Avatar of Chicken
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    1. Chicken 7 yrs ago

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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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Oh dear, I must have overlooked that. I see, well I'll fix that ASAP. I actually wanted to go by the standard rules. I'm just used to putting '5's for normal and '6-7's for above average. Thank you for bringing that up. I sometime overlook things when I'm in haste to post.


No worries. For the record, I'm focusing on things that are 1a, 1b, or 1c on the Broheim website (Warbands and Hired Swords), which is a resource that might be useful for prospective players, aye? (1a is official; 1b and 1c are technically unofficial but pretty dependable.)

Also, I think your guy should have 8 Leadership, right? (See: this one.)
I was looking at the official tabletop Mordheim rules and at your character. I noticed he has some... pretty darned high Weapon Skill / Ballistic Skill to start. Are we going by tabletop starting character rules, or are we making our own stuff up? What limitations are you putting on player characters? Etc.

(Example: official rules show Mercenary Captains starting with 4 WS 4 BS.)

Am I right in assuming we're being a little more free-form with stats?
@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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Okay, the thing about Araby is I think they would just be lumped in with our band of order rogues instead of an actual faction.


That was entirely my intent!

Alright, I play on making a powerful Chaos character for this if we need a leader.


If we end up needing one I can make some sort of Beastman leader-type. I'll need to review the old Mordheim rules though. I was trying to get into Wyrd Wars before (a fan-made version of Mordheim), but I've never actually had the chance to play Mordheim IRL. I've watched a ton of it on YouTube, though.
I'll wait a bit and see who makes what, then. I'll let others fill out the two sides. I may pitch Araby at you again if Order needs some less scrupulous mercenary types on its side, but I'll go with Sisters of Sigmar if nobody represents them.

Likewise, if Chaos ends up needing more folks I'll take either Beastmen or Gobbos.
@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.

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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.

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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.
Also, are we allowed to play a small group of minion-level units rather than a hero character? (Example: instead of playing a Gor or the like, playing a trio of Ungor.)
If I play, there's a few races I'm interested in.

1. Beastmen.
2. Sisters of Sigmar.
3. Araby (as mercenaries).
4. Gobbos of some kind.

Any complaints on any of these?
I'm down


Cool! The link was already provided above, but I'll drop one again. Click me!
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