 HP, we collapse, fall into a coma, and will die without medical assistance. We can survive down to -11 (PE) HP - past that, there's nothing left to save. Mega-Damage Capacity (MDC) and Mega-Damage, for the uninitiated to Rifts, are equal to 100 SDC. This is a one-way street. 1 point of Mega-Damage, from say, a pen-sized laser, can obliterate a human, but a hundred points of normal damage, say from a company of marines opening fire on your robot suit, doesn't even scratch the paint. pre:IQ 14 PP 6 SDC 18 ME 9 PE 11 HP 12 MA 19 PB 5 PS 11 Spd 15 We are going to skip choosing an alignment, because alignment is dumb and I'm probably going to have to change it once I start picking classes. Now, the good stuff. We start with the core book, the Ultimate Edition to be exact, so it probably has some errata and I think it has a couple of extra classes maybe? Who knows, I haven't read these things since I was a teen. Of course, we have to go with… ...the iconic Glitter Boy. It was a toss up between Vagabond and Glittery Boy, but guy with a 25 million dollar robot beats homeless guy. Glitter Boys, to explain things for non-Rifts people again, are rare pre-Rifts power armor suits with a really big gun. They couldn't be rolled up into the regular power armor soldier classes because reasons. They are "Glitter" because they have shiny anti-laser armor. Unsurprisingly, the Ultimate Edition has an aside from Kevin Siembieda explaining that a Glitter Boy was his first ever Rifts character because he just watched Bubble Gum Crisis. That’s right, the entire class is an knock-off anime Mary Sue. But, we need a PP of 10 to be a Glitter Boy. We stumble out of the recruitment office, tripping over our own feet and with a single tear rolling down our cheek, and sign up for perhaps the second best class in Rifts, the Rogue Scholar. Rogue Scholars only need a 10 IQ and MA. It recommends a high ME but it can shove it, I'll go crazy reading eldritch texts if I want to. We get the ability to teach others new skills, a +20% on Find Contraband related to pre-Rifts artifacts, -40% off list price for any such items, and a 50% off discount if we spend 24 hours working for the Black Market doing their homework, nerd. We can recognize authentic items at 58% +3%/level, restore and improve old stuff by 8% per level at 58% +3%/level, get +10% to Art, Calligraphy, Forgery, and Photography skills, and +1 to IQ, +2 to MA, +5 Perception, and +2d6: 6 SDC. pre:IQ 15 PP 6 SDC 24 ME 9 PE 11 HP 12 MA 21 PB 5 PS 11 Spd 15 Next, we get skills. There is a big list of OCC skills we get, another big list of related skills we get to pick from and get a bonus on, and another big list of Secondary Skills we get to pick from. There are also some Weapon and Hand to Hand skills thrown in there. We grab a few, look up their skill level, and apply bonuses and penalties from our class and our lovely attributes: pre:Literacy: American 95 WP Sword Literacy: Euro 65 WP Energy Pistol Literacy: Chinese 65 WP Energy Rifle Literacy: Dragonese 65 WP Shotgun Language: American 98 Hand to Hand: Basic Language: Euro 78 Language: Chinese 78 Appraise Goods 55 Basic Math 75 Computer Operation 65 Computer Programming 50 Creative Writing 45 Find Contraband 45 History: Pre-Rifts 63 History: Post-Apoc 65 Public Speaking 50 Research 75 Pilot: Automobile 67 Art 55 Salvage 45 Lore: Demons 45 Lore: Faerie 45 Botany 40 Biology 45 General Repair 35 Cryptography 40 Forgery 20 Intelligence 36 Dancing 25 Well, that’s almost like a 25 million credit robot. I mean, we got a hat. Lets go shopping! We get armor, 4 weapons, and a car. It talks about "light" armor a lot, but never classifies any of it. We pick the Bushman because it looks cool and is expensive, but it says it is "lightweight." It provides 60 MDC on our body, 50 on our head, 30 on each arm, and 55 on our legs. It is also sealed so I guess we aren't getting gassed. For our weapons, we get a NG-57 Northern Gun Heavy-Duty Ion Blaster, an ion pistol with a small e-clip but two damage settings, 2d4 or 3d6 MD. Our rifle is a Wilk's 447, with a 20 shot clp that does 3d6 damage and has a 2000' range. We grab a Vibro-Saber, which does 2d4 MD, for our sword. Lastly I guess Ultimate Edition doesn't give SDC weapon stats so we have a shotgun for duck hunting. Our ride is the Mountaineer ATV, which despite the name is a pretty big off road truck thing. It'll do 120mph and has a 210 MDC body, 25 MDC tires, and a 50 MDC pilot compartment. It also would look pretty ballin in the wasteland: That’s it for the first version of John Doe. We have a car and the special ability to get a job. Totally not missing out on having a sweet robot suit, no sir. Especially not one that could one-shot my truck. Next time, World Book 1: Vampire Kingdoms, or, Juan Doe: Vampire Hunter!
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# ? Feb 28, 2014 02:03 |
The thing about MDC and SDC in the Palladium games came into effect because of Robotech. It made sense in that game to make a serious distinction between SDC people and MDC giant robots that the people flew around in. The problem came when they used the same system in Rifts and applied it to personal equipment. It destroys the boundary between Hard Giant Robots and Soft Squishy People when the SSP are wearing clothes that can absorb HGR weapon fire. And it leads into ridiculous things like Glitter Boys. But worst of all, the dissolving of SDC and MDC cripples the promise of Rifts that it allowed characters from any Palladium game into it. Sure, you could bring your Bird Bard Lady from Teenage Mutant Ninja Turtles into the Rifts world...and if she didn't get herself some heavy armor and a real big gun right drat quick she'd get blown to feathers and red paste by the first shot that went anywhere near her. So yeah, you could bring a character from any other Palladium game into Rifts, but if you didn't gear them up and start acting like every other Rifts character you were dead on arrival. And if, Gygax help you, you were stupid enough to allow someone from Rifts into your non-Rifts game they would wreck the world in a session!
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# ? Feb 28, 2014 02:27 |
jng2058 posted:But worst of all, the dissolving of SDC and MDC cripples the promise of Rifts that it allowed characters from any Palladium game into it. Sure, you could bring your Bird Bard Lady from Teenage Mutant Ninja Turtles into the Rifts world...and if she didn't get herself some heavy armor and a real big gun right drat quick she'd get blown to feathers and red paste by the first shot that went anywhere near her.
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# ? Feb 28, 2014 02:55 |
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Shuffle Up and Draw! Let's Make a Character for Deadlands Classic Starting characters get their clothes and $250 to buy starting gear, unless they took a Hindrance or Edge to alter it. So, let's buy our Preacher some stuff. Off the bat, we need to defend ourselves, and a good defense is a strong offense. Let's buy a gun. $15 gives us a nice Colt Peacemaker, and $3 gets us a box of 50 rounds of ammo. Stuff that's not listed, like a bible or cross, figure you can either give it for free, or use the price of something similiar.
$51 spent, and $199 left over. That would be the end of chargen normally, but we got a Blessed, so let's pick some Miracles. Blessed get one miracle per level in Faith, plus the bonus miracle Protection. In fact, anyone with Faith can cast it, but only the Blessed can get access to more miracles. So with Faith 5, we get 5 miracles to pick.
