The Adventuring Guild of Fair-River (RP-Recruiting)
Well looks alright as far as the rules go. Though she's missing 1 point in combat stats (since CC gives her 1 extra point) I'd.. suggest putting it in DEF, or VIT given she has protect. Like most characters with 7 or higher defense she might benefit greatly from practiced defender as well.
- #151
- 31 May 2011 - 11:59 PM
There is mischief afoot in the land of Fair-River. The townsfolk can feel it - the mages can even smell it. They smell something... horrid.
The rumors have been spreading, and now, they seem to be realized - something unnatural lurks within a new, seemingly mystical cave that had only appeared recently. The sheer chill it brings to the spines of many have caused nearly all to flee in terror. Those brave and dumb enough to enter have never returned...
So there it is, a break from the peace of the village - a rift in the monotony of daily life. It is a quest that should-- nay, MUST be completed. Legends has it that there is a terrifying artifact deep inside. Only the mightiest of them all can destroy it, and put an end to the foulplay.
Hello there! This is Spradic Zoom the GM here. This is a call to any adventurers who would like to partake in a quest. There are a minimum of 3 and a maximum of 5 open slots to be filled (One is reserved). This is done on a first come first serve basis, so no whining if you're a bit too late. Now, before any of you eager mercenaries sign up, lemme make just a few things clear...
- The set-up phase of the quest will begin in EXACTLY 5:00 P.M. EST on Monday, June 6, 2011. I want everyone in the IRC Chat by that time. PLEASE do not be late.
- The set-up phase lasts ten minutes only, which means the quest starts at EXACTLY 5:10 P.M. EST. If you are not here AND prepared by then, I am NOT waiting for you.
- The quest is predicted to last anywhere from 3-5 hours. If you can't take that much time out of your hands, then either don't apply or make sure you don't waste any time.
- Furthermore, this quest will NOT be for the faint of heart. It WILL be tough, and you WILL be spitting out Fate Points by the time you're done. If you are strongly attached to your character and cringe at the idea of him dying, I suggest you think twice before applying. You have been warned...
So, now that that's out of the way, who'd like to sign up~? Just respond with your name, and preferably a character sheet of the character you plan on using. If you need any further questions, feel free to email me at guillermo1000000@yahoo.com or add "spradic_zoom" on Skype. Other than that, have a good weekend and rest up! You'll need it later.
ROSTER TO BE EDITED
1 - Brock (Character Pending)
2 - Kou (Sai)
3 - MiwAuturu (Mannik)
4 - Susan (Aurore)
5 - SushiJaguar (Nicholas)
6 - ILB (Kimi)
This post has been edited by Spradic Zoom: 05 June 2011 - 04:22 PM
- #152
- 05 June 2011 - 03:49 AM
- #153
- 05 June 2011 - 03:55 AM
http://pastebin.com/yCwhiecr
inb4 TPK
This post has been edited by MiwAuturu: 05 June 2011 - 04:02 AM
- #154
- 05 June 2011 - 03:59 AM
- #159
- 05 June 2011 - 05:29 PM
- #160
- 05 June 2011 - 05:42 PM
It is still not possible to view that document, though. You should repost the link, and set it so that everybody with the link may read it.
- #161
- 05 June 2011 - 08:11 PM
- #162
- 05 June 2011 - 08:35 PM
I can say for now, though, that you are missing a bit in the region of special moves and quirks. First, you need three special moves; you have only two. Second, your first quirk is overpowered, unless you willingly make him not fight with swords half the time.
It is up to Bribri and/or Tut to approve of the sheet, but those are things that you should change. Other things may also need to be reconsidered.
Take a gander at the special move list and the example quirks in here, and see what you can add or change.
- #163
- 05 June 2011 - 08:56 PM
As for Dark Blood you can just take Double Damage and not need to wait a turn, or charge and not take double damage while using it.
Fear master you're better off with Disable, which skips the opponents turn so long as your attack hits.
- #164
- 05 June 2011 - 10:15 PM
Honestly ILB and Miws posts here pretty much point out all the problems. None of your quirks really work with the system we use, and we already have SM's in the big old list there (charge and disable) which fit what you're trying to do with those attacks.
Give the SM list, and Quirk list ILB linked a look over for a better idea of how all of this works.
- #165
- 05 June 2011 - 11:47 PM
- #166
- 06 June 2011 - 03:58 PM
Seems you didn't quite get what we were trying to explain there. All your SM's and all your quirks still don't work. So I'm going to have to be more specific.
