Octopus Character Creation

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Sep 14, 2018 10:08 pm
Perfect! Just two small mistakes, his name has two L's in it, Vellik. And you we gotta switch the skill points for knowledge:occult(should be 3) and alchemy (should be 1)
Sep 14, 2018 10:10 pm
WalkerOfSorrow says:
Vellik Acera
Birthright: Human
Sub-birthright: Purebleed (Zeel)
Virtues: Leon 4, Eyrie 6 (boosted), Grand 3, Enlight 4, Nemesis 3, Daimon 5 (reduced)
Class: Fury
Sub-class: Rogue (Magic Slayer)
Physical Ability: Eagle Eye
Allows you to gaze across great distances with ease, or scrutinize an object up close.
Physical Ability: Falcon Dive
Makes your movements hard to see and lets you dart across fragile surfaces.
Physical Ability: Hawk Wing
Allows you to replace 5 ft. segments of your land speed with fly speed, limited to 5 ft. in altitude, which allows you to avoid obstacles.
Special Trait: Weak Point
Wait to attack an enemy where they're most vulnerable.
Skills: Diplomacy 1, Escape Artist 1, Guile 1, Gymnastics 1, Posture 1, Soft Steps 2, Hide 1, Wind Music 1, Knowledge (Occult) 3, Knowledge (Religion) 1, Knowledge (Wilderness) 1, Knowledge (Bestiary) 1, Alchemy 1, Locksmithing 1, Carpentry 1
Class of Progression: Second
Combat Style: Double Sickles
Alignment: Neutral
Focus: School Sage (Sector)
Equipment: Cursed Sickles, Toxic Dagger, Magic Charged Armor Padding (Luminas), A backpack, a bedroll, a blanket, a bowl, 3 candles, a canvas, fishing net, flask, Flint and steel, 2 glass bottles, a grappling hook, a set of lockpicks, a lantern, some extra oil, a pot, a week's worth of rations, some rope, some soap, and a tent
Wealth: 40 pp, 52 gp, 52sp, 1cp, and 5 tc
Devotion: The Scholar
Path: Occultist
Age: 33; Height: 6'1''; Skin: Light tan; Hair: Bright orange; Eyes: Brown
Lucky Hairs: 8; HUT - 8; LT - 6; Left Arm - 2; Right Arm - 2; Left Leg - 3; Right Leg - 3
Wounds:
Skullcap: 1; Face - 2; Left Eye - 1; Right Eye - 1; Neck - 3; Upper Torso - 4; Lower Torso - 4; Upper L Arm - 1;
Upper R Arm - 1; L Forearm - 1; R Forearm - 1; L Hand - 1; R Hand - 1; Upper L Leg - 3; Upper R Leg - 3; Lower L Leg - 3; Lower R Leg - 3; L Foot - 2; R Foot - 2
Span 1; Land Speed - 30 ft.
Sep 14, 2018 10:11 pm
I fixed it ^^
Sep 14, 2018 10:19 pm
Noticed it when I posted, but you got to it first. Good job! Now just set up a "Custom" sheet and put this stuff in one.
Sep 14, 2018 11:36 pm
Ok I submitted my character
Sep 14, 2018 11:45 pm
So, what does 3 points in sector magic get me starting off? I'm curious
Sep 15, 2018 12:32 am
Also, I don't think it came up, I'd like a recorder to carry around and play, since I can play wind music. I'll purchase it..
Sep 15, 2018 2:36 am
I flat out forgot that I even put a Recorder in the catalog. That will be 1 gc off your current wealth. gc meaning giltcopper, a gilded copper coin worth 1/10 gp.

Sector Magic is very exciting. First thing you need to understand is your range.

Instant range is 0 to 10 ft. from your body. Anything in that range, including yourself, can be moved to any point in that range in a fraction of a second, practically instantaneous.

Effective Range is 15-2000 ft. You can move things into that range easily, but moving them through or out of it requires an extra success per 10 ft., or 10 rounds of delay. Hence why it is not called instant. And if you see me use the term maximum range, that is referring to 2000 ft., the farthest that your powers reach.

To use your Teleportation power, you need to roll an Enlight PV check, plus bonuses, to get a certain success. Bonuses are granted every three levels, and amount to one extra die each. Since you have three Magic Levels instead of one, you count as Level 3 in this subschool. That's the benefit of School Sage.

