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File 130661506645.png - (363.61KB , 800x600 , runes.png )
307379 No. 307379 ID: 13b3e1

Ah, you're here. You're just in time. There's a one that needs guiding.

This follower of yours is unmolded. It needs a shape. First, we can start with the Five Ways of Nazylk, and after it has learned of the One True P--

What do you mean what are the Five Ways of Nazylk? You- you honestly don't know, do you. Oh, Unspecified Power. I can see we will have to start from baser elements. Very well.
Expand all images
>>
No. 307380 ID: 13b3e1
File 130661523789.png - (66.80KB , 800x600 , title.png )
307380

First, it needs a name, and a gender. Yes, it needs a gender. They are all the rage where it's going. Don't worry, it's merely an aesthetic. I am assuming you know not of the species available to work with. Very well.

Human: Straightforward as it gets. While it may seem racist, humans excel at no particular deed, but fare ill at none either. As a species, that is. Each individual human is vastly different and as such you will receive 18 points to spend upon its attributes, but cannot spend more than 8 in any category.
Zefiir: This race of land salamanders excels at mental pursuits and has the fortuity to survive in harsh conditions. They tend to lack social skills, preferring to keep to themselves and focus upon their work. They favor attributes in order of MENT(mental faculties)/PHYS(physical attributes)/SOCL(social skills). That is 6/4/2.
Krynthe: A race of slippery, worldly catpeople. They are ruled by the Krynthian Khanate, which tends to be primarily nomadic, its primary strongholds in the desert, and other places no one else would bother to claim. They favor PHYS/MENT/SOCL.
Nymphic: Resembling elves of lore, this race bears the closest resemblance to humans, enough to stir rumors that they are descended, or vice versa. They excel in dealings with other beings, and take great pride in their grooming, favoring SOCL/PHYS/MENT.
Quadra: These seafaring lizards have evolved the ability to venture onto land, and soon learned civilization. While not particularly strong, they are smart and charismatic, and quickly developed into a trading race. They favor SOCL/MENT/PHYS.


This list is not complete, but I think it will do for your hero, or heroine. There are... ways of changing it later, should you prefer. And the races' favored attributes should not be considered a handicap. While they may excel at certain things, there is nothing stopping your champion from branching even into those commonly considered closed to them.

But I digress. You must choose a birthsign.

The Arcanist: The Arcanist knows the value of magic, though becoming a true mage is not their destiny. They are a thief, the perfect dungeon diver. They receive +2 MENT and +1 PHYS as well as the ability to identify magical items, and often become good friends with Merchants, though they hate Planescapers for their magical talent, however small, and how they always seem to find the best ancient ruins first.
The Artist: The Artist is destined to become the master of something. Whatever skill they find, they excel at it completely, everything they do a masterwork. They receive +3 MENT and are assigned a random skill that they are masters of.
The Charlatan: The Charlatan is a master of cunning and manipulation. They are everywhere, but seldom seen, or recognized. They receive +3 SOCL and the ability to disguise themselves, as objects or other people or whatever strikes their fancy. They hate the Sinners for being more versatile and for operating out in the open.
The Guardian: The Guardian walks easily among the wild. The Guardian holds no ill towards civilized races for what they do to Nature, but it is their duty to prevent it. They receive +1 MENT and +2 PHYS and animals rush to their aid.
The Merchant: The Merchant is the sign of successful traders. They receive +3 SOCL and the ability to sense people's motives. They hate the Unseen, who tend to make the Merchants their prime targets, but are friendly towards the Arcanists, who share good fortune with them.
The Righteous: The Righteous is the defender of all that is good and right. They are destined to become the guard captains, the paladins, the bounty hunters. They receive +3 PHYS, +2 SOCL, and always make a good first impression, but find it difficult to do wrong, especially intentionally. They hate the Slayer for their blatant disregard for life, and their brutish, evil attitudes, and the Unseen, for their indifference towards the law.
The Sinner: Well-meaning parents fear their children being born under the Sinner. The Sinner is wicked, manipulative, and evil, and bestows these gifts upon those begotten into it. They receive +2 SOCL, +2 MENT, as well as the ability to hide in plain sight. They like to throw the Wronged in the way of danger meant for them, and are often at odds with the Charlatan, two peas of the same pod.
The Slayer/Warlord: The Slayer is the birthsign of conquerers, destined to be skilled at taking land and poor at ruling it. They receive +3 PHYS and -1 SOCL and will always be the last man to fall in combat, no matter how grievous their injuries. They hate the Righteous for getting in the way of their swaths of destruction.
The Spellbound: The Spellbound are true mages. None can rival them in magical talent, though as is predictable they tend to neglect their physical selves. They receive +3 MENT and -1 PHYS and can favor two magic types whilst having no type barred to them.
The Unseen: The Unseen make their way quietly in life, skilled thieves that never seem to get caught. They receive +2 PHYS and +1 MENT, excel at getting into places and out of restraints, and tend to blend into crowds. They are often cold-shouldered by Merchants, who are often their victims, and the Righteous, who they constantly slip away from.
The Vagrant: The Vagrant is a born wanderer, with outright difficulty settling down, as well as a fledgling mage. They receive +2 PHYS and +1 MENT and 20% more magical capacity, and are hated by the Arcanists for always getting places first, and for their enviable talent for magic.
The Wronged: The Wronged are spiteful creatures, destined by fate to always be the underdog and the scapegoat, usually at the hands of the Sinner. They receive +3 PHYS and +2 MENT but -1 SOCL, and trouble follows them wherever they go.


