Octopus Character Creation

Sep 2, 2018 7:04 pm
(content to be found here)
Sep 2, 2018 7:05 pm
Alright, just read up on the Terms of Service and the rules I've posted, and let me know when you're up to speed.
Sep 2, 2018 8:02 pm
I read the terms of service and I agree, I also read character creation Info and I have some ideas
Sep 2, 2018 8:04 pm
I'm interested in the eyes PV... I enjoy being fast but also being able to weird some magic, I liked that enlight PV too... Interested in both zeel and porph, maybe I can combine the stats with reductions and boosts?
Sep 2, 2018 8:04 pm
Eyrie pv not eyes PV*****
Sep 2, 2018 8:17 pm
Well, if you took a Zeel of the predominant type among their people, they would have Eyrie 6 and Enlight 4. If you took the more neutral type, the Enlight would stay the same, but the Eyrie would be 5.

If you took a predominant-type Porph, you'd be looking at Eyrie 3 and Enlight 6. If you took the neutral type, it would be Eyrie 4 and Enlight 5 instead.

So I guess the question is, which one do you want to be higher, aside from adding boosts?
Sep 2, 2018 8:27 pm
Okay... I'm actually leaning towards the neutral porph and ill boost the eyrie up to six by sacrificing a different virtue I think. If I can do that?
Sep 2, 2018 8:47 pm
Not how it works, my friend. A boosted PV would actually look like "PV 5 (boosted)." The rules on that are explained in the OOC section, but I can help you if you don't understand them.

Neutral Porph will give you Leon 3, Eyrie 4 (boosted), Grand 4, Enlight 5, Nemesis 5, Daimon 5, including the boost you wanted. Do you want to put the reduction in Leon, Grand, Enlight, Nemesis, or Daimon?
Sep 3, 2018 12:11 am
I see.. I wanted a double boost in eyrie and a double reduction in nemesis, is that okay?
Sep 3, 2018 12:14 am
Actually, for curiosity sake... What are the stats for the predominant zeel??
Sep 3, 2018 12:16 am
Leon 4, Eyrie 6, Grand 3, Enlight 4, Nemesis 3, Daimon 5
Sep 3, 2018 12:18 am
Okay, I want to choose that one. The predominant zeel... Hate to back out on the porph Alliance storyline but this feels better character-wise

I also want to take a reduction in daimon for a boost in eyrie
Sep 3, 2018 12:20 am
One boost, one reduction; sounds solid to me. Before we progress, are you sure that's all you want?
Sep 3, 2018 12:21 am
Yes that seems good to me
Sep 3, 2018 12:51 am
With these Virtues: Leon 4, Eyrie 6 (boosted), Grand 3, Enlight 4, Nemesis 3, Daimon 5 (reduced)...

You land squarely in the Fury basic class. Your options for subclass are divided into three groups:
The Assassin type, the Elite type, and the Scholar type.
To be clear, these are not "classes" or "subclasses," just words I use to help divide up the options and give you a general idea of what they mean.

In the Assassin type, which is based on melee combat, you have two options:
The Magic Slayer is the magical variant of the Rogue, and the offensive subclass. It allows you to dive into the fray with weapons drawn, and disappear into the shadows. Unlike the base Rogue, the Magic Slayer has the option of coating their weapon with magic to make it more effective.
The Mystic Cloak is the magical variant of the Bouncer, and the defensive subclass. The special feature of this magic variant subclass is a magical cloak, hence the name. If you've seen RWBY or Doctor Strange, you know where this is going. In addition to defensive techniques and a weapon of your choosing, your combat style is augmented by this magical garment that can help you defend, strike enemies with lethal force, or even glide through the air.

The Elite Eldritch takes one of three forms, a magical variant based on the following non-magic classes:
Motion Marksman, a range-focused class that moves quickly and fires as many arrows as possible in the shortest amount of time.
Sharpshooter, which stays put and fires a single shot from a great distance, to remarkable effect.
Light Cavalry, an odd type of range that uses melee combat atop a noble steed, instead of a ranged weapon. You get 11 levels developing like the rest of the subclasses, then the remaining nine are spent solely on the relationship with your horse, and all the awesome things you can do together.

Finally, we have the Scholar type, which can take one of many forms, but for a magic-user like yourself, only one:
The Eyrie Mage, who believes that violence and bloodshed are not required to please the Wing Spirit. Graceful motion and incredible skill will be more than enough! Part of that skill manifested by the Eyrie Mage is, of course, casting powerful spells! Eyrie is not specifically linked to a particular kind of magic, but that just means your options are wide open!
Sep 3, 2018 1:22 am
Awesome! It's between the magic Slayer and the eyrie mage for me... To be clear, can the magic Slayer cast any spells? Conversely, can the mage wield swords or daggers?
Sep 3, 2018 1:37 am
I think I'm gonna go with the magic Slayer
Sep 3, 2018 1:38 am
To be clear, there is no one "Wizard" class in my game. There is an entire selection of non-magic subclasses, and every single one of them has its own magic variant capable of casting spells. That means yes, the Magic Slayer can indeed do the spells.

As for the Eyrie Mage, its default Engagement Style is something called Monastic Arts. It's like Wing Chun mixed with Tai Chi. Scarcely considered lethal, but capable of throwing your enemies around the battlefield like ragdolls. If you don't want to start with that one, the other options are Club, Short Sword and Dagger, Double Dagger, Leopard Style Unarmed Combat (a more vicious art), Snaking Lash (using a whip to disable and demoralize), Scathing Repartee (trash-talking and insults), and Protective Guidance (the opposite of Scathing Repartee). Remember that the Eyrie Mage does not prefer fighting, and would rather seek a non-violent solution.
Sep 3, 2018 1:41 am
Gotcha. Magic Slayer it is for me!
Sep 3, 2018 2:41 am
You're gonna be best buddies with the Rogue in the group. They were even considering a Magic Slayer, but we agreed their concept would work better if they stuck with Rogue and took up magic items.

Anyway, next thing to decide is whether you want one of the Special Ability options, or a Special Trait.

Special Abilities (can be used once per day, with exceptions)

Eyrie Surge
Attack twice, or strike true!

Wings Unfurled
Improve your Eyrie PV checks in general.


Special Traits (can be used at will)

Disarming Strike
Take a person's weapon out of their hands while attacking them.

Weak Point
Strike an exposed weakness on the enemy.

Hidden Weapon Strike
Hide a weapon, and produce it at the most surprising moment.
Sep 3, 2018 3:03 am
Okay, how much does the wings unfurled benefit my PV checks, and is it on a time limit like, only for one round or so?
Sep 3, 2018 3:20 am
A single check actually, once per day, and it adds one extra die to your roll.
Sep 3, 2018 4:29 am
Ok I would like the weak spot one then
Sep 3, 2018 4:43 am
Alright, here's where we're at:

Race: Human (Zeel)
Virtues: Leon 4, Eyrie 6 (boosted), Grand 3, Enlight 4, Nemesis 3, Daimon 5 (reduced)
Class: Fury
Subclass: Rogue (Magic Slayer)
Physical Ability: Eagle Eye
Grants telescopic vision and close examination.
Physical Ability: Falcon Dive
Makes your movements hard to perceive and lets you cross fragile surfaces.
Physical Ability: Hawk Wing
Replaces segments of your land speed with fly speed to avoid obstacles (height limit 5 ft.)
Special Trait: Weak Spot
Sep 3, 2018 4:43 am
Let's pick your Combat Style and Alignment, then we'll work on your skills. What kind of weapon do you want to use?
Sep 3, 2018 4:54 am
My alignment would probably be chaotic neutral if you're running the standard alignment system. As far as weapon goes, I'd like to use daggers as a secondary weapon if I can, but I'd primarily like to wield a light sword like a rapier, or kopesh/sickle sword
Sep 3, 2018 5:02 am
Actually I have my own alignment system. It's much simpler. If you are in support of your people, you're Exemplar. If you're against your people, you're Dissent. And if you're not either most of the time, you're Neutral; most people are. Also, when defining "your people" here, it can mean anything from your nation, to Zeel, to Purebleed, to all of Humanity. Whatever fits.

