Hidden 5 yrs ago Post by soph
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Hidden 5 yrs ago Post by Versa
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@soph

Give yourself one more physical ability so I can feel a little more secure for her safety. But other than that, Tiki is accepted, if you need help thinking of something shoot me a PM my Fire Emblem compatriot.
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Hidden 5 yrs ago Post by ERode
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You're also missing your Legend, soph. nvm im blind, cuz ur rly missin ur FAITH IN THE GODDESS MOST HIGH.
Hidden 5 yrs ago Post by Versa
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Once we have 5-6 sheets greenlighted I’ll throw up the IC, it’s all prepped and ready.
Hidden 5 yrs ago Post by Epsir
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Awesome! I've actually been meaning to ask if we may know a little bit more about how exactly our characters will be starting out, as far as talking to our new Goddess or whether or not we'll be scattered around the map.
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@Epsir

• The bus accident happened moments ago, goddess summons you and gives her speech saying “Git gud and fight the darkness.” and the characters will just fall from the sky landing in one general area.

• Look for the three little circles on the map I posted, that’s where the story begins.
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@Versa
That is pretty much exactly what I was hoping for, actually. Also, neat, I hadn't even noticed the dots before.
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Hidden 5 yrs ago Post by soph
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will the heroes be aware of their abilities/race and stuff or not?
Hidden 5 yrs ago Post by Versa
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@soph

They’ll realize their race and appearance changes when they look at their hands and the others who are summoned. Their abilities they will not be aware of, it’ll be something they’ll have to learn about organically.
Hidden 5 yrs ago Post by DocRock
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@ERode@Versa

Didn't get notified before, terribly sorry to be late here. Anyways, I can add the Lizardman description with ease.
As for offensive magical abilities, I can add some attack spells, I'll have to take a glance at the D&D stuff. Artificers aren't really your standard class, since they're the support guys. But some of their stuff gets...wild. And gotcha, if there's no need for the folding boat, I can replace that with something else, and develop it later down the line. I also left out one of the more hilarious items, since being able to make a mechanical creature that fights with you is a bit crazy. Additionally, Alchemical Fire and Alchemical Acid are attack skills/spells. Healing Draught is just "hey you want a health potion that can be used regularly, but still needs a minute to cool down?" Artificers are just fun to play with. I considered the Gunsmith sub-class in place of the alchemist, but also figured I could always find a way to justify that later. Unless you don't mind me merging two sub-classes into one?

That Goddess Lady is gonna get a Lizzieman asking her for directions at some point.

Anyways, yeah, I'll make edits tonight, when I get settled in at dorms, no time to go through things seriously atm. Thanks again for feedback! Again, sorry to take a bit here, I forgot to put this thread in my subs list, and I wasn't getting notifs from tags, lol.

@Epsir
When I was first starting out with D&D, about six months back, I didn't know the items that well, and the wiki I was using didn't provide links to what I was looking at. But man, when my friend who's a D&D nut told me what a Folding Boat was, I went "I have to have that."
I'll probably look at that Haversack later, see if the wiki I'm using has info on it.
Hidden 5 yrs ago Post by DocRock
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Something I forgot in my last post, but if you have any suggestions for more attacking based stuff, all ears.

I sometimes get a one track mind when it comes to writing up CSes lol.
Hidden 5 yrs ago Post by ERode
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It's not like this is a DnD RP to begin with, Doc. So it probably doesn't matter what you tie things up together with, as long as, you know, it makes sense with regards to the legend or your whole theme.
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Hidden 5 yrs ago Post by Versa
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On another note, I made a Discord just so it’s a little easier for communication.
Hidden 5 yrs ago Post by 13org
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@soph

They’ll realize their race and appearance changes when they look at their hands and the others who are summoned. Their abilities they will not be aware of, it’ll be something they’ll have to learn about organically.


Working on my CS. just finishing the magic skills part.

Regarding what you said, characters with heightened physical abilities will have them ready from the get-go, right? (at least the basic ones)

What about the full caster ones?

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Everyone has the abilities listed on their sheets from the get-go, but the question was more so “if they knew” which they do not. If your character has a plethora of spells to cast, it’s their job to figure out how to use them organically. It’s not like you’ll need to level up to learn them, they’ll just need to learn how to draw mana from leylines organically.
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Hidden 5 yrs ago Post by ERode
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Right, how does that whole thing work with non-magic stuff like Faith-based 'magic'?
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@ERode
Int based spells draw mana from ley-lines. Faith based spells draw mana from whatever entity you are faithful to.
Hidden 5 yrs ago Post by DocRock
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Yeah, I'm tracking with the whole not being D&D based. That's partly why I didn't go directly for standard Artificer. I'll make fixes when I can, not feeling tip top. I'll be on Discord in a moment though!
Hidden 5 yrs ago Post by Epsir
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@DocRock
The Haversack and the Bag of Beans really just give you the most (potential) bang for your buck and feature a lot of QoL stuff when needing a boat is not necessarily guaranteed despite having a boat being awesome. A shockingly realistic drawback, actually. Anyway to get away from DnD since we're not DnD, imo it's totally for the better if you just take the concept of Artificer and act like you don't know much else about it; it's a very troubled class a lot of people would say in that it doesn't really... go anywhere as it grows. Hollow specializations, generalist identity as a third-caster with con saves, bunch of stuff.

As far as suggestions go, this isn't necessarily an attack but it is a more combative feature that might satisfy the GM's request. Since the character is an enchanter by nature you could say they work with magic on a very technical level and in doing so garner a more definitive understanding of what makes magic work- and not work, in certain circumstances. Not sure if it's appropriate to the thread but some manner of counter-magic or dispel feature would give your Saint Artificer more to do in combat that doesn't necessarily detract from their super utility focused identity.
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Hidden 5 yrs ago 5 yrs ago Post by 13org
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Just wanted to post it here so you guys could see it too. :-)



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