And with that, our Preacher is pretty much done. pre:Preacher Douglass Reeves Deftness: 1d8 -Shootin': Shotgun 3 Nimbleness: 4d6 -Climbin' 1 (FREE) -Dodge 2 -Fightin': Brawlin' 3 -Sneak 2 (1 pt) Quickness: 3d6 Strength: 2d8 Vigor: 2d8 Cognition: 1d8 -Scrutinize 2 -Search 3 (1 pt FREE) Knowledge: 3d8 -Area Knowledge: Home County 2 (FREE) -Medicine: General 2 -Professional:Theology 2 Mien: 3d10 -Persuasion 3 -Tale-Tellin' 3 Smarts: 2d12 Spirit: 3d12 -Faith 5 -Guts 4 Grit: 0 Pace: 12 Size: 6 Wind: 20 Hindrances: [*]Heroic [*]Obligation (Deliver a sermon on Sundays) [*]Clueless [*]Squeamish Edges: [*]Arcane Background:Blessed [*]Brave [*]Gift of Gab Miracles: [*]Protection [*]Lay on Hands [*]Sacrifice [*]Holy Roller [*]Smite [*]Inspiration Gear: ($199) [*]Colt Peacemaker $15 [*]50 rounds $3 [*]Single-barrel shotgun $25 [*]Gun belt $2 [*]Holster $3 [*]20 Shotgun shells $2 [*]Axe Handle $1 [*]Bible [*]Cross Coming up next, an attempt to make that there Bird-Themed Bard in Deadlands.
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# ? Feb 28, 2014 03:19 |
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It's the archetypal example of random superhero generation yielding utterly ridiculous results, so while we've got RIFTS and TMNT on the brain, let's peer into another dark corner of the Palladium Megabasement with HEROES UNLIMITED plus Powers Unlimited 1, 2 and 3, which added more superhero origins and a boatload of absurdly specific powers. Into the abyss! First off, our stats. The stats themselves and the method of generating them are exactly the same as Dagon explained for Rifts a few posts back, so we'll just jump in. Stats: 8#3d6 16 11 17 9 9 14 9 3 pre:IQ 16 PP 9 ME 11 PE 14 MA 17 PB 9 PS 9 Spd 3 pre:IQ 27 PP 9 ME 11 PE 14 MA 21 PB 9 PS 9 Spd 3 We roll for our super secret superhero origin on a table in Powers Unlimited 2, which added several new Power Categories, and feebly warns that it may be better for players to just choose the category they think would be fun rather than rolling on a table. That's dumb, so we'll roll: 1d100: 73 means we have the Magic origin! Haha, yay, magic! This can actually refer to one of four distinct character types, which we will of course choose by rolling on another table. Magic Source: 1d100 90 means our power was Bestowed upon us "by the supernatural forces of order (good) and chaos (evil) to champion their cause." It also means that we are normally a standard issue mortal, until we transform by calling out a trigger word like While transformed, we make some changes to our stats: add 2d6: 6 to MA, 2d6 to PS (minimum has to be 20, so we'll just raise our puny 9 to that directly), 1d6: 5 to PP (again not enough to hit the minimum of 18, so we just do that), and not even bother rolling 2d4 and just raise our pitiful Spd 3 to the minimum 24. Our base SDC is 20, plus either 2 or 3 d4 x 10, depending on which entry on the same page you believe. Let's assume 3d4 x 10, giving us a total of 120 SDC. The book notes that it can be "fun and ironic" to play up the mortal-to-superhero transformation by making the normal mortal form physically frail, and provides an optional table to roll on to determine the frailty. Let's! 1d100: 95 means we're an Invalid, confined to a wheelchair. Our physical stats of PE, PS, and PP are capped at 18, our Spd is 0 (it was 3 anyway so whateva), and we can't take Physical skills that require more than the upper body- bodybuilding and swimming are okay, gymnastics and hand-to-hand combat are out. Our stats are now: pre:Mortal Form IQ 27 PP 9 ME 11 PE 14 MA 21 PB 9 PS 9 Spd 0 SDC 20 HP 16 pre:Super Form IQ 27 PP 18 ME 11 PE 14 MA 27 PB 9 PS 20 Spd 24 SDC 120 HP 16 In a major oversight, there is no random table to roll for spells, but they are handily arranged in an alphabetical list so we can make one ourselves! 4#1d48 32 25 47 7 means our spells are Resist Fire, which temporarily makes us and one or two others immune to heat and take half damage from fires mundane and magical, Mystic Alarm, which lasts "one year per level of the spellcaster" if that should ever come up and gives us a one-time mental alert no matter where we are in the multiverse if someone touches our poo poo, Wind Rush, which briefly creates a 60mph gust of wind, and Carpet of Adhesion, which summons a big ol' patch of super-flypaper we can shape to our preference that sticks people to it. So far, i'm getting that our patron empowered us to respond to the presence of arsonists in their sacred spaces by magically sticking them to the ground until they burn to death, then blowing out the fire. Who can know the minds of the gods? Maybe our super-abilities proper will change things up. Powers Unlimited 3 added a big ol' random table incorporating all the powers published across the books, which it handily divided into Offensive and Defensive powers to offer the player a little more control over the powers they rolled. Again, this is anathema to everything we stand for, so we'll abstract that to a 1d2 for each power. First minor super ability: Offensive! 1d100 54 gives us Abnormal Energy Sense, located in Powers Unlimited 1. We have the power to constantly and passively sense magical and psionic energy, detect the use of psychic powers or magic spells (45%), trace their energies to their source (55%), detect if someone or something is a powerful supernatural being like a demon or demigod (40% +20% if they're super evil) and track them once detected (25%). Being near a ley line or nexus interferes with detecting all but the most powerful magic and psionics. I will be absolutely astonished if this power was not copy/pasted from RIFTS. Still, it makes some sense considering our origin. What does not make sense is why on Earth this was categorized as an 'offensive power', it's purely sensory. Our second power is also Offensive, according to Kevin Siembieda anyway. 1d100 89 gives us Blur, which makes us difficult to see clearly (Superman is sometimes described as doing this when people gripe about Clark Kent clearly being the same guy), smears our fingerprints to make them unidentifiable, disguises our voice to sound "like someone talking through a spinning fan", lets us run at double Speed for 30 second bursts, and gives us a grab bag of combat bonuses making us harder to hit, for the criminally underused duration of "Until the hero chooses to stop vibrating." Oh yeah, and we also have -60% to sneak around -40% to any task requiring dexterity, precision or finesse, "and that's most everything". Handwriting is impossible. Tremble, villains! But who is our differently abled security guard of the gods? Let's find out by rolling on the optional character background tables! 9#1d100 27 21 26 23 48 61 37 2 20 We were the firstborn of our family, are thin but not skinny, relatively short, are a bit of a worrywart, nervous and cautious, our life savings are $4000.00, we hail from Canada, grew up in a small countryside town in a military family, and were empowered by cosmic forces as a preteen. Not quite as evocative as Apocalypse World's Look, but it has its own charm. Gotta love the life savings table specifying those decimal places so you don't try to cheese 99 cents past the DM. Next is our education level, which determines the skills we can choose and is of course rolled randomly as well. 1d100 77 means we got our bachelor's degree despite the challenges of being imbued with mystic power as a tween. This means we pick 3 'skill programs' which get a 25% bonus and 10 secondary skills we picked up outside of the classroom. For our skill packages i'll pick Journalist, Electrical, and Mechanical. I've decided that our hero's passion is overcoming his lack of mobility through bodybuilding and being an amateur pilot, so i'll pick secondary skills with that in mind. One thing about Heroes Unlimited is that Physical skill choices let you raise your base stats directly rather than providing a new skill to roll, which is neat. Thanks to our high IQ (270!) we get a +13% boost to all our skills, and our final totals are: pre:Mathematics: Basic 98 Read/Write English 98 Electrical Engineer 88 Surveillance Systems 88 Computer Repair 83 Robot Electronics 33 Computer Operation 98 Intelligence 84 Photography 93 Writing (Journalistic) 76 Mechanical Engineer 88 Locksmith 78 Aircraft Mechanics 38 Robot Mechanics 33 First Aid 68 Swimming 71 Navigation (air) 78 Read Sensory Instruments 58 Pilot: Airplane 87 Forgery 48 W.P. Chain Athletics (general) (various combat bonuses, +1 PS, +1d4 Spd if it weren't stuck at 0, +1d8 5 SDC) Body Building (+2 PS, +10 SDC) Climbing (+1 PS, +1 PE, +1d6 5 SDC) pre:Mortal Form IQ 27 PP 9 ME 11 PE 15 MA 21 PB 9 PS 13 Spd 0 SDC 40 HP 17 pre:Super Form IQ 27 PP 18 ME 11 PE 15 MA 27 PB 9 PS 24 Spd 24 SDC 140 HP 17 Spells: Resist Fire, Mystic Alarm, Wind Rush, Carpet of Adhesion Superpowers: Abnormal Energy Sense, Blur
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# ? Feb 28, 2014 06:17 |
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Carpet of Adhesion is crazy broken. I was playing an Immortal Golem from Heroes Unlimited, Powers Unlimited 2, that was super strong and all about melee combat and leaping massive distances and turning his jade hands into weapons. This was in a Rifts game where he was converted to regenerating MDC. Took part in a little pvp tournament, my opponent cast that single spell. And so I lost. Because of that single spell that prevented my super strong Immortal Golem, from being able to get free.