There is a sickle, and there are a variety of swords, but I didn't deem the khopesh different enough from the sickle or the scimitar to include it as its own thing. If you want, we could design a custom Scimitar meant to trip people, but it'll cost extra. Daggers are definitely doable. How many do you want?
Sep 3, 2018 5:10 am
Could I do double sickles? And 1 dagger as secondary? Also I'll choose neutral for alignment
Sep 3, 2018 5:16 am
Double sickles is absolutely an option and I applaud your initiative for asking. You may also have a dagger for backup; always a good thing to keep on hand.

Furies are typically only able to handle light armor effectively, but you may buy whatever kind you wish. Did you have a type of armor you like? None is also an option.
Sep 3, 2018 5:44 am
Yes I would like to stay as light as possible, definitely some light bracers/gauntlets for forearm protection, I'm not sure which metals or materials you run, but something light with nice protection, dark in color, and even if I could get them with just a couple discrete but sharp and effective spikes protruding from the sides of those bracers... I'm not sure if that's possible...

I would like some tight black cloth and leather assassin gear, with a cloth hood and cloak as well all black, nothing that'd cause any wind resistance too much though.. same for legs black leather chaps, maybe... Idk if I can get special boots with some ability but I'd be interested... Black gloves as well so I don't leave fingerprints lol, thin cloth so I can still use my hands perfectly fine...

Idk about enchantments for items? I know you mentioned I specifically could imbue my weapons with magic for additional effects, but Idk if we do that now..

And. Lastly, I'd like an amulet in the shape of an octopus if it's possible, small and simple metal necklace, just as a keepsake/backstory personal item of sentimental value kind of thing..
Sep 3, 2018 5:49 am
Also, I would love it if my hair could be longer, and teal/turquoise..
Sep 3, 2018 6:02 am
Actually, after reading the abilities list I suppose I ought to make that amulet look like a bird instead...... Maybe... Instead of an amulet... I could have a pet bird???
Sep 3, 2018 6:04 am
And, better make my hair bright orange instead as well...
Sep 3, 2018 7:42 am
I will review everything you've posted after I've had some sleep.
Sep 3, 2018 5:06 pm
Sounds good!:)
Sep 3, 2018 8:54 pm
Sounds like you want a pair of leather or scalemail bracers with added spikes, which will run you 4 gp extra on top of the cost.
Leather would have normal quality and 1 inch of thickness, giving it 3 Health per forearm, and Armor Hardness 1.
Scale would have very hard quality and 1 inch of thickness, giving it 6 Health per forearm and Armor Hardness 9.
Leather will cost 5 gp (including spikes) while Scale will cost 8 gp (including spikes). Which would you prefer?

For the assassin gear, I'm thinking black armor padding (cloth) with choice pieces of leather. Armor Padding normally covers your head, hands, legs, and feet, among other areas, but this is not what you want. So we'll get you a set that covers only these areas: Upper Torso, Upper Arms, and Lower Torso. You will then have leather to cover the Lower Arms, Legs, and Feet, as well as a cloth hood and gloves. This combination will run you 3 gp. I'll write out the defensive properties later.

Armor is generally available in a form outside of special items, so you could get magic boots and enchant your other items, but we'll hold off on that until I've got the rest of your mundane gear figure out.

The amulet is easy. A non-magical one will cost you 5 gp.
Sep 3, 2018 8:55 pm
While I work on the rest, here's your Mundane list to peruse and purchase from if you like:

Amulet (5 gp), Backpack (1 cp), Basket (1 tc), Bedroll (3 tc), Beer Mug (2 tc)
Blanket (2 tc), Bow String (1 cp), Bowl (1 tc), Bracelet (10 gp), Bucket (1 tc)
Caltrops (1 cp), Candle (3 tc), Canvas (1 cp), Chain (1 sp), Chalk (5 tc)
Crate (4 tc), Fishhook (1 sp), Fishing Net (5 tc), Flask (6 tc), Flint and Steel (1 sp)
Glass (2 sp), Glass Bottle (1 sp), Grappling Hook (4 tc), Hammer (1 gp)
Ink (1 gp), Inkpen (1 sp), Lamp (4 gp), Lantern (3 gp), Lock (1 gc)
Lockpicks (set; 1 gc), Manacles (4 sp), Map Case (2 sp), Necklace (15 gp)
Oil (4 sp), Parchment (1 cp), Pie Pan (1 tc), Pitcher (1 tc), Piton (1 cp)
Plant Pot (1 tc), Pot (4 tc), Pouch (3 tc), Rations (1 sp), Rope (5 cp)
Ring (20 gp), Sack (1 tc), Sewing Needle (1 sp), Shovel (4 tc), Sledge (3 tc)
Soap (5 tc), Spyglass (30 gp), Tankard (3 tc), Tent (6 tc), Torch (3 tc)
Urn (2 tc), Vial (2 cp), Waterskin (3 tc), Whetstone (2 tc), Wine Bottle (3 cp
Sep 3, 2018 9:43 pm
Okay, I'll take the scalemail bracers with added spikes.. how much do I have to spend??
Sep 3, 2018 9:54 pm
Oh geez. I just realized I got my players mixed up, and you weren't technically to gear yet.

We were discussing your combat style, and I thought you were working on buying weapons. Let's put the gear on hold, and we'll come back to it at the right time. Sorry for the confusion.
Sep 3, 2018 9:57 pm
Where we were supposed to be was Skills. You have 18 whopping ranks to spend. There are three categories of skills:

General
Acting, Appraise, Athletics, Ceramics, Comedy, Dance, Diplomacy, Escape Artist, Guile, Gymnastics, Hide, Keyboard, Language, Oratory, Painting, Percussion, Posture, Riding, Soft Steps, Song, Strings, Swim, Training, and Wind Music.
Knowledge
Archives, Bestiary, Engineering, Navigation, Occult, Religion, Seafaring, and Wilderness
Make
Alchemy, Blacksmithing, Bowyery, Carpentry, Cobbling, Glassmaking, Jewelry, Leathercraft, Locksmithing, Pottery, Scribing, Sculpting, Shipwright, Trapping, and Weaving.
Sep 3, 2018 10:10 pm
Am I limited to these options, or can I pick something like say, dagger throwing, proficiency with sickles?

Otherwise, I'm interested in the diplomacy, escape artist, guile, gymnastics, posture, soft steps (2) , hide, wind music (recorder) areas, as well as the knowledge areas; occult, religion, wilderness, bestiary, and the make areas: alchemy (3 points), locksmithing, and Carpentry so I can build my own house..
Sep 3, 2018 10:17 pm
These have nothing to do with weapons. Your Double Sickles style is your Trained combat style, and you are also able to use other untrained weapons without any kind of penalty.

What you're looking at here is the entire list of skills in the game, not something you're limited to. As you can see, it's not really about combat, but other non-combat things you can do.

I like what you've got here, but it's more than 16 points. How about you take 2 ranks in alchemy, 1 in soft steps, and remove knowledge wilderness. That will even you out.

Also, I need to go, so I will resume helping you at a later point. Hopefully tonight.
Sep 3, 2018 10:32 pm
I thought you said I had 18 points to spend?
Sep 4, 2018 12:59 am
...I really need to pay attention to whose thread I'm on. (facepalm)

Yes, you have 18. Never mind!
Sep 4, 2018 1:02 am
With the skills done, that should put us in Focus territory. As a magic user, I need to inform you of how this part works.

