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Unread 11-22-2006, 04:07 PM   #31
Bisected8
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Quote:
Originally Posted by Khael Almighty
[color="#d0ffd0"]No, most theives don't start with magic, unless their race does naturally. They're clever enough to activate scrolls though.
I have several plans already .

Also, this link may be useful for dice and such.
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Unread 11-22-2006, 05:43 PM   #32
Preturbed
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Bisected, I believe he was going to use real dice.

This is the list I have come up with for Eli. If its too much, let me know

Spells:
Speak with Animals
Know Direction
Create Water
Calm Animals
Commune with Nature
Obscuring Mist

I have removed shapechange from this list because I looked it up and it was not what I meant. Wild Shape is more akin to what I meant.
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Last edited by Preturbed; 11-26-2006 at 08:13 PM.
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Unread 11-22-2006, 07:06 PM   #33
Ogianres
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Quote:
Originally Posted by Khael Almighty
Ogianres, go ahead and crit me. I can't find the time to compose a decent list of spell components, not beyond what's listed in the D&D reference page there. Do know I am including that. And we'll need more, since the lines between one spell and another are a lot more blurry. Now I'm late for Piano class! :whee:
I guess I could get at least a rudimentary list done in a couple of days if I can reserve enough time away from my homework. Can't promise an exact date of completion however. And once I "publish" the list, I think you or Mr. Void can go ahead and start passing out limits on the number of magical components that the spell-casters or magic-based classes can have.
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Unread 11-22-2006, 08:03 PM   #34
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Okay, in case you guys haven't, re-read my earlier posts in this thread. I keep editing the bloody things and adding more. The Explainy Rules of Doom +2 now include a section concerning spell components.

Yes, I am going to use real dice. Some people are skeptical of computer-handled numbers, and some programs aren't actually random.

:rmage: ...Aww Heck, I just like rolling them.

Bisected8, that site you directed me to is quite intriguing nonetheless. I wonder what other uses I might have for it... If I'm caught updating without my dice, I'll use it.

The level of this RP won't be unlike D&D. We're something equivalent to level 2-4, who knows how off-base I am. I've bent this system into a pretzel of leniency, I want to keep the picky number-mongering low, hence the freestyle. I'm sure it's dangerous, but I'm kind of in sandbox mode right now. The Vancian spell system makes me want to slap him even more so than when I found out Vecna was an anagram of his name. Curse you Vance! May your socks be filled with Tarrasques, and your wisdom score be too low to disbelieve them!

Preturbed, I thought you were out of town? Did I goof thinking you'd be unable to post for a while? No matter. Your spell list checks out, Commune with Nature will be useable once per day.

EDIT:
You will not be able to cast spells with verbal or somatic components while in animal form. In some forms, you may be able to speak roughly. Beware the following:

Create water has been the source of much grief among my role play group in the real world... our DM had to re-rule how it operated to keep our cleric from getting thrown in jail for public harassment via impromptu showers. I'm not changing it as much as my DM, but know that you can't cast it inside an unpredictably moving target. Inside a train going in one direction, fine. Inside the lungs of a thrashing barbarian, no. Create water typically fills a container from the bottom upward, though you can force the spell to pour forth from a point up to 8 feet above what you're trying to fill, or 8 feet above the ground.
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Last edited by Khael!; 11-23-2006 at 05:01 PM.
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Unread 11-22-2006, 08:38 PM   #35
Preturbed
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I am out of town. I didn't forsee being able to access a computer, but I can do so until something like tomorrow evening, when I will be going out of state and into a place that the internet doesn't know exists.
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Last edited by Preturbed; 11-22-2006 at 08:59 PM.
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Unread 11-22-2006, 09:35 PM   #36
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Well, I guess that we should just stick with a dynamic system for alchemy, and have it comprised of (properly restrained) creativity. I have enough information to do the abilities and inventory of Agrerius now.

Abilities & Spells: Agrerius is incapable of casting any magic directly, inherently, or with the aid of materia. He is, as his class suggests, specialized almost completely in alchemy. He has studied extensively in alchemical properties, components, and techniques, learned from books such as The Magicks of Mundane and Fantastic Items, Coexistence of the Arcane and the Revolutionary, and Encyclopaedia Arcanum VI: Alchemy. Strength and toughness of average human (STR and CON if you have to give it a DnD Stat). Sub-average ability to perceive others' feelings and environment (CHA and WIS). Very well learned (INT). Physically slow (DEX). He has no weapons- or self-defense training since he spent all of his life studying in the sanctity of a noble's compound.
His stats could be interpreted as such, but since this is not a static system these should only be taken as rough estimations:
STR: 9-11
CON: 9-11
DEX: 8-10
INT: 16-18
WIS: 7-9
CHA: 7-9

Inventory: Agrerius keeps no wands or staves, and his scrolls are never magic themselves. He keeps a large number of magical components with him, and even has a perjorative to spend his money to beef up his alchemical stock. His backpack is mostly full of his components and food, and only has his one set of robes. He has three belts around his waist and stomach that are all covered with various flasks and bottles, sometimes empty, sometimes filled with a potion of some sort. He never carries a weapon, but has the proper ingredients to create potions that he may use to defend himself or flee from serious threat and harm.
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Unread 11-22-2006, 10:39 PM   #37
Khael!
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See, you have the kind of previous experience in role playing that makes me feel safe letting you make stuff up. Should we fine-tune some rules and wait for Preturbed to get back? Or are you all getting tired of waiting?

