I finally finished the 4 main characters. I'm in such a good mood.
SPELL (Earth & Box)
Something involving burying things alive or entrapment them in Large Stone Boxes perhaps?
SPELL (Drunken & Desert)
...Nothing comes to mind, I don't envy your thinking something up for this one.
ENRICH (Criminal & Sun)
Something relating to Prometheus, the guy who STOLE fire from the SUN?
Or perhaps its A bonus to all things Criminal while in the Light of day?
Infinite light Stolen from everyone else?
Brooding Surreal Vegetable
Cartoonish Emo Mini-Ent.
Thanks for the suggestions. I actually have a nice spell idea for Drunken & Desert
Nice Ent character you got there...
Waitlist I guess. Is Cat in the aspects list?
Okay. "Cat" isn't on the list, but "Feline" is.
Magical Mania Siren
Name: Luretha
Appearance: Luretha is a Reverse Mermaid, which means she has a fishlike upper body and a human lower lody. Thus, she has rather inconvenient giant flappers instead of arms. Her fish half ressembles an oversized bluefin tuna, and her human legs are long and slender, with a pale complexion. In total, she stands a little over 5'7.
Description: Luretha is 17, and is, as mentioned before, a Reverse Mermaid.
Backstory: Luretha's parents were regular mermaids, living peacefully in the secret mermaid kingdoms of Atlantis. However, one fateful day, while swimming around the bottom of the ocean, they found a sunken ship. Both curious and afraid, they carefully approached. The ship's hull was in an advanced state of disrepair and completely covered in algae, meaning it must have been there for quite some time. They entered through a breach and explored it. Eventually, they stumbled upon the treasure room. There, they saw shimmering gems and shining gold everywhere, something they had never seen before as they weren't particularily rich mermaids. Greed overcame them, and they took as many valuables as possible before attempting to escape, but as they tried to get out of the ship, an ominously strong current held them. A ghastly figure appeared in front of them. It was the soul of the ship's captain, bound by his greed to his old ship to protect his treasure. He cursed both mermaids for trying to steal his riches. The two dropped all their loot and ran (or rather, swam) away as far as they could. But alas, it was already too late. The curse was laid. Later, when Luretha's mother gave birth, instead of laying a multitude of small eggs like mermaids usually do, she instead laid one big egg. Her parents still decided to keep it and to love their child no matter what. When the egg finally hatched, instead of a cute mermaid tadpole, the newborn was an abomination which beared the head of a newborn fish and the legs of a human baby. However, her parents still loved her and raised her, and even though she was made fun off by other mermaid kids and feared by the adults, she had a rather decent childhood. However, a problem arose when she reached the age of 13. Around this age, all female mermaids get the ability to use their siren song, which produces a sound so wonderful that it is mesmerizing to other species. When Luretha tried to use it however, instead of the pleasant voice came out an horrible sound which could only be described as the combination of rubbing two blocks of polystyren together and the scraping of a fork on a chalkboard. Her song was so horrible, in fact, that she was prohibited by other mermaids to ever sing again. But Luretha, desperately wanting to fit in with the others, kept training on her singing voice in secret. One day, when she decided that she was finally ready, she gathered the few friends she had, and let out her siren's song. However, in her training, Luretha's voice did not get better, but much worse. It sent shockwaves rippling through the water and made the ground tremble. Her friends pleaded for her to stop, but she could not hear them as her own voice overpowered all other sounds around. When she stopped, silence fell. There was not a noise to be heard. Luretha looked around, and realised her friends were all dead. Her cursed voice had killed them. Devastated, she ran away, and swore to one day return with a voice as beautiful as other mermaids'. She travels the ocean, alone, and sings her horrible song often, maniacally training, not realising that it only grows more deady as she uses it. She seeks the gizmo, hoping that it can grant her a normal mermaid's song.
Skills:
Melee Weapons: 2
Magic: 4
Evade: 4
Stealth: 2
Will: 2
Spells:
-Siren (the horrible cursed song?)
Equipment:
-Leather Armor *
-Dagger (Enriched : Magical) *
-Blaster Pistol
-Dagger *
-Bandages
-Electric Headlamp *
-Steel-Toed Boots *
Nice. I compiled the completed sheets below. I uhh... made your spell before reading your backstory, so it doesn't exactly fit. If you don't like it, I'll change it. If you think it's cool, then we'll keep it.
