Grousemetal Character Creation

Sep 5, 2018 2:01 am
(content to be found here)
Sep 5, 2018 11:51 pm
I am interested in Jasil or Galura. Right now I am thinking plain-spoken hired muscle for the former and relic-seeking scholar for the latter. Concepts will be fleshed out and/or modified as more info is revealed.
Sep 6, 2018 12:32 am
From your description, I had a feeling you'd be into Jasil. However, my personal bias would like you to play Galura, because we have a Porph and they're kinda a matched set in some ways. That and I've already playtested the Jasil in a previous home game. But don't let me push you around. Let me get the stats for that and I'll be right back.
Sep 6, 2018 12:34 am
Galura was me stretching into character types I haven't tried out, and Jasil was me sticking to my typical thing. Bring on the new stuff, I say!
Sep 6, 2018 12:53 am
New stuff away!!!

The Jasil

What you need to know:
The Green Bloods are humans gifted with great physical hardiness. They draw favor from the Heroic Beast Spirit, an amalgam of all those long-lived, healthy, patient humans who came before. As a result, they suffer mentally, to compensate for the increase in power. All six of the Purebleeds have a "predominant type" which is very strong in their primary Virtue, and weak in others, not only their main weakness but other stats as well. They also have a "more neutral" version that is more on the level. If you desire, there is also a child version with altered stats.

Predominant Jasil: Leon 4, Eyrie 3, Grand 6, Enlight 4, Nemesis 4, Daimon 4
Neutral Jasil: Leon 4, Eyrie 4, Grand 5, Enlight 5, Nemesis 4, Daimon 4
Adolescent Jasil: Leon 3, Eyrie 4, Grand 4, Enlight 4, Nemesis 3, and Daimon 3

Lore:
The largest beasts of land and sea will avoid killing the Jasil unless necessary, but may test them to prove the human's loyalty to the Beast Spirit. The most common places in Trimachae to find them are Temua and Fodlan. The more neutral personalities (typically the men in more traditional Jasil societies) get the better civilian jobs, but not the grunt-level military positions. This is because they excel in skilled labor, but the dominant traits allow for better heavy labor and increased survivability vs. inhospitable conditions. Child rearing in Jasil cultures is not much different than normal; in fact, children meet the average levels of coordination, health, and intelligence expected of humans, be that grown or young, and are not especially lacking in anything. If anything, Jasil children are butt-ugly and totally lacking in social graces, by comparison to the children of other lines. Because of the famed existence of Atlas heroes among them, it is commonly believed that the Jasil sleep for days, eat like ravening wolves, and can lift several times their considerable weight.
In ancient times, Jasil cultures saw the rise of "Broodmothers" whose health and long life allowed them to see their great-great-grandchildren rise up and become powerful. Their only concern was that a potential mate was healthy and useful for seeking out food, water, and shelter. They also produced migrant settlers who would squat on a parcel of land until they had drained it of all natural resources, then move on to the next place. While not necessarily fearsome in combat, these squatters proved extremely difficult to remove. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Broodmother cults became infiltrated by Dwarves and Goblins, losing their green blood and becoming Demures. Very few matriarchal Jasil clans remain today.
Sep 6, 2018 1:01 am
The Galura

What you need to know:
The Orange Bloods are humans possessing great abstract understanding and perspective on life. They draw favor from the Heroic Conflict Spirit, a pitchblende of ancestral humans from all walks of life. As a result, they suffer mentally, to compensate for the increase in power.

Predominant Galura: Leon 3, Eyrie 3, Grand 4, Enlight 4, Nemesis 6, Daimon 5
Neutral Galura: Leon 4, Eyrie 3, Grand 4, Enlight 4, Nemesis 5, Daimon 6
Adolescent Galura: Leon 3, Eyrie 3, Grand 3, Enlight 3, Nemesis 4, Daimon 5

