Nuttyartist / Felix

Apr 18, 2024 12:30 am
Welcome @Nuttyartist
This thread is for your character creation.
Review Welcome! (Intro & Rules) and Character Creation.

If you have any questions you can post them here or if you think they are general on the Q&A

When you are ready to join the story introduce your character in the Who's Who thread and Posting Rate Poll.
Apr 18, 2024 1:22 am
I did have a question about a particular Trait interaction. Is this the best spot for it?
Apr 18, 2024 1:53 am
Yes, this is the perfect place for such questions.
Apr 18, 2024 2:04 am
Sure, go for it. The system is very light weight with few RULES but several guidelines and the rest is story background and content with occasional DM ruling only as needed
Apr 18, 2024 2:04 am
Shamanic Warrior mystic trait. If you are using a heavy/2 handed weapon that does 2 damage - does the 3 result (2 damage on attack) add 1 damage instead or have no effect (in which case are you stuck with it, or can you re roll). Also the 6 result (ranged attack) would have no impact on my sword wielder, so is that a wasted use, or a re-roll, or a different option put in 6-result?
Apr 18, 2024 2:05 am
FYI: daryen is familiar with the system and has been playing this game a while and often helps out newcomers. He is also running one of the veteran stories in the game.
Apr 18, 2024 2:12 am
Heavy weapons do 2 damage but can only attack once per round. Damage stacks.
Spirit bolt allows a ranged attack. I can work to customize things if you want but the shaman system is a bit heavy on mechanics due to its backlash. I tent to remove the backlash and reduce its effects to keep balance.
Apr 18, 2024 2:32 am
Im sorry, Im still a bit confused. I know the heavy weapon does 2 damage, with one attack.(though im not sure what you mean by damage stacks) So if you roll a 3 when using Shamanic Warrior does it have no effect? Also I assume if you roll a 4 you get to attack twice with the heavy weapon.
It does seem fair to take away the backlash if needed to balance something.
I didn’t know about the spirit bolt.
Apr 18, 2024 2:54 am
Any condition that adds damage stacks on top of other conditions. Thus #3, deadly, adds +1 damage to attacks.
Each round has 2 actions already. Attacking twice with a heavy may be possible at higher rank but I will need to look into it.
#4 Haste adds +50% speed so no 2nd attack but you can to other things. Move, Focus, use another trait, or make an attack with a non-heavy weapon.
Shamanic Warrior Boons: says:

1. Advantage: You gain Advantage for all attacks.
2. Armor: You are protected by Spirit Armor, which provides 4 HP of protection. The armor dissipates once the 4 HP are gone, or if 6 turns have passed.
3. Deadly: You deal 2 HP of damage with each successful attack.
4. Haste: You gain an additional Action each turn.
5. Luck: You can make one re-roll each turn.
6. Spirit Bolt: You can fire a bolt of Spirit energy that always hits its target. Using a Spirit Bolt requires two Actions.
Apr 18, 2024 2:56 am
Thanks! That clears it up (90% :) ) for me
Apr 18, 2024 2:57 am
Hey, an A-! Glad to help :)
Apr 18, 2024 3:30 am
Not sure how to submit my finished character sheet.
Apr 18, 2024 3:55 am
Instructions on the creation thread
Apr 18, 2024 2:41 pm
I finally figured out how to submit. Just stumbled upon it really.
Looking forward to hearing what you think.
I didn't add any extra gear really (just the magic item), should I be really thorough there?
Apr 18, 2024 2:50 pm
The ~Tiny Info~ also has a bunch of information for quick reference and can be accessed by tapping the grey button below the Rolls section
https://i.imgur.com/t8yLGy8.png or opening it from the Characters menus at the bottom of the page. Additional information can be added here upon request.

Common queries are added to Tiny Q&A
Apr 18, 2024 2:50 pm
Here are some basic game guidelines.
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Apr 18, 2024 2:54 pm
If you have any feedback on hit to better guide character submission key my know. A few players have had terrible with this.

I like the cowl
What type of mammal are you?
Finish up the who's who and posting rates poll and I will get you going
Apr 18, 2024 2:59 pm
Psybermagi says:
If you have any feedback on hit to better guide character submission key my know. A few players have had terrible with this.

I like the cowl
What type of mammal are you?
Finish up the who's who and posting rates poll and I will get you going
Are you looking at Felix? I don't think there's a cowl, and he's a human man.
Apr 18, 2024 3:19 pm
Whoops. Got your guy mixed with the other newcomer.

