bravesirrobin
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He bravely turned his tail and fled
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Post by bravesirrobin on Apr 10, 2007 18:16:41 GMT
Well, I haven't really nailed down the details yet; I'm just going for the core, central, overriding concept. But yes, it does seem quite likely that he will be able to fly. He would have to. Since the only breed that gain +2 Dex are the same ones that fly. And he should probably have a character too Does this mean you're in. Is everyone playing Pterok? We've got JDs Raptok and SH Anklok, but everyone else is playing Pterok so far. no Mosok?
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bravesirrobin
Geek of Geeks
Post-Whore
He bravely turned his tail and fled
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Post by bravesirrobin on Apr 10, 2007 18:40:57 GMT
Again to note addition to list of minimums. Ride or Sail this time.
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Post by johandenerad on Apr 11, 2007 1:36:16 GMT
Why would Dragon Kings ever use ride? Also, with legendary attribute it's possible to have Dex 9 at Ess 6 with a Pterok. Anyone who does so, however, will die, as I have taken legendary attribute just to get my Dex to 8. And I'll cry if anyone does.
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bravesirrobin
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Post by bravesirrobin on Apr 11, 2007 8:12:19 GMT
Why wouldn't they use ride?
If you don't want to take ride take sail. There's plenty of reasons they might take that. Mostly first age artifact based reasons.
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Post by scarletharlot on Apr 11, 2007 11:11:27 GMT
But Pteroks don't need ride... If everyone else is a Pterok then perhaps we should all be or JD and I will spend a lot of the time trying to catch up with them? Craft doesn't work exactly like that...maybe the magical ones reflect nonmagical ones, but you can use magitech with craft earth and probably some of the other ones.I want craft (glamour)...perfectly sensible idea...
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Post by Blackrat on Apr 11, 2007 11:32:38 GMT
Does this mean you're in. Is everyone playing Pterok? We've got JDs Raptok and SH Anklok, but everyone else is playing Pterok so far. no Mosok? No, I'm not in necessarily. I'm just trying to think of a character concept in case it intrigues me enough to play it. However, I'm genuinely struggling to think of a character beyond "Heeheehee, I have Dex 8!!! And I can FLY!!!!11". Perhaps I should read some source material, that might help. However, like JD, I already have a vast queue of source material to get through...
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bravesirrobin
Geek of Geeks
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Post by bravesirrobin on Apr 11, 2007 12:04:59 GMT
But Pteroks don't need ride... If everyone else is a Pterok then perhaps we should all be or JD and I will spend a lot of the time trying to catch up with them? Craft doesn't work exactly like that...maybe the magical ones reflect nonmagical ones, but you can use magitech with craft earth and probably some of the other ones.I want craft (glamour)...perfectly sensible idea... Flying machines are common around Rathess. A few dots in sail and you can get yourself some kind of artifact that can let you fly. Whereas Pterok have no way to make up for their somewhat slow landspeed.
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Post by johandenerad on Apr 11, 2007 13:02:23 GMT
I think flying inherently beats that, to be honest.
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Post by Blackrat on Apr 11, 2007 13:05:09 GMT
No contest.
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Post by johandenerad on Apr 11, 2007 13:54:05 GMT
Oh, and out of interest, this is the combat monkey-ist thing I could come up with 100 bp and a 1st Ed Dragon King. Pterok Str: 8 Cha: 3 Per: 4 Dex: 10 Man: 3 Int: 2 Sta: 7 App: 2 Wit: 5 Melee (or Martial Arts, whatever): 8 +3 Specialty in chosen weapon, +1 Specialty somewhere else Dodge: 7 (whatever else you want with your *29 remaining points of abilities*) Essence: 7 Pool: 64 Willpower: 12 Virtues: Conviction 6, Valour 6 Backgrounds: Artifact 4 Paths: Flickering Fire 5 (some others) The upgrades there cost: Legendary Dex: 5 Prodigy Melee: 2 Upgrading Dex: 16 (assuming Legendary Dex allows the max attributes without bonus points cap to increase to 6 rather than 5) Upgrading Sta: 8 Upgrading Virtues: 18 Upgrading Abilities: 9 Upgrading Essence: 32 Upgrading Paths: 16 Upgrading Artifact: 2 Specialties: 2 That costs 110 bp, so 10 points of flaws and you're there. The Strength 8 comes from Obsidian Sheath Armour, erm, can't think of anything else. I think this character is ideal for BR.
