|
Post by joeoe18 on Jan 17, 2009 19:02:13 GMT
I've mostly finished up my RQ character - I'd forgotten how versatile the character generation is. My character is a skilled street magician, working the streets of Pavis for a few measly coins a day. Although he does tend to supplement his income by making the wallets (or coin pouches!) of his audience mysteriously vanish. Whimisical conjurations obviously aren't taxing his considerably magical abilities, and as a headstrong young man he's on the lookout for some adventure. That's the rough idea anywhere
|
|
|
Post by mike on Jan 19, 2009 9:01:58 GMT
Nice one Joe
Looks like the sort of character who will, sooner or later, have several reasons to leave town for a while (irate ex-purse owners for a start) - should give me a few hooks to hang scenario idea off of
In Pavis, they don't do magic in the same way as the other setting, so we'll need to have a chat about cults and spells this evening
|
|
|
Post by joeoe18 on Jan 19, 2009 12:18:55 GMT
I haven't touched my spells or anything yet, largely because I had no reference. I have some ideas about cults, but i'll see what I think after you've explained it all.
|
|
|
Post by John on Jan 20, 2009 12:18:47 GMT
Thanks for going through chracter creation with us last night Mike. I'm lucky forwards to putting my creation through their paces, which leads me to a question... When will Runequest be played? I am only aware of two other fixed schedule games going on at the moment: 1/ Maurice's D&D which takes place on the 2nd Monday of the month. 2/ Ove's Legends of the Old West which is supposed to take place on long Sundays. I think this has two sessions left? Including Monday 26th. I personally am not free until the 3rd Monday in Feb (16th) although I am happy for others to start sooner without me. What I feel might work quite well is to run Runequest on the 4th week (which leaves a Monday open for boardgaming/wargaming between Roleplay games)? I think it might even be a good idea to do RQ on the Feb all-day Sunday AND 4th Monday! Personally I think having a couple of sessions close together at the start gives players a better chance to flesh out characters and group interaction early on, which I find harder with a month between the first 3 hours and the second. Anyway I've rambled enough, the above is just my perspective, you're mileage may vary and other such disclaimers. Mike is especially welcome to tell me to shut my cakehole
|
|
|
Post by joeoe18 on Jan 20, 2009 13:06:19 GMT
I'm free after next Monday, withstanding the monthly D&D.
I assume there'll only be one or two more sessions of Legends after next Monday - so that shouldn't be too much of an inconvenience. I'd certainly be up for the long Sunday and last Monday idea. Although it might be an idea to finish up Legends on that long Sunday, and maybe have a session of RQ in the evening - if people are available.
That leaves me the first and third weeks of Feb free to do other things - like maybe starting When Darkness Calls, if Ove is free.
I'm pretty pleased with my character, and it'll be interesting to see how long he can stay alive :-)
Goodness knows when we'll fit Earth A.D. in among all of this.
|
|
|
Post by John on Jan 20, 2009 14:50:47 GMT
I'm pretty pleased with my character, and it'll be interesting to see how long he can stay alive :-) I am looking forwards to seeing how your blend of magic, performance and thievery plays. As to staying alive, I am going all in for the dodge approach. It should be fun, until I fail a roll and get brutally murdered by someone armed with a tea strainer.
|
|
|
Post by joeoe18 on Jan 20, 2009 16:21:01 GMT
I thought you shoved loads of points into parrying with your short sword? Had a change of heart?
|
|
|
Post by John on Jan 20, 2009 19:35:39 GMT
Yeah, that and the number 95% made me see the light
|
|
|
Post by joeoe18 on Jan 20, 2009 21:26:11 GMT
You have 95% Dodge?! Do you have any other skills ?
|
|
|
Post by neuromancer on Jan 20, 2009 21:44:34 GMT
well im going for a clasic yelmalino sundome hoplite type character.
|
|
|
Post by John on Jan 20, 2009 21:47:21 GMT
You have 95% Dodge?! Do you have any other skills ? Only one way to find out
|
|
|
Post by Legionnaire on Jan 21, 2009 7:37:37 GMT
95% in the Skill Dodge seems like a huge waste of points to me. These are my points: - I'm not of any use, unless someone tries to hit me, and then I can concentrate on not getting hit. ;D - The first decade or so was a struggle, I constantly upset people who beat me within an inch of my life, because I wasn't good enough at not being hurt, but now I've learned my lesson. ;D - It seems awfully close to what Steven Seagal must have (don't like the chap), because he never get hit in his so called movies. - An antagonist has only to wait for you to fail once and then chop you up. - I'd personally go for the option of hitting the enemy first and making him/ her stay down. Only joking, secretly we all wish we were secret Ninja Masters at Evasion, that way accidents and harm would very rarely happen. The Swede.
|
|
|
Post by mike on Jan 21, 2009 9:05:13 GMT
Don't want to rain on your parade John, but I think you may have miscalculated there
Dodge is a tickable skill so, in accordance with the cahracter generation rules, you can't start with more than 75% excluding stat bonus
Add on your agility bonus (around +9 if I remember correctly) puts you at 84%
Subtract your Enc - 3 for leather armour (if I remember rightly), 1 for a short sword and 1 for couple of dagges (if I remember rightly you're carrying two, but correct me if I'm wrong) - I don't remeber if you're carring a bow so I'll leave that out - that's a total of 5 Enc, which gives you a Dodge of 79%
Still very respectable - and you're not gonna get hit very often
|
|
|
Post by John on Jan 21, 2009 9:42:58 GMT
Thanks Mike, I thought it was only the points you 'spent' that were limited to 75%. I will correct my character which I don't mind starting with 95% in anything seemed a little powerful anyway. So with weapons, do they count as a tickable skill? I assume that profession bonuses count towards the limit but the Agility or Manipulation based bonuses don't?
|
|
|
Post by mike on Jan 21, 2009 14:05:56 GMT
Yep, that's right John
Weapon skills (both attack and parry) are tickable Your base skill (in most cases 25% for cultural and/or cult weapon) counts for the 75% limit Manip & Agility bonuses (which become Attack & Parry bonuses) do not
For example: Your short sword will start at 25% (Orlanthi cult weapon). You can assign 50 skill points to it, bringing it to 75%. Your Manip (i.e. Attack) bonus then adds to this - if I remeber rightly yours was around the mid teens (+13 or +14 I think, but I couldn't swear to that), bringing the final attack skill to 89% Which would, of course, make you a very dangerous person indeed
|
|