I will fill out your traits details tonight
Apr 18, 2024 5:27 pm
Absolutely love the character's intro! Very well done!
Apr 18, 2024 5:48 pm
daryen says:
Absolutely love the character's intro! Very well done!
Thanks! That means a lot. I hope that works for his Shamanic Warrior trait background - not exactly traditional.
Apr 18, 2024 11:04 pm
Nice origin. Now, how often will your ancestor be haunting you, since of course he took up residence in the sword to ensure you didnt' loose it . . . . :)
Apr 18, 2024 11:21 pm
Ok, game on. You can find your story here
Apr 18, 2024 11:55 pm
Psybermagi says:
Nice origin. Now, how often will your ancestor be haunting you, since of course he took up residence in the sword to ensure you didnt' loose it . . . . :)
My idea is that his ancestor is tagging along, and his Shamanic Warrior trait uses the ancestor to imbue the fighting/swordsmanship strength. So he fights with greater skill than he should.
Does that make sense and work within the game system?
Ideally all the trait abilities would be somewhat related to his great sword (ie the ranged attacks doesn't make much sense), but I don't know if that's something that can changed.
Apr 19, 2024 12:54 am
The system is very loose so sure. Sounds great. A shaman may learn from the spirits and use them to accomplish things but usually their own spirit is the source of most of their power. Your the engine and they are the accessories. Without you they can't do much, without them you are less effective. At least that's how I see it. There has to be some advantage to being alive, right? :)
Apr 19, 2024 12:56 am
This is a Shaman Warrior build I worked on previously. Mostly similar to the RAW but with a few difference. I will use this work as a template for adapting for you.

Shamanic Warrior You can Test to gain the help of Spirits in combat. If successful you gain a random Boon that lasts 3 turns. You can sacrifice HP to the spirits, after the roll, to either Pick a boon or Double the duration.
Shamanic Warrior Boons:
1. Wind: You gain a movement for free each turn.
2. Earth: You gain 2 HP of protection.
3. Fire: You deal additional critical damage.
4. Water: reroll one roll each round.
5. Lightning: for 2 actions you can hurl a lightning attack that does not miss.
6. Wood: You can heal any creature you touch 1 point.
Apr 19, 2024 2:37 pm
I like that it is a bit flexible, so it can be tuned to the character a little. Obviously balance issues would have to be looked at carefully.

I like your system of have a slightly weaker boon (than the original trait- by the looks of it) but it doesn’t automatically cost health. This definitely would encourage more use. And the flexibility to pay health to pick a better boon (if the roll was bad) or lengthen the use is great. (Though paying 1 health for 2 hp protection feels a bit odd)

The boons in your list seem suitable, apart from 5 and 6.
Maybe these would work (Im just looking at the traits for ideas. I’ve no idea if these are suitable in your eyes)
5. Opportunist - attack any enemy that hits you with disadvantage. (Feels very "sword-fighting"
6. Parry mastery - Evade tests are 2d6 with the great sword (a defensive option for the boon, still focused on sword-play)

Should there be one that would give attack with advantage?
Apr 19, 2024 4:10 pm
Opportunist and Parry are essentially traits you can pick up on your own and you will get an option to add one quickly. Parry = Shield Master which can not normally be used with heavy weapons but my systems mechanics differ a bit so I will think about allowing a Parry trait.

The above was an elemental based build i did but going with pure melee warrior is fine. There was an advantage one and it can be added but once you have weapon mastery you have advantage with you weapon always anyhow. As this variant does not always cost health it is much more usable so I try to balance the ability to do a variety of thing vs what others can do one at a time. Ex: 2. earth gives +2 HP for a single action. In theory this system will let you "Buff" your self, given time, so that when you enter battle you are much stronger than before.

If you want to stick to martial abilities
1. Fast Feet: You gain a movement for action each turn and can jump great distances.
2. Spirit Armor: You gain 2 HP of protection.
3. Vicious Strike: You deal additional critical damage.
4. Spirit Guide : You gain focus without expending an action
5. You have advantage on attacks
6. Touch of Luck: reroll one roll each round.
7. Spirit Strike: For 2 actions you can hurl a spiritual weapon that does not miss.
8. Spirit Weapon: Your weapon attacks range is extended 1 zone
9. Revitalize: You can heal any creature you touch 1 point.

pick 6 of these or suggest others for consideration

Also, once you are a Veteran, after gaining 1 trait and weapon mastery, then you can add a prestige trait that has a higher output than regular ones. But you can only have one of these. Many prestige traits allow overlap with other traits or side steps some otherwise fixed limits
Apr 19, 2024 4:40 pm
Yeah the flavor Im going for is simply that Felix uses the spirit power to enhance his abilities with the great sword. Not that he is inherently a warrior, but his ancestor spirit helps with that. Thus allowing him to be a Charisma "face" and also fight well.
I like your new ideas/suggestions.
Apr 19, 2024 4:42 pm
pick 6 of these or suggest others for consideration
Apr 19, 2024 4:48 pm
Sure. Oh i think you edited since I last refreshed, sorry I missed the change.

