Avatar of Imperfectionist
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  • Old Guild Username: ^-^ Still the same old Impy.
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    1. Imperfectionist 11 yrs ago

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Well, there is a very distinct difference between controlling one of the energies incredibly well (Sepcarim) and controlling all three of the energies equally (Magestrava). Even the simplest acts of Outsorcery or Insorcery require the use of all three types of energy, and are thus only available to Magestrava. Monks, Sykers and Shamans each have their own unique capabilities, based on the energy they are bonded to, but they are also limited to them. They cannot cast magic from any of the branches at all.

EDIT: That being said, many Syker abilities can be emulated with Insorcery, Shamans control the same elements as elemental Outsorcerors, only better, and certain elements of necromancy and bodily-augmentation Outsorcery are encapsulated in the abilities of Monks.
...yes. Yes it does. That's what makes it a structure. Outsorcerors cannot control or manipulate structures, as they are focused on energy, and Automancers cannot control or manipulate energy, as they are focused on structures. If a magestrava has experience with both disciplines, she/he can manipulate both, but they are quite separate.
Komamisa (she hasn't posted here yet) and I were planning to discuss and possibly blend our character backgrounds, as Ren's abilities as an Ouramancer and her character's demon problems tie in nicely... Except, she hasn't been able to talk since I first sent her the PM. She's been focused on other things. Until we can have our discussion, I'm a little stuck.

:) I shouldn't complain, though. I can be patient, and it hasn't even been a full day since then.

EDIT: Automancy is the manipulation of non-organic structures; that's the key word. Stones, crystals (even ice, I'm sure, though you cannot keep it from melting without Outsorcery), metals, things that are neither living nor energetic.
-nods- Reasonable. I hope Misa gets on soon, I'm itching to finish up my sheet...
For me, at least, the thing to remember is that there needs to be some kind of justification. Just saying "she has a dragon because she does, shut up" is a little weak (not that you would say that exactly). For example, my character went into Pythomancy specifically to learn how to tame and care for a beast intelligent enough and intimidating enough to protect her from her many and varied paranoid phobias.

She sold out her services as a freelance medium, even when she was young, and finally, after years of searching, one of her contacts (a friend of the family) heard about someone selling the eggs of a Griffin. It had gone crazy and turned murderous, forcing the local knights to put it down. Since it's very rare to find such intact, living Griffin eggs, the Academy helped Ren (my character) to pay for one, on the condition that she would raise it at the Academy and allow its development to be studied by their Pythomancers.

By the time of the RP, it's about five years old and quite large, more than enough to make your average street toughs or vengeful clients think twice about taking advantage of her... So, she has a powerful Griffin companion, but he serves a very distinct purpose in her life, making her feel much more secure in herself among other people. I mean, at the very least it makes a better story than just doing it because it's cool.
X.X So many Pythomancers... Who knew that would be the most popular discipline? It's not even really magic!
Lo Pellegrino said
@Imperfectionist: If literally one area where you have to provide a number is too much for you then this is obviously not where you belong. Flexibility is a big deal in any game, and if stepping that marginally out of your comfort zone is more than you can do then it's a good decision for you to bow out now. Yes, one can totally enforce character flaws in various ways and this is just one of those ways, which I've made pretty clear is far from dice rolling or stats crunching.Thanks for the well wishes!


Mm. :( I guess you've shamed me into making an attempt. I also have a really great character concept, and I would love to be in a Fallout RP... -ahem- Flexibility. That's me. I'm with you.

Um, I have a question about it, though. I haven't played Fallout 2 in forever, so correct me if I'm wrong there, but in 3 and New Vegas you started out with 5 in each and 5 more to allocate, making it an even 40 overall. It's only a couple of points, sure, but it makes a difference. Why would we have 38 instead? Seems a bit odd (I mean, if it's going to be arbitrary, it might as well be in-canon arbitrary).

As a corollary, since I'm accepting that we're going to use the SPECIAL stats, why not include Skill numbers as well? Then you can really enforce what people are able to do and not do. It would force us to work as a team, as each character would have certain well-defined capabilities, at least some of which would be unique to them. That's really all I'm saying, here, now that I think about it. If you're going to go for this method, it works best to go all the way.
Hanged is a reasonable GM. I'm sure he'll be happy to copy/paste an edited sheet, if you ask him.
Shifter_Master said
I hate rereading over my Cs and noting small things I could change to make it flow better or misspellings. I want to fix them but I can't *eye twitch*


But... you can edit the post. You CAN fix them. Right?
I'm sorry, I'm just not going to be able to make a sheet, then. You've made it an arbitrary, min-maxing-heavy numbers system, and that's not how my characters (or real people) work... Trust me, you can absolutely enforce character flaws and weaknesses without something like this, and all it does is stifle creativity in favor of "balance", which (again) we don't need. This isn't a D&D game.

So, yeah. Good luck with the game, everyone. I guess I have to bow out.
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