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Author Topic: Assault on necromancer's lands (OOC)(Waitlist open)  (Read 9778 times)

LordBucket

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Re: Signups: Assault on necromancer's lands
« Reply #15 on: February 03, 2016, 04:12:59 pm »

Character submissions - Feedback required

I've reformatted things for consistency and generally fleshed out equipment. I've also taken the liberty of adding some equipment like food and water skins and scabbards and clothing and belts and shoes and things that everyone should reasonably have, as well as in some cases tools that would be necessary to perform the skills that were chosen. In some cases this resulted in making some guesses about materials and equipment types.

Please review, let me know if I got anything wrong, if the clarifications are ok and please answer any attached questions.



Spoiler: Andres (click to show/hide)

Spoiler: Dustan Hache (click to show/hide)

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Spoiler: Hawk (click to show/hide)

Spoiler: Moonlit Shadow (click to show/hide)

spümpkin

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Re: Signups: Assault on necromancer's lands
« Reply #16 on: February 03, 2016, 04:26:00 pm »

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Dustan Hache

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Re: Signups: Assault on necromancer's lands
« Reply #17 on: February 03, 2016, 04:33:07 pm »

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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

LordBucket

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Re: Signups: Assault on necromancer's lands
« Reply #18 on: February 03, 2016, 04:38:31 pm »

stuff

Ok. I switched out the bow.

DigitalDemon approved



stuff

...ok, that's fine. I was thinking you wanted to use it like a whip to yank zombies off their feet and stuff based on your background as a lumberjack, which...yeah, pretty much no.

Dustan Hache approved

Dustan Hache

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Re: Signups: Assault on necromancer's lands
« Reply #19 on: February 03, 2016, 04:40:28 pm »

stuff

...ok, that's fine. I was thinking you wanted to use it like a whip to yank zombies off their feet and stuff based on your background as a lumberjack, which...yeah, pretty much no.

Dustan Hache approved
you're joking right? That would be unrealistic! More likely he would scale up a tree with it, just out of sight and reach, then dropkick his target if they got too close.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Hawk132

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Re: Signups: Assault on necromancer's lands, (2/X) approved
« Reply #20 on: February 03, 2016, 04:47:55 pm »

How about a hard leather breastplate (and helmet, if I get one), while everything else is soft?

As for the bow, can I get a composite bow? If not, I'll just stay with the longbow (and yeah, I did mean the longbow).
« Last Edit: February 03, 2016, 04:57:56 pm by Hawk132 »
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Andres

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Re: Signups: Assault on necromancer's lands
« Reply #21 on: February 03, 2016, 05:05:26 pm »

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ATHATH

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Re: Signups: Assault on necromancer's lands, (2/X) approved
« Reply #22 on: February 03, 2016, 05:50:13 pm »

Name: ATHATH
Background: ATHATH is a fifty year old man. From a young age, he was obsessed with the abnormal and supernatural. This trait was soon discovered by the Preservers, a group dedicated to the collection, reproduction, and usage (for good) of magical creatures and items, and he was brought into their order. He rose through the ranks, and eventually became a mentor for other members of the Preservers. When one of his former pupils became a prominent and evil necromancer, ATHATH knew what he had to do...
Description: Fifty year old man, walks with a staff, wears brown robes, blue eyes, brownish-white hair, friendly, Obi-Wan Kenobi-ish personality, NG
Equipment:
Rations
Clothes
Ordinary Oak Staff
Horse (female, non-magical horse with no name; ATHATH is quite fond of it)
Wand of Wonder (Please use one of those d10,000 random-effect generators for it; the standard wand is too boring) with Infinite Charges (so that we won't have to keep track of them)
Skills: Magic Item Appraisal, Knowledge of Paranormal Creatures

Is this too magical?
« Last Edit: February 03, 2016, 07:00:50 pm by ATHATH »
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*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

IronyOwl

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Re: Signups: Assault on necromancer's lands, (2/X) approved
« Reply #23 on: February 03, 2016, 07:30:49 pm »

Could you elaborate a bit more on the setting, magic in particular? I'm getting a Conan movies vibe as far as magic/tech/society goes, but I'd like to make sure that's semi-right and get some more details.
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LordBucket

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Re: Signups: Assault on necromancer's lands, (2/X) approved
« Reply #24 on: February 03, 2016, 08:19:04 pm »

Wand of Wonder with Infinite Charges

Is this too magical?