The Foci are divided into Non-Magical and Magical. Someone who has no magic MUST pick a Non-Magical focus, but someone WITH magic is able to decide if magic is the main thing they're focusing on, or if they have something else.

The other Foci are things like your style of unarmed combat, focusing on a particular kind of weapon, being good at navigating the city, being good at surviving in the wild, being a fast sprinter or swimmer, etc. Do you want one of those, or do you want magic to be your main focus?
Sep 4, 2018 4:16 pm
Are there a number of magic options or is 'magic' simply a focus?? Because I'm interested in a focus in magic for sure.. but also maybe just sickle combat, or something like ninja arts/ hiding...
Sep 5, 2018 12:42 am
There are definitely a number of magic Foci. Sickle Combat in your case would be the non-magical Dual Blades Foci, because you're specifically using the Double Sickles style. Would you like me to give you the list of Magical Foci, or do you want to just read the full description I gave in PhoenixScientist's thread?
Sep 5, 2018 2:22 am
I read through it... Could I pick school sage, with the sector subschool, the one for teleportation??
Sep 5, 2018 2:34 am
You absolutely can! I love sector magic. You're going to have so much fun. So School Sage gives you three levels of sector at level 1, instead of just having the one level. Is that what you want? Technically Adept of Space would give you Sector and three other types of magic, so that's one more level than you'd get as a school sage. 4 vs. 3

I'm not saying "don't" just making sure you know what you want.
Sep 5, 2018 2:54 am
Yeah, I want to focus on just the sector subschool, teleportation and repositioning. Its more of a roleplaying decision to limit to just sector and focus hard on it. I want to be a master of teleportation magic. And clean up with my magic imbued double sickles :)
Sep 5, 2018 3:00 am
Your character is sounding more amazing by the moment. Alright, that brings us to Equipment!

Double Sickle is a Second Class Only style, so that answers the first question. Please roll 2d10.
Sep 5, 2018 3:09 am
Rolling 2d10

Rolls

Rolling - (2d10)

(102) = 12

Sep 5, 2018 3:13 am
Your base gp is 240. Would you consider your character Wealthy, Middle Class, Lower Class, or Impoverished?
Sep 5, 2018 3:23 am
Alright, so that 240, times 2, plus 50, plus 20 for being human, plus 0 for not being faery, plus 10 for being a fury, plus 0 for no magic bonus. Total of 560 gp.

Minus 2 sp for the two sickles, you now have 559 gp and 48 sp to work with. Aside from the sickles, do you want any additional weapons?
Sep 5, 2018 3:30 am
Uh just what we covered before. 1 secondary dagger, maybe those bracers with spikes
Sep 5, 2018 3:41 am
Dagger adds 1 cp, and the list price I gave you earlier was 11 gp. That gets you armor padding with leather to cover the arms, legs, and feet, and bracers that have small iron spikes. Those spikes are not conventional weapons, so I'll be making up the effects as I go. You now have 548 gp, 47 sp, and 1 cp.

Here's the Mundane Equipment
Amulet (5 gp), Backpack (1 cp), Basket (1 tc), Bedroll (3 tc), Beer Mug (2 tc)
Blanket (2 tc), Bow String (1 cp), Bowl (1 tc), Bracelet (10 gp), Bucket (1 tc)
Caltrops (1 cp), Candle (3 tc), Canvas (1 cp), Chain (1 sp), Chalk (5 tc)
Crate (4 tc), Fishhook (1 sp), Fishing Net (5 tc), Flask (6 tc), Flint and Steel (1 sp)
Glass (2 sp), Glass Bottle (1 sp), Grappling Hook (4 tc), Hammer (1 gp)
Ink (1 gp), Inkpen (1 sp), Lamp (4 gp), Lantern (3 gp), Lock (1 gc)
Lockpicks (set; 1 gc), Manacles (4 sp), Map Case (2 sp), Necklace (15 gp)
Oil (4 sp), Parchment (1 cp), Pie Pan (1 tc), Pitcher (1 tc), Piton (1 cp)
Plant Pot (1 tc), Pot (4 tc), Pouch (3 tc), Rations (1 sp), Rope (5 cp)
Ring (20 gp), Sack (1 tc), Sewing Needle (1 sp), Shovel (4 tc), Sledge (3 tc)
Soap (5 tc), Spyglass (30 gp), Tankard (3 tc), Tent (6 tc), Torch (3 tc)
Urn (2 tc), Vial (2 cp), Waterskin (3 tc), Whetstone (2 tc), Wine Bottle (3 cp)
Sep 5, 2018 3:52 am
Did that 11gp include the bird amulet, and black gloves, and my armor with the black hood and cloak?? Because I want an amulet as well... I'll also take:

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,

Can I carry all that in my backpack?
Sep 5, 2018 6:09 am
The 11 did not include the amulet, so that's another 5 gp. Sorry, I missed that in my tally.

The net, pot, and rope make up the vast majority of the weight you're carrying. Tent's after that. Now, I don't really implement a weight system in my game; had to make a couple realism sacrifices in order to preserve the flow of a fun game. But creator aside, I can give my perspective on that as game master. Which is that you don't have a particularly heavy load all things considered, but you're supposed to be a swift, merciless Fury. You'll probably want to drop your pack when you need to get moving, or pack lighter and figure out something to do with the surplus (like maybe if your team gets a mule or cart or something).
Sep 5, 2018 2:05 pm
Yes that was my next question, can I get an animal or two? I'm more than prepared do ditch most of my mundane stuff in an instant for different purposes. An animal could also help me carry it, and eventually I'll have built a house somewhere to keep things in :)

Definitely want a pet birb :) small, songbird, maybe a pigeon I could train to fly and deliver messages/ steal things
Sep 5, 2018 3:51 pm
Sounds like you'll have to buy or catch one in game. ;)

I've been giving it thought, and I really don't see the value of supplying living things during character creation. With the obvious exception being the subclass that relies entirely on having a horse.

I really like the idea of you building a house though. Sounds like a good thing to pursue!

If that's it for equipment, I think we're ready for the next step.
Sep 5, 2018 6:00 pm
Ok, What's the next step?
Sep 5, 2018 6:07 pm
Actually, I was reading Phoenix scientists posts, I'm interested in the enchantments for my weapons and armor, as well as the fetishes?
Sep 6, 2018 1:02 am
Which weapons would you like to enchant?
Sep 6, 2018 2:01 am
All of them, if I could. My two sickles and my dagger
Sep 6, 2018 2:27 am
Do you want them to have Damage upgrades, Durability, or a special Magic Charge?
Sep 6, 2018 6:38 am
Can i get all three?

What's the difference between buying a magic charge for a weapon now, and the effect that my magic Slayer class has where I can use magic through my weapons???

Because if there's a difference id like magic charges for them, maybe have my dagger return to me, or slow enemies? Something that might be more of an assist factor. My sickles I want to be good quality. Durable, and high damage/magical effect (not sure if I can stack these enchantments)
Sep 6, 2018 12:32 pm
The Magic Slayer has limited ability to increase the efficacy of their weapons through Special Traits. You picked Weak Spot. A magic charge is actually a spell, which activates on a certain command. It could be whenever you attack, or when you say the command word, or when you block an attack successfully, or pretty much anything else within reason. Once you pick a magic charge for your weapon, it cannot have any other kind of charge in it.

Magical Damage on the other hand, changes the damage that your weapon deals every time. Maybe you deal more, or deal a different type, or the injuries never heal, stuff like that. And Magic Durability makes your weapon harder to damage.