One success allows the mage to teleport one Span 1/2 object (i.e. treasure chest) or Span 1/4 creature (i.e. cat) within the instant range.
Two allow the mage to teleport the same target up to one quarter of the effective range. It can also allow the following:
- Teleport the target from that part of effective range into your instant range.
- Use the effects of one success (see above) on a Span 1 object (i.e. wardrobe) or Span 1/2 creature (i.e. child or large dog).
Sep 15, 2018 2:42 am
Within a limited reach, the mage does not have to bother with formal casting every time they want to shift locations. At level 2 and each level afterward, they gain 5 ft. of Shift, which is basically a Teleport move speed. But once you use a 5 ft. increment of Shift, you cannot use that increment again. A Level 11 mage can travel 50 ft., but if they jump 5 ft., then they only have 45 ft. left for that day. This is neither a movement nor action in the economy of battle, meaning it can be done at any time, even on someone's turn. Shifting only allows you to teleport your body and everything on you, nothing else. You can even do this to avoid attacks you are aware of, or block someone trying to flee.

The mage does not actually have to travel in order to use their powers. One success on a roll will let you rotate the target 90 degrees on one axis, or up to a total of 90 on two axes.

At Level 3, the mage can reposition two easy objects or ease the load of repositioning one difficult object. They can take an additional easy load or passenger with them. They can attack once as part of a 30 ft. teleport or 10 ft. shift, or wield the power around their hands to strike a dangerous or durable object full force without getting hurt; alternatively, the power can be used for additional strikes separate from physical hands, to strike at half power.
Sep 15, 2018 4:30 am
Word, so... For example.. if I wanted to teleport 30ft away and land right next to my target enemy while slashing him, and to do so I'd roll 4d6 because of my enlight PV, but add one cause I'm level 3 so 5d6? And if two of the dice are successes i do my attack successfully?
Sep 15, 2018 4:32 am
Or even just use a 10 ft shift.. is that then guaranteed to hit because I don't have to roll on the shift?
Sep 15, 2018 4:46 am
You're not required to use the whole 30 ft. Think of that as the maximum, rather than the minimum. Thing is, you currently can't shift farther than 10 ft., so if the enemy is farther than that, you'll have to use your movements, actions, and shift creatively.

I don't see the connection between 4d6 and your Enlight PV. You don't get a number of dice equal to your PV.
Sep 15, 2018 8:32 am
My b... It would work like this then...

If your result on the first is 4 or higher, add the second. If your result on the second is 5 or 6, add your third.

With one extra die bonus?
Sep 15, 2018 8:33 am
And 2 successes is a success in my action??
Sep 15, 2018 8:33 am
I'm just a little confused on the PV checks but I think that's how it should go?
Sep 15, 2018 7:36 pm
You can get a maximum of three dice when rolling that Virtue. The result on any one die can be 1 to 6. Because of the Power Value you have, a 4, 5, or 6 on your first die will get you a second die. A 1, 2, or 3 will not; you'll stop with just one die.

If you get to your second die, and the result is a 5 or 6, you get your third and final die for that roll.

Any roll other than a 1 is a "Success," which is a positive result of the die. A 1 is a "Failure" or negative result. Neither one refers to the overall pass/fail of the check.

To cast Sector spells, you need to roll a set number of Successes.
Sep 16, 2018 12:19 am
Gotcha 😏 kinda, can we practice it and walk me through it?
Sep 17, 2018 4:28 am
This will be a little tricky, since I envisioned it working with a battle grid, but yeah. We can practice.

...loading test area...

You awaken, lying on what feels like an exotic carpet. But that shouldn't be right for a number of reasons. The floor under it feels wrong, if there even is a floor. There's so much noise, almost like a sandstorm is blowing over. But there's no sounds of debris, no panicking people, no shrieking animals. Just wind. Your eyes snap open. You don't see a roof overhead. You don't remember there being a roof; not that you remember much of anything at the moment. There's just open blue sky overhead, a little dark toward the middle, but bright around the edges. As you edge up onto an elbow, your eyes follow the intricate weave of wool, cotton, and silk fibers out to the edge and beyond. You are in fact on a carpet, but there is no floor. The horizon greets you, along with a sea of clouds in all directions. Strangely, you don't feel like you are falling.

A short distance away, maybe 10 ft. out and a few feet down, is another carpet, this one unoccupied. You could make the jump with the power of your legs alone...but will you take that chance?
Sep 17, 2018 5:35 pm
After taking a moment to meditate where I sit and gather my mind, calming my nerves and hoping to recall any memory of this place.

I open my eyes I decide that I like the carpet I woke up on and that If i can manage, I wish to find my way home without needing to stand up. This is after all, a test of my repositioning magic.

I use my sector magic to reposition myself and the carpet I'm on, a few feet, to place it next to the nearby carpet. And level with it
Last edited September 17, 2018 5:36 pm
Sep 17, 2018 5:38 pm
OOC:
how would I roll for that again? 3d6 at first? With a bonus dice because I'm lvl 3 sector magic??
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