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Post by johandenerad on Apr 11, 2007 14:03:40 GMT
s far as i can tell, would appreciate others thoughts on this, i believe there to essentially be 10 crafts in 2nd ed. Air - ? Earth - Geomancy Fire - Magitech Water - Alchemy Wood - Genesis basically a magical and non-magical variety for each element. you essentially need dots in two (+lore and occult) to create magical things, you need the magical craft and the non-magical craft. That seems to fit together nicely, except that Magitech is specifically 'wonders of the first age', which I take to mean a catch all thing to do with first age technology. Also, the magical crafts are all specific instances of magical crafting. I wouldn't have thought you needed Craft (Genesis) to build a magic hut or make a magic carving. Alchemy and Geomancy map on a bit better, although a magic wall might not need Geomancy. Magitech certainly doens't map on to only artifacts made from metal. To me, there's arguments in favour of having a different magical craft and arguments against. It's hard to imagine someone with Craft (Fire) 5, Occult 5 and Lore 5 that couldn't make an artifact sword. Although it can be said that the craft required to make a magic sword isn't covered by the mundane understanding of smithing (Craft) or the theory behind the essence flows within the sword(Occult), that the method of working the two together is covered by a seperate magical craft (like being able to sing the names of the twenty greatest fire elementals in harmony with yourself while dancing on hot coals while you hammer the sword). You can respond to this by saying that you don't need a weird magical craft to make artifacts, it's essence channelling that makes the difference. In response you could say that only essence channelers are capable of learning these weird crafts. I think I'm in favour of keeping it simple. An essence channeller with high Lore and Occult should be able to make artifact things with mundane crafts. Specific instances should require the magical crafts (such as Genesis for growing things, Magitech for complex first age stuff and Geomancy for manses and hearthstones), but otherwise the mundane crafts do fine.
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Post by Blackrat on Apr 11, 2007 14:11:03 GMT
I think this character is ideal for BR. Lol But you've roleplayed with me before, right? You know that Eric is an anomaly. I'm a Night Caste, baby!
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bravesirrobin
Geek of Geeks
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He bravely turned his tail and fled
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Post by bravesirrobin on Apr 11, 2007 14:12:41 GMT
yeah, the crafts thing is not perfect. was just my line of thinking.
as for that character, that is very cool. but my first question is going to be - how did he get to essence 7? essence 6 is "standard" but to get to essence 7 something more special needs to happen to your character.
also, obsidian sheath fine. but you can't use it to make up for strength 1. cos it's way too munchkin-y. your character didn't always have it, as a combat monkey he should have at least 3, he stops training strength as soon as he gets the obsidian sheath sure, but he didn't have only 1 before that.
not to mention with conviction 6 valour 6 the first time someone disagrees with you you will challenge them to a duel to the death. which is not particularly helpful.
that's all i can see at first glance. i imagine there is a lot more.
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Post by johandenerad on Apr 11, 2007 14:26:50 GMT
Oh, it was just a munchkin build. He had strength 2 before sheath. And you can spend one of your 12 willpower to not challenge people. As for essence 7... he realised he could transcend to uber-munchkin hood, and did so.
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luke
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Post by luke on Apr 11, 2007 15:18:13 GMT
In the Outcasts book it says oyu can substitute craft (weapons) for craft (first age weapons) if you meet the lore and occult requirements, but it increases the difficulity. I expect a similar result still holds (providing you can channel Essence, of course).
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