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# ? Feb 28, 2014 06:50 |
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Traveller5 Character Creation Pt 4 - In which we live our life Last time, we were able to drink our way through Homeworld creation (Skeggiold Prime) as well as the opening years of our character (Tolman Jenkins) childhood and Education. We graduated college and now we must get a job! Yes! In Character Creation!. No, you won't roleplay this! Isn't this fun! But first, we graduated from University with honors so lets see if we can get into Medical School or Law School or go for our Masters. Doctors are cool, and our major was Biology, so that might work out. I'm not going to even bother with Lawyering, as we have none of those skills, and also gently caress lawyers. I deal with them enough at work. Anyways, to keep things completely random, heads is Doctoring, tails is Going-For-Starbucks-Training: Looks like Mr Polk says we're going to Med School. That was lucky. Before we begin, however, we have to apply. This is an Education check again, which means we roll 2D and hope we get under our Education, if you forgot from last time. NOPE. We didn't get below our Education of 8. Luckily we can still roll a waiver to try to get by that using our Social Standing. We have to roll a check under 9 (10 is our Soc, but we already used 1 waiver and its Soc - #-of-waivers-rolled). Looks like daddy had to throw around the big bucks to get us back in school, hopefully we'll get a building named after us. Now lets choose our major/minor. We get to choose from 4 skills for Med School, Biology, Forensics, Medical, and Soophontlogy (whatever that is). Major: 1d4 3 - Medical Minor: 1d4 2 - Forensics So we've been accepted into Med School, we've chosen our Major, we've moved in to Daddy's new Student Housing building, now we need to pass quarterly, yes QUARTERLY tests for 4 years to graduate. So lets do that: Med School - Year 1: 4#2d6 11 4 3 3 Right off the bat we've failed our first test. Wonderful. Lets see if we can Social our way past this one. We have to roll an 8 or less now. Well that was lucky. Looks like Daddy bought the school some more lab equipment. Or maybe a library or something. I'll use those other rolls for the rest of Year 1. Since we failed the first quarter, we don't get any skill bump from the first check, but we do for the final 3. So that +3 Medical, and +1 Forensics. Med School - Year 2: 4#2d6 8 11 10 12 Well... that's not good. We pass the first check, and get +1 Medical and +1 Forensics, but we fail the final 3 checks for year 2. Lets roll Soc, it has to be 7 or less, then 6 or less, then 5 or less. Daddy Pays?: 3#2d6 10 7 6 NOPE we drop out of Med school. Looks like Daddy's wasn't enough. So now we're age 24 (18 base + 4 University + 2 Med School). We have a degree in Biology, but we didn't cut Med School. TIME FOR A JOB! We'll randomly choose a Career as well as everything else. Careers are numbered 1 through 13. I wonder where the list of Careers is... OH RIGHT, page 68, which is supposed to be Characters. So to Randomly choose one we roll 2D. What about the 13th option, you ask? Well Rolling: Career 8, which is Soldier! Every Career is valid for 4 years. Kinda like the Education process. Except I'm not going to go looking for a job every 4 years like they are here (more like every 5-8 months). You have to apply for each Term (Called the "Begin" phase) and then you do what the career description says to do for each different Career. The soldier one says the following: Wait, thats not very descriptive... where the hell is the right page in this thing? There it is. So lets start. If you ignore all the poo poo at the top, we'll start with box A A Soldier Begins: 2d6 6 6 is less than our 10 Strength, so we're fine. We're in the Army. We start (since we didn't go to ROTC) as a Private (S1), and gain the "Fighting" skill automatically. Lets select our Branch now. This is the chart, uh, North of the A box. Select Branch: 1d6 1 - Infantry Also, thanks to the table, our Mod is +1. I'll come back to that. To decide what we're going to do this year, we roll on the Operations table (The table to the right of the Branch Table) Year 1 - Operation: 1d6 6 A 6 on this table is ANM School. More School? Yay? Looking at the AMN School table on the Education page shows us: Goddamn, thats a lot of poo poo, and it isn't even Skills its just Knowledge. Okay, whatever, we can only take Knowledge labelled "A", and there are 31 of those. Oh, and we get 2 ranks of that skill per year at ANM school. ANM School: 1d31 20 So we get 2 ranks of... uh... Slug Thrower. Yippee Now we come to the fun part of this Career. Risk and Reward. This bit is confusing, but basically, you pick a series of 4 characteristics, and roll against each of those to complete this term. There are 6 characteristics, and I'll determine the series like so: R&R Characteristics: 4#1d6 4 5 1 3 You, of course, can pick the ones you want. But for me (as I'm randomizing everything) they are the following: Year - Characteristic (Roll) - Our Level C1 - Intelligence (4) - 7 C2 - Education (5) - 8 C3 - Strength (1) - 10 C4 - Endurance (3) - 4 We're going to have a real problem with Endurance, but otherwise we'll be fine. To roll Risk and Reward, you roll against each of these characteristics, twice. The first is the Risk, the second is the Reward. We must roll equal or below the Characteristic value and succeed in both to continue. Now we need to determine if we're going to use the Caution Mod or Bravery Mod, or just straight roll it. The Caution/Bravery Mods allow you to add or subtract 2 from each of your Risk rolls, and then subtract or add 2 from your Risk roll, the opposite of what you did for Risk. You only get Reward if you succeed in your Risk, so this will be important for some characteristics that are low, like Endurance. Its more important that we survive our Risk than receive our Reward at this point, as not succeeding on our Risk roll can lead to death. We already have Mod +1, so this means all of our checks increases by 1. So for the C1 check, against Intelligence, we'll roll for at or below 8 instead of 7 (Int + Mod = 8). Make sense? So here we go: Risk C1 - Intelligence: 2d6 7 We succeed. At learning about Slug Throwers. At ANM School. Yawn. Lets roll our Reward now. As we werent in a Battle or Peace Keeping operation, we can't get a ribbon or Medal, so its pretty useless to us. Oh well. At this point we'd usually determine the Skill we learned for this Term. But as ANM School sucks, we don't get a Skill, just the 2 stupid Knowledges. So on to Year 2: Year 2 - Operation: 1d6 3 We're in a Peace Keeper force this time. This Operation is eligable for Rewards, so lets see if we survive this Peace Keeping mission. We're on C2 now, so we'll roll against Education. I'm also going to take a Bravery Mod, because I'm tired of having my nose behind a book, and want to see some action. So we have to Roll a 5 or Less (Mods stack, so its -2 for Bravery, and -1 for the Operation): Risk C2 - Education: 2d6 5 We got lucky, and we succeed. Now we roll against our Education again for the Reward. As this is a combat operation, we'll get a medal this time. Reward C2 - Education: 2d6 12 Oooooh, that sucks. We don't succeed at the Reward so we don't get a medal. Luckily we're not wounded, however. I guess we shouldn't have broken up that peaceful rally of Students by yelling at them that they'd be better off dropping out of Med school and then crying. Now we'll get to determine our skill. At the bottom of the page, in box C, is the Soldier Skill table. We can roll against the column describing our Operation for this Term to determine the skill we earn. C2 Skill: 1d6 6 This year we earn one rank in Navigation. I guess we raided a library and picked up a book on map-making or something during our Peace Keeping Year. Thats it for Year 2, on to Year 3: Year 3 - Operation: 1d6 5 This year our Peace Keeping mission turned into an Occupation mission. Looks like the rallying students armed themselves, and we had to go to work. Let see if we get hurt by a flying poster board or something. We'll be rolling