With these chosen, you must then assign their statistics. Take note none can exceed 5 dots during creation.

Physical Attributes
STR: Strength governs the person's physical prowess, including lifting and moving things and the force behind their blows.
AGI: Agility is reflexes, coordination and grace. Speed and precision are determined by this.
CON: Constitution is their ability to take damage, exert themselves and avoid illness, the ability to run long distances without tiring or resist poisons.

Mental Faculties
INT: Intelligence is brightness, adaptability, and cleverness. High intelligence allows them to understand things better, reason well, imagine, and make decisions on the fly. It makes up half of magic, especially learning it.
PER: Perception is the keenness of the person's senses. Their vision, taste, smell, hearing, their alertness, how they see the world and how they interpret it is all part of perception.
WIS: Wisdom reflects a person's worldliness and knowledge. Being high in wisdom allows them to retain memories and access them quickly, correlate information and cut through deception. An intelligent person finds liars through trial-and-error, but a wise person can spot them instantly from experience.

Social Skills
CHA: Charisma is confidence, likability, and social grace. Charismatic people make good speakers and leaders, and those who meet them tend to follow them, even if unsure why.
SUB: Subtlety is the art of deception; coercing, blackmailing, bullying and tricking others. Subtle people make good liars and are sly and manipulative.
APP: Appearance is how others see the person. Attractiveness, stance, stride, and how much care is put into their grooming. It affects a person's instinctual response and reaction to them.

This may be a lot to take in for you. Take your time, I can wait. When you are finished, put your ideas up and decide which one seems the best fit. I wish you the best of luck. Be kind to your ward, your ilk are seldom given second chances.

[note the system is only heavily influenced by Exalted]
>>
No. 307382 ID: 35e1a0

Name:Ii'viile
Gender:Female
Species:Zefiir
Birthsign:The Spellbound
Stats
STR:1
AGI:1
CON:1
INT:4
PER:1
WIS:4
CHA:1
SUB:1
APP:0
>>
No. 307384 ID: 7aedd2

Name: Squiir
Gender: Male
Race: Zefiir
Birthsign: The Arcanist

INT 4
PER 2
WIS 2

STR 1
AGI 1
CON 3

CHA 1
SUB 1
APP 0

Special: Identify
>>
No. 307393 ID: 13b3e1

Oh faeces, I think I messed that up. Humans get twelve points. Twelve.

Pardon my nonomniscience.
>>
No. 307401 ID: 9b6c31

Darren Richards
Human male
The Righteous

( 12 + 3 PHYS + 2 SOCL )

STR 5 / AGI 4 / CON 3 /// SPENT 9
INT 2 / PER 2 / WIS 2 /// SPENT 3
CHA 4 / SUB 1 / APP 3 /// SPENT 5
>>
No. 307403 ID: 07416a

Lirialle.
Female
Human
Spellbound

INT 5 // PER 1 // WIS 4 7 points spent
STR 1 // AGI 1 // CON 1 1 point spent
CHA 5 // SUB 1 // APP 4 7 points spent

She is beautiful and a genius, though she has neglected the strength of her body. Though she is a born leader she is extremely unsubtle, having no talent for lies. Those who think her naive soon receive an unpleasant shock as she has ferret out the truth of their lies without any effort. She is also a born mage, having mastered two disciplines already.
>>
No. 307407 ID: 13b3e1

>>307403
Where did you spend the point in PHYS?
>>
No. 307409 ID: 07416a

>>307407
Wherever. Just to counter the -1 that spellbounders get.
>>
No. 307411 ID: 13b3e1

>>307409
Ah, of course. To have a zero in something would be err... rather fatal.
>>
No. 307413 ID: 07416a

>>307411
What's the scale? What is average? **? ***?
>>
No. 307414 ID: 8b53b1

>>307403
>>307403
This seems best.
>>
No. 307415 ID: 13b3e1

>>307413

•• is considered average, • is below average. For example, • in AGI is clumsy and slow, • in STR is relatively weak, • in CON bruises easily and is often in poor health.