As to stacking, no, you cannot have more than one enchantment on the same weapon. There are special weapons out there, made by Elves and such, which are Magical Damage and Charged, or have more than one Charge, but that's not something you can get during character creation.

I will get back to you on this after the weekend, because I'm going to be gone.
Sep 6, 2018 5:27 pm
Okay I want to do magical damages on my sickles, and a magical charge for my dagger, what are my options? I want my sickles to do a certain type of damage, maybe bleed damage? Or have one of them freeze and the other one fire? Or maybe something to do with teleportation? Maybe my dagger could cause the enemy to be poisoned?

Not sure what my options are
Sep 7, 2018 8:22 pm
After reading happy potato's thread I don't want charges I'm not interested in needing to recharge it. I'll take magical damages for the three weapons,

Maybe I'll give my hood a magical charge of invisibility?
Sep 10, 2018 2:39 am
There is no spell that simply and literally causes invisibility. I have done that by design. If you want to be harder to detect, you will need to think more creatively.

A Smoke spell could drop a cloud to keep you from being seen, but it would give away your original location from a long way off.
A Luminas spell could either blind enemies with light, or lower the light level to bathe your surroundings in darkness.
A Dimension spell could make you appear to be something you are not, like local foliage or an inanimate object.
A Perception spell could alter how people perceive time around you, making you move faster and making your movements harder to notice.

Those are some examples, but not all the possibilities you might think up.
Sep 10, 2018 2:41 am
Singing Sickles glow red or orange along their sharp edge, and emit a quiet hum. When they strike, they do not permit any armor, shields, or other means of defense to reduce the damage they deal. If armor or a shield deflects the attack entirely, the blade's song cannot take effect.

Cursed Sickles will treat the enemy as if slashed twice, with the use of a single slashing attack.

Toxic Sickles inflict harm that cannot be healed until the sickle is destroyed.

These are your damage options, unless you want to take a charge for a more special kind of damage.
Sep 12, 2018 8:26 pm
Cursed sickles please.. anything I can do to my dagger? Toxic/poison effect would be cool
Sep 12, 2018 9:52 pm
Sickles work under the exact same rules as daggers when it comes to magical damage. Toxic is definitely an option.

If you enchant all three of these, that'll add another two sickles and a dagger to what you've already paid.
Sep 13, 2018 12:12 am
Sounds good! I'll take the cursed sickles and a toxic Dagger
Sep 13, 2018 12:14 am
Also, how much for a perception spell on my armor. Simmering like a displacement so they'd think I'm somewhere im not
Sep 13, 2018 12:30 am
Perception magic deals more with the passage of time. It sounds like what you're looking for is more of an illusion or a trick of the light. How much money do you have left?
Sep 13, 2018 5:23 pm
I have 542gp 6gc 55sp and 5 tc, minus the extra cost of 2 sickles and a dagger, how much were those again?? I'll skip the charge on my armor
Sep 13, 2018 6:26 pm
2sp for the sickles and 1 cp for the dagger I found it, so I have 542gp 6gc 52sp 1cp and 5 tc.

What next
Sep 13, 2018 11:47 pm
Well, that's quite a bit of money you have there. You can definitely afford the armor charge, or we can just convert some of your gp to platinum and move on to the next step. Your choice.
Sep 13, 2018 11:59 pm
On second thought, that lumina's charge where I can shroud myself in darkness or blind the enemy sounds nice. Add that to my armor
Sep 14, 2018 12:18 am
Alright, you have to pick one. Does it raise the level of light, or lower it?
Sep 14, 2018 12:58 am
Lowers it, sorry didn't realize I had to pick. I'll take darkness
Sep 14, 2018 1:19 am
Excellent! That costs you 90 gp. Once you calculate your remaining funds, would you like to convert any gp into platinum?
Sep 14, 2018 1:22 am
542 gp minus 90 is 452gp left. I will convert 400 GP into 40 plat if my conversion is accurate..
Sep 14, 2018 1:26 am
It is indeed! Now we get to move onto Devotion.

Together with the Focus, your Devotion is more like an Alignment in the conventional RPG sense, but far more in depth. Instead of just being Lawful Good, or Chaotic Neutral, or Neutral Evil, your Focus shapes what you've spent your past preparing, and your Devotion shows the greater overtures of present and future. This is what you want from life, what you are both working toward in the present and hope to do in the days to come. That being said, what is your greatest desire?
Sep 14, 2018 2:46 am
Answers. I want to know the worlds secrets. I want to seek out ancient lore and artifacts. Sort of like an Indiana Jones thing except I'm also an assassin mercenary for hire...

Can do?
Sep 14, 2018 3:10 am
Absolutely. Let me drum up some Paths real quick.

The Scholar (Path: Occultist) - This character puts a heavy emphasis on Knowledge (occultist). Their path is devoted to uncovering hidden knowledge and ensuring people do not tamper with things they do not understand.
All That Glimmers (Path: Alchemy) - This character searches for the unusual items concocted by alchemists.

Difference being that the Scholar is in this to perfect their understanding, while All That Glimmers is about greed and getting what you desire most.
Sep 14, 2018 3:45 am
Ooh that's a tough decision.. I'll have to think on that
Sep 14, 2018 3:46 am
I did take 3 points in make: alchemy. And knowledge of the occult also.... I'll sleep on it
Sep 14, 2018 6:26 pm
I'll go with this one

The Scholar (Path: Occultist) - This character puts a heavy emphasis on Knowledge (occultist). Their path is devoted to uncovering hidden knowledge and ensuring people do not tamper with things they do not understand.
Sep 14, 2018 6:30 pm
Maybe I can concoct my own weird items, or switch paths later? I really like the idea of searching for artifacts but the scholar one fits my character more..

Maybe he becomes more greedy as the knowledge he learns begins to corrupt him?, As part of his character development? Idk

Regardless I think the scholar should do nicely
Sep 14, 2018 6:32 pm
Alternatively, would it be possible if I put 3 points in Knowledge: occult instead of Make: Alchemy? To align with the scholar devotion better??
Sep 14, 2018 6:40 pm
Wondered when I'd need to explain this. Artifice is an NPC-only variety of magic, meaning that players cannot craft magic items, but they can commission them if they find someone capable of Artifice. Alchemy is the only exception, but makes very different items than the Magic Items listed in the guide. This means that if you aimed to make a magic crafter build, your best option is to combine Knowledge (occult) with Alchemy, and start tinkering with your existing magic items. Note: you are very likely to lose them if you do this, at least starting out.

People can have multiple Paths, but only one that is their official Path. So if you want, you could have Scholar as a primary and All That Glitters (Alchemy) as your secondary.

Yes, you can do that with the skill ranks if you like.
Sep 14, 2018 7:02 pm
This sounds good to me;

People can have multiple Paths, but only one that is their official Path. So if you want, you could have Scholar as a primary and All That Glitters (Alchemy) as your secondary.

I'll take the switch on skill points as well:)
What next?
Sep 14, 2018 7:27 pm
The finishing touches, congratulations!

Here's a series of questions for you to answer. Take your time. When you have them finished, I'll present you with all the information about your character in a nice, neat bundle. You can organize it in a "Custom" character sheet, to be in an order you like. I'll help with that to make sure things are easy to find.

As a Zeel, you could be from pretty much anywhere, but I'll help you pick from the more likely options. You could be from Orthrac, Cerbesia, Chimer, or Ventasa.
Orthrac is a former colony of the Empire, now independent. Your people are a subculture here, under the Sini majority, but are treated well enough. This country is still Second Class but is on its way to Third.
Cerbesia is made up of territory seized from giants by Humans. Your people are the majority here, but there are many Baseborns.
Chimer is also made up of territory seized from the giants, and while Rudhir and your Zeel are very common, there are many Chems here as well. Like Orthrac, it is progressing into Third.
Ventasa was started by the Empire as a mining operation, but burgeoned into a once thriving kingdom. When their ruler angered the powers of heaven, a war like no other began, and now only a single settlement remains in the middle. Now they are legendary for their slayers of Angels and Demons. Aside from the majority Sini, there are also Mechans, Galura, Rudhir, and Zeel present.

