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Author Topic: The Runes  (Read 8753 times)

Johnfalcon99977

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Re: The Runes
« Reply #15 on: May 28, 2011, 09:45:18 am »

Name: Leon Hetezi
Gender: Male
Species: Human
Birthsign: The Unseen
Spoiler: Stats (click to show/hide)

Note: Not knowing how to get my ability points routed out, I just put little dots to show how much I value them. If its over-powered or unbalanced, please tell me.
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Also known as the Knowlagable, the Forgetful, and/or the Ignored

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Cerol Lenslens

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Re: The Runes
« Reply #16 on: May 28, 2011, 12:05:14 pm »

Name: Valia Decad
Gend: Female
Spec: Nymphic
Sign: Sinner

Stats: 2/6/8:
Spoiler (click to show/hide)

EDIT: Forgot the initial 1 dot in each stat.
« Last Edit: May 28, 2011, 02:10:04 pm by Cerol Lenslens »
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Squeegy

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Re: The Runes
« Reply #17 on: May 28, 2011, 12:59:00 pm »

Changed to 5 int by trading 1 wisdom point for 1 int point.
Ah... it is 4 int because it will add up to 5 when added to the dot they start with. It cannot exceed 5, which means it cannot exceed 4 points placed in it.
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Squeegy

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Re: The Runes
« Reply #18 on: May 28, 2011, 01:03:17 pm »

Skohime
Ahhh, a true adventurer! This one looks like it has the physical prowess to explore the most dangerous dungeons, and the mental faculties to survive its most cunning traps. Well done. Although I feel I should mention... while the Vagrant is indeed the more magically-inclined of the two adventurer birthsigns, the Arcanist in the end does end up with more magical power at its disposal, due to the fact that it can identify and eventually use magical items, whereas the Vagrant is resigned to tinker with only slightly higher magic than that of the commoner.

Valia Decad

Hmm, a lithe, graceful and intelligent seductress? Well, it is in the nature of the Nymphic, at least. Your heroine would be far better at dodging blows than dealing or taking them. But keep in mind constitution also governs physical health. A person with CON 1 would often be in poor health.

Leon Hetezi
Hmmm. By my calculations, either you have only spent 13 points, or you have allocated too many points. Think of it like this: you start with a dot in each category, and you choose which categories to place dots in, with a pool of 18 dots, and no category can exceed 5 dots.

Mazeroe Mezma
STR •••
AGI  ••••
CON ••••

INT  •••••
PER ••
WIS ••••

CHA •
SUB •••••
APP  ••

Hmm! Very physically gifted for an Artist, though with intelligence befitting. As for their social skills- they are unmatched in the art of social manipulation, but to others will appear average at first, and downright ill-mannered and unlikable when they get to know them. They will have no true friends. A sad existence, do you not think?

Taric
Avatar of War
Hmm, two Slayers! Taric seems the most balanced, but the other seems the most in-tune to the Warlord's specialties. About the name, however... It does not seem like the type of name given by mortal parents. It seems like more of a title. While they are your champion, they are also a person, and will have a person's name, even if it is eventually forgotten and replaced.

Of these suggested shapes the Zefiir is currently leading by 2 votes to none on all the others. Those who have suggested a shape may still vote for other shapes.
« Last Edit: May 28, 2011, 01:16:50 pm by Squeegy »
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Happerry

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Re: The Runes
« Reply #19 on: May 28, 2011, 03:15:45 pm »

Skohime
Ahhh, a true adventurer! This one looks like it has the physical prowess to explore the most dangerous dungeons, and the mental faculties to survive its most cunning traps. Well done. Although I feel I should mention... while the Vagrant is indeed the more magically-inclined of the two adventurer birthsigns, the Arcanist in the end does end up with more magical power at its disposal, due to the fact that it can identify and eventually use magical items, whereas the Vagrant is resigned to tinker with only slightly higher magic than that of the commoner.