Pavellius: Thanks for the offer for new aspects, but that's okay. I should be able to create an interesting character out of most any set of three aspects. I'm just a little disjointed at teh moment, and you have lots of interest in the game, so I don't mind stepping back for now. I'll PM you if I get a new wind and would like to be re-added, or you can pm me when my waitlist turn comes up
thanks!
Alright. Thanks for telling me.
Ok, so:
Essentially, it just means that an enemy that could be hit with a roll of 10 in the original rules needs to have their defence bumped up to get hit on a 15, and for dodging attacks, something that would have been dodged on a roll of 10 would now be dodged on a roll of 5 (assuming that players are doing as expected, that is, attacking with a single weapon).
Personally, I would suggest having where the bonuses and maluses go be based on what the players are expected to do "normally": most players will be attacking or casting every turn, so having the defensive stance be a bonus makes sense, but most players won't be dual-attacking (with exception of our octobro) or using improvised weapons, so it would make more sense to leave those ones as penalties off of the baseline "attacking with one weapon". I think it'll be easier to calculate and remember everything that way.
Hmm... Good effort, but I'm not going to count that as point worthy, since an enemy wouldn't need its defense to be bumped up by 5, since a -5 malus when acting has been replaced with a +5 bonus when going defense mode. There's specific circumstances where things won't work out the same as in the previous system, and that was what I was referring to.
I think your suggestion is interesting, but I find my version to be easier for me.
Spell idea: The affected person immediately abandons whatever they're doing and starts praying to some miscellaneous owl god.
Enrich idea: The leather is made from human skin and there are human bones in the shape of seashells as pauldrons. Upon seeing it, must fail a knowledge check in order to avoid SAN damage.
Thanks for the suggestion. My ideas were a bit different, so I want to know if you like them.
The SheetsName: Luretha
Appearance: Luretha is a Reverse Mermaid, which means she has a fishlike upper body and a human lower lody. Thus, she has rather inconvenient giant flappers instead of arms. Her fish half ressembles an oversized bluefin tuna, and her human legs are long and slender, with a pale complexion. In total, she stands a little over 5'7.
Description: Luretha is 17, and is, as mentioned before, a Reverse Mermaid.
Backstory: Luretha's parents were regular mermaids, living peacefully in the secret mermaid kingdoms of Atlantis. However, one fateful day, while swimming around the bottom of the ocean, they found a sunken ship. Both curious and afraid, they carefully approached. The ship's hull was in an advanced state of disrepair and completely covered in algae, meaning it must have been there for quite some time. They entered through a breach and explored it. Eventually, they stumbled upon the treasure room. There, they saw shimmering gems and shining gold everywhere, something they had never seen before as they weren't particularily rich mermaids. Greed overcame them, and they took as many valuables as possible before attempting to escape, but as they tried to get out of the ship, an ominously strong current held them. A ghastly figure appeared in front of them. It was the soul of the ship's captain, bound by his greed to his old ship to protect his treasure. He cursed both mermaids for trying to steal his riches. The two dropped all their loot and ran (or rather, swam) away as far as they could. But alas, it was already too late. The curse was laid. Later, when Luretha's mother gave birth, instead of laying a multitude of small eggs like mermaids usually do, she instead laid one big egg. Her parents still decided to keep it and to love their child no matter what. When the egg finally hatched, instead of a cute mermaid tadpole, the newborn was an abomination which beared the head of a newborn fish and the legs of a human baby. However, her parents still loved her and raised her, and even though she was made fun off by other mermaid kids and feared by the adults, she had a rather decent childhood. However, a problem arose when she reached the age of 13. Around this age, all female mermaids get the ability to use their siren song, which produces a sound so wonderful that it is mesmerizing to other species. When Luretha tried to use it however, instead of the pleasant voice came out an horrible sound which could only be described as the combination of rubbing two blocks of polystyren together and the scraping of a fork on a chalkboard. Her song was so horrible, in fact, that she was prohibited by other mermaids to ever sing again. But Luretha, desperately wanting to fit in with the others, kept training on her singing voice in secret. One day, when she decided that she was finally ready, she gathered the few friends she had, and let out her siren's song. However, in her training, Luretha's voice did not get better, but much worse. It sent shockwaves rippling through the water and made the ground tremble. Her friends pleaded for her to stop, but she could not hear them as her own voice overpowered all other sounds around. When she stopped, silence fell. There was not a noise to be heard. Luretha looked around, and realised her friends were all dead. Her cursed voice had killed them. Devastated, she ran away, and swore to one day return with a voice as beautiful as other mermaids'. She travels the ocean, alone, and sings her horrible song often, maniacally training, not realising that it only grows more deady as she uses it. She seeks the gizmo, hoping that it can grant her a normal mermaid's song.