When discovering your powers as an unusual Fury (not all your people are Furies, or heroic at all), did you first discover your Eagle Eye, your Falcon Dive, or your Hawk Wing? Note for clarity that you do not actually have physical wings.

Why did you train as a Magic Slayer? Was this part of some organization that is responsible for your training, or is your subclass just a result of your own personal efforts?

How did your character find Sector Magic? As a subschool under the Cosmic type, it is very methodical and requires study, so this is clearly something you spent a lot of time on. Additionally, your focus is in School Sage, so instead of broadening your perspective to motion, other dimensions, and spatial parameters, you decided to work solely on teleportation. Why?

How did you learn to exploit Weak Points? Did you just figure out how by trial and error, or did you learn through some special course of events?

(Application that may not be used) If we start in a nation other than the one where you were born, describe a few events that happened to lead you there. Use as much or as little detail as you like, but what's needed is a brief explanation of how you set sail and what happened out at sea. You don't need to know where we're going just yet, but if you need a placeholder name, use Heramar. It's DEFINITELY not going to be that, so I'll know what to replace with the real name.

Did you pick up fighting with Double Sickles out of practicality, or was there more of a story behind your chosen style?

More specifically, we need to know about your current weapons. In my setting, magic items are not exactly common or "easy" to make. You're currently loaded out with Cursed Sickles and a Toxic Dagger. These are some pretty gnarly dark-magical effects, that not just anyone would provide on commission. Did you get them from somebody with less than honorable intentions, or did you find them as a result of some other adventure?

You also have armor that turns the area around you dark. While that's not Dark Magic as strictly defined, it does rely on the Destructive variant of an already intense school -- The Radiance. How did you find this suit of armor padding?

How old are you? Most cultures say 16-18 is the point where you become an adult.

How tall are you? This is usually between 4'5'' and 6'5''.

What color is your skin, hair, and eyes? If you've said it already, just repeat it for the answer.

How does your character feel about the other five kinds of Purebleed? Do you know they exist? Bear in mind, Porphs are quite rarely seen outside of their home nation, of which there is only one. Meeting the Porph player soon might be your character's first time meeting one, if you even know that they're a Black Blood at all.

There are Mechans in my world, people who have had part of their body replaced with machinery. Do you know they exist, and if so, how does your character feel about them?

There are Chems in my world, mutants created by exposure to volatile chemicals. Do you know they exist, and if so, how does your character feel about them?

There are Sorcelled in my world, red-blooded folk who are not Rudhir. They are about as strong as you, but not as fast, and have special magic powers granted by some kind of permanent enchantment. Do you know they exist, and if so, how does your character feel about them?

There are Neutrati in my world, white-blooded humanoids created by the Porph as genderless artificial servants. Do you know they exist, and if so, how does your character feel about them?

There are Baseborns in my world, red-blooded like the Rudhir, but because their parents were different kinds of Purebleed. As a result, they have lost both spiritual gifts, and have gained something new. For example, their parents might have been a Rudhir and a Sini, but their greatest gift is their endurance, their Grand Virtue. You likely know they exist, because they are very common, but do you? If so, how does your character feel about them?

There are Felbreeds in my world, who are only half-human. The other half is some kind of inhuman monster. Do you know they exist, and if so, how does your character feel about them?

There are Faeries in my world, inhuman creatures of magic. Do you know they exist, and if so, how does your character feel about them?

There are Angeli in my world, heavenly angels and demons. Do you know they exist, and if so, how does your character feel about them?

There are Amorphae in my world, unnatural shapeshifting creatures of chaos. You likely do not comprehend the truth of their existence, relying instead of myths about werewolves or doppelgangers, but do you believe some version of them exist, and if so, how does your character feel about them?

There are Nephs in my world, terrifying giants who crave human flesh. Do you know they exist, and if so, how does your character feel about them?

There are Jinn in my world, mystical genies and nightmarish ghouls. Do you know they exist, and if so, how does your character feel about them?

There are Ancients in my world. It is impossible for you to not to know about them as great Behemoths, enormous sea serpents, or legendary Dragons. But are these creatures legends with no proven existence, or does your character have proof? Bear in mind that, when one of these things wake up anywhere near your civilization, entire towns and villages tend to go missing.

And finally, what is your Name?
Sep 14, 2018 8:56 pm
As a child, I was an orphan in Chimer, (I liked the tribal goat place within Chimer that I noticed you mention elsewhere)..i knew little of who my parents were or why I was alone, I was lost...it was here, that I first noticed my abilities of eagle eye falcon dive and hawk wing. I needed to be fast to get away from threats and I had to run and jump around the rooftops for my shortest travel routes..

Upon finding me living in the streets and noticing my propensity for hiding in the shadows, a great and wealthy magic Slayer assassin took me under his wing..

Sarowak, the rigid and quiet magic Slayer brought me up, teaching me how to use my weapons to find weak spots in my enemies, he bestowed upon me great knowledge of the world around me and the occult as well. I chose the dual sickles as a weapon because I felt comfortable with them in my hands, and I had worked on a farm briefly when I was younger to try and earn a fair living. I didn't like the farm work and took back to the streets. I had questions, about life.. about the places I'd never traveled, the legends sarowak told me about and the things I heard on the streets.

Upon years of training under Sarowak I became a successful mercenary for hire myself. Before Sarowak died he gifted me with his msgically charged armor and a pair of cursed sickles he had searched out and obtained for me.

The toxic Dagger I picked up off of a porph that I had to kill for.. reasons I cannot disclose.

**
(Application that may not be used) If we start in a nation other than the one where you were born, describe a few events that happened to lead you there. Use as much or as little detail as you like, but what's needed is a brief explanation of how you set sail and what happened out at sea. You don't need to know where we're going just yet, but if you need a placeholder name, use Heramar. It's DEFINITELY not going to be that, so I'll know what to replace with the real name.** I travel a lot in search of different answers, and artifacts. I'm always on the move, I rarely stay in any place long unless I feel it is a safe place to lay low. I travel for my clients and I travel for myself..

As far as the teleportation magic thing.. I suppose in my travels and quests for answers, I came across an old tome that was all about sector magic. Filled with spells and writings that have taken me years to decipher, practice, and master.. ive poured over this tome so much that it's like a photographic memory in my mind, but much of I still need to translate/ decipher. I find this magic intriguing and beneficial to my mercenary magic Slayer assassin career as well as my travels around the world to seek more answers and artifacts that may be hidden from public view.

