~Current Issues~Unholy_Pariahto be honest i only wrote down enchantment because i thought it would be useful to be able to enchant gear for people, what i really wanted for my character was the ability to alter and control living beings to make them stronger and more interesting for use as an army but i didn't know the what the word was for that magic school.
Ah, I see. Yeah, I'm not sure exactly what school "mad science" would be. Polymorphing could involve changing yourself or others, but I'm not sure if what you're after is something different or just some of the more twisted and permanent applications of that.
I'll have to think more on this. It might end up requiring multiple schools to properly get what you want.
HmH@IronyOwl: That's it if you assume 'intimidating' to have a broader meaning, like 'enhanced persuasion techniques'. Drill-sergeanting, burying people alive to establish dominance, arranging severed heads in an aesthetically pleasing manner... all that orcish stuff.
My penalty has a broader meaning as well: Eric is poor at tolerating people he doesn't like, meaning he is rather susceptible to taunts as well as bad at benign negotiations. I think I mentioned it in the Mental Description... *reads the sheet again* oh, whoops, I must have edited that part out. My bad.
Yeah, I'd intended to give more examples, but I couldn't really think of them; the idea was "anything where 'Or Bad Things happen to you' is a stated or implied part of the offer."
I could probably expand that even more, though, to flat-out +1 to anything hostile and remotely social and -1 to anything benign and remotely social. That'd cover head-spike arrangements, not punching someone you're at a party with, giving orders where it's assumed that refusing will be worse than complying possibly could be, giving orders where they don't think you can flay them for failure or refusal, negotiating with someone in a cage, negotiating with someone from a cage, and so on.
Caellath+1 friendly/peaceful/benign social interactions, -1 hostile/coercive social interactions would work just fine, as could something like +1 Seduction, -1 Intimidation. Extending that to magical charm effects or similar would need an additional corresponding penalty, probably one that's more likely to come up than, say, -1 to magical intimidation and fear effects.
((No, not aiming for magical charm here. What I wanted was just +1 on the cutebold scale. You can either use something where the "cutebold effect" applies or simply switch to the friendly/peaceful/benign thing, though.))
Combined with your above d'awwww definition, this sounds like maybe +1 to social interactions involving charming/pity etc (anything involving puppydog eyes, essentially- convincing orcs not to eat you, a nobleman to do you a favor, a bandit to not take all your money, etc), -1 to social interactions involving any kind of intimidation or show of force (convincing orcs not to keep you in a cage or on a leash, a nobleman that he can't just put a ribbon on you and show you off to all his friends, a bandit that he shouldn't mess with you, etc).
((Around the concepts of dual-wielding? Like being able to attack with both weapons in the same turn? Please elaborate.))
Gaining skill levels eventually will give you abilities, usually passives. In the case of weapon skills, these will usually be related to something about the nature of said weapons. Skill with swords might give you some kind of cleave ability or a decapitating strike, skill with hammers might give a vs armored bonus or a stun chance, skill with spears might give armor piercing or improved counterstrikes, and so on.
If your ability is dual-wielding, then the actual qualities of the weapons are more or less irrelevant- just the fact that you've got two of them. In addition to causing rather serious problems should you find yourself no longer dual-wielding, this would mean that any abilities you got couldn't be based on the weapons themselves, but on the concept of using two of them. So you might be able get some sort of pummeling bonus vs lightly armored targets, or impose an onslaught penalty to the target's next attacks, or something similar, but you couldn't get a chance to grapple the target on a successful claw attack or disarm a target with a sword swing.
((Well, you could replace it with Smithing, since he did create his own glove, but I would like to know if "Repair things with smithing" would be a different skill.))
Not sure. It's likely. And a bit complicated by the fact that your glove is intended to be magical, which might also require enchanting or whatever types of magic it emulates to achieve its effects.
I'm not totally opposed to it, but I'm not sure what you want it to do. Something like foraging for food in the wild might be its own skill, for instance, which might not be good enough
((The greatcoat is draped over his shoulders. Dark blue-colored and silver-lined.))
Oh, I see. I think I overestimated the size of your pauldrons.
DraigneanMajor Skill: Alchemy
So of course, we'll need to figure out what this does. Though to be honest, it seems fairly self-evident to me- you mix various ingredients into potions that do nice or not-nice things.
The only things of note are that recipes will work in the same way spells do- you just sort of describe what you're trying to accomplish and how, but based on properties of the ingredients, which you'll either know about or need to experiment to determine. These properties can be highly spiritual or symbolic, though- a bull's heart could represent vitality because bulls are fairly vital and the heart is often considered the center or source of said vitality, for instance, and a bright red flower that looks sort of like a flame and has a flamey myth surrounding it might actually have fire properties, even if it doesn't especially burn poorly or well to mundane means.
Finally, alchemy will be another school that does very well with knowledge from other schools, though base alchemy is decent at just bringing out fairly obvious, innate qualities. For instance, creating a potion of healing or vitality would probably be easier with some knowledge of Restoration or mundane medical skill, creating a potion of stoneskin might be easier or better with Earth Magic or possibly geology, and so on.
Alright, so I guess that's not especially self-evident after all.
Minor Skill: Transmutation Magic
I read this as altering the qualities (and to some extend possibly form?) of materials, generally inorganic or at least dead and fairly homogenous (ie wood, but not really "a shrubbery" as such). So, strengthening a wooden door, maybe making iron rustproof, possibly even changing lead into gold, that sort of thing. And probably not outright changing wood into a chair, but perhaps melting a sword without applying heat or similar. And as usual for mainly out of combat/crafting focused things, plays much better with friends.
Spinal_TaperRace: Coglione ((Born manipulators, but not too good at fistfighting))
Something like +1 to all social interactions, -1 to all combat rolls could work, but might be a bit severe. Plus, you've described yourself as fairly muscular, so I'm not sure that's what you want.
Major Skill: Persuasion
Could you be a bit more specific? This is sort of running into the Intimidation problem where technically
anything social is "persuasion," which is really too strong a skill.
NirurRace: Dragon-blooded lizardman (His scales make him tougher, but take longer to regrow from minor damage.
Hit points or dodge chance tougher? I
believe all players will have 20 hp, incidentally, I just don't want to finalize that until I've given up completely on gaining HP experience.
As for the regrow thing, hm... I hadn't properly considered how players would regain health, so that's a bit tricky. Could potentially just apply a max hp debuff under certain conditions, though.
His claws make fine tasks more difficult, and act as natural knives. He can only digest meat, but can eat it raw. He is cold-blooded. The accident-infused dragon blood provides no apparent benefits other than making him potentially valuable for his use in potions.)
So perhaps -1 to fine manipulation, including some crafting rolls (mainly for smaller, more delicate, or more precise items), lockpicking, etc, or perhaps just -1 to crafting rolls but nothing else?
As for knives, that could give you extra "unarmed" damage (or even count as you always being equipped with knives), perhaps a bonus to certain actions on account of having the right tools, or something similar.
Interesting diet restriction. Probably a net negative overall, so could likely help pay for something else.
Cold-blooded probably won't have any overt effects, though I guess it could apply in extreme conditions or just be handwaved as some sort of frost/fire weakness/resistance or debuff/buff on hit or similar.
Hm, valuable potions... probably a net positive, if you let yourself be harvested every now and then. What effects does dragon blood have, anyway? Just sort of a vague empowerer/modifier, or something else?
Sorry for all the "What do you mean here?" and "Well we could do this or this, what do you think?", but it's hard to figure some of this stuff out.