Your SM's! First off:Damage and accuracy are determined by the same roll in this system. Adding 'It automatically hits!' to the end of a move doesn't really make any -sense- unless you explain how it's so accurate (As it does with the 'Never miss' SM). Not -all- your SM's need to be custom ones either, particularly when the SM's in the big list both match your idea, and are balanced.
Given what you're after I'd Suggest Double damage, Never Miss, and Disable as your SM's. But to get more specific:
Dark blood
Honestly? Just take charge attack, Or double damage, or even never miss if you're dead set on the never miss aspect of the SM. The fact is as a 10 ATT character you already ARE -extremely- fragile with tons of attack power.
Fear Master
As we've all said a bunch of times here:Take disable. Disable makes the enemy lose their turn -if you hit them-. Your version just.. doesn't really make much sense.
Sharp Edge
The best I can suggest here is a variant on the "Charge attack" move that doesn't take your turn, but hurts equal to the higher of the two rolls. It's currently being 'play tested' though so it might have to be balanced later.
Problem is:That move would have a very high chance of just instantly knocking your very, very fragile 3 vit guy out. It just wouldn't be worth it. Rethink this one, stop being so obsessed with SM's that make your already -very- fragile character even more so. Or take the three I suggested at the start huh?
Now onto your Quirks. Now clearly you missed the memo on this but:Quirks must have balanced benefits and DRAWBACKS. They aren't just free boosts that your character gets for nothing. And no:Having a time when the bonus doesn't apply is NOT a drawback. For whatever bonus you get you need an equal penalty that comes up just as often. Now lets get into each quirk specifically.
Sword Master
There is NO way I can give your character any sort of benefit specific to sword use like this. This Quirk is just out from the get go. Your character will -always- be fighting with swords. Equipment is assumed to be automatic in this game, it isn't something you'll be 'missing' anytime soon.
Ruthless
First off there are no 'draw' rolls. If by draw rolls you mean when you act in combat.... fine, there is an imitative check to decide that, but you need some sort of -penalty- for going first like that. Check out the 'impulsive' quirk it might be what you're looking for.
The 'Takes less damage from sharp weapons' is just tagged on here with no drawback. Get rid of it, or turn it into its own quirk granting +1 def VS cutting weapons, but -1 DEF against blunt weapons, or magic, or something else just as common.
Sword Keeper
I can't allow this for the same reasons as sword master:A free +1 bonus to ATT simply because there's guys with swords in your party? No penalty? Yeah no:Get rid of this quirk completely.
This post has been edited by Bribri: 06 June 2011 - 05:11 PM
- #167
- 06 June 2011 - 05:08 PM
- #168
- 06 June 2011 - 05:33 PM
As far as dueler goes though, no, that wouldn't really be a viable quirk either. This is a -team- game after all. One on ones should be rare affairs save spars in the guild, where that quirk would just be broken so yeah. For that matter not being able to kill the guy isn't really a big disadvantage:You'll just knock him out instead after all.
Keep in mind:Quirks are -optional-. You don't NEED to have any at all.
- #169
- 06 June 2011 - 05:50 PM
- #170
- 06 June 2011 - 05:53 PM
Apoc, on 06 June 2011 - 05:53 PM, said:
I tried to make that work once, but what about bosses? There's only going to be one boss for the most part in a battle so your bonus would be over the top without a real drawback at all.
- #171
- 06 June 2011 - 06:46 PM
- #172
- 06 June 2011 - 07:23 PM
And yes, the quest is currently full and will begin at 5:00 P.M., if anyone cared to spectate. It might be a good opportunity for those to watch current characters in action in order to learn how battle works (and therefore, how character creation works).
- Spradic Zoom
- #173
- 06 June 2011 - 07:37 PM
This post has been edited by Apoc: 06 June 2011 - 07:42 PM
- #174
- 06 June 2011 - 07:41 PM
- Spradic Zoom
This post has been edited by Spradic Zoom: 06 June 2011 - 08:32 PM
- #175
- 06 June 2011 - 08:31 PM
- #176
- 06 June 2011 - 08:33 PM
This post has been edited by Spradic Zoom: 07 June 2011 - 12:11 AM
- #177
- 06 June 2011 - 08:50 PM
- #178
- 06 June 2011 - 08:57 PM
Character: Adaran Vulkax, Ruthless Labrador Master Swordsman
=Combat Stats=
HP:12/12 FP:2/6
ATT:10 DEF:5 VIT:4
=RP-Attributes=
Bod:4
Agi:9
IQ:7
Per:7
Cha:3
=Special Moves=
Dark Blood (Double Damage): Vilkax will unleash an unstoppable attack that rips through armor and flesh.