I'm sort of a curious onlooker of society with vigilante tendencies and a lack of respect for authority. I play by my own rules and go unnoticed in the shadows... The teleportation magic I've studied for ages has only made this more true.
Sep 14, 2018 9:16 pm
How old are you? Most cultures say 16-18 is the point where you become an adult.
I am now 33

How tall are you? This is usually between 4'5'' and 6'5''.
6'1"

What color is your skin, hair, and eyes? If you've said it already, just repeat it for the answer.
slightly pale tan skin, bright orange hair that he often hides in his hood when trying to remain unnoticed, brown eyes

How does your character feel about the other five kinds of Purebleed? Do you know they exist? Bear in mind, Porphs are quite rarely seen outside of their home nation, of which there is only one. Meeting the Porph player soon might be your character's first time meeting one, if you even know that they're a Black Blood at all.
my character knows of all of the other purebleeds, and feels mostly the same about all of them; never trust a stranger.. rudhir are headstrong and aggressive, other zeel are capable of keeping up with my speed and that makes me slightly nervous, jasil are rarely a problem, they're slow and clunky, galura are interesting and I'm curious but cautious of them, and porph I typically tend to distrust and dislike, but I've met decent ones.. as a society I think they are somewhat vile, but I'd never let them know I think that, and the Sini I might be the most social with and willing to trust, they might know things about the world and be of use to me (still hard to trust s stranger though)

There are Mechans in my world, people who have had part of their body replaced with machinery. Do you know they exist, and if so, how does your character feel about them? I feel fine about the concept of it, but again, never trust a stranger, and especially one with robot mods


There are Chems in my world, mutants created by exposure to volatile chemicals. Do you know they exist, and if so, how does your character feel about them?I've seen them around Chimer. I'm used to them, but I still don't trust s stranger!(you might be getting the theme)

There are Sorcelled in my world, red-blooded folk who are not Rudhir. They are about as strong as you, but not as fast, and have special magic powers granted by some kind of permanent enchantment. Do you know they exist, and if so, how does your character feel about them?I might be a little more willing to trust these guys. They seem like they have answers and I like to learn magic. Still sleeping but they may be of use to me

There are Neutrati in my world, white-blooded humanoids created by the Porph as genderless artificial servants. Do you know they exist, and if so, how does your character feel about them?ive heard stories but I find it hard to believe something so inhumane and vile could happen.. disgusted by the idea, I take pity on these souls

There are Baseborns in my world, red-blooded like the Rudhir, but because their parents were different kinds of Purebleed. As a result, they have lost both spiritual gifts, and have gained something new. For example, their parents might have been a Rudhir and a Sini, but their greatest gift is their endurance, their Grand Virtue. You likely know they exist, because they are very common, but do you? If so, how does your character feel about them?
they're out there, like the purebleeds. I feel the same as I do about the rudhir/other purebleeds

There are Felbreeds in my world, who are only half-human. The other half is some kind of inhuman monster. Do you know they exist, and if so, how does your character feel about them?I know of them. They are beasts to be slain

There are Faeries in my world, inhuman creatures of magic. Do you know they exist, and if so, how does your character feel about them?
love the faeries! Im sure they have secret information about the world. I would love to befriend them. Though I'm sure they're even more standoffish than I am! I'm skeptical because I'm not sure if they're friendly or not

There are Angeli in my world, heavenly angels and demons. Do you know they exist, and if so, how does your character feel about them?
I've heard stories but I know little

There are Amorphae in my world, unnatural shapeshifting creatures of chaos. You likely do not comprehend the truth of their existence, relying instead of myths about werewolves or doppelgangers, but do you believe some version of them exist, and if so, how does your character feel about them? same as felbreeds, beasts to be slain

There are Nephs in my world, terrifying giants who crave human flesh. Do you know they exist, and if so, how does your character feel about them?
I've heard of them. I know little. But I'm sure they're likely seen in my eyes as beasts to be slain

There are Jinn in my world, mystical genies and nightmarish ghouls. Do you know they exist, and if so, how does your character feel about them?
I've heard myths but know next to nothing about them

There are Ancients in my world. It is impossible for you to not to know about them as great Behemoths, enormous sea serpents, or legendary Dragons. But are these creatures legends with no proven existence, or does your character have proof? Bear in mind that, when one of these things wake up anywhere near your civilization, entire towns and villages tend to go missing.
I've heard the myths and legends but I know next to nothing about them
Last edited September 14, 2018 9:25 pm
Sep 14, 2018 9:20 pm
MY NAME... is ... "Vellik Acera" his last name he adopted from Sarowak Acera, his childhood mentor.
Sep 14, 2018 10:00 pm
Velik 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) 1, Knowledge (Religion) 1, Knowledge (Wilderness) 1, Knowledge (Bestiary) 1, Alchemy 3, 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 10:08 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??
Sep 17, 2018 10:08 pm
You have...no memory of this place. You try to recall your studies of that found tome...

Edit: On the first Example Roll you rolled a 3. Since it was not a 5 or 6, that is the only die that counts. You accurately "wouldn't have rolled" the other two, no matter how good those two were. The Failure from the bonus die doesn't count, because it's not part of the dice given to you by your PV. In the second example, you still only got your three from the main roll, meaning that the 1's you rolled never happened. However, you rolled a Success on your bonus die, and that does count, so now you have two successes total in the second Example roll. Make sense?

Rolls

Example Roll (Nemesis PV 3) - (4d6)

(3531) = 12

Or you can do it like this...Roll 1 - (1d6)

(3) = 3

Roll 2 - (1d6)

(1) = 1

Roll 3 - (1d6)

(1) = 1

Bonus die 4 (Level 3 Sector Mage) - (1d6)

(4) = 4

Sep 18, 2018 5:21 pm
Ok I got it.. I'll probably just do it 4d6 to simplify I suppose
Sep 18, 2018 6:07 pm
Rolling

Rolls

Rolling - (4d6)

(5353) = 16

Sep 18, 2018 6:16 pm
Wait I thought you said I rolled on enlight for my sector spells..
Sep 18, 2018 10:54 pm
You are quite right! I've been sick and it's kinda messing with my faculties. But right you are. If you like, go ahead and roll with Enlight instead, and I'll let you take the better total.
Sep 19, 2018 7:13 pm
Rolling again

Rolls

Enlight PV - (4d6)

(3555) = 18

Sep 19, 2018 7:17 pm
So, I'm not sure which outcome is better.. the first roll has a 5 first, so I would add the second dice, which is only a 3... The second roll doesn't have 4 or higher so I'd just be stuck with the first 3? And the bonus dice as well?

So.. if I'm correct, the first roll has 3 successes?? And the second roll has 2?
Sep 19, 2018 7:18 pm
No worries I've been sick too
Sep 19, 2018 11:05 pm
You are quite correct! And three successes are quite enough to teleport you and the flying carpet over to the second one! The next carpet is about 20 ft. down and 20 ft. away, though. What's your plan here?
Sep 20, 2018 8:38 am
I'll Wait a day until I can teleport again
Sep 20, 2018 11:44 pm
At no point did I say that you have to wait a day before you can teleport again. If I did, I was in error.
Sep 21, 2018 7:05 pm
Ah! That's good news.. I'll assume time has not passed then, and I will take myself and both the original carpet, and the new carpet down towards the other NEW carpet :) (if they have tassels I'll tie them together for good measure)
Sep 21, 2018 7:05 pm
Enlight pv

Rolls

Enlight PV - (4d6)

(5622) = 15

Sep 21, 2018 7:06 pm
3 successes, again?
Sep 21, 2018 7:06 pm
Or is it 4 this time?
Sep 21, 2018 9:38 pm
[ +- ] Sight Rules
That's actually four, because the fourth die is a bonus and not contingent on your base PV roll. Nice!

However, if you were hoping to chain 50 carpets together, I have news for you. You're at capacity. A Sector mage at your level can only take two loads with them at a time.

You have now created a row of three flying carpets, and can move freely between them. Make a Sight check (as regarding the rules in the Spoiler above).
Sep 22, 2018 5:11 am
But see... If I tie the carpets together, do they not count as one load?? :) ;)

Isn't a carpet just 1000 loads of thread??

Do I need to sew them together?

Lol xD..
I'll roll for sight now.. , enlight PV
Last edited September 22, 2018 5:17 am

Rolls

Enlight PV - (3d6)

(325) = 10

Sep 22, 2018 5:14 am
So, 2 is a success right? Or if it's not then I'd have one success meaning just able to see..