Strength, which is 10, so I'll take the Bravery Mod again. The goal is 8 or less: Risk C3 - Strength: 2d6 7 We survive. Lets hope we actually get a medal this time. Reward C3 - Strength: 2d6 5 Oh yeah, our roll is much less than the target of 12 (Strength 10 + Bravery 2). We get a medal this year. The medals chart is on a different page... somewhere. So the Characteristic we used (Str) is 10, minus the roll of 5 = 5. We get the MCUF - Meritorious Conduct Under Fire. Awesome, that'll give us big bucks when we muster out. Now on to our skill. We'll roll under the Occupation Column: Occupation Skill: 1d6 1 which is Fighting, which increases by 1. Our final year, the troublesome one. Lets hope we don't get in a firefight: Year 4 - Operation: 1d6 5 Looks like the Occupation continues for another year. Yaaaay (we're gonna die) So lets roll Risk for Endurance with the Caution Mod: Risk C4 - Endurance: 2d6 6 Holy poo poo, we survived. We rolled exactly what we needed to. Unfortunately that means we have to roll Snake Eyes to get a Reward, but whatever. We didn't die. Reward C4 - Endurance: 2d6 9 Nope no medal this year, but we're alive, so who cares. Lets choose our Skill: Occupation Skill: 1d6 6 We gain a rank in Sensors, and this completes our 4 year Term in the Infantry. Now, at the end of our Term, we get to see if we get a promotion. We roll our C2 Characteristic, which was Education at 8. Enlisted Promotion vs Education: 2d6 7 Looks like we are promoted from Private to Corporal. We also get a skill for this. Its under the Military column, so lets roll for it: Promotion Skill: 1d6 5 So we get a Rank in Computer, for some reason. Now at this point we get to roll to see if we can gain a Commission. We roll this against our Social of 10: Commission: 2d6 7 And we are able to obtain a Commission to Officer Rank. That's lucky, Officers get better Muster Benefits than Enlisted. We start as an O1, or 2nd Lieutenant. We also get another skill for this commission: Commission Skill: 1d6 6 A rank in Tactics. Good deal. Finally, we'll roll to see if we continue with a next 4 year Term, or Muster out of the Army: In the Army?: 2d6 5 is less than the goal of 7 (Its in the sheet under "Continue") so we stay in the Army for another 4 year Term as a 2nd Lieutenant. So for this Term, lets select our Branch again: Branch: 1d6 4 We're a 2nd Lieutenant in the Cavalry this Term. Lets generate our Characteristics for this Term: Characteristics: 4#1d6 2 3 1 5 C1 - Dex - 9 C2 - End - 3 C3 - Str - 10 C4 - Edu - 8 So lets get going with our Operations: Year 1 - Year 1 - Operation: 1d6 6 ANM School. ANM School: 1d31 21 2 ranks in Sprays (Sprays? WTF) Risk - Risk C1 - Dex: 2d6 2 We survive our school trip to learn about Sprays. Or something. No Rewards. No Skills Year 2 - Year 2 - Operation: 1d6 4 An insurgency. Risk - Risk C2 - Endurance: 2d6 7 our Endurance + Caution Mod is 5. We fail. Badly. So now we get a Wound Badge (WB). Our Hit Points are now 3-7, or -4. We get a recovery dice: Recovery: 1d6 5. Luckily, our recovery doesn't leave us in the negative, but if it did, our Endurance would be reduced by 1. Permanently. No Reward, because we were injured. We do still get a skill, though: Insurgency Skill: 1d6 1 - so we get a rank in Fighting. Year 3 - Year 3 - Operation: 1d6 3 Another Peace Keeping Mission. I guess our Insurgency is over. Risk - Risk C3 - Strength: 2d6 10 I think I'll add the caution Mod to that one so we don't get injured again. Our target is 11 then, and we survive. Reward - Reward C3 - Strength: 2d6 7 So now our Target is 9, and we do get a reward. 3 on our Medal Table. Another Meritorious Conduct Under Fire. Peace Keeper Skill: 1d6 6 - 1 rank in Navigation. Year 4 - Year 4 - Operation: 2d6 5 Occupation. Our Peace Keeping must have failed again. Risk - Risk C4 - Education: 2d6 9 Caution Mod = Success Reward - Reward C4 - Education: 2d6 4 So we get another Medal, #4 on the table. Yet another MCUF. Occupation Skill: 1d6 2. 1 Rank in Vacc Suit Cool, 4 Terms completed. Lets do Promotions. Occifer promotions are based on Social, which ours is 10: Officer +1: 2d6 5 We are promoted to 1st Lieutenant - O2. Officer Skill: 1d6 5 - and we get 1 Rank in Army. uhhhh, right. Sure. Now we've been through University (4 Years) + Med School (2 Years) + Army - Infantry (4 Years) + Army - Cavalry (4 Years). We are now 32 years old. Your GM will usually tell you when to Muster out, I usually say 35-40, because I like my characters to have enough skills, but some have different rules. Any Terms after 34 get to be troublesome, because you have to start modifying your character at 34 years old based on the Aging Table. You don't want to see it, believe me. So lets see if we can't do 1 more Term in the Amry. Continue?: 2d6 5 Yep, 1 last Term. Lets select our Branch: Branch: 1d6 6 Ooooh, Commando. This'll be fun. All of our risks just got a Mod 2 on them, which makes them really difficult now. In this case, I'm going to Choose Characteristics instead of rolling for them, because gently caress that. C1 - Strength - 10 C2 - Dexterity - 9 C3 - Education - 8 C4 - Social - 10 Year 1 - Year 1 - Operation: 1d6 4 Our Operations are now on the Commando/Protected Table. 4 is an Insurgency Risk - Risk C1 - Strength: 2d6 7 = 7, we survive Reward - Reward C1 - Strength: 2d6 4 Nice, we'll get a medal out of that. 10 - 4 = 6, which is a Medal for Conspicuous Gallantry. Very Nice. Insurgency Skill: 1d6 5. 1 rank in Gunner Year 2 - Year 2 - Operation: 1d6 3 Peace Keeper with Mod 1. Risk - Risk C2 - Dex: 2d6 6. We survive again. Barely Reward - Reward C2 - Dex: 2d6 6 Medal type 3, MCUF Reward C2 - Dex: 2d6 6. Navigation +1 Year 3 - Year 3 - Operation: 1d6 1 Uh oh, a Battle. Thats not good. Risk - Risk C3 - Education: 2d6 7. With the Caution Mod, we still had to make 5 or less, so we fail and get another WB. However its a superficial wound, as 8-7 is still a positive, so we're in no real danger. No Reward, but Battle Skill: 1d6 2. +1 Vacc Suit. Year 4 - Year 4 - Operation: 1d6 2 More Combat. Wow, they get their monies worth of the Commandos. Risk - Risk C4 - Social: 2d6 6. We survive. Reward - Reward C4 - Social: 2d6 2 So, that 10 - 2 = 8. 8 on our Medals chart is an SEH - Starburst for Extreme Heroism. That is very cool, it gets us a great Muster benefit. Combat Skill: 1d6 4 +1 Stealth Let see if we get promoted. Promotion: 2d6 9 Yep, thats less than our social still, so we get a promotion to O3 - Captain. Continue?: 2d6 7, Yes, we'll continue for one more Term, as after 4 terms in the military we get Retirement Pay, so I think we'll stick around for that. But thats next time, I think I might break the forums if I keep writing. -------------------------------- pre:Current Character 2983 Circini: F8 V Habitable Zone Orbit: 4 Skeggiold Prime: Starport: A Size: 0 Atm: 0 Hyd: 0 Pop: 5 Gov: 6 Law: 3 Tech: 15 O.1717 Captain Tolman Jenkins - O3 Str: 10 (A) Dex: 9 End: 4 Int: 7 Edu: 8 Soc: 10 (A) Medals: WB x3 MCUF x4 MCG x1 SEH x1 Skills: Zero-G - 1 Driver - 1 Biology - 4 Linguistics - 1 Medical - 4 Forensics - 2 Fighting - 3 Navigation - 3 Sensors - 1 Computer - 1 Tactics - 1 Vacc Suit - 2 Army - 1 Gunner - 1 Stealth - 1 Knowledges: Slug Throw - 2 Sprays - 2 Mustache Ride fucked around with this message at 07:48 on Feb 28, 2014 |