Your ward is not average. They are capable of being far superior to normal beings, as well as their birthsign having far more of an influence on them than normal. Though they are the source of much superstition, they have little effect on regular beings.
>>
No. 307421 ID: cf65c1

>>307414 >>307403
Uh, no, a 1 in per gets you killed faster than any other dump-stat in the game.
Didn't notice beginner 1-dots in all the stats, let me redistribute my stat block with the +1 starters added in:

Name: Oghma Zacarias
Gender: Female
Race: Human
Birthsign: The Spellbound

INT 5 // PER 2 // WIS 3
STR 1 // AGI 1 // CON 1
CHA 3 // SUB 2 // APP 5
>>
No. 307443 ID: 07416a

>>307403
Eh, move a point from looking pretty into paying attention, then.
>>
No. 307446 ID: f0e3ae

>>307384
>The Arcanist: The Arcanist knows the value of magic, though becoming a true mage is not their destiny.
>The Spellbound: The Spellbound are true mages.

There is absolutely no reason at all whatsoever to ever take Arcanist over spellbound if given the choice.

And being a mage always rocks hardcore so definitely go with spellbound.

>Each individual human is vastly different and as such you will receive 18 points to spend upon its attributes, but cannot spend more than 8 in any category.
>...That is 6/4/2
Humans are vastly superior to every other race. A human is effectively 6/6/6 and allowed to shift points as they please up to 8 in each stat. While other races are a mere 6/4/2...
Is this a mistake?
Humans are not average by those numbers, humans are equal or better to the best at every single trait. Equal social as a nymph while stronger and smarter, equal strength to Krynthe while more social and smarter. Etc.

Anyways, obviously take human...

Gender: Male, and to help support my suggestion, @Author: do you draw? everyone always chooses a girl cause they hope for fanservice. I think the answer would affect that.

Finally: Getting people to vote on specifics one by one tend to make messed up characters.
Voting for everything at once and averaging also so...

How about we vote on a character TYPE and then hammer out the details?
That is, are we going to be a glass canon mage? a gish? a melee fighter? a sneak? a merchant? etc.

I am suggesting a gish, but with the focus on magic. Use spellbound to get access to true magic, but rather then glass canon nuker get some balance stats and learn some normal combat to augment with magic? I am thinking a human with 8 mental / 6 physical / 4 social. Which becomes 11 mental / 5 physical / 4 social after modifiers.
>>
No. 307449 ID: 13b3e1

>>307444
Please read the posts in the thread. Humans have 12 points.
Arcanists are far superior to Spellbound in exploring and staying alive. Spellbound are powerful, but Arcanists are tough.
>>
No. 307457 ID: f0e3ae

>>307449
I see the clarification about human points now. Thank you...

But how are arcanists better at staying alive? from the description all the differences I see are:
1. Spellbound are +3 Ment / -1 Phys while Arcanist are +2 Ment / +1 Phys (1 point total, not amazing; but more valuable with the 12 point correction then it was with the 18 points)
2. Arcanists are natural friends with merchants and enemies of planeswalkers.
3. Arcanists are "sneaky"
4. Spellbound are "true mages" and get serious boosts to magic and can learn all kinds.

I would imagine much better access to magic would improve your odds of survival tremendously.
>>
No. 307463 ID: cf65c1

>>307443
....But charisma is the weaker stat, it is too slow to help in most conflicts and player action can usually make more out of being stunning than the sort of person everybody likes after talking to them for an hour. We don't have time to talk to everybody for an hour.
>>
No. 307469 ID: 13b3e1

>>307457
The art of staying alive is PHYS, stats such as AGI and CON prevent you from being killed. Magic is mostly offensive. Besides, with adventuring you can likely find some items that will give you access to potent spells constantly without having to cast them.
>>
No. 307472 ID: f0e3ae

>>307463
I agree that SOC should be a dump stat... but considering how much we get even dump stats can be useful...

Actually. @OP: The picture shows 1 dot in every single attribute, with 1 dot being "below average"... does 12 point to spend mean 12 points to upgrade those one dots into more than one?
So that the final count is 21 dots total (before sign bonuses/penalties) once all 12 points have been assigned?