Yes.

Magic will work on the scale of...spend the afternoon attempting to do a thing, and at the end of the day you'll have a chance of success. No standardized "spells" that are bottled and consistently repeatable.

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Magic Item Appraisal

Magical artifacts are things that could take months or years to create. there will be no casually sorting through the pile of glowing swords after every battle to see which of the low-level mooks had +2 swords, then tossing away the piles of worthless +1 ones.

Think Tolkein.

Every magic item had a name because it was a unique artifact. Glamdring would glow in the presence of orcs. That was a unique artifact known to Elrond because it was a notable enchanted blade. Even immortal Maia like Gandalf typically only had one or two magic items to their name. Look at the One Ring. That was basically, the most notable artifact in the history of Middle Earth. And what did it do, exactly? For those unable to control it, it sucked them into the wraith world. For those able to control it, it facilitated telepathic mind control exclusively to a very small group of people who happened to be wearing receptor rings, and only if you were powerful enough to make that happen. It didn't even do it directly, and the effect was a slow and uncertain thing.

No "push a button" spell effects.

Low magic.

If you want to play a wizard, pick a skill that describes a specfic field. For example, warding. So maybe the party builds a wooden perimeter and you want to ward it so that zombies stay away. That's a pretty substantial effect, so you'll gather up some materials and maybe spend a few days walking the perimeter chanting and spreading zombie blood mixed with fish guts, or whatever, and after 2-3 days I'll make a roll. And after that roll, I'll give you a vague indication of how confidant you are that it worked. For example, "you think it might help" or "you're pretty confidant that most zombies would probably perfer to avoid this place" or something similarly indefinite. And in reality, I'll apply that as a probability modifier. Maybe you're "reasonably confidant that your ward is fairly sturdy" and maybe that results in a 50% chance that any zombies who come near decide to leave it alone. And then after I roll, maybe the zombies will decide to leave it alone, but the magic will be weakened so the next time it only provides a 40% effect. And then maybe the zombies overcome that effect and as a result the effect is further weakened reducing it to a 20%. And then after another day or two it's gone unless it's constantly reinforced. Of course, if you continue reinforcing it day after day, it will gain in strength, and over time it could become a very effective ward. But it's never going to be perfect, and you're never going to be entirely sure how effective it is except by observing the results.

One possible example.



Could you elaborate a bit more on the setting, magic in particular? I'm getting a Conan movies vibe as far as magic/tech/society goes, but I'd like to make sure that's semi-right and get some more details.

Conan the movies, yes that's pretty spot on. There are at most low double-digits world of world-class sorcerers in the world like Thulsa Doom and Toth-Amon, but even Akiro was pretty up there. And if i recall correctly, his most impressive feat(*) over both movies was holding a door closed for a few minutes. Impressive, because he made it happen then and there. Overt, on-demand effect visible plainly to the eye is incredibly powerful and rare magic. Note that your opponent, the necromancer, is a fledgling, soon-to-become world-class sorcerer. just coming into his power. You are not.

If you want to play a wizard, that's totally ok, but see the above. Every single spellcast will be a unique spellcast, most spells will be cast on the order of a day or more, and effects will typically be described in uncertain terms.

If you have specific questions let me know, but I think my response to Atath probably answered them.


(*) Oh, right. Forgot he basically brought Conan back from the dead in the first movie. So yes, definitely world class wizard material. But even in that case, it took him a day and a night to do, there was a lot of stuff involved, it only worked because the spirits hadn't yet taken Conan's soul, and what he actually did was convince the spirits to take Conan's girlfriend's soul instead of his make them visible so his friends could fight them off resulting in them taking one of their souls later instead. Anyway, the general point remains.


