Sorry about the lack of replies, guys. I randomly felt like shit halfway through yesterday and that kinda killed my desire to work on this. But I'm feeling better so let's get to this.
Mist: Owen can Focus to become almost impossible to see.(I'll let the GM set the mechanics for this if that's ok. I'm not sure about the balance.)
Does 'This character automatically avoids the next two attacks' sounds fine to you?
I made a sorta viking dude paladin.
[spoiler=Thorsteinn Ásmundarson]Name: Thorsteinn Ásmundarson
What do you think? Especially about the oaths I'm unsure, I sorta modeled them after like, viking society's idea of honor or something like that? But I'm not sure if that's appropriate for whatever pseudo Christianity this is fueled by and after 20 years of wandering he's implicitly converted too. And I'm not sure if mechanically the oath to not use magic is appropriate at all, since idk if it's acceptable to take that as an oath then just dump zero dice into Enchantment. Also the oath for honorable combat is pretty vague, like, setting someones house on fire when they are sleeping and killing them as they flee in terror and confusion in the middle of the night, is that an honorable challenge? Probably not by our standards...
It's regular Christianity which fuels this society. I was going to make a knock-off version but went 'Eh'. The normal kind will work just as well and require less effort on everyone's part. That also lets me reference Charlemagne and similar heroes. Basically the setting is Europe with less plague and starvation, and more magic and monsters.
Anyways. I like the character and I think that the Oaths are fine. Not putting dice into Enchantment is fine since it means that means that you'll suffer whenever you encounter an test/attack which requires Enchantment to defend against. If you're okay with that then I see no reason to reject such an Oath. Honour me is more than acceptable as well. As for honourable combat... I'm not sure. I guess I have to ask what you think an 'honourable challenge' entails. Is it going up to someone and challenging them to a duel? Do they need honour for you to challenge them? Can you force them to face you if they refuse?
Should be done, I just need the GM to look at it.
Looks good to me. Just be aware that she still can't start rituals in the middle of combat and expect them to work before it ends. Her ability allows for quicker and easier rituals but they still take time. Of course nothing stops you from making other abilities which operate by her dancing. It's just that being able to do any kind of magic bullshit in the middle of combat is a little overpowered. At least Commoners are limited to physical reality with their Cunning Plans. Sounds good?
Had to alter my sheet a bit. Turns out Harts are strictly male deers, whole Hinds are female deers.
How terrible. The entire character is ruined now. :u
-snip-
Looks fine to me. Yell At Djinn Until They Listen shouldn't deal damage each time it's used, however. If it does then that'd be part of the bargain or some horrible, horrible side effect.
Hello. I'd like to get in on this RP. It seems really cool. I do have a few questions, though. How does magic work in this system? If you take, for example, the fish rune as an enchanter, does that mean you can only cast spells that are somehow related to fish? Could this hypothetical fish mage still cast a healing spell, or an ice bolt, or conjure a magical ward? How would the power/magnitude of those effects be determined? Does every spell need to be an ability?
Well, assuming that abilities only stand in for particularly powerful/unique spells, skills, and martial maneuvers, here's my initial character concept. Let me know if anything needs to change. And yes, I am aware that this one is a bit odd. But when have I ever made conventional characters?
Runes are for Rituals and thus big/flashy magic. Fish mage can still cast healing spells, ice bolts and the like no matter what kind of Runes he knows. The spells just won't last for very long. Long-lasting effects are purely the realm of rituals. So every spell would need to be an ability, yes. You can do basic magic attacks no problem, that's just using the Enchantment attribute to attack, but anything more than that is an ability/Ritual. So if you wanted an ice bolt which deals cold damage and hits for more than a basic attack, you'd need to make an Ability for it. Same goes for healing spells, wards, etc, etc. This means that everyone can do basic magic but bigger stuff is the realm of Enchanters only.
As for the character, I'm pretty iffy on it. Twinlink definitely needs to be changed. Being able to use two abilities in one turn is very powerful, even with reduced Dice/Keep. KJ's character has to spend a point of a limited resource just to make two basic attacks after all. As for how to change it... I'm not sure. How set are you on the 'acting twice in a turn' effect? Other than that they seem fine to me. It's just the mechanics that I have issues with.
Since a lot of people seem uncertain/unsure about abilities, would you appreciate it if I made a bunch of example ones or not? Would they be helpful/illustrative for what I'll accept?