If not, then can you actually have a 0 dot attribute? Because ANY race other then human is going to have 0 dot in at least one stat (6/4/2 means that their weakest group gets only 2 dots and there are 3 substats each)

>>307469

Ah that, I just figured we compensate for that -1 by allocating our 12 upgrade points differently. The spellbound effectively has -1 total attribute points. It only really comes into play if we are trying to max out a certain attribute (eg, if we tried to max phys, humans can put only 8 points into it naturally, if you do that you get either 9 points with arcanist or 7 with spellbound). But if you are trying for a balanced character then you can simply shift racial points around to completely eliminate differences between the signs, effectively then all that matters is how many points you get total from the sign... Which varies quite a bit, with the spellbound giving a mere +2 total (+3-1) while Righteous gives a whopping +5
>>
No. 307478 ID: 13b3e1

>>307472
No, one point = 1 dot. No more than 8 points in any category. You start with 1 dot, so unless you don't compensate for a penalty it is impossible to have 0 dots.
>>
No. 307480 ID: f0e3ae

Thanks for the clarification.

With that in mind, spellbound effectively means that you lose 1 extra point total and that the MAX you can put in phys is reduce. I don't think we should max out any single attribe since that will leave us crippled in other areas.

With all the clarifications in mind:
Human Male Spellbound (+3 Ment/-1 Phys)
Racial picks +4Ment/+6Phys/+2Soci
Sum of picks = +7 ment/+5phys/+2Soci
To be spent:
STR:+1
AGI:+2
CON:+2
INT:+3
PER:+2
WIS:+2
CHA:+1
SUB:+1
APP:+0

Below average appearance, average charisma and subtlety. Average strength (damage will be compensated with magic), above average agility and con for survival. Above average perception (for combat with both spell and sword) and wisdom, very above average int.

Alternatively, if we go with the rightous we can be a paladin with ridiculously high stats all around. The righteous get a grand total of 26 points. And a paladin is also a sort of a gish. but eh, paladins are boring.
>>
No. 307491 ID: 07416a

>>307463
>Charisma is the weaker stat.

Pfff.... BWHAHAHAHAAHAHAHAHAHAAHA
>>
No. 307497 ID: cf65c1

You know what, I just don't know. What the heck kind of world are we getting into and what will our avatar will be tasked with or have to avoid being crushed by? If everybody is starving because of a fourty-year drought we need to pick guardian or die. If the last tree is about to be chopped down then a guardian could be trapped in futility raging against a machine that has already won. We don't know what the artist is good at, or what magic can do aside from apparently being vaguely artillery-ish. We don't know if the average settlement population is two digits, three, four, five, six, seven, eight, or more.
Need more info.
>>
No. 307501 ID: f0e3ae

>>307491
Charisma is usually used in quest to try to mind control people and it always fails, it is often used to play "psychoanalysis" with every damn character which is made of fail... and results in quests going on perm hiatus. (especially bad if /quest/ is an orb or spirits or something that can jump from one char to the next and read their mind). Lots of drama, nothing happens, and the quest is canceled.

Beyond the meta: Leadership is nice on paper, but anyone (except those so stupid you don't want to recruit them) would follow a person of average leadership if they give a very well reasoned justification (int/wis) or pay them. The most important reason for cha to be average and not below average is the self confidence part. Could be a crippling flaw.
>>307497
That is a very good point.
>>
No. 307503 ID: 07416a

>>307501
Mind control? You be trippin, nigga. Dunno who you've been playing with, but that's not how you use charisma.
>>
No. 307511 ID: 099797

>>307480
Keep in mind that while Spellbound gives less total stat points, it also gives the advantage of an extra magical specialization and magic options. That seems to me more desirable than a point or two of stats.
I approve of the plan of mage with 4/6/2 pre-birthsign mage, with maybe the change of +2 con and +2 agi to +1 con and +3 agi.

What differences are there between a Krynthe and a 4/6/2 Human?
>>
No. 307516 ID: cf65c1

>>307511
For starters the human could also instead be 6/3/3, 3/6/3, 4/4/4 or any distribution of the twelve species-points. The catgirl is stuck as 6/4/2. Biggest bonus is that the human is not a furry.
>>
No. 307517 ID: f0e3ae

>>307503
>that's not how you use charisma.
No but its how other people on quest often TRY to use charisma, and it fails...
>>
No. 307519 ID: 13b3e1
File 130663963988.png - (129.17KB , 800x600 , map.png )
307519

>>307497
Ah. My apologies.