1. 2. 3. 4. 6. Those seem pretty suitable.

The last choice, Im still thinking.
Will Revitalization allow me to heal myself? And if it lasts 3 rounds, can I heal myself 3 times? Or 6 times if it can be done each action?

I don’t really know what Zones are in this game, presumably with this I would be able to hit someone too far way to hit me back in close combat?
Apr 19, 2024 5:04 pm
all boons last 3 rounds
healing affect you or others and you can pick one of 2 options at this time
1. until the boon ends you can heals 1 point without expending an action but only works once. Basically a preset single charge
2. while the boon is active use an action and test to heal 1 point

Zones are detailed in the Info sheet and reference Tinyd6
The ~Tiny Info~ also has a bunch of information for quick reference and can be accessed by tapping the grey button below the Rolls section
https://i.imgur.com/t8yLGy8.png or opening it from the Characters menus at the bottom of the page. Additional information can be added here upon request.
[ +- ] Zones (distances)
Apr 19, 2024 7:15 pm
I'm thinking of going with the healing, even though it's not martial. Just seems so handy, especially since he might be spending some HP on the boons.

Could a prestige trait be based on Shamanic Warrior?
Apr 19, 2024 7:48 pm
yes it can. A couple of though on it include spirit fusion/possession and summoning
Apr 19, 2024 10:30 pm
Cool, that'll be something for the future then.

I'm clearly new to pbp, so as I post in the game can you let me know here if I'm doing something wrong.
I believe I have the freedom to invent things in game, but some things not.
Ie. Finding Bjorne, I can't just write "there he is"
But if I should be doing something besides - Look, roll-
Let me know
Apr 19, 2024 10:42 pm
Adding content to the story is per player and GM
I am fine with it most of the time. For example finding Bjorne, I was 50/50 what to do there but wanted to get you to the urchin for a quick Test tutorial so just redirected you . How you posted was totally fine.

Some GM dont like players adding content. I only began experimenting with it a year or so ago so while I try to encourage it I am still feeling out how to keep it "in bounds" both as a player and GM
Apr 21, 2024 1:37 am
Now that we have worked out the Shamanic Warrior boon list;

1. Fast Feet: You gain a movement for action each turn and can jump great distances.
2. Spirit Armor: You gain 2 HP of protection.
3. Vicious Strike: You deal additional critical damage.
4. Spirit Guide : You gain focus without expending an action
5.Touch of Luck: reroll one roll each round.
6.Revitalize: You can heal any creature you touch 1 point.

(Which seems important, because when I roll for it, the different effects should be permanently fixed to those numbers)

I was wondering how it worked, because I’m currently not sure. I know it lasts 3 rounds, I’m not clear how I activate it.

Does it take an action in itself? (Eg. action 1: activate trait, roll d6 for boon. Does this first turn count towards the 3 turns? Action 2: cant swing my great sword, so do different action.)

Does it take a test to activate? Or does it happen 100% when I decide to?

You said something like activating it multiple times to stack effects. Would you mind explaining a little more how that works? Maybe I can activate it twice a turn (1 time per action) and the first boon will end before the following boons? Is there a limit to this?

The healing had that choice - heal 1 point, or be able to test to heal for 3 turns. Do any of the other boons have options like this?

Sorry for all the questions, I just want to nail down what this trait does so when I use it in a post I do it right :)

Thanks for your help.

Oh. Ps. My haunting ancestor; im guessing no one else can see him if he shows up (unless they have an ability), but do you think he is someone i can talk to, or he only appears when i use him to empower me?
May 5, 2024 3:48 pm
Not sure if you saw my ooc edit to my last post.
I think I will go with weapon mastery. Not sure on the rules/mechanics- is it 3d6 now? I just found the veteran stuff where it's mentioned as a prerequisite for weapon specialization.
Last edited May 5, 2024 3:48 pm
May 5, 2024 5:02 pm
Weapon mastery gives advantage when attacking with a specific weapon type that you are already proficient with.
Felix - proficient with heavy - mastered great sword
[ +- ] Tests
[ +- ] Advantage
[ +- ] Disadvantage
[ +- ] Focus
Thanks for pointing it out. Edits are not always noticed. It you want to be sure an edit is seen then add shimmering like
OOC:
@Nuttyartist see changes
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Jun 5, 2024 8:10 pm
Any chance you can clear up my Shamanic Warrior power.
I never needed to pass a test successfully before rolling on the random Shamanic table.
Is that the case?
Jun 5, 2024 8:55 pm
If I didn't have you rolling to activate the ability then that was my bad. If you do it out of combat you can focus but still need to gain their help, as indicated in test
[ +- ] Shamanic Warrior
Jun 5, 2024 8:57 pm
Are you serious?