Skills
Melee Weapons: 2
Magic: 4
Evade: 4
Stealth: 2
Will: 2
Spells & Artefacts
Sea Hag's Call (Siren & Crow): A gift and curse, strong enough to enchant the unwary or drive them a way, but nothing in between. When this spell is cast, choose whether to attract or repel. All NPCs within hearing range (doors block the spell) must make a Will roll vs your Magic roll. All who fail must move towards you this turn without attacking you (if you chose to attract), or must move away from you this turn and prioritize attacking you (if you chose to repel).
Daggerwand of Corrosion (Magical & Acid): This unassuming weapon has been enchanted with the power to tear through the thickest of defenses. All attacks with it ignore Damage Reduction and deal acid damage. In addition to a melee attack (2d4), it can cast a ranged attack (1d6) using a Magic roll.
Equipment
-Electric Headlamp *
-Leather Armor (light armor, DR 1) *
-Steel-Toed Boots *
-Daggerwand of Corrosion (light melee/magic 2d4/1d6 acid dmg) *
-Dagger (light melee, 5 sharp dmg) *
-Blaster Pistol (light shooting, 6 plasma dmg)
-Bandages (Can be used with Medicine to stop bleeding) *
Name: Exul Bracchium
Appearance: Exul is a large and intelligent octopus. His skin is most of the time orange and his eyes are yellow.
Description: He's a smart and large octopus sorcerer that came from another world made of oceans. He used to be part of the royalty, but after his evil brother devoured the rest of the members of the bloodline and seized the kingdom he was forced to escape the underwater world as a fugitive.
Backstory: Exul was the youngest and weakest of six brothers, all descendants of an old but wise octopus known as the Octopus King, leader of the underwater Enteroctopus kingdom. While they all looked like normal and healthy children, there was something wrong with the fifth brother. He had tasted the flesh of his own kind and soon became addicted to octopus meat. The cannibal, envious of his brothers, devoured them alive to become the next heir of the kingdom. But when the old king tried to stop him, the fifth brother also devoured him and seized the throne. Because Exul was the sixth brother, the new king decided to let him live until the day he devoured his father. After the event, he decided that he should not leave any loose ends and demanded his head on a silver plate. Exul then escaped from the kingdom, seeking refuge in the neighbour lands that belonged to the Architeuthis kingdom. There, he learned magic to compensate for his lack of physical strength just like his brother was huge and not very smart. Despite that there was peace between both underwater kingdoms, the new Octopus King was a brute and decided to wage war against the Architeuthis to reach his brother and consume him. The Architeuthis kingdom crumbled and they were almost exterminated by the octopus armies, but the Architeuthis magicians managed to create a portal to this world for Exul to escape. Now, Exul seeks the Gizmo to use it's power to return to his world, slay his insane brother, free the kingdom from his rule, and avenge his lost family.
Skills
Magic: 5
Evade: 1
Stealth: 1
Athletics: 1
Will: 1
Underwater Basket-Weaving: 1
Spells & Artefacts
Mental Projection (Paralysis & Fantasy): Makes a creature believe they are an octopus, preventing them from functionally moving their limbs. Your target must make a Will roll vs your Magic roll. If they succeed, the spell takes partial effect and they cannot move their legs this turn and the next, preventing them from walking, Evading, or turning to hit targets behind them. If they fail, they cannot move or act at all for this turn and the next. Creatures with eight or more limbs are immune.
Fractal Tentacles (Tentacle & Splitting): This spell - known only to octopi - splits their tentacles out over a solid surface, and is actually pretty useless underwater. You can only cast this spell if standing on the ground. Drop all wielded items, become immobile, and make all adjacent spots to you cost an additional point to move through for enemies. Any enemies entering a space adjacent to you take 4 sharp damage. This spell ends whenever you choose.
Cybernetic Air Jets (Tentacle & Air): Installed in every tentacle is a fancy hose which can propel you through the air. For every tentacle not wielding an item, you may choose to fly 1 space instead of walking. If you do so, you are out of melee range until you choose to walk.
Ability
-Can wield up to 8 things, excluding Medicine/Lockpicking tools (since those are automatically wielded).
-Can attack 4 times when "dual attacking".
-Can't wear armor/clothes, including gloves & shoes, but excluding most headgear.
-Can't carry things that aren't equipped or wielded.