Both signs could fit. Honesty? I flipped a coin.
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Squeegy

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Re: The Runes
« Reply #20 on: May 28, 2011, 03:22:45 pm »

Hah. Fair enough. Those voting can choose whether they would prefer the Arcanist also.
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choobakka

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Re: The Runes
« Reply #21 on: May 28, 2011, 04:31:21 pm »

I vote for skohime, with the arcanist sign.
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Squeegy

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Re: The Runes
« Reply #22 on: May 28, 2011, 05:03:24 pm »

Oh blast, I messed that up. Humans get twelve points to work with, not eighteen. My bad. Please change your sheets accordingly.
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Demonic Spoon

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Re: The Runes
« Reply #23 on: May 29, 2011, 12:06:01 am »

Changed to 5 int by trading 1 wisdom point for 1 int point.
Ah... it is 4 int because it will add up to 5 when added to the dot they start with. It cannot exceed 5, which means it cannot exceed 4 points placed in it.

Oh okay, I vote for Ii'viile the Zefiir then, since my slayer doesn't seem likely to win.
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Squeegy

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Re: The Runes
« Reply #24 on: May 29, 2011, 02:21:49 pm »

Ii'ville the Zefiir it is.



Ah... guiding your avatar as a child would be rather pointless... Let me just speed up time a bit here so we can get to somewhere more worthwhile. I'll let you know how it goes.

Well... the child was born to an unusually doting Zefiir couple. The male is a wizard, the female is an artist. They live in a large tower on the Zefiir island of Mallantheos. She doesn't appear to exhibit her magical talents until the age of... nine, when she...

Demolishes the entire tower, killing both her parents, in a gigantic fireball.



Miraciously, she escapes harm (that was a close one).

The Zefiir Republic takes over her care and sends her to a mage's school, where she spends the next 6 years. There she uncovers some of her potential and trains in... (choose 2)

Abjuration: Spells designed to defend oneself, prevent harm, wards.
Altering: Changing the way the world works, or is. Growing extra limbs, enhancing strength, altering the properties of a target.
Conjuration: The art of transportation, summoning, moving things around. Conjuration also dabbles in healing magic.
Divination: Magic focused on obtaining information. Scryers, telepaths, clairvoyants abound.
Enchantment: Centered on compelling and charming. Forcing people to do things, act a certain way, say certain things.
In/Evocation: Creating something from nothing, especially popular in farmland for their ability to grow plants. Mostly elemental.
Illusion: Tricking the senses, creating things that aren't really there but seem to be, hiding things that are there.
Necromancy: The art of raising and manipulating the dead, summoning demons, curses, and other things generally considered evil.
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Taricus

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Re: The Runes
« Reply #25 on: May 29, 2011, 02:24:23 pm »

Evocation and enchantment.
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Cerol Lenslens

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Re: The Runes
« Reply #26 on: May 29, 2011, 02:29:58 pm »

Conjuration and Alteration - Healing, buffs, summons, and shapeshifting seems like a good package to me.
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"I've got a plan, hear me out on this one... I want to almost murder you."
"Boy, sure wish as Queen of the entire realm I had somebody to help me out with this. Advisor, tutor, anyone who knows what the hell they're looking at really.

Alas, the life of a Queen is a lonely one. Do the things with the whatsit."

Glowcat

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Re: The Runes
« Reply #27 on: May 29, 2011, 02:33:18 pm »

I second Conjuration and Alteration.
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choobakka

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Re: The Runes
« Reply #28 on: May 29, 2011, 02:36:30 pm »

Necromancy and Altering - we want to make an especially twisted BBEG, right?
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ragnarok97071

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Re: The Runes
« Reply #29 on: May 29, 2011, 03:31:48 pm »

Evocation and Conjuration.

Blowing crap up and summoning Eldritch Abominations.

I'll vote for Conj+Alt if we can't do that.
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