But I believe that's 3 successes right?? Meaning I can see it with advanced skill???
Sep 22, 2018 5:21 am
OOC:
What if I keep tying the carpets together but I don't teleport them with me I just kinda bring them by the standard default holding them and jumping??

Or are they fixed position flying carpets?

I'm cool with a 3 carpet platform if that's not the case, I had imagined a massive flying quilt :) :) :/ haha
Sep 22, 2018 5:40 am
[ +- ] Sight results explanation
[ +- ] Carpet explanation
With that excellent result, you can make out not one, but three carpets. The closest one is 15 feet out and 20 feet down. The second one is 40 feet out, level with the one you're on. The third one is 30 feet out and 30 feet down. Jumping to any of them will put you too far away from the other two, even for your teleporting.
Sep 22, 2018 10:29 am
ahh see I understand.. I will have to check back at the PV rolling table for understanding now and then but I think I'm getting the hang of it.
OOC:
are the carpets' positions fixed less I teleport them? I.e. can I manage to use them as a makeshift parachute??
Sep 23, 2018 12:37 am
Though there is little to make sure, you cannot perceive the carpets as "flying around." They appear to be holding their position. Since they are flying carpets, it is unclear if a perfectly functional one would work as a parachute, since it would probably just keep you in place.
Sep 24, 2018 4:28 am
I would like to go to the 3rd one that is 30 ft out and 30 ft down.. ill teleport myself and my 3 carpet quilt towards that one

Rolls

Enlight PV + bonus - (4d6)

(3642) = 15

Sep 24, 2018 4:29 am
So, 4 successes??
Sep 24, 2018 4:30 am
OOC:
Do I have my sickles on me in case shit goes down?
Last edited September 24, 2018 4:32 am
Sep 24, 2018 4:57 am
OOC:
Remember that you can only transport two loads and yourself. Unless you actually devise a means to attach the carpets to each other (i.e. sewing), they will definitely count as three loads. Since you asked, you are fully equipped with all your starting gear.
Your roll was 3. That was insufficient to earn any more dice, so at base you get 1 success.
A second success is added by your bonus die, but that's it. Fortunately, this roll is good enough to get to the next carpet.
Sep 24, 2018 8:34 pm
Oh right got it.. my bad.. I didn't see that at first but I understand now..
Sep 24, 2018 8:36 pm
OOC:
"You have now created a row of three flying carpets, and can move freely between them. Make a Sight check (as regarding the rules in the Spoiler above)."
I can't carry it with me? Only two carpets at a time then?
Last edited September 24, 2018 8:37 pm
Sep 25, 2018 12:53 am
"Created" in this case meant that you had lined them up end-to-end, making a row you could walk on.

And no, you can't teleport any size of surface with you. If you're bringing a large object like a carpet, it counts as one load. Your teleportation allows to move two such loads at once, while you're at 3 Magic Levels. I will inform you in later levels when that improves.

What I do have to commend you on, since it took long enough for me to figure it out, is that you practically will never fall. As long as you keep teleporting the carpet you're standing on, that is. Even if your roll isn't good enough to make it all the way to the next carpet, the one under you will always appear under you. Very clever!
Sep 25, 2018 1:56 am
I hope you don't get annoyed at my playstyle, I enjoy thinking out of the box, I'm currently not roleplaying very hard because I'm trying to get a hang of your system and feel it out before going in deep 👌 I thank you for your patience..

I thought that would be a good idea, didn't know how far I could take it (i.e. big quilt)

It's not exactly a flying carpet per se but it works as good as one :)

So I've made it to the next carpet?

What now?
Sep 25, 2018 1:57 am
Maybe I should be slashing holes in the carpets I've been to like leaving breadcrumbs behind? Is this a sky maze?
Sep 25, 2018 2:00 am
I'm making an effort not to assume anything about your playstyle yet. We've only been testing for so long and you haven't even gotten to work with a group. I think your pacing is just fine. :) Thank you for your patience as well. I know this can take some getting used to.

When you arrive with your bevy of carpets in tow, you peer down below and can see a break in the clouds. Are there more clouds beneath that, or might you spy land? Only one way to find out! As for the elevation where you're sitting, which is a good ways above the break, you can see another carpet in the distance. But it's about 50 ft. down and 50 ft. out. Almost missed the thing. Are you going to try teleporting again, or might you see if you can figure out what's keeping the carpets aloft?
Sep 25, 2018 2:18 am
I would like to teleport towards the other carpet, keeping the break in the clouds on the back burner. In pretty sure that's the way I want to go but I'll check it this other carpet first

Rolls

Enlight PV + bonus - (4d6)

(1321) = 7

Sep 25, 2018 2:19 am
D: oh no. That's two failures. I'm done for
Sep 25, 2018 2:30 am
[ +- ] Botch rules
OOC:
If you roll a number of failures equal to your successes, or more than them, you fail, and must wait 1d6 hours to try Sector magic again, -1 hour for every character level you have. This amount can go no lower than 1 round.
As it is, you have rolled 1 failure and no successes (the bonus die simply doesn't count against you, as is the rule with bonus dice). Here's the rules anyway.
Sep 25, 2018 3:42 am
Gotchaa, rolling for timeout

Rolls

Sector cooldown - (1d6)

(2) = 2

Sep 25, 2018 3:42 am
So, 1 hour, got it
Sep 25, 2018 4:02 am
You have one hour. What do you want to try and do while you're waiting?
Sep 25, 2018 9:56 am
Look around, maybe I can look down through the hole in the clouds ? Should I roll a sight check?

I'ma pinch myself to make sure I'm not dreaming

I'll also play my recorder a bit to pass the time
Sep 26, 2018 1:58 am
Roll a Grand PV check.
Sep 26, 2018 4:08 am
Rolling grand

Rolls

Grand PV check - (3d6)

(124) = 7

Sep 26, 2018 4:19 am
[ +- ] Wind Music rules
For a brief moment, the landscape (or rather, sky-scape) around you fades. Not just visually, but in feeling as well. You become distinctly aware of the pressure between your body and the cheap bed of a claustrophobic room at the inn, the smell of the nearby stable, the clatter of barmaids handling late-night cleanup. You are not in a wide-open space, but a very small chamber all to yourself. Just one more stop in your latest adventure...

Then the sky comes back. It doesn't feel right though. It feels fake, like the negative of the last image you see before you close your eyes. The sky world looks so vast and open, but feels so small. That sense of the bed pressing against your side still lingers, if somewhat faded from your perception. Roll a Wind Music skill check (see Spoiler above).
Sep 26, 2018 6:43 pm
Ahh I'm dreaming then...