# ? Feb 28, 2014 07:41 |
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Roll 11d10 or Don't: Let's Make Characters in Greg Stolze's Reign Reign is Greg Stolze's first self-published RPG using the One-Roll Engine that he first created for Godlike, Arc Dream's RPG of an alternate history World War II where various soldiers on all sides of the conflict begin to develop finicky, fragile superpowers. The quickest way to sum up Reign is "an atypical fantasy RPG with a strong emphasis on domain management," though that obviously omits a huge amount of detail. Reign's setting is humanocentric...there are no dwarves or elves or animal-people. There are demons but they aren't really something you play so much as a threat you have to deal with. Magic exists and can be quite powerful, but it also comes with costs and limits which prevent it from being the dominant force in the setting. Anyone can learn the skill of countering magic directed against them, and a skilled warrior with a grasp of countermagic could easily carve his way through a would-be magiocracy. The last thing many an ambitious sorcerer ever sees. What do I mean by the title "roll 11d10 or don't?" When Greg Stolze made Reign he did a clever thing...he incorporated random character creation in the game, but did so in a way that eliminates the most problematic elements of random character generation, namely the tendency for randomly generated characters to come out all sorts of lopsided and imbalanced. Random character generation will never give you a character that is built on less or more resources than one built manually, so you can have a game where random characters and point-built ones play side-by-side without any real adjustments necessary. In addition you can even have "semi-random" character creation where you set some of your dice to specific values in advance and then roll the rest. It's entirely up to you. But the random generator doesn't just give you numbers, it also gives you backstory as well, acting as a sort of lifepath generator. Unlike a typical lifepath generator, you can assign the events of your roll in whichever order you choose. Even if two characters get the same results, a general who fell into poverty and became a beggar is a much different sort of character than a beggar who rose to become a general. Now, that all said I feel that there can be a disparity between random characters and point-built ones, mainly in the fact that when building a character manually you're able to focus your efforts towards a certain goal...buying up higher levels of martial or skill-based disciplines, magical capabilities, that sort of thing. I don't feel like the disparity is in any way massive or insurmountable, and being overspecialized in Reign can have its own problems, but it's something that I still feel deserves to be brought up. It's possible for random characters to wind up with a broad smattering of skills and abilities for which they're rolling small-ish dice pools, which given the way the One-Roll Engine works can wind up feeling a bit frustrating in play compared to the guy who's rolling 8+1E on his Cut Dudes in Half skill (I'll explain what this all means as I go). On the other hand, literally nothing stops you from tweaking a random character after the fact or simply re-rolling because no matter how many times you roll you'll never get more character resources than anyone else. First, let's explain a few things about how Reign works. What is the One-Roll Engine? If you've ever played Exalted then congratulations, you have enough dice to run Reign five times over. The basic resolution system for Reign is the One-Roll Engine, and it's pretty simple in practice. The ORE is a dice pool system using d10s, almost never any more than 10 total. You roll your pool, adding or subtracting dice for bonuses or penalties as applicable, and then you look for matching values. Those matched dice become a "set" which you use to determine whether you succeeded or not. Let's say you roll 6d10 and get 3, 1, 10, 9, 10, and 3. So we have two matched sets here, a pair of 3s and a pair of 10s. In ORE parlance these are notated as [Number of dice in the set] x [Value of the dice], so we have a 2x3 set and a 2x10 set. The number of dice in your set is the width which tells you how quickly or efficiently you did something while the value of the dice is the height which tells you how effective your attempt was. These two values tell you everything you need to know about how well you succeeded, whether you beat someone else to the punch or not, and so on. In addition to regular dice there are also Expert Dice and Master Dice. You can, if you wish, pay to have one of the dice in a skill pool upgraded to an Expert Die, which instead of being rolled like usual is simply considered to be a 10 at all times. So let's say that 6d10 pool from earlier was actually 5d10+ED (turning a die into an Expert or Master die doesn't add it to your pool like it was an extra die, it just replaces one of your regular dice with the upgraded version). Like before we roll a 3, 1, 10, 9, and 10 on the first five dice, but instead of rolling that other 3 our Expert Die always counts as a 10, so we add that to what we rolled and get a final result of 3x10. Having expert dice doesn't necessarily guarantee that you'll get a set, but it increases the odds of you getting a x10 set which is the highest result you can achieve. Then if you pay even more you can upgrade an Expert Die to a Master Die. The Master Die also isn't rolled, but after rolling the rest of you pool you can set the Master Die as any number you want. What this does is it guarantees you that no matter what you roll you'll always have at least one set, though it doesn't guarantee that set will be as high or as wide as you necessarily want it to be. Also in certain circumstances (such as combat) you might actually want to choose sets that aren't as high as possible in order to do things like target a specific body part (which is generally determined by the height of a set...a x10 set gives you a head shot, for instance), so Master Dice give you a superior amount of control in cases like that along with ensuring that no matter what else you roll you'll always have some sort of set. For the random character generation in Reign you roll 11d10 instead of the usual cap of 10d10, the reason being that with 11 dice you're guaranteed to get at least one matching set even if all the other dice come up with non-matching results. How are characters made? The bits and pieces that make up a character in Reign will be pretty familiar to anyone who's played RPGs before. You have stats and skills, add the skill value to a corresponding stat value and you have a dice pool to roll. There are advantages you can purchase as well, which covers things such as possessing significant material wealth or valuable items, having a particularly tough skull, being exceptionally beautiful, or being attuned to a school of magic (which I'll cover in more detail later). There are also esoteric disciplines and martial paths which are essentially collections of special abilities and techniques that you can learn which are tied to various skills. Reign provides esoteric disciplines for all of its skills, which means that you can spend points to become the greatest beggar in the world or an incredible masseuse in addition to your typical sword-masters and stealth experts. Before we even roll a single thing, all characters begin with 2 points in each of the game's six stats. quote:Body is a general measure of how big, strong, tough and able to work your character is. A high Body character is better able to tote bales, overcome illness and smack around punier specimens. A low Body indicates indolence, lethargy or general scrawn. So pretty similar to Dungeons & Dragons, with Strength and Constitution rolled up into one stat while Charisma has been broken down into two. Command and Charm can be fairly important in Reign where politics and domain management can be just as important as personal skill at arms. You can have up to a maximum of 5 points in a stat, and skills also cap at 5, so the most you're going to roll at any one time is 10 dice, which helps keep things manageable. You also start with a free master die in your character's native language, if you're the sort of person who cares about linguistics in your games. Random Character Generation. So after we write down our baseline stats we come to random generation. How it works is this...roll 11d10 and add up your matched sets, setting aside any lone results. Each potential height value corresponds to a five-level "profession" on the random generator table...the x1 results are for beggars, the x2 results are for thieves, etc. Meanwhile, the width of each set corresponds to how good you were at these various professions or how long you remained within them. For instance, here's what you get if you were to roll a 2x1 set among other things: quote:2x1 Lowly Beggar: So with that 2x1 set we gain an extra point in our Sense stat and the