Equipment
-Electric Headlamp *
-Cybernetic Air Jets (no armor, DR 0) *
-Navy Blue Cape with Wave Pattern *
-Dagger (light melee, 5 sharp dmg) *1
-Dagger (light melee, 5 sharp dmg) *2
-Blaster Pistol (light shooting, 6 plasma dmg) *3
-Bandages (Can be used with Medicine to stop bleeding) *
Name: Saraket the Ever-Burning
Appearance: Normally, a dark-skinned human, with golden eyes and bright red hair, looking to be in his mid-twenties. Sometimes... see the ability description later.
Description: Age: Probably in his 100s by this point. Race: Demigod. Occupation: Being the fire god's right hand man, trying to get enough worship to ascend to true divinity. Hobbies: Creating fireproof books and writing materials, building engines and other such stuff, staying on top of recent scientific innovations, and running a laboratory.
Justification for Participation: Gizmo of Ultimate Goodness + Demigod = Ascendency. Of course Saraket will want it. His hopes: he'll be able to leverage his education, involvement with science, and the association between fire and early technological advancement to become the god of technology.
Skills
Magic: 5
Will: 3
Evade: 2
Spells & Artefacts
Conoid of Incineration (Fire & Reducing): A perfectly proportioned cone of flame launches from your outstretched fingers to bring mathematical death to your foes. This spell counts as a burst effect, dealing 3d6 fire damage to one space adjacent to you, 2d6 fire damage to the line of three spaces farther from you, and 1d6 fire damage to the line of five spaces even farther from you.
Uneasy Reverence (Sacred & Worry): Those who bear witness upon your serenity feel unwilling to break it. All creatures who see you and haven't witnessed the players attack them must make a Will roll versus your Magic roll. If they fail, they will not attack until they see a player attack.
The Enlightened Flame (Fire & Low Quality): The weapon of the truly sophisticated, it wipes the world clean of savageness. This weapon deals 3d4 fire damage when it hits. If a single attack exceeds 10 damage (excluding Damage Reduction) against unenriched medieval or primitive armor, the armor melts/burns away and deals an additional 2d6 fire damage to the target.
Ability
-Can shift into Divine Form once per level, making all spells he casts deal maximum damage and all its targets fail their Will roll.
-Always fails Stealth rolls.
Equipment
Electric Headlamp *
Leather Armor (light armor, DR 1) *
Steel-Toed Boots *
Shortsword (melee, 8 sharp dmg)
The Enlightened Flame (2-handed heavy shooting, 3d4 fire dmg) *
Divine Healing Powers (Can be used with Medicine to stop bleeding) *
Name: Enal Quinn the Materialist Banjhulhist
Appearance: Pale-skinned, blue eyes, unkempt blond hair.
Description: A human in his early forties. Occupation: Priest. Religion: Materialist Banjhulhism.
Backstory: Brought up among a family of Abyssal Banjhulhists, Enal Quinn eventually converted to Materialist Banjhulhism, unable to reconcile meteors with the concept of Abyssal Banjhulhism. As a token of respect, however, his Banjhulhu effigy is made of seashells. He believes the Gizmo of Ultimate Goodness to be a holy artifact and jumped at the chance to recover it.
Skills
Melee Weapons: 2
Ranged Weapons: 2
Magic: 5
Evade: 2
Stealth: 2
Pick Locks: 1
Athletics: 1
Spells & Artefacts
Offering to the Wise One (Worship & Owl): In exchange for material knowledge, the Wise One grants a boon to the faithful. You may not cast this spell in combat. The target book or scroll is destroyed, and you gain an owl-related ability for the rest of the level (flight, dark-vision, etc).
Heirloom Armor (Shell & Parents): For generations, this armor has gathered seashells during the undersea pilgrimages of your ancestors, and for generations still it will protect you as it had protected them. If the wearer is of Quinn family line, this armor gets +1 Damage Reduction. If the wearer is wielding the Seashell Effigy, they are immune to all psychic effects.
Equipment
Electric Headlamp *
Heirloom Armor (light armor, DR 1) *
Steel-Toed Boots *
Nunchucks (melee, 8 blunt dmg)
Dagger (light melee, 5 sharp dmg)
Semi-Auto GR2 Rifle (2-handed heavy shooting, 10 bullet dmg) *
Lockpicks (Can be used with Lockpicking to open key locks) *
Seashell Effigy
By the way, I've renamed the "Spells" section to "Spells and Artefacts", so I can include enriched items there, too. Yes, it's spelled "Artefacts", with an 'e'.