The land of Eraia is at first glance a peaceful land. Though split into several ruling powers, they mostly remain at peace, and the diplomats are allowed to relax and not worry about the slightest misstep causing a war.
But there are still things broiling beneath the surface. For one, small meteorites occasionally pock the landscape, carrying ruins of some sort of ancient civilization. Most of it is melted, frozen or charred beyond use, but there are still some particularly valuable things there. As well, the continent's history of war has left some ransacked cities behind. And, of course, there are the usual dungeons, caves, and monster infested such-and-such.
Here is a map, simplified, rather aggressively so, for your perusal.

Iti is the Krynthian Khanate's only major fortress, and a point of pride for them.
The Commonary is a Human supercity, the largest save possibly Agua Fresci, which is the Quadrua homeland deep in the Tasmerna Gulf. The Commonary is home to all the races, and is a major player in the politics of the surrounding area, though it strives to stay neutral.
Ursula Nova is a Quadra town just off the coast, where most of their exports come from. It serves as a sort of stopoff for Quadra merchants.
Mallantheos is a peaceful continent that the Zefiirs have claimed as home. Other races are not exactly welcome, but far from forbidden.

There are four powers in Eraia:
The Kingdom of Viria: The Humans and Nymphic form the Kingdom of Viria, which rules The Commonary, although jointly, as well as Eureus, Antysica, Atlavl, Marsiland and Gallaris.
The Zefiir Republic: The Republic keeps to itself, although it depends largely on others for most of its building resources. Its major cities are Ibuanaeatt and Port Anglantheos. It seems to have something against other species being able to pronounce its names.
The Krynthian Khanate: The Krynthian Khanate rules only City Iti, and dozens of assorted villages and fortresses. It likely has the most military presence save Viria.
Quadria: The Quadra's cities are almost exclusively underwater and impossible to map save for hearsay. They seem to have little interest in expanding on land, although they enjoy mingling with the other races.
>>
No. 307530 ID: cf65c1

I have a number of specific questions, with sufficient answers I will have much better odds of achieving the goals set before us.
What else is our task in addition to guiding this charge? What is the task of this avatar?
What are the major causes of violent, accidental and natural death? Is civilization itself under threat other than from other civilizations?
How much uncultivated land is there, and what is the population of the largest city? Is the economy agrarian-dominated or has an industrial revolution taken place in this world? What are the common forms of long-distance communication and how common is literacy? How many languages are spoken and written in this world? Is there such a thing as an operating printing press for books or are they still hand-copied?
What is the nature of the world itself--a globe, or something else? Is travel between worlds possible, and if so is it common? Do we know where the relics come from?
What is magic, what can it do, what does using it cost? Are magic items and relics common or rare, limited or unlimited in use, general-purpose or specific-purpose, comparable to the powers of a magic user or not? Is it possible to manufacture magic items comparable to relics, and if so is it easy or difficult?
>>
No. 307532 ID: cf65c1

Oh yes, what are the common methods and dangers of travel?
>>
No. 307623 ID: 099797

Also, are the weapons around here largely your standard medieval or are gunpowder or magical weapons commonplace?
>>
No. 307724 ID: 13b3e1

>>307530
You have no task save for that set by yourself. It is your ward.
Death is most commonly at the hands of criminals or roving monsters.
Uncultivated land is about... ehh... 80%? But only because of the scale of the land and the use of magic for farming. The farms begin many miles outside the city, particularly The Commonary. It is agrarian-dominated, as no industrial revolution has taken place, nor has gunpowder been invented.
Acgh, these are too many questions. What do you want from me? You should be learning most of this firsthand anyway.

[the setting can be compared mostly to Elder Scrolls]
>>
No. 307726 ID: 13b3e1

And a note: while you have indeed been presented with only the mechanics behind them, please note that that is not all that matters. Do try to make a shape that interests you, not the most powerful one.
>>
No. 307807 ID: f0e3ae

>wAcgh, these are too many questions. What do you want from me? You should be learning most of this firsthand anyway.
The questions are in character... because:
>Ah, you're here. You're just in time. There's a one that needs guiding.
This suggests that we are some sort of being, that we are assigned a ward for some task by a superior. I am from that we are not the "subconscious" of a person, but a separate entity giving advice to an aware person to guide them for a specific goal... however if this is not the case then it is perfectly fine.

From the description thus far it seems like there isn't any obvious calamity (world ends in a year) or exceptional environment (eg: desert adventure).

I believe now that this quest offers quite a lot of flexibility. With that in mind... back to suggesting the gish from my previous posts... with a second place possibility being a paladin. Thoughts?
>>
No. 307816 ID: 07416a

Ignore Mr. TT, he's got a problem. Go with the diplomat.
>>
No. 307855 ID: 13b3e1

>>307421
This diplomat?
>>
No. 307856 ID: f0e3ae

>>307816
what problem?
what diplomat?
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