accompanying points in the Plead, Run, Sight, and Dodge skills...Plead is what you roll to beg, whine, or generally cajole people into giving you what you want out of pathetic desperation (no, seriously, it can actually be farly useful), Run and Dodge are obvious, and Sight is what you use to notice things with your eyes. This is the "basic" level of this profession. If we had rolled a wider set (more 1s) then we would gain more and more from this path. Let's say we rolled a 3x1 instead. You would get this: quote:3x1 Canny Beggar: as well as the 2x1 result, adding everything together. So our Canny Beggar would receive altogether +1 to his Sense stat, +2 to Plead, Dodge, and Run, and +1 to Sight, Fascinate, Jest, and Endurance. If we rolled a 4x1 or a 5x1 then we would gain further additional benefits while including all the preceeding levels as well. All professions cap out at a width of 5 after which they go no higher. If you roll 6 or more dice of the same hight then simply take the extras and reroll them. The various levels of various professions give you different benefits that correspond to the professions they're meant to represent, but all levels of each profession have been designed to be balanced points-wise...rolling on the beggar table doesn't give you less bang for your buck than rolling on the table for merchants or generals, it's the same amount of resources simply assigned in different areas (every random die is basically worth 5 build points of stuff). Some results will give you things like advantages or levels in an esoteric discipline/martial path. All 2x sets will always give you a +1 increase to one of your stats, and everything you roll is cumulative...if you get two results that give you +1 Sense then you add both of those points to your starting stat value of 2. Then once you've finished matching sets and adding up all that they give you, take the dice that didn't match. These are called waste dice. There's a series of tables which give you various results for waste dice. In the core book there are three of these tables, while in later supplements there are usually only one. Pick which table you want to use (or mix and match, it's all equal really) and then look up the result that corresponds to each waste die you have. For instance, let's say I rolled a 6 with no other 6s to match it with. I go to the Unusual Experiences tables and check out the result for a 6 on each one: quote:Chart A - 6 Gladiator: You’ve fought for the entertainment of others. Maybe you were willing, maybe not so much, but you’ve known the pressure of having people hoot and cheer while someone else tries to stick a trident in your thigh. So you can see that each one of these results gives you a collection of additional skill points and/or advantages as well as a lifepath event that explains how you came to receive them. It's up to you to decide, in the case of the corebook, which one of these charts you want to pick from, and then it's up to you where in your character's backstory you want that event to fall. Ultimately the numbers will add up the same whether your story begins with you as a gladiator or whether it's something that happens to you later, but how you come to wind up in an arena with a spear in your hands fighting for your life can make a big difference in your character's background. It's up to you to determine whether your stint as a beggar is how you got your start or an ignominious fall from grace. Once you've pieced together your character's backstory from the various events and professions you rolled and added up all the stats, skills, and advantages you received...that's it, you're ready to go. What if I HAVE to be a beggar? Just think, this could be you! If you want to guarantee that your character is slanted towards some particular profession or type (a beggar, someone who can fight, someone with good social skills, etc.) then all you need to do is take however many dice you want before rolling and set them to the value you want, then randomly roll the rest. So for instance if Bob wants to be King of the Beggars he can take 5 of his starting 11d10 and set them to all be 1s, giving him a 5x1 set to begin with, then roll the remaining 6d10 safe in the knowledge that no matter what else he rolls he will be an incredible beggar on top of it. You could, in theory, simply set every die to the result you wanted and build a character that way since ultimately it all adds up the same in the end, so picking and choosing won't give you a more powerful character than one rolled completely at random. Next Time: Actually making a character, holy poo poo.
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# ? Feb 28, 2014 11:13 |
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The first follow-up to this wacky Rifts adventure is world book 1, vampire kingdoms. Where are these vampire kingdoms? Mexico. I think this is all covered in a F&F review, but Rifts somehow makes even vampires stupid as all hell. Here is what we originally rolled up for stats: pre:IQ 14 PP 6 SDC 18 ME 9 PE 11 HP 12 MA 19 PB 5 PS 11 Spd 15 Juan Doe: Vampire To spoil things that are at the very beginning of this book and nobody cares about, the Vampire family tree starts with a Vampire Intelligence, which is some sort of alien life form that crosses dimensions in search of your blood. It is that big tentacle eyeball blob in the back. It can make Master Vampires, who I guess are that Dracula dude pictured. They can make Secondary Vampires who are almost as good as the Master but a little dumber and weaker. Lastly there are Wild Vampires, who can be made by Secondary Vampires, but are crappy howling hordes. Master isn't an option and Wild sucks, so Juan is a Secondary Vampire. RCCs are supposed to be like a race as class thing, so some of them modify your starting rolls. I'm just going to add the bonus where I can, and roll dice and add or subtract where needed, from our already-rolled stats. pre:IQ 16 PP 14 "HP" 3d4x10: 110 ME 15 PE 20 PPE 1d4x10: 20 MA 25 PB 6 ISP 3d6x10: 110 PS 25 Spd 25 HF 12 We get 5 hand to hand attacks per melee, and can mix in psionic attacks with them. If we had spells before getting bit, we keep half of them. Our bite does 2d6 MD, a pulled punch 3d6 SD, a full-strength punch 2d6 MD, a power punch takes two attacks and does 4d6 MD. If we fight another vampire, our attacks go straight to HP. In addition to whatever our high attributes give us, we get +3 on saves vs horror factor, +2 on initiative, immunity to psionic and magic sleep and paralysis, and +3 on saves vs magic and psionic mind control. We also get to keep 10 skills from our past life. So that’s it for Juan Doe: Vampire Next stop, Atlantis!
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# ? Feb 28, 2014 17:09 |
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Step 5: Creating Your Evangelion This is almost created as a separate character though it's a lot faster than character creation. A lot of it is rolled as opposed to the pilot, where almost none of it was. First we have Characteristics, which are mostly taken from the Pilot. quote:WS: 30 Now we have Wounds. Unlike our Pilot, each body part has a Wound total and Armor Points(AP). Each Wound total is the Eva's Toughness Bonus (3) + a modifier. quote:Armor Now we get into the rolling. I'm going to roll a d% on each chart twice to determine the Evangelion's color. First chart is a descriptor and the next is a color. quote:First Color Since Dark White isn't really possible we're told to ignore the descriptor, leaving us with Bright Green and White. After this we roll a d10 on each Distinguishing Features chart. Each one generally provides a benefit and a drawback. quote:Distinguishing Features - History Honestly, the image I'm getting of this is something along the lines of Gypsy Danger from Pacific Rim. I'm going to name it Beast Unleashed because the traits seem to point toward something that can't be contained. Finally, we have one Structural Upgrade Point(SUP) to spend from the Tier 1 list. I'll get Armor Enhancement I so I can work towards getting Entry Plug(Armored) at a later point. With that, we go on to the last step. Step 6: Putting It All Together Here is the finalized character sheet: quote:Pilot Name: Mimi Hayes quote:Evangelion Name: Beast Unleashed
