Avatar of Grnmachine
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    1. Grnmachine 12 yrs ago

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10 yrs ago
I prefer small groups/1x1s.
10 yrs ago
Back after a long hibernation :P

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Yeah, i would prefer discord as well.
I can definitely see why its too complicated and needs to be "dumbed down" in simple words, to a 6 stat system with health/magic/stamina, but then it would lose uniqueness. It would just be D&D with a few extra stats tacked on to fit the world of Hyrule, not a brand new system from the ground up based entirely in Hyrule lore. I say keep the first system, but change around some of the stats so that some are less useless, and it's more streamlined, like my suggestion on the sister thread. (click)
I think its a little too complex for its own good. I suggest the following:

I would reduce the potion/poison resistances to Endurance, as it's your body's ability to fight off poisons. If the potion has a spell attached to it, then it would do a Endurance check, and then if you fail, you make a resulting Will check based on the spell.

On the topic of will, it seems somewhat useless. I think Will should be the save stat for psychic magic, and will vs any influence (intimidation, persuasion, etc). This leaves Courage with only Inspiration, but its complex enough imo to still be significant.

In addition, increasing your Psyche doesn't automatically learn you languages. I think it should be your mental capacity to learn and adapt.

That's all i can think to change on a baseline level right now, and it is your system, so all of these are just suggestions.
I am very interested! Allow me to try and boil down the stats into something a bit more manageable for someone who wants a TL;DR. I'm also using D&D terminology, as thats what im familiar with.

Triangle of power:
Power: Strength
Reflex: Dexterity
Endurance: Constitution, and defense for certain potions and poisons

Triangle of wisdom:
Wisdom: Spells known, spell damage
Psyche: Intelligence
Spirit: Magic points, replaces Endurance for undeads, and defense for certain potions and poisons

Triangle of courage:
Courage: Will vs Intimidation and Fear, and influences inspiration points
Character: Charisma
Will: Magical defense, Will vs other effects, and defense for certain potions and poisons

Dont mean to sound rude, but when do we plan on starting?
Interested.

Just wanna point out that spells are created, shown in Half-Blood Prince, since Snape took credit for that one spell (sectum sempra, probably misspelling it), and two other spells in the books (But those other spells were more for a comedic purpose)
Te-klak


Height: 5'8" (About 1.7 Meters)

Weight: 180 LBS. (About 81 KG)

Age: 35

Race/Species: Thri-Kreen (A humanoid race with insect features, such as a tough exoskeleton, antennae, extra limbs and the like.)

Group(s): N/A

Appearance: imgur.com/a/6S5Jx

Personality: Te-klak is a "go with the flow" person, who does whatever seems right at the time. It isn't in his nature to plan out more then a few days ahead, and even then, he often doesn't even have a plan.

When in battle, Te-klak usually likes to find high ground and use his bow to attack. However, he doesn't have any problem going in for melee attacks if there isn't any high ground.

Stats:

-Strength: 5
-Perception: 5
-Endurance: 6
-Charisma: 2
-Intelligence: 5
-Agility: 8
-Luck: 4

Traits:
Four Arms: He's able to wield 3 weapons, as the extra two arms are smaller and slightly weaker, they must hold the same weapon.
Exoskeleton: Improved defense, even without armor.
Antennae: He isn't impaired in Perception in dark places or during fog.

Talents:
Weapons: He's proficient with Bows, Daggers and Short Swords.
Wall climbing: He's also able to climb walls, albeit slowly.
Fleet-Footed: Extremely quick on the battlefield, and can maneuver around enemies quickly.

Abilities/Powers:
N/A - Te-klak relies on his martial prowess

Items: A longbow, quiver and arrows, 2 short swords, and 2 daggers.

History: Te-klak hails from the Gi'thai desert to the west. Far beyond where anyone has travelled is a small cave system that houses a village of Thri-kreen. Te-klak lived there for a time, but grew bored of life there. When he reached adulthood, he simply left and began wandering. He meandered around the desert without any particular direction.

Until one day, he spied an odd sight- a patch of green that didn't seem to end on the edge of the horizon. Surely this was a trick of some sort? The ocean, perhaps, or just another body of water, looking green because of the sun's reflections. But this was not an illusion. Tiny blades of green sprouted from the ground, ticking Te-klak's feet as he traversed the terrain.

He continued to wander in this new land until he made contact with someone new, and he was shown to the city of Zespah. In this new area he found many wonders, from the food, the clothes, the crafts, the people, the society, to many other things. Te-klak has been living here for a few years now, taking on mercenary work in order to get by.

Today, Te-klak has found a small building at the base of a hill, with a sign in front, saying they were looking for worthy champions.
Update: Finished my application!
Te-klak


Height: 5'8" (About 1.7 Meters)

Weight: 180 LBS. (About 81 KG)

Age: 35

Race/Species: Thri-Kreen (A humanoid race with insect features, such as a tough exoskeleton, antennae, extra limbs and the like.)

Group(s): N/A

Appearance: imgur.com/a/6S5Jx

Personality: Te-klak is a "go with the flow" person, who does whatever seems right at the time. It isn't in his nature to plan out more then a few days ahead, and even then, he often doesn't even have a plan.

When in battle, Te-klak usually likes to find high ground and use his bow to attack. However, he doesn't have any problem going in for melee attacks if there isn't any high ground.

Stats:

-Strength: 5
-Perception: 5
-Endurance: 6
-Charisma: 2
-Intelligence: 5
-Agility: 8
-Luck: 4

Traits:
Four Arms: He's able to wield 3 weapons, as the extra two arms are smaller and slightly weaker, they must hold the same weapon.
Exoskeleton: Improved defense, even without armor.
Antennae: He isn't impaired in Perception in dark places or during fog.

Talents:
Weapons: He's proficient with Bows, Daggers and Short Swords.
Wall climbing: He's also able to climb walls, albeit slowly.
Fleet-Footed: Extremely quick on the battlefield, and can maneuver around enemies quickly.

Abilities/Powers:
N/A - Te-klak relies on his martial prowess

Items: A longbow, quiver and arrows, 2 short swords, and 2 daggers.

History: Te-klak hails from the Gi'thai desert to the west. Far beyond where anyone has travelled is a small cave system that houses a village of Thri-kreen. Te-klak lived there for a time, but grew bored of life there. When he reached adulthood, he simply left and began wandering. He meandered around the desert without any particular direction.

Until one day, he spied an odd sight- a patch of green that didn't seem to end on the edge of the horizon. Surely this was a trick of some sort? The ocean, perhaps, or just another body of water, looking green because of the sun's reflections. But this was not an illusion. Tiny blades of green sprouted from the ground, ticking Te-klak's feet as he traversed the terrain.

He continued to wander in this new land until he made contact with someone new, and he was shown to the city of Zespah. In this new area he found many wonders, from the food, the clothes, the crafts, the people, the society, to many other things. Te-klak has been living here for a few years now, taking on mercenary work in order to get by.

Today, Te-klak has found a small building at the base of a hill, with a sign in front, saying they were looking for worthy champions.
Interested. This could be a D&D campaign if you wanted... I could also do a normal RP, though.
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