Lore:
Magical creatures and other forms of magic in Nature will avoid killing the Galura unless necessary, but may test them to prove the human's loyalty to the Conflict Spirit. The most common places in Trimachae to find them are Lunas and Hebrimar. The dominant type (typically the women in more traditional societies) must work creatively to solve problems with the more neutral personalities, due to their own physical limitations against a naturally violent and proactive population. This is not to say that most Galura men are foolish, but that it is quite common for Galura women to exemplify the strengths and weaknesses of their people. Child rearing in Galura cultures takes professional training and a youthful, nimble mind, due to the children being as crafty as the average non-Galura adult. Where most cultures would see a Sherlock Holmes level of investigation, or a master of disguise, as impossible (or at least fanciful), such demonstrations are much more common among the Galura. It is a realistic expectation that any random person might be wearing another face (in a manner of speaking), just like other humans may have a concealed weapon on their person.
In ancient times, Galura cultures saw the rise of seeress roles, oracles who led through divine wisdom. Men were rejected if they had simple minds. They also produced rogue factions of wizards and god-kings who commanded respect of their men through magical displays and sage advice. Without deep understanding, one's realm would eventually fall prey to their craft. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Oracular cults became infiltrated by Jinn, losing their orange blood and becoming Djinnar. Very few matriarchal Galura clans remain today.
Sep 6, 2018 8:55 pm
I'm going with a female predominant Galura, just doing it straight up with no reductions/boosts. Provided this makes sense within the setting and with the nature of this playtest (no pre-planned storyline, sorta sandbox-y), she is out acquiring (powerful) relics for a Galura (magical) historical society through whatever means necessary. Preferably by persuading the holders of these relics to give them over for safekeeping and educational purposes, but shadier methods are not out of the question. How does magic work in your setting? If you've already answered this question, feel free to tell me to go look it up! I scanned the other character creation threads, but did not read too closely into them.
Last edited September 6, 2018 8:57 pm
Sep 10, 2018 3:05 am
Lunas would not have magical artifacts, nor logically be pursuing them, as it exists in an age of progression that has largely forgotten their magical heritage. This means you would most likely be from Hebrimar.

We'll get into magic later on. There's MUCH more to be done.

As a predominant with no boosts, your Basic Class is the Sage, focused on the Nemesis Virtue and its applications in abstract thinking, foresight, and the occult. Your Mental Abilities are Scribe Touch, Shift Skin, and Cowl of the Cat.

Your options for subclass (which is more like a normal fantasy class) are divided into three categories: the Insight, the Recondite, and the Martial Master.

The Insight is focused on verbal and emotional techniques from afar. Their magical variants are the Magic Prophet and the Mystic Sovereign. The Prophet is more of an offensive character, planning surgical strikes with weapons and magic to keep allies on the move or in the right places, while throwing the enemy off guard. The Sovereign is more of a defensive character, who uses their tactics and magic to keep their allies safe.

The Recondite Eldritch comes in one of three varieties - Monk, Therapist, or Deliverer. The Monk variety uses martial techniques and magic to gain a tactical advantage up close and personal. The Therapist variety uses their kinder touch and mystic arts to the benefit of one ally at a time, often outside of battle. The Deliverer variety is like a Magic Prophet on a horse.

The Martial Master only has one option: the Mentor Mage. They use their wisdom, magic, and eccentric perspective to bolster their lethal combat abilities, being more visceral and violent than all other subclasses of the Sage.
Sep 10, 2018 3:10 pm
Martial Master sounds good.
Sep 10, 2018 11:49 pm
You are very decisive! I like it. Your whole class will be expressed as follows:

Basic Class: Sage
Sub-class: Nemesis Master (Mentor Mage variant)

As part of this, you will get to choose from one of the Special Ability options, which can be used once per day.
Special Ability: Invulnerable Defense
Normally, your turn in combat would consist of a Movement Phase and an Action Phase. By denying yourself both for one turn, you begin moving in a manner so fluid and rapid that harming you is virtually impossible, patching the gaps in your defense with a secret technique of energy manipulation passed down from Master to Master. This changes the face of defense. Rather than rolling in reaction to an attacker, the Nemesis Master reacts to any threat as if it were a stationary object or helpless victim, attacking it directly with no hope of defense. The threat has no effect on the Master, and any object hardness is ignored. If a swarm of flies should move into the Invulnerable Defense, the Master will strike each and every fly in a breath, killing the swarm near-instantly.
Special Ability: Long-Awaited Motions
When making an extra roll to access special techniques in your Combat Style, use Nemesis where the text prompts you to use Leon, Eyrie, Grand, Enlight, or Daimon instead.

If you do not want one of these, I will post the three Special Trait options instead. Don't worry. If you see that the Abilities are actually more appealing to you than the Traits, you can go back and change your mind.
Sep 11, 2018 3:51 am
Let's see them traits! Just to be sure. =D
Sep 11, 2018 4:26 am
The three options for non-magical traits, which are the same as the Bouncer subclass of Fury, are Get Back, Back to Back, and I'll Handle This. All Special Traits can be used at will, any number of times per day.

Get Back
Assists a character who is not a defense-oriented subclass, but foregoes that person's Defense in the process. You roll your own, but the person you're defending is saved from harm no matter what.

Back to Back
Putting you back to that of someone trained in defense, you alter how both of you use defensive techniques, ultimately improving whatever the result may be.