Rolling grand

Rolls

Grand PV check - (3d6)

(441) = 9

Sep 26, 2018 6:43 pm
I'm gonna jump.. off my carpet, and go skydiving.
Sep 26, 2018 6:44 pm
When i hit the ground I'll wake up
Sep 27, 2018 12:14 am
After a mediocre performance with your recorder, you take a flying leap off the carpet. Ten minutes of falling later, you realize that the sky is a very big place, and that breach in the clouds was a lot farther than you expected. It appears to have gotten a little larger, or closer, you're not sure how that works, but it is anyway. You can see something through the breach. Roll a Sight check.
Sep 29, 2018 12:27 am
Rolling

Rolls

Sight - (3d6)

(555) = 15

Sep 29, 2018 12:28 am
WalkerOfSorrow says:
After a mediocre performance with your recorder, you take a flying leap off the carpet.
LMFAO
Sep 29, 2018 12:29 am
I'm gonna die (this is only a test world afterall)
Last edited September 29, 2018 12:30 am
Sep 29, 2018 12:59 am
I think that might be the best Sight check we've gotten so far. Down below, you can see something beneath this layer of clouds. You're not sure if it's snow, ice, a blimp, or something else. It's really hard to tell, and it's really far away. Eventually, you pass into the clouds. It's warm. Soft. Like you're swimming in pillows and linens.
Sep 29, 2018 4:17 am
I should've brought my carpet with me....
I negated the one thing I had going for me....
A thought, ...can I teleport to the small room that I realized I was in? Can my sector powers take me out of this sky area
Sep 29, 2018 6:41 am
OOC:
Octopus, this is exactly why I wanted to do a test run. You have, in this simple simulation, pushed the bounds of the system to such excellent degrees, as to ask questions I have yet to answer. Bravo, my friend!
Putting aside the question of teleporting from the sky area to the small room, there is a matter of rules. Your powers only affect a certain radius around you. Anything outside of that radius, you cannot teleport, and you cannot teleport yourself farther than that maximum range. If the small room is in the same Dimension as the sky area, it is so far away that you could not roll enough successes to get there. Now, what if the small room is in a different Dimension? Well, that would put it squarely outside of your powers in general. A Sector mage cannot cross Dimensions by teleporting.

Now, let's frame this differently: what if the small room and the sky area are the same? By that I mean, what if you are currently in the small room, but don't see it? If that was the case, attempting to Teleport from one place to another would not actually move you anywhere. Worst case scenario, trying to teleport in the sky area would cause you to teleport around in a place you can't see!

So, I guess there's only one thing left to do. Will you try to teleport to the small room?
Sep 30, 2018 8:54 am
Interesting... Yes I would like to teleport, an inch to the left into the small room that I am already in. Let's shift my consciousness out of this dream!

Rolling!!

Rolls

Enlight PV + bonus - (4d6)

(6415) = 16

Sep 30, 2018 8:55 am
3 successes?
Sep 30, 2018 8:56 am
Or is that a botch...
Sep 30, 2018 9:21 am
[ +- ] Botch clarification
You are pulled from your sleep, as if a shepherd's crook had seized you by the waist. All the blood and adrenaline rush to your head, as if someone had shaken you awake. With three successes, you were easily able to teleport out of bed, upright, and onto your feet (adding some shifts in orientation for flair, since you scarcely needed one success for that distance). As your head begins to clear, you realize in hindsight that you should have known it was a dream the whole time. After all, you were able to teleport around without any of your usual rituals or incantations! Once that realization had come and gone, the groggy haze of waking begins to set in on your mind. You're back in the real world now...
OOC:
To clarify what I meant about rituals, the teleporting isn't just a superpower you have access to. It's a spell you're casting. You did everything right according to the rules, but something I forgot to establish with you is the behavior of Cosmic Magic. You learned how to teleport by reading an ancient tome, as we discussed earlier. During the dream, you never once mentioned the tome, so it's unclear if you actually use it as part of your casting. You also didn't mention any chanting or hand signs or sigils derived from studying this tome. If the tome deals with a distant, alien mind, or some demons, that never came up either. If the tome involves neither entity, but is more like a manual of code or mechanical operation, this was not mentioned either. I bring up all of this because I want you to think about it as we go into the real campaign. Your magic has very little flavor imposed on it by the rules, but that doesn't mean it lacks flavor. Do with that information what you want; I look forward to seeing it.
Oct 1, 2018 1:16 am
I imagined the book as a codex with symbols and incantations, instructions for spells, diagrams, info about the sector school etc...

Never really considered it dealing with a connection to a demon or alien mind. Maybe some powerful mage wrote and composed it, and endowed it with Magic, a long time ago, or some time in the past.. and I came across it in my search for knowledge and artifacts, I think some of the spells ought to be things you need to read from the tome, the more powerful spells, maybe hand signals too for other spells in the tomes, possibly some that I just learn and can use at will, you said I have shift too, 10ft every 3 levels of sector magic?...

Maybe there are instructions in the book for special potions and enchantments that I can put on something.. all sorts of things..

Like I said though, I think it's a codex book that was written by a very powerful sector mage that was endowed with magic, it's written in a different language than my own but I've been studying the book so long that I've learned much of the language in the book and how it would translate to my own Language, I've deciphered a few of the spells and writings by now, being able to teleport in general was learned from the book... Being a big thing to learn how to do .... So as I level I'd assume it's in part with me studying and learning more of the book and discovering the things I can do with sector magic..


I mentioned that my character has read and stared at the book cover to cover and could basically scribe it to another codex from memory, (without having it be endowed magically, ... Unless I had the ability to do that at some point...) it's just the idea of actually figuring out what any of it means or even says that poses a challenge...
Oct 1, 2018 1:22 am
Maybe have the book be bound to me and will always teleport to my vicinity.. I'd be only the second owner of the book, after the writer...
Oct 1, 2018 1:23 am
I don't like the idea of my book being separated from me and not being able to continue in sector magic....
Last edited October 1, 2018 1:23 am
Oct 1, 2018 1:26 am
In game;;; I would like to look around the small room I am in, where am I?
Oct 1, 2018 2:17 am
[ +- ] Shifting Rules
Sounds like you've got the book figured out. See the Spoiler above for how Shifting works. I don't think that would be something you'd need much ritual for; more of a special power. Potions fall under Item creation (Artifice Magic) though, so no go on that one. Think about it this way, though: the book is not a power source. If you lose it, you still know how to use magic. You just don't have the book as a resource, to look at and check what you're doing.

I think your test run is about done, no need to continue in the small room. We've only got one player who's still working on their character. I think you and the others can begin final preparations to join up and be a group. I might have to work something out other than the group text document.
Oct 1, 2018 11:58 pm
Okay, sounds good... Vellik understands.. I was thinking about the group scenario a bit.. as a character I'm a bit of a loner, and tend not to hang with a group... Maybe we could work that into the group somehow, i.e. they hire me or they are an asset to my search for knowledge and artifacts, or I have an alliance with the other zeel maybe.. I like to travel by night and travel alone... I'm interested in traveling to the lost City that the porph call home. I'm very curious about their lifestyle and the secrets they might hold..

Not sure how we can work it together, maybe I can go off on solo quests and group back up with others or just keep running into them or something along those lines.. maybe my character has a specific reason he needs to travel with the group and I get very uneasy in public situations or locations where we may be drawing attention to ourselves and I'll end up slinking away to the shadows and rooftops to stay out of the fray until my time is ready
Oct 2, 2018 12:15 am
Well, here's the funny thing about not being around a table together at a specific time. You don't really need to worry much about group cohesion. No one's wasting their time sitting quietly while you have fun. What does need deciding is how you met them, when, and on what basis you continue interacting with them (in any way at all). But this is something we can do when the group is ready.

Traveling to Heramar is definitely going to be a long term goal, for you. No one is really sure how to get there (we're also losing the only Porph character we had), and you're going to be starting on a continent far, far away from there.
Oct 4, 2018 6:15 am
That's okay, whatever works for the group/us...

I'm down!

I'd like to begin.. its a shame we're losing the porph.. maybe use his character as an NPC somewhere
Oct 4, 2018 6:16 am
Vellik wants to quest for artifacts and whatnot, maybe we could begin in the "real world" here, before combining with the group!
Oct 4, 2018 7:18 am
While I appreciate the zeal, you've had your shot at roleplaying in a vacuum. You now have a novice grasp on the system, so the next thing you'll be doing is in the team thread, whether you're working alone or not. I'll be getting into that soon. Have a few more things to iron out.
Oct 5, 2018 4:42 am
Okay, like what?
Oct 5, 2018 5:00 am
I have a few more things, to be clear. The first thing I need people to do is answer my post in the OOC thread, so you can go check that out. Soon as I know who's working with who, I can get us started.

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