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# ? Feb 28, 2014 18:08 |
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Ars Magica: A Wizard's Life For Me Okay. When last we left Malik, we had 300 XP and 150 spell levels to spend. And he looked like this. pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Abilities General Area Lore: Andalusia (Geography) 1 (5 XP) Area Lore: Castille (Geography) 1 (5 XP) Folk Ken (Peasants) 2 (15 XP) Spanish (Slang) 1 (5 XP) Arabic (Poetry) 5 (75 XP) Survival (Hills) 2 (15 XP) Academic Latin (Hermetic Usage) 3 (30 XP) Artes Liberales (Logic) 2 (20 XP) Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local)
In any case. We spend 20 XP getting Latin up to 4, 30 on Magic Theory 3 and 5 on Parma Magica 1. That’s 245 XP left. We spend 20 XP on Code of Hermes, too, since we’re Wizard Cops! Since we took Affinity for it, this is effectively 30 XP, getting us Code of Hermes 3. We drop 15 more XP on Penetration and 5 XP on Finesse. So that’s 205 XP left to spend after Arcane Abilities. pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Abilities General Area Lore: Andalusia (Geography) 1 (5 XP) Area Lore: Castille (Geography) 1 (5 XP) Folk Ken (Peasants) 2 (15 XP) Spanish (Slang) 1 (5 XP) Arabic (Poetry) 5 (75 XP) Survival (Hills) 2 (15 XP) Academic Latin (Hermetic Usage) 4 (50 XP) Artes Liberales (Logic) 2 (20 XP) Arcane Code of Hermes (Political Intrigue) 3 (30 XP) Magic Theory (Intellego) 3 (30 XP) Parma Magica (Mentem) 1 (5 XP) Penetration (Intellego) 2 (15 XP) Finesse (Precision) 1 (5 XP) Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local) pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Abilities General Area Lore: Andalusia (Geography) 1 (5 XP) Area Lore: Castille (Geography) 1 (5 XP) Brawl (Dodging) 2 (15 XP) Charm (Magi) 2 (15 XP) Folk Ken (Peasants) 3 (30 XP) Guile (Keeping Secrets) 2 (15 XP) Intrigue (Negotiations) 2 (15 XP) Spanish (Slang) 1 (5 XP) Arabic (Poetry) 5 (75 XP) Survival (Hills) 2 (15 XP) Academic Latin (Hermetic Usage) 4 (50 XP) Artes Liberales (Logic) 2 (20 XP) Arcane Code of Hermes (Political Intrigue) 3 (20*1.5 XP) Magic Theory (Intellego) 3 (30 XP) Parma Magica (Mentem) 1 (5 XP) Penetration (Intellego) 2 (15 XP) Finesse (Precision) 1 (5 XP) Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local) Techniques
So, we have 130 XP. With four Arts, we could splot that into 30 XP each, with 10 leftover. This would get us Perdo, Auram and Herbam 7, and since we’d effectively have 45 XP in Intellego, that would be at 9. That’s decent! I drop 6 more XP into Herbam to raise that to 8. That leaves us with 4 XP. Let’s drop that into Auram - it won’t raise it yet, but it’ll be easier to raise later. pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Abilities General Area Lore: Andalusia (Geography) 1 (5 XP) Area Lore: Castille (Geography) 1 (5 XP) Brawl (Dodging) 2 (15 XP) Charm (Magi) 2 (15 XP) Folk Ken (Peasants) 3 (30 XP) Guile (Keeping Secrets) 2 (15 XP) Intrigue (Negotiations) 2 (15 XP) Spanish (Slang) 1 (5 XP) Arabic (Poetry) 5 (75 XP) Survival (Hills) 2 (15 XP) Academic Latin (Hermetic Usage) 4 (50 XP) Artes Liberales (Logic) 2 (20 XP) Arcane Code of Hermes (Political Intrigue) 3 (20*1.5 XP) Magic Theory (Intellego) 3 (30 XP) Parma Magica (Mentem) 1 (5 XP) Penetration (Intellego) 2 (15 XP) Finesse (Precision) 1 (5 XP) Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Arts Intellego 9 (30*1.5 XP), Perdo 7 (30 XP), Auram 7 (34 XP), Herbam 8 (36 XP) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local) Next time: It’s maaaaagic Mors Rattus fucked around with this message at 23:02 on Feb 28, 2014 |
# ? Feb 28, 2014 18:20 |
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Okay, I knew RIFTS had devalued Megadamage, but giving people megadamage punches is a bit ridiculous.
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# ? Feb 28, 2014 20:24 |
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I think you needed supernatural strength to do MegaDamage. Robotic strength might have too not sure. But you have to take into consideration that things with Supernatural Strength were stronger than giant robots/glitterboys and so if those machines can hit for MD then so to must the supernaturally strong. Though that does suggest that any vampire trying to feed will pulp any SDC individual they bite before they can start drinking blood.
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# ? Feb 28, 2014 21:01 |
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Ryuujin posted:Though that does suggest that any vampire trying to feed will pulp any SDC individual they bite before they can start drinking blood. I was curious about that, remembering that vampires have a "slow kill" to make more vampires, and hey look at that there is another chapter with the vampire powers in it. So, an addendum to the last character: Vampires have to drink 2 pints of blood every 48 hours or they start going crazy and taking penalties to stuff. Victims slain for their blood don't turn into vampires, of course, so I don't think you specifically have to bite to feed. Rip heads off and gulp. If you want to turn someone into a vampire, you slowly drain them over three consecutive nights. It doesn't say how this is done, but at the end, they die and (for secondary vampires) have a chance to come back as a secondary or wild vampire. Vampires can also mind control people and dominate other vampires, they get a few psionic powers (to use those ISP on), the ability to turn into a wolf, mist, or a bat which has a SDC bite so I guess they can drink blood that way. They can summon bugs, dogs, and fog. They can see in the dark, smell blood, echolocate like a bat, don't breathe, don't bleed, and are impervious to stun attacks, fire, heat, cold, artificial light, drugs, and alcohol. They regenerate fully overnight and live forever. The stuff that does actual damage to them is wood (stakes), silver (bullets), herbs (garlic), the cross, running water, sunlight, not sleeping on their home soil, and fire (once weakened). A squirt gun does 2d6 damage, a fire-truck mounted hose does 1d6*10.
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# ? Feb 28, 2014 21:27 |
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...doesn't that mean that the most cost-effective way to fight vampires is to outfit a small unit with Super Soakers?
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# ? Feb 28, 2014 21:31 |
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Mors Rattus posted:...doesn't that mean that the most cost-effective way to fight vampires is to outfit a small unit with Super Soakers? Better yet, there are rules for having your Techno-Wizards make magical super soakers for vampire hunting. Edit: Except for that cost-effective thing: 39,865 credits for quadruple range and shots, and an extra dice of damage. Probably cheaper just to hire another person with a water gun. Dagon fucked around with this message at 22:02 on Feb 28, 2014 |
# ? Feb 28, 2014 21:53 |
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Ars Magica: Oh, oh, it's magic, you know! Never believe it's not so! Now, Ars Magica spells come in levels. I suppose I should make at least one for this, but first let’s just look at the rules for how we can learn them. During character generation, we cannot start with any spell that is higher than (Intelligence+Technique+Form+Magic Theory+3). Malik can learn Intellego Herbam up to 30, thanks to Puissant Intellego. He can learn Intellego Auram up to 29. He can grab any other Intellego spell up to 22. He can learn Perdo Herbam up to 24, and Perdo Auram up to 23. Any other Perdo he can learn up to 16. He can learn any other Herbam up to 17, and any other Auram up to 16. Now, we turn to the spells section - I always start by picking out premade spells that I think will work well. Intellego Herbam