I'll Handle This
You specify an ally to your direct left or right, and attack an enemy normally. If you succeed, you automatically move that ally behind you and/or into cover and automatically Hide them.

If you don't want any of these, there are also three Magical Traits derived from the Mystic Cloak version of the same class. Since you're a Mentor Mage, you can have one of them.

Vanishing Trick
You use your magical garment to augment how the Defense Technique (Backpedal) is used, turning it from a simple withdraw into a mystical vanishing act.

Energy Pulse
You attempt to defend against a damaging spell. Whether or not you manage, any damage not deflected or negated can be sampled for energy. Your defense increases in reach by 5 ft. when 4 damage is absorbed, then again when another 8 damage is absorbed, then again when another 16 damage is absorbed, and so on.

Repulsor Blast
When three separate spells are cast against you, you store the residual energy, and prepare it as a ranged blast in your magical garment. This blast pushes everyone and everything within 15 ft.
Sep 11, 2018 4:35 am
In this world, would seeing my character disappear a la Vanishing Trick be something very special and mystifying, or just a flourish on my character's part? As in, I am fighting/interacting with someone, decide to bail for whatever reason, use Vanishing Trick, and then the person I was fighting/interacting with is like, "Wowee, what a crazy thing just happened; if I see that person again, I will be frightened of them because I am shaken by this" or the person is like, "That was neat, I guess, but my life and impression of this person are unchanged."

I am liking the idea of having a trait I can use whenever, however many times per day. Invulnerable Defense sounds really awesome, though...
Sep 11, 2018 4:49 am
That is an excellent question! There are many people who are Ignorant of magic's true nature, or totally unaware it exists. There are also those slightly more aware, even a little experienced without any formal training, who like to hunt down those who use magic. What they do with them varies.

In general, magic definitely exists in the world and is no great secret, but it is a vast and ancient world with many people who do not have access to good information. Additionally, this is not like Dungeons and Dragons. It is not a common sight for fireball-slinging wizards, tentacle mouthed brain eaters, and enormous dragons that spit lightning to show themselves in public.

Some might look upon you with the level of jaded "wowee" you describe, but the trauma can be much more real for some others. Maybe they spend the rest of their life in fear, or lose their mind and try to kill anyone who might be magical, or maybe they develop a fetish and want to "know" mages in a private way. You might even unlock someone's latent magical powers, just by them seeing you use yours.

As for Special Abilities like Invulnerable Defense, something else you need to know is that killing someone with less Eyrie, or someone with greater Nemesis, can recharge your daily use. As can roleplay rewards I hand out on rare occasion. Depending what happens, you may even find yourself using it three, five, or ten times in a day, possibly more than you would a Trait with infinite uses.
Sep 11, 2018 4:52 pm
I'll try out Invulnerable Defense. I like to think my character resorts to violent methods as a last resort, but when she does, she is very good at it.
Sep 11, 2018 8:27 pm
Cool! It's a really neat ability and very flashy. I've demo'd it once before, and I think it works best to count each type of incoming threat as a single attack. So if someone shoots three arrows at you, Invulnerable Defense will just strike down the one, and it will count for all three.

Now, as for your Alignment. The three options are Exemplar, Neutral, and Dissent. Exemplar means you stand by and for your people. Now, that might mean you stand with your home nation of Hebrimar, or the Forge Continent as a whole, or all Galura, or all Purebleeds, or even all Humans. Up to you. Any time you have to oppose your "people" (defined as such), it is a matter of great personal conflict. Dissent is the opposite, meaning that you stand opposed to your people, and may even want them all dead. Neutral means you aren't one of those two all the time, or even most, and weigh things solely on a case-by-case basis. Most people are Neutral.
Sep 11, 2018 11:09 pm
As a representative abroad for this society of artifact collectors, I figure I am loyal to them usually. A "company man," so to speak. Would that fit more in with Exemplar or Neutral, since it is such a small group?
Sep 11, 2018 11:33 pm
It might weigh in, might not. How does your character feel about the Galura?
Sep 11, 2018 11:49 pm
Let's go with Neutral. I figure if loyalty is based on whatever this group is up to, that would mean it could change, plus since she is out in the field, she would have to play it by ear.
Sep 11, 2018 11:55 pm
Works for me. Now for your Combat Style.

You may choose Staff, Greatclub, Glaive, Sickle, Longbow, Scimitar, or Monkey Style Unarmed Combat.

That last option is the style of martial arts specific to the Sage basic class, and involves a lot of maneuvering, trickery, and striking at the enemy's weak points.
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