Hidden 6 yrs ago Post by Zetsuko
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@Chicken hmmm, I think I may cave a little and give her a gambeson if that's alright, some padding for her torso. I don't think she'd have much more, if anything. Like was said in the pm she's kinda new to the mercenary scene and funds would be a bit of an issue for her around now.
Hidden 6 yrs ago Post by Chicken
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Of course @Zetsuko. The reason the gambeson is something I bring up so often is because it's one of the cheapest, easiest to procure and also best light defenses you can get. It looks bulky, but it really ain't, and it's easy to maintain (which is perfect for someone used to fixing things up).

If you don't go with a gambeson - because, again, you don't have to - I'd just write that your character is wearing multiple layers of cloth to protect herself, and that she still has that cloak. Thick clothes + a cloak might slow reduce how deep an arrow goes, even if it won't work as well as padded armor.
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Hidden 6 yrs ago 6 yrs ago Post by Chicken
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I actually just looked back, gave it some thought, and...

@Zetsuko There is one more edit I will ask.

Hidden 6 yrs ago Post by Zetsuko
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@Chicken I redid the description for Keen-eyed to better reflect it as a mental trait. I think it could still be kept but do tell if you still feel I should switch it out
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@Chicken I redid the description for Keen-eyed to better reflect it as a mental trait. I think it could still be kept but do tell if you still feel I should switch it out


That'll do.
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Hidden 6 yrs ago 6 yrs ago Post by BurningCold
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@Chicken So I've been hashing and rehashing character concepts for a little while, and for the past few days I've been chipping away at the one I want to go with. I did have confusion regarding certain proficiencies, however, specifically the medical ones.

Expertise:
Anatomy
Medicine

Skills:
Healing
Herbalism

Now I'm just a bit confused here as to how these proficiencies are technically unique from one another. There's just a great deal of overlap between all four. It makes me wonder, if someone proficient in anatomy, medicine, and herbalism, is useless if he isn't proficient in healing. Alternatively, is someone with the healing proficiency unable to make use of that skill without an understanding of herbalism or medicine or anatomy?
Hidden 6 yrs ago Post by Chicken
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@Chicken So I've been hashing and rehashing character concepts for a little while, and for the past few days I've been chipping away at the one I want to go with. I did have confusion regarding certain proficiencies, however, specifically the medical ones.

Expertise:
Anatomy
Medicine

Skills:
Healing
Herbalism

Now I'm just a bit confused here as to how these proficiencies are technically unique from one another. There's just a great deal of overlap between all four. It makes me wonder, if someone proficient in anatomy, medicine, and herbalism, is useless if he isn't proficient in healing. Alternatively, is someone with the healing proficiency unable to make use of that skill without an understanding of herbalism or medicine or anatomy?


Good questions, and yes, there is some overlap. Let's talk about them - and remember, these are just examples. You can make your own proficiencies.

One big note is that you're not necessarily expected to take all of them to be good at healing someone. You just take (or make) proficiencies you feel best describe what your character does.

The Healing one is an oversight, however. It was actually myself and a real life friend that tinkered on those pages. I think he added Healing. Whoopsie. I'll scratch that one.

-----

Anatomy: A multi-use expertise. If you know anatomy, you understand basically how the body works and operates. You know where important veins are. You're familiar with You may know pressure points from outlander knowledge, even.

The thing is, understanding where all the muscles and veins and etc. are doesn't necessarily mean you're a medical expert. It helps in medicine, certainly. However, an artist might study anatomy to better her art, or a butcher might have a basic understanding of it thanks to his work. It can help you in combat, theoretically, assuming you're fighting human opponents. It can also help you perform first aid and surgery.

Medicine: This one is the study of everything that the world of Men-at-Arms considers the purview of physicians. This is a very academic approach to healing. This is a character that's probably traditionally schooled, that focuses on chemical imbalances in the human body, and that would be readily available in cities like Carise but not as available in villages and the like.

Herbalism: Folk healing and knowledge of plants and herbs and such. You're not as well-taught when it comes to the healing arts, but this skill can feasibly be used to identify what plants are edible, what plants are bad for you, what's poison, etc. And, of course, you can apply your folk knowledge to heal.

----

All-in-all, though, the reason there is overlap among this is to hammer home the point that you make up your own proficiencies. Write it however it best suits your character. Choose weaponry that isn't listed if it suits your character (quarterstaff fighting, for instance). Make up traits of your own. Don't feel limited to what I've put down.
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Hidden 6 yrs ago Post by BurningCold
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@Chicken I was considering developing a toxicology proficiency for this character of mine, so, some more questions if that's alright.