Effect: Attack as normal. If the attack connects, multiply the damage dealt by two.
Fear Master (Disable): This fearsome swing can cause an opponent to waste their turn trembling in cowardice.
Effect: Attack as normal. If the attack connects, your opponent cannot act next turn, even if using a special move.
Sharp Edge (Sacrifice): This lightning quick attack sacrifices safety for ensured damage.
Effect: Choose one opponent and roll a die with a number of sides equal to your VIT score. Both you and your target automatically take damage equal to the amount of your roll.
=Quirks=
Sword Master (Close Combatant): You gain an additional point to spend on your combat stats – however, you are completely unable to make attacks at range.
Ruthless (Rage): You treat your ATT two points higher once your HP is equal to your VIT score or less. But in your fury you neglect defence, losing two points of DEF.
=Quick Info=
Adaran Vulkax, ruthless Labrador master swords man, wears light armour. Gold highlighs on his gauntlets to show his prowess with the blade.
Description
Vulkax is a male black Labrador, about 6'7 in height, thin and extreamly athleatic, brown eyed, serious and lightly musseled a ex-sword master turned hero, his name is know in every corner of his homelands, he is very untrusting of magic users he will only fight if forced too and has only one task, to kill the man who has tried to kill him so very many times, he does not know the name of his attack but knows his face, and his golden edged sword.
-Other notes-
Vulkax will always have 3 scabbards on him even if he has one sword, he hates birds with a passion and will not believe a word they say, any sword he uses is forever sharp due to his deep knowledge into swords.
Basic Background.
Not much is know about him than what he says, he is a sword master, the greatest in his homelands, he talks with an unknown accent that he would seem to have picked up from his travels, he would appear to know some magic but due to his distrust of magic he never uses it.
Note: I added the extra point from Close Combatant in VIT, although it can be placed in DEF if you so choose. Furthermore, I couldn't use Iron Guardian with him, since when I checked, you cannot have more than 7 ATT in order to use it, so I apologize for misleading you there. If you have any questions about how I went about editing your sheet, please let me know. Otherwise, I'm sure this version of your character will be just as exciting to roleplay and battle with as the original.
- Spradic Zoom
- #179
- 07 June 2011 - 04:27 AM
=Combat Stats=
HP:18/18 FP:2/6
ATT:8 DEF:5 VIT:6
=RP-Attributes=
Bod:4
Agi:9
IQ:7
Per:7
Cha:3
=Special Moves=
Dark Blood (Double Damage): Vulkax will unleash an unstoppable attack that rips through armor and flesh.
Effect: Attack as normal. If the attack connects, multiply the damage dealt by two.
Steadying arc (protect(?)): vulkax will place him self infront of a downed ally to cut arrows and magic out of the air.
Effect: The defended ally will take no damage from ranged attacks, vulkax cannot attack untill the ally is stable, vulkax loses all his attack while using this move and it is added to his defence.(is the a legal move?)
Sharp Edge (Sacrifice): This lightning quick attack sacrifices safety for ensured damage.
Effect: Choose one opponent and roll a die with a number of sides equal to your VIT score. Both you and your target automatically take damage equal to the amount of your roll.
=Quirks=
Sword Master (Close Combatant): You gain an additional point to spend on your combat stats – however, you are completely unable to make attacks at range.
Ruthless (Rage): You treat your AGI and ATT two points higher once your HP is equal to your VIT score or less. But in your fury you neglect defence, losing two points of DEF and IQ.
=Quick Info=
Adaran Vulkax, ruthless Labrador master swords man, wears light armour. Gold highlighs on his gauntlets to show his prowess with the blade.
Description
Vulkax is a male black Labrador, about 6'7 in height, thin and extreamly athleatic, brown eyed, serious and lightly musseled a ex-sword master turned hero, his name is know in every corner of his homelands, he is very untrusting of magic users he will only fight if forced too and has only one task, to kill the man who has tried to kill him so very many times, he does not know the name of his attack but knows his face, and his golden edged sword.
-Other notes-
Vulkax will always have 3 scabbards on him even if he has one sword, he hates birds with a passion and will not believe a word they say, any sword he uses is forever sharp due to his deep knowledge into swords.
Basic Background.
Not much is know about him than what he says, he is a sword master, the greatest in his homelands, he talks with an unknown accent that he would seem to have picked up from his travels, he would appear to know some magic but due to his distrust of magic he never uses it.
Is this better?
This post has been edited by Apoc: 07 June 2011 - 04:27 PM
- #180
- 07 June 2011 - 04:27 PM
However:
Quote
I doubt this will be allowed. You cannot have your Attack be 0, nor can you increase your Defence by 8 to 13.