Hehe, having good and evil player characters in the same campaign is gonna get funny.

Here's my DM pc.

Name: 'Dragoon'
Race: mostly human
Age: late teens
Alignment: Chaotic Neutral

Appearance: Long coppery hair, with a messy parted fringe getting in his unnaturally yellow-green eyes. His face is further obscured by a pair of dark blue sunglasses and his 'piratey' chin goatee. An L-shaped scar touches just above his right brow. He's freckled but otherwise incredibly pale, and so prefers to wear his black overcoat and leather gloves to keep from getting sunburned. He offers up a lopsided grin in lieu of explaining himself, revealing one of his lower canines to be a fang. An interesting pendant hangs around his neck, a pewter dragon coiled around a colourless marble.

Belongings:
(Starting with only 50 gp and 50 sp.) Bedroll, rations, flint and steel, small mirror, five candles, a small wooden box full of bandages, gauze and tiny bottle of iodine, art supplies for sketching and watercolour painting, numerous packs of cinnamon chewing gum, a chain shirt, and curved cutlass with a razor-like edge. Sometimes he uses this to shave.

Abilities/Flaws:
Dragoon can't cast a damn thing. It's not that he doesn't understand magic. It's just that every time he's ever tried to use a spell, he's failed utterly. Even scrolls and magic potions don't want to function properly for him.
He's disturbingly resilient to pain, injuries, and some spells/potions. (potions includes ones intended to harm). He's still physically affected by them, often in severely strange ways, but he doesn't seem to complain. If it doesn't knock him out, he'll likely keep going. If it doesn't outright kill him, he'll make a full recovery... eventually. Unfortunately, helpful spells and health restoring potions have no useful effect on him. He has to recover naturally, else by mundane assistance.

Bio: Dragoon is kind of an oddball. That's not his real name, of course, but he doesn't tell anyone what it is otherwise. He grew up in the trade city of Daernath, famous for it's complete mash of cultures and the Daernassi waterfall which adorns the western suburbs. Because of this, Dragoon isn't the type to pay any attention to racial differences. Even if others judge him differently.

He discovered his resilience at an early age, after curiously sticking his hand inside the wood burning stove. (He said he "just wanted to hold fire in his hands like the wizards did.") Comments of this nature were what eventually got him enrolled in an academy run by the Mage's Guild. There, Dragoon endlessly failed to get magic to do what it was supposed to. Through several accidents (he'd call them stories), he slowly turned to more practical courses; developing skills with one-handed blades, parts of several languages, and studying mundane methods of healing in his spare time. To the scornful dismay of his teacher, he still showed up for magic classes. He spent most of these drawing out of safety. He loved to sketch other students while they trained, and doodled weird spell ideas since he couldn't actually make them. He picked up the habit of helping other students by taste-testing their potions. Alchemy students loved having him around as a guinea pig. From time to time other mages would pay him silver to let them test out new spells on him. He was happy to comply out of curiosity, even if it did occasionally land him in the hospital wing with weird explanations to give. ("Yes, I'm aware my arm doesn't function. It was a featherfall potion. ...No, I don't know why that turned it into goo. Yeah, it does... hurt a lot. ...Can I go back to class now?")

The same curiosity that got him in eventually got him suspended. The guild couldn't bear to be legally responsible for his 'learning style' anymore. Of course, his 'learning' probably explains why his eyes are a disturbing mottled lime hue, among other things. (He's still mostly human.) Dragoon travels now, interested in everything that's out there to see and experience.

If something goes horridly amiss, we can all laugh at it when we're old.
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Last edited by Khael!; 11-26-2006 at 03:58 PM.
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Unread 11-22-2006, 11:35 PM   #38
The Argent Lord
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Hmm... Do I have to come up with a spell list for Safra? I had sort of just planned on ad-libbing magic of an appropriate power level as we went along.
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Unread 11-22-2006, 11:35 PM   #39
hastur
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Here's my character. A spell list will come sometime tommorow night.
Name: Aramil
Race: Elf
Age: 27
Hair: None (Bald by choice, not genetics)
Eyes: Hazel
Clothes: A very quiet robe. Quiet in a very literal sense, not in a colors sense. It raps around close to his body allowing him to move around without it getting in his way, like many other robes do.
Equiptment: His only equipment is a collapsible walking stick, and the three spell component pouches that hang around his waist.
Bio: Aramil started his life as a local pickpocket. His father was a guild leader, and he has never encountered his mother. After five years of stealing the gold from honest citizens, he was finally caught fleecing his citiy's mayor. The mayor allowed him to get off of the normal punishment ,the bloody removal of his hands, if he would join a guild. Aramil chose the wizards guild, and the second layer of his education began. He found he was naturally apt at the magical skills he was taught. He learned quickly. Eventually he was thrown out of the guild for attempting to steel his teacher spellbook. He is a mage/rogue. He sneaks quietly behind his enemy, and then unleashes magical death ,or just a magic missile, upon them. He has practically no martial ability.
Special abilities: When he magically attacks people who don't notice him, he gets extra damage. He is also very sneaky, and has spells.
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Unread 11-23-2006, 02:38 AM   #40
Preturbed
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Will unusual beings be looked upon strangely by inhabitants of foreign cities, or will we be in an equal opportunity world? ie Will a Dwarf in a city of Elves face increased rates at shops / be jeered at by the citizens, or will we notice no difference a la Final Fantasy?

I'm just trying to discern with what level of realism things in general will be treated, really.
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