I never rolled test for it.

This ability is way too terrible with the test roll. Really ruined my character.
Jun 5, 2024 8:58 pm
Quote:
yeah, it does seem to read that way on my character. Never during my entire intro storyline with psybermagi did I roll a test to activate it. And honestly if I have to, I just won't. It would be too terrible of an ability.
I still think the ability is useful but if you and @daryen want to work out a variation on his that works that between you two. But all other mystic powers require a test will to activate.
Jun 5, 2024 9:27 pm
I worked hard on my character, and feel like a lot of time was wasted.

I understand that most things require a test. We never rolled a test during our play sessions. I thought that the result is random and only lasts 3 rounds/turns it was balanced.

With a test, it's a 1 in 3 to activate, then a 1 in 6 for a particular ability. Let's say it works. Then by some miracle it works again in a round or 2, but you roll the same ability that may or may not be relevant.
Not to mention I have no free actions during combat because my heavy weapon takes up the whole turn to swing once.
It's meant to be a combat skill, but is too unreliable and slow for combat.
Jun 5, 2024 10:13 pm
I am sorry you feel your character is wasted. As it is shamanic warior is more powerful than most other mystic abilities, save for the randomness factor. Mixing with the the ability to select what ability you triggre for 1 HP, especially when you can heal yourself, was how I balanced it.

This is the original trait, which I modified for use in my game so as to not cost 1hp just to activate but cut the duration in half.
[ +- ] Shamanic Warrior
@daryen may have his own opinion and options to present but if you want full control you could shift from a shaman warrior to a strait shaman.
[ +- ] Shaman
Jun 5, 2024 11:29 pm
Nuttyartist says:
.

He pulled in more spirit energy;(boon 4, Spirit Guide, you gain focus without spending an action) The energy again permeated his whole body, his blade felt a little lighter in his hands, and his stance adjusted itself giving him better balance.

Felix moved with Al, readying his Great-Sword, leaving a little space though with the aim of flanking the hidden creatures as Al took position behind them.
Here's one example where I used it the way I thought it worked.
Last edited June 5, 2024 11:30 pm
Jun 6, 2024 12:08 am
Do note that while you only get one swing with the great sword, it still only takes one Action. Your other Action is still available for other Actions.
Jun 6, 2024 8:37 pm
If that's true that's the first I'm hearing about it.
Jun 6, 2024 10:41 pm
Yes, the heavy weapon attack only takes the one Action, but you can only make one attack a turn. The other Action is free for whatever. (A lot of times it is for Focus, but it can be for anything, including Move, Focus, Evade, or some magic use.)

One thing that contributed to the confusion is that anything that requires a roll can skip the roll as long as:
- It's not in combat.
- It's not time critical.
- There is no penalty for failure.
For example, someone with the Healer Trait has to roll a Test to see if they can heal their subject. If they get a success, the subject gets 2 HP back. If they fail, nothing happens. This action has no penalty on failure, other than the lack of healing. Therefore, in a time critical or combat situation, the rolls must be made. But, out of combat, there is no point to make the rolls because you can try as many times as needed to get the healing done. So, to keep things simple, you just don't have to roll in those situations.

With that in mind, for the Shamanic Warrior trait, how about this:
- The write-up it has doesn't change for what currently exists.
- We add the following sentence to the initial paragraph: "If both Actions in a turn are spent making the request of the spirits, the Test is an automatic success."
- Note that the above above non-combat, non-time-critical exceptions still exist.

This means you can still invoke it without rolling, but it takes the entire Turn to do so. Or you can roll the dice and hope for two successes in a single turn.

Will that work for you?
Jun 7, 2024 5:07 pm
If attacking with the great sword takes one action, that's a big deal. With 2 actions I didn't think I could even move and attack - hence me bee-lining for the extra action boon.

I'll work with your suggestion - it's a generous compromise.

The problem I have with the skill, is it takes 2 lucky rolls to do something relevant. Most of the time it will do nothing.
If I test and pass (1 in 3 chance) then roll bonus critical DMG, I then have to roll double 6 in the next 2 or 3 attacks or it does nothing. Etc
Jun 7, 2024 5:41 pm
Actually a basic test passes with 12/36 + 8/36 = 20/36 = 5/9 to activate the ability in combat
After that yes it is luck. But the results are more potent than other basic mystic abilities. You do have the option to select the ability that activates for 1 HP.

As for critical damage in combat, unless you are at disadvantage then the probability of rolling 2 6's is about 40%

Critical Success :
Any time two or more 6's are roll rolled on any test the results exceed basic results. Damage is increased or another beneficial effect will be added by the GM.

Basic traits are designed in this system to not be overpowered. Now that you are a veteran you can gain XP to develop a single Prestige trait. Those have a higher damage output and other benefits.

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