12-04-2009, 06:07 PM | #51 |
Feelin' Super!
Join Date: May 2009
Posts: 4,191
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Ok, I have Almost everything worked out now, I just need to know how I would work out how to assign numbers to my skills, like lore or disguise. The rule book isn't explaining as well as I'd like it to. Can someone Simplify it?
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12-04-2009, 06:32 PM | #52 |
Master of Silver
Join Date: Aug 2004
Location: Silver Keep
Posts: 1,433
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Well, since there are about twice as many people here as there were last night, and Krylo took my character concept, I think I may as well not bother with this unless more people are needed.
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Dovie'andi se tovya sagain |
12-04-2009, 07:38 PM | #53 |
Cinderella
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Lets see. Your skill point quantities are decided with a combination of the amount of points in intelligence and the base given by your class. For example my character gets 9 plus 14 given by his class. Each skill is modified by an attribute's rating, by being added to rolls but also by deciding the maximum points you can put in which is the rating plus one. For example Synthesis(cooking) is modified by Intelligence and so my character can put a maximum of 4 skill points in it. You distribute as you see proper, typically with at least one i language so that you can talk, but otherwise it is up to you what seems useful or would go well with your character's background. For example, my character has cooking his highest skill due to his background as a cook even if it isn't always useful.
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Time to bust out the glow sticks! |
12-04-2009, 07:52 PM | #54 |
Feelin' Super!
Join Date: May 2009
Posts: 4,191
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So I just add my 7 INT to the Red Mages 18 skill points and distribute the 25 to the skills I want? If so then I'll get to work on that now.
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12-04-2009, 08:06 PM | #55 | |
The Straightest Shota
Join Date: Nov 2003
Location: It's a secret to everybody.
Posts: 17,789
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Evasion is dex rating, not dex score, so I'm pretty sure this should be 3+6+1, so you'd have 10 not 16.
Also, maybe you're right on the armor thing, though it's never stated. In which case I can just leave it as is 'cause I'm pretty sure I'm wearing Tier 1. Annnnd, I'm like 99% sure that it's machine for repairing your grafts. I know it said somewhere but fuck if I can find it now. I remember being unsure if it was systems or machines and having it clarified later on. Quote:
Sorry about that. If you want you can have it back and I'll make a gambler (which I mainly shelved 'cause Naqel's character seemed too close to the tech minded one I had in, uh, mind) or monk instead. Backstory and name would be the same, appearance and skills would change. I was really kind of torn between the three (with a slight inclination toward dk or fighter, though everythin'd change then, and red mage seemed interesting and... well yeah) and decided to go thief 'cause I didn't THINK anyone had expressed interest and thought we'd need a trap/lock/escape monkey. I'm really not that attached to the class or whatever. Kind of like the 'run away male Mithra' thing, but I had a couple other ideas there bouncing around too. Edit, so's no one else does what I did on accidents: Claimed/interested rolls Krogo: Paladin Phil: Entertainer Bard: Red Mage Mena: Ranger Argent: Thief (sorry about that) or Black Mage Naqel: Ranger Myself: I don't actually care, probably a monk if Argent wants thief back, maybe gambler. Overcast: Blue Mage
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Last edited by Krylo; 12-04-2009 at 08:12 PM. |
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12-04-2009, 08:14 PM | #56 |
Cinderella
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I believe so Bard, so go on with your bad self and lets see what happens. On grafts apparently making grafts requires either tinkering or machines which is what the author says very close to each other in the grafts section, but when it comes to repair it seems more useful to have the auto-repair graft which will make sure all those that end up being crippled will repair over time.
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Time to bust out the glow sticks! Last edited by Overcast; 12-04-2009 at 08:37 PM. |
12-04-2009, 08:18 PM | #57 |
The Straightest Shota
Join Date: Nov 2003
Location: It's a secret to everybody.
Posts: 17,789
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Oh yeah, you're right Bard.
There's also a shared ability to grant you ten more skill points, too, if you want. I grabbed that for my thief because I wanted to be able to afford high scores in all the acrobatic and thiefy things with other points in things I deemed useful for getting money, 'cause I plan on being greedy.
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12-04-2009, 08:31 PM | #58 |
Feelin' Super!
Join Date: May 2009
Posts: 4,191
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Here I go. If I made any mistakes, or you have reccomendations, please point them out. And I do need to know what the Acc Bonus on the tier 1 sword is.
Name: Ralts Mauzlin Age: 22 (average) Race: Hume Class: Red Mage Appearance: 5'9 feet tall, 125 LB, White Hair Background: Ralts was born and raised by his mother (his father had died) in a fairly average town with a large library, which was good for him because he had a thirst for knowledge. Although, Ralts didn't want to limit himself to just reading, he would also go out and participate in sporting events and other physical contests. As time went by, Ralts gradually became very skilled at almost everything there was to be done in his town, he was never the best at these, but he was content to take second place if it brought balance t his other skills. It was his large amount of skills that led Ralts to become the apprentice of an accomplished Red Mage, and he spent years patiently studying under the un-named master, and he adopted some of his master's more neurotic and eccentric traits and hobbies while learning from him. After Ralts hit the age of 22, he decided that he had learned all he could in his town. So he bid his mother and teacher good-bye and shoved off to learn as much as he could in the world. Above all-else though, Ralts wants to be remembered by the people in the world. He wants to leave his mark in history as one of the greatest people in every field of knowledge and combat, and for people to look up to him as an inspiration. Quote: *about androgynous* "Don't you judge me, it's not like you don't have a hobby others don't approve of." Traits: Androgynous, Intuitive Stats HP: 17 MP: 21 ACC: 4 Evasion: 7 ARM: 6 MARM: 10 Strength: 7 (8 with Temple Cloth) Vitality: 3 Dexterity: 5 Intelligence: 8 Charisma: 7 Job Abilities: Crimson Seal Steal Heart Equipment Right Hand: Sword Tier 1, (STR x 1) +1d6 damage Left Hand: none Armor: Temple Cloth, 2 ARM, 7 M.ARM, +1 STR Items 2x Potion Gil: 100 Skills: To be entered once I understand the system Preferred Weapon Skill: Swords 3 Other Skills Healing: 3 Disguise:3 Language:2(common, ancient) Inquiry:2 Trade:2 Negotiation: 2 lore:1(history) Awareness:2 Acting:2 Navigation:2 Light Armor:1 Spell Rank Spell 1 Blizzard (3 MP) __________________ Last edited by Bard The 5th LW; 12-05-2009 at 06:50 PM. |
12-04-2009, 08:39 PM | #59 |
Cinderella
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If you are going to have Intuitive I think I have a better idea to replace my Cryptic trait so more edits cometh.
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Time to bust out the glow sticks! |
12-04-2009, 08:45 PM | #60 |
Lakitu
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Krylo's right about the Evasion thing. Kinda disappointed I didn't catch that myself, though.
Naqel's Evasion should be 10, while Bard's should be 8. Overcast, I'd use a dagger instead of a katana, to shift some focus away from Strength to Dexterity. Katanas really aren't worth using unless you're a Samurai, from my experience either. I'll also take this time to warn you all that I'm not really going to hold back as a GM. If the party gets wiped out then everyone's dead. If you're unconscious with poison at the end of a battle and nobody has an antidote, you'll need to make a vitality check. Generally, don't expect your characters to live through a dangerous situation if they don't take proper actions. Unless, of course, you have enough Destiny Points to Cheat Death. Still, what's the fun without an element of risk? |
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