While I'm sure there are flora and fauna within your world that also exist within ours, are there plants and animals present in your game that would be otherworldly to us, but seem mundane to those populating the Aldaric Sea region and beyond? And either way, what is the dispersion of these organisms like across the world?
Hidden 6 yrs ago Post by Chicken
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@Chicken I was considering developing a toxicology proficiency for this character of mine, so, some more questions if that's alright.

While I'm sure there are flora and fauna within your world that also exist within ours, are there plants and animals present in your game that would be otherworldly to us, but seem mundane to those populating the Aldaric Sea region and beyond? And either way, what is the dispersion of these organisms like across the world?


There are plants and animals with unique properties that would would come across as magical - and in some cases may very well be magical. You'll find people grinding up the teeth of certain beasts to use in alchemy, and others carefully gathering herbs from the Wildwood, or from certain areas believed to have a Fey presence. And of course, as I said, there are things like dragons and manticores and hydras in this world, though they have largely been driven out or exterminated from the Aldaric Sea Region. Largely. Somewhat.

Some of the more magical qualities of strange flora and fauna you deal with may be dangerous to use, note. Remember, magic is bad in this setting. Tampering with forces you don't understand without exercising appropriate caution isn't smart. However, that doesn't stop people from trying occasionally.

So if you want to use toxicologist or to make an alchemist, be my guest. Note that alchemy will be somewhat grounded by real-world medieval chemistry limitations, and I won't allow gunpowder right now. However, obvious you could try to do things with the magical stuff in this setting.
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Hidden 6 yrs ago Post by CollectorOfMyst
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Hmm... well, I'm definitely liking this. I wouldn't be happy if my character lost a limb or a life, but that's what makes the narrative worth it. Probably won't get a character sheet up just yet, but you can bet that you'll see something.
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Sure thing. As said earlier, take your time. This coming Friday is the last day (7/6/2018).
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@Enzayne Still eagerly waiting an update on Era from you. Like I said in my critique, she uses a lot of tropes I like.

To everyone else: Friday June 6 is the day applications are closed. Please submit your sheets by then.
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One more reminder: Friday = last day for open recruitment. All interested parties, please have your sheet completed by midnight of Friday.
Hidden 6 yrs ago 6 yrs ago Post by Hedonismbot
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Alright. So hopefully this isn't dead. People have been rather quiet. I'm going to shoot this up for now as it's way past midnight and I need to go to sleep. Going to finish it tomorrow, but perhaps there's already something that could be revised. Wording might be a little off, I'll fine tune it tomorrow.

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The thread's not dead, haha. I've gotten a few PMs concerning characters that haven't been posted here, and there's a handful of folks that are being considered as players. Everyone will get an [@] and a PM if necessary.

Please put your sheet in a hider. Critique below!

Hidden 6 yrs ago Post by Hedonismbot
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Yeah the flaws/traits section is also unfinished. However, shouldn't it be two traits - one flaw, plus one trait from Criminal background and then an optional trait and flaw from middle-aged so making it 3/1 or 4/2 respectively. Or am I missing something?

I'll make the adjustments after work today.
Hidden 6 yrs ago 6 yrs ago Post by Chicken
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Yeah the flaws/traits section is also unfinished. However, shouldn't it be two traits - one flaw, plus one trait from Criminal background and then an optional trait and flaw from middle-aged so making it 3/1 or 4/2 respectively. Or am I missing something?

I'll make the adjustments after work today.


Traits are intrinsic qualities of your character. They are generally positive in nature, indicating their unique strengths. Traits are customized per character - you can make up your own traits (and can make up your own flaws and proficiencies as well). However, if you try to make your traits too broad, your character will be denied or forced to be revised. (For instance, naming a trait Perfect and saying “He’s the best at all the things” will get you a boot to the head. Inventing a trait about your character’s strong olfactory sense or their affinity for animals is fine.)

Every character has two traits of their choice baseline. Different backgrounds and age categories may add additional traits.

Again, they are for you to name and define. Below are merely example traits. Feel free to devise your own or to use these at your leisure.
Traits Section


So, 2 traits 2 flaws BEFORE Criminal Background, so 2 traits, 2 flaws, and 1 trait relating to skullduggery.
Hidden 6 yrs ago Post by Chicken
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Wait. @Hedonismbot I see what I did. My brain told me your character was an Old Timer. Doh!

3 traits / 1 flaw OR 4 traits / 2 flaws. Sorry, I've had a rough day at work.
Hidden 6 yrs ago Post by CollectorOfMyst
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Juuuuust gonna put this here.

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We talked in PMs. Your character will be counted among those I consider for selection. @CollectorOfMyst
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