LordBucket

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Re: Signups: Assault on necromancer's lands, (2/X) approved
« Reply #25 on: February 03, 2016, 08:45:10 pm »

can I get a composite bow?

That's fine, but note that composite bows tend to be especially susceptible to moisture. I'll toss in a leather case.

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How about a hard leather breastplate (and helmet, if I get one), while everything else is soft?

Boiled leather breastplate over soft leather tunic, plus open sallet steel helmet, that's fine.

Hawk132 approved

Kashyyk

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Re: Signups: Assault on necromancer's lands, (2/X) approved
« Reply #26 on: February 03, 2016, 09:10:49 pm »

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As might be inferred, I'm hoping to make up for my general incompetency with a gang of npcs. I hope I cm get something like that to be balanced in your system.
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LordBucket

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Re: Signups: Assault on necromancer's lands, (2/X) approved
« Reply #27 on: February 03, 2016, 09:29:45 pm »

As might be inferred, I'm hoping to make up for my general incompetency with a gang of npcs. I hope I cm get something like that to be balanced in your system.

What sort of in-game application did you have in mind for that leadership skill?



Moonlit Shadow and Andres pending. I'm finding myself distracted by a needlessly long essay about swords and dual wielding that I'll probably mostly delete.

LordBucket

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Re: Signups: Assault on necromancer's lands, (2/X) approved
« Reply #28 on: February 03, 2016, 10:18:08 pm »

My skills not there? :/

Fixed

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I was thinking of basically dual shortswords, except replacing one with a a longsword. Both are used for parrying and attacking (though obviously only one at a time, not both slicing at once). It's basically like the longsword one would use with a shield, but an extra shortsword instead of said shield. Longsword is about 2.5~3 ft long (that's blade length not entire thing), and shortsword about 1.75 ft (again, blade).

Fighting style is: Block with whichever's closest - if shortsword then stab with longsword - if longsword then step forward, ducking if needed (if it was deflected vertically) and stab/slash with shortsword. Whichever sword that's deflecting is supposed to 'cling' to the enemy's blade and just keep it away while they're otherwise defenseless.

I mean, against zombies that's not too important and the extra blade will just be to kill more than one thing at once as I won't have to use as much effort since zombies no parry. But anyway this thing is meant to be sandboxy and men will die by my hands.

Meh.

(Lengthy dissertation about swords and dual wielding deleted)

1) Would you link me a picture of what you're thinking when you say "longsword" so I know for sure that we're talking about the same thing?

2) There are some issues with what you propose. However, it's reasonable to dismiss most of them based on the Rule of Fun.

3) However, I think it's not fair to give you twice as many attacks for the same skill cost. If you want multiple attacks, make regular swordfighting your major skill, dual wield your minor, and I'll give you the second attack with either a to-hit or defense penalty. If you're not willing to do that, then no, I'm not giving you free double attacks.

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Gem is gem. Not much, I think. Uh...uhm... yeah, I think that's just flavor. Also incentive to do stuff (if it's stolen, lost, etc)

As in possible roleplaying hook? Ok, those are good to have.

LordBucket

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Re: Signups: Assault on necromancer's lands
« Reply #29 on: February 03, 2016, 11:06:39 pm »

name

Fixed.

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2. Relates to general stuff an adventurer might know such as where to get quests (taverns), whether to accept propositions from women (never), and where the bad guys' city hideout is (the sewers (friggin sewer levels...)). Stuff like that. Also relates to stories of famous adventurers which may help overcome similar and specific obstacles (like knowing how to trick a sphinx by reading about Perseus) and potentially unlocking new quests.

I'm willing to accept that, and if you're willing to accept that, we can approve your character as he stands. However, i advise you pick something else because I don't think it's going to be very useful. Most of the things you're describing are things that will be handled by players, not die rolls. I'm not going to roll a die to tell you whether it occurs to you to go talk to the mysterious figure in a cloak sitting at the table shrouded in shadows in the corner of the tavern.
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