There are some more technicalities, but I am unsure about them so I will still leave the analysis up to Bribri. A regular Protect could perhaps work, if you made it so that the move would also increase and decrease, respectively, Defence and Attack by 2.
- #181
- 07 June 2011 - 06:01 PM
Since when is magic tangible
- #182
- 07 June 2011 - 06:02 PM
This post has been edited by Apoc: 07 June 2011 - 06:28 PM
- #183
- 07 June 2011 - 06:03 PM
IS
ADVENTURING GUILD OF FAIRRIVER
*kicks into a mineshaft with a mindflayer at the bottom*
But yes, your sword would have to be enchanted.
- #184
- 07 June 2011 - 06:43 PM
- #185
- 07 June 2011 - 06:45 PM
This post has been edited by SushiJaguar: 07 June 2011 - 06:46 PM
- #186
- 07 June 2011 - 06:45 PM
- #187
- 07 June 2011 - 06:48 PM
Also, "what does a iron do" And iron is heated by the boiling water inside it and exudes steam through the holes on the metal plate to stiffen the fibers in clothing. Irons are made from aluminium.
This post has been edited by SushiJaguar: 07 June 2011 - 08:01 PM
- #188
- 07 June 2011 - 08:00 PM
- #189
- 07 June 2011 - 08:01 PM
Secondly, even if magical energy was not a seperate thing, have you even read a fantasy book? These days, most magic is cast using the energy in the caster's body. The energy is simply transformed or transferred it doesn't create shit out of nowhere.
- #190
- 07 June 2011 - 08:03 PM
SCIENCE IN FANTASY FUCK YEAH
- #191
- 07 June 2011 - 08:04 PM
- #192
- 07 June 2011 - 08:05 PM
This post has been edited by Spradic Zoom: 07 June 2011 - 08:27 PM
- #193
- 07 June 2011 - 08:26 PM
- #194
- 07 June 2011 - 08:29 PM
Apoc, on 07 June 2011 - 08:05 PM, said:
Are you some kind of idiot? Whoops, of course you are.
You know you can kill someone by stabbing them in the heart or the ear? The energy required for that isn't all that much. Also, just because the different can be better, doesn't mean it is in this case. Stop being a stubborn, awkward little nutcase already.
- #195
- 07 June 2011 - 08:36 PM
Apoc, on 07 June 2011 - 08:29 PM, said:
The issue is that custom SM's aren't supposed to be "better" than normal ones. And to be blunt, you don't have nearly enough experience to be deciding how to customize a special move. Trust me - take the normal Protect, it'll save everyone a lot of trouble.
- #196
- 07 June 2011 - 08:55 PM
I mean seriously. It's Magic. That's supposed to be the point~
- #197
- 07 June 2011 - 09:06 PM
- #198
- 07 June 2011 - 09:19 PM
Yeah I'd follow everyone's advice there Apoc:Take -normal- protect. I can't allow this weird version you designed. There's nothing stopping you from changing SM's or quirks later on once you have a better grasp of the system, and even then, you likely won't need to.
Rage is limited to ATT/DEF only. Drop the Agility and IQ aspect! Quirks can NOT raise your RP attributes beyond the normal limits anyway.
If you have any further questions Apoc PM them to me instead of posting them here you're starting to clutter the thread. Of course the rest of you can still ask/post things here ;p
This post has been edited by Bribri: 08 June 2011 - 04:46 AM
- #199
- 08 June 2011 - 04:45 AM
Character: Alex Siggers; fist fighter Great Dane
=Combat Stats=
HP: 18/18 FP:2
ATT:8 DEF:5 VIT:6
=RP-Attributes=
Bod: 7
Agi: 8
IQ: 5
Per: 5
Cha: 5
=Special Moves=
Negate: Alex turns the enemy’s momentum against them, easily avoiding the attack.
Double punch: Alex moves in for a quick one-two punch. (Double attack)
Bypass: Through a lot of fighting experience Alex know how to bypass an enemy’s defences to strike a powerful blow.
=Quirks=
Close combatant: +1 CS
Low class: +2 CHA when dealing with threats or other low class citizens; -2 CHA when dealing with nobility or lying
Build to last: +1 BOD when dealing with endurance feats of endurance; -1 BOD when dealing with feats of pure strength
=Quick Info=
Fighter: Thin and muscular Great Dane fighter, usually seen in a loose white tunic and trousers.
A:8 D:5 V:6
B:7 A:8 I:5 P:5 C:5
- #200
- 08 June 2011 - 05:20 PM








