Grousemetal Character Creation

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Sep 18, 2018 7:24 am
That will cost you another 3 tc. If you need help with currency, just let me know.

How about armor? Will you just be going with robes, or is there something more that you want?
Sep 18, 2018 3:36 pm
For my future reference, what's the breakdown for currency? One gp = how many ____?

I'm sticking with robes.
Sep 18, 2018 11:03 pm
It takes a little getting used to.

Platinum (pc) is 10 gp.
Gold (gp) is the standard.
Giltsilver (gs) is 1/2 gp. This is a silver coin layered in gold.
Giltcopper (gc) is 1/10 gp. This is a copper coin layered in gold.
Silver (sp) is 1/50 gp.
Copper (cp) is 1/100 gp.
Tin (tc) is 1/500 gp. If for some reason you need change from a Tin piece, they are brittle and can be snapped into smaller bits.
Sep 18, 2018 11:04 pm
Cloth Robes cost 1 gp. Do you want those magical as well, or just mundane?
Sep 19, 2018 12:04 am
Probably going to get some magical ones, seems like such a magic-loving gal in a magical profession would be into that.
Sep 19, 2018 12:07 am
You've got two options there. You could go for a Sturdy Weave, which makes the robe more durable.

Or you could add a magical charge.
Sep 19, 2018 1:00 am
Would being more durable be akin to the robe being like a type of armor or the robe just wearing out slower/looking nice longer or something different?
Sep 19, 2018 1:07 am
It would have greater protective ability than normal robes. Technically Cloth Robes are listed in the armor section, but they are easily the weakest choice.
Sep 19, 2018 1:09 am
Ah, I see. Sturdy weave sounds good.
Sep 19, 2018 1:26 am
That will cost you another 11 gp. Do you want to see the Mundane item list, or are you going to grab it from someone else's thread?
Sep 19, 2018 1:50 am
I had a look at Happy_Potato's thread.

Backpack
Bedroll
Flint and steel
Grappling hook
Rope (at least 30 feet)
Parchment (three sheets that are the standard letter-size for this world)
Ink
Ink pen
Rations (three days)
Lockpicks
Waterskin
Lantern
Sep 19, 2018 2:58 am
Backpack (1 cp), Bedroll (3 tc), Flint and Steel (1 sp), Grappling Hook (4 tc), Rope (50 ft.; 5 cp), Parchment (3; 3 cp), Ink (1 gp), Inkpen (1 sp), Rations (3; 3 sp), Lockpicks (1 gc), Waterskin (3 tc), Lantern (3 gp)
Sep 19, 2018 11:40 am
Yep, sounds good to me!
Sep 19, 2018 10:56 pm
That comes out to 4 gp, 2 gc, 1 sp, and 9 cp in total. Are there any other non-magical items you'd like to have? Something like a musical instrument or bottle of alcohol?
Sep 20, 2018 12:17 am
Nothing I can think of at the moment.
Sep 20, 2018 12:27 am
Time to proceed to your 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 20, 2018 12:43 am
I want to carry on my family's proud magical history, really prove myself worthy of carrying the line on.
Sep 20, 2018 1:01 am
Any specific kind of magic, or just magic in general?
Sep 20, 2018 1:06 am
Would Soul magic-- Ancestral run in my family or do people choose what to pursue? Does general magical aptitude run in families or can anyone pick it up with study?
Sep 20, 2018 1:31 am
There's a term in my rules for bloodline magic -- it's called Sorcery -- and it's very rare. Most people pick up magic through some kind of devoted practice or study, and they may pass on what they know, but they don't do so through heritage.

Sorcery is different. Typically, the person who starts the Sorcery in your bloodline is someone who came in contact with a phenomenally powerful magic presence, and was changed by it forever. As a result, they and their descendants are marked by a progress of magical growth that is lifelong, rather than enhanced through study. We won't be doing that for anyone's magic in this playtest.

Ancestral Spirits magic isn't about a specific family. It is characteristically the magic of families. If a person chooses to pursue it, the way they do that is by learning about their ancestors and trying to contact the spirits of those people. When they succeed, they receive a quest from that ancestor -- either because the ancestor gave it, or because the mage asked for it. When they complete the quest, the Ancestral Spirit gives them a reward. Now, that reward might not be magical power, but it often is; could be something like a weapon or a trove of riches instead. Might just be a lesson. In fact, the spirit might decide that the quest itself was the reward. Some ancestors will only have one quest for you, others may develop several more along the way. There may even be one Ancestral Spirit who gives you quests throughout your entire adventure. These are mainly choices that I will be making. If you want a rigid path defined in the rules, this subschool is NOT for you.

General magical aptitude is very rare in human families, it's more of an Elf thing. But a "proud magical history" is less about aptitude, and more about what your family line has done to be involved in magic. Collecting artifacts, studying or fighting magical creatures, spending long hours in libraries or laboratories, all kinds of stuff like that. Really, you can pick any life goal that a non-magical person has, and slap on the word "magic" and there's something out there like that to find.
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