So after looking at Intellego Herbam, we have selected Shriek of the Impending Shafts and Converse with Plant and Tree. Totalled, this takes 40 of our 150 spell levels. pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Abilities General Area Lore: Andalusia (Geography) 1 (5 XP) Area Lore: Castille (Geography) 1 (5 XP) Brawl (Dodging) 2 (15 XP) Charm (Magi) 2 (15 XP) Folk Ken (Peasants) 3 (30 XP) Guile (Keeping Secrets) 2 (15 XP) Intrigue (Negotiations) 2 (15 XP) Spanish (Slang) 1 (5 XP) Arabic (Poetry) 5 (75 XP) Survival (Hills) 2 (15 XP) Academic Latin (Hermetic Usage) 4 (50 XP) Artes Liberales (Logic) 2 (20 XP) Arcane Code of Hermes (Political Intrigue) 3 (20*1.5 XP) Magic Theory (Intellego) 3 (30 XP) Parma Magica (Mentem) 1 (5 XP) Penetration (Intellego) 2 (15 XP) Finesse (Precision) 1 (5 XP) Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Arts Intellego 9 (30*1.5 XP), Perdo 7 (30 XP), Auram 7 (34 XP), Herbam 8 (36 XP) Spells Shriek of the Impending Shafts (InHe 15), Converse with Plant and Tree (InHe 25) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local)
As yet, we’ll leave Perdo Herbam alone and save our 110 spell levels. Intellego Auram
We end up taking True Sight of the Air and Whispering Winds, taking up 30 levels of our remaining 110. pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Abilities General Area Lore: Andalusia (Geography) 1 (5 XP) Area Lore: Castille (Geography) 1 (5 XP) Brawl (Dodging) 2 (15 XP) Charm (Magi) 2 (15 XP) Folk Ken (Peasants) 3 (30 XP) Guile (Keeping Secrets) 2 (15 XP) Intrigue (Negotiations) 2 (15 XP) Spanish (Slang) 1 (5 XP) Arabic (Poetry) 5 (75 XP) Survival (Hills) 2 (15 XP) Academic Latin (Hermetic Usage) 4 (50 XP) Artes Liberales (Logic) 2 (20 XP) Arcane Code of Hermes (Political Intrigue) 3 (20*1.5 XP) Magic Theory (Intellego) 3 (30 XP) Parma Magica (Mentem) 1 (5 XP) Penetration (Intellego) 2 (15 XP) Finesse (Precision) 1 (5 XP) Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Arts Intellego 9 (30*1.5 XP), Perdo 7 (30 XP), Auram 7 (34 XP), Herbam 8 (36 XP) Spells Shriek of the Impending Shafts (InHe 15), Converse with Plant and Tree (InHe 25), True Sight of the Air (InAu 15), Whispering Winds (InAu 15) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local) Perdo Auram
pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Abilities General Area Lore: Andalusia (Geography) 1 (5 XP) Area Lore: Castille (Geography) 1 (5 XP) Brawl (Dodging) 2 (15 XP) Charm (Magi) 2 (15 XP) Folk Ken (Peasants) 3 (30 XP) Guile (Keeping Secrets) 2 (15 XP) Intrigue (Negotiations) 2 (15 XP) Spanish (Slang) 1 (5 XP) Arabic (Poetry) 5 (75 XP) Survival (Hills) 2 (15 XP) Academic Latin (Hermetic Usage) 4 (50 XP) Artes Liberales (Logic) 2 (20 XP) Arcane Code of Hermes (Political Intrigue) 3 (20*1.5 XP) Magic Theory (Intellego) 3 (30 XP) Parma Magica (Mentem) 1 (5 XP) Penetration (Intellego) 2 (15 XP) Finesse (Precision) 1 (5 XP) Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Arts Intellego 9 (30*1.5 XP), Perdo 7 (30 XP), Auram 7 (34 XP), Herbam 8 (36 XP) Spells Shriek of the Impending Shafts (InHe 15), Converse with Plant and Tree (InHe 25), True Sight of the Air (InAu 15), Whispering Winds (InAu 15), Room of Stale Air (PeAu 15) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local) pre:Malik ibn Darras, Avendaras House: Guernicus Characteristics Strength -3 Intelligence +3 Stamina +2 Perception +2 Dexterity -2 Presence +1 Quickness +0 Communication +2 Abilities General Area Lore: Andalusia (Geography) 1 (5 XP) Area Lore: Castille (Geography) 1 (5 XP) Brawl (Dodging) 2 (15 XP) Charm (Magi) 2 (15 XP) Folk Ken (Peasants) 3 (30 XP) Guile (Keeping Secrets) 2 (15 XP) Intrigue (Negotiations) 2 (15 XP) Spanish (Slang) 1 (5 XP) Arabic (Poetry) 5 (75 XP) Survival (Hills) 2 (15 XP) Academic Latin (Hermetic Usage) 4 (50 XP) Artes Liberales (Logic) 2 (20 XP) Arcane Code of Hermes (Political Intrigue) 3 (20*1.5 XP) Magic Theory (Intellego) 3 (30 XP) Parma Magica (Mentem) 1 (5 XP) Penetration (Intellego) 2 (15 XP) Finesse (Precision) 1 (5 XP) Virtues (FREE) Hermetic Prestige (0) Flawless Magic (3) Affinity with Intellego (1) Piercing Gaze (1) Affinity with Code of Hermes (1) Educated (1) Puissant Intellego (1) Skilled Parens (1) Inventive Genius (1) Flaws Weak Scholar (-1) Weak Spontaneous Magic (-1) Dependent (-3) Driven: Root our corruption (-1) Pessimistic (-1) Outsider (-3) Arts Intellego 9 (30*1.5 XP), Perdo 7 (30 XP), Auram 7 (34 XP), Herbam 8 (36 XP) Spells Shriek of the Impending Shafts (InHe 15), Converse with Plant and Tree (InHe 25), True Sight of the Air (InAu 15), Whispering Winds (InAu 15), Room of Stale Air (PeAu 15), The Invisible Eye Revealed (InVi 15), Frosty Breath of the Spoken Lie (InMe 20) Reputations Dogged Investigator 3 (Hermetic) Filthy Moor 2 (Local) Next time: If you want to make an apple pie from scratch, you must first invent the universe Mors Rattus fucked around with this message at 23:01 on Feb 28, 2014 |
# ? Feb 28, 2014 22:59 |
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Continuing the John Doe Rifts adventure with... Again, our base stats are: pre:IQ 14 PP 6 SDC 18 ME 9 PE 11 HP 12 MA 19 PB 5 PS 11 Spd 15 A Kittani Warrior sounds good. The Kittani are technologically advanced ape-men who had a space-faring empire of their own, until they were wiped out by the Mechanoids (Skynet, p much). The Splugorth leaders discovered the fleeing Kittani armada and saved their monkey butts, and now they have been buddies for 38,000 years. Much like the Vampire, last time, this is an RCC, so it gets its own stats. We modify our already rolled stats accordingly: We get Hand to Hand: Expert, can do MD with our punches, get +1 to strike, parry, dodge, pull/roll with punch/fall, and tackle, and +2 to save vs Horror Factor. We are a major psionic with the Mind Block, Sixth Sense, Speed Reading, Total Recall, Object Read, and Telemechanics powers. Unlike the vampire, who gets skills based on his previous self, the Kittani Warrior has his own set of skills: pre:Math: Basic 70 WP Blunt Math: Advanced 70 WP Sword Radio: Basic 65 WP Energy Pistol Radio: Scrambler 50 WP Energy Rifle Surveillance Systems 45 WP Heavy MD Weapons Intelligence 46 WP Heavy Military Weapons Pick Locks 45 WP Military Flamethrowers Pilot: Robots and Power Armor 59 Hand to Hand: Martial Arts Pilot: Robot Combat: Basic WP Knife Pilot: Military: Tanks & APCs 40 WP Quick Draw Pilot: Military: Jet Fighters 44 Language: Dragonese 83 Language: Gobblely 83 Boxing Climbing 55 Swimming 65 Cryptography 35 Optic Systems 40 Basic Mechanics 35 Robot Mechanics 25 Demolitions 73 Field Armorer 55 Body Building Physical Labor Track and Trap Animals 25 pre:IQ 27 PP 9 SDC 85 ME 20 PE 19 HP 12 MA 25 PB 5 PPE 1 PS 25 Spd 15 ISP 50 It doesn't say what equipment we start with, but we would probably have something like the K-4 Laser Pulse Rifle, which does 3d6+6 MD or 1d6*10+6 MD in a 3-shot burst, and Kittani Explorer Armor, with 85 MDC. We would also probably have at least the K-Universal Light Power armor, if we can talk our GM into it. It has 220 MDC in its main boxy, can run 40 mph and make jump pack assisted leaps and flight, but has no weapons of its own. If our GM is really open to stupid stuff, aka letting us have equal footing with Glitter Boys, We would talk him into the Kittani Serpent Power Armor, with 375 MDC body and a double-bladed plasma axe that does 1d4*10 MD with a chop or a plasma blast, a shield with 200 MDC and a mini-missile launcher, and a vibro-blade tail that does 3d6 MD. And we get to look pretty badass for a monkey-man. Next time, England!
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# ? Mar 1, 2014 00:31 |
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Dagon posted:We get Hand to Hand: Expert, can do MD with our punches, I can sort of understand a Vampire doing mega-damage. There's at least some kind of design logic to it. This is an ape.
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# ? Mar 1, 2014 00:35 |
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# ? Apr 18, 2024 17:53 |
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Rulebook Heavily posted:I can sort of understand a Vampire doing mega-damage. There's at least some kind of design logic to it. You ever seen a gorilla punch a guy?
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# ? Mar 1, 2014 00:38 |