Thanks ray. How do the rest of you think of my character sheet? Iv edited it to add an extra item as well as an edition to her personally section. If anyone else has any ideas on how i can improve her i shall be very grateful to listen to your advice. Also it would be quite interesting to do some "pre-rp experience" as avouleance puts it
For the Free RP it?ll depend on how many people are involved.
If it?s just Us to we could talk over skype and write it up as a single big post. If any other characters where there when Prail was talking to your character we could set up a temporary thread or even do it here in spoiler tags.
Also since she?s coming up to a break if not a full stop what does everything think of how I handled Prail as a character? Was she interesting/ played well? Any tips for changes or improvements when/ if she returns? Any other comments?
Hey guys. Here is my first character draft. Any helpful advice would be grateful
Name: Kearu Shiroon
Age & Gender: Female, 24 (Teen for the races standards)
Height & weight: 5.6. 3 stone
Appearance: Thin and very tall. Flowing Dark blue hair that can be seen from outside her robe. Slightly glowing blue eyes with Robes that covers all her body except the face and falls all to the ground when hovering. Her Skin feels velvety to the touch and she hovers along the floor. Her Robes change colour depending on her mood and is generally a whitish colour. Her eyes also change colour due to mood. Her robe fixes itself given enough time. Only her face is not covered by her robe.
Looks slightly like this.
History: Having come from a race of very spiritual and peaceful beings of the sands of her home world, Kearu grew up surrounded by the peaceful nature of her fellows and learned to love her culture and the ways of her people until when she was 22 her home saw a devastating attack from a strange and alien force of men and powerful machines. Her people unprepared for such warfare were almost wiped out by this attack.
Only a few of Kearu?s people escaped the war and were forced to abandon their sandy home and run for safety. During the chaos of the flee Kearu found herself alone and abandoned by the rest of her people. After searching desperately for her people she came across the tower portal and ran in to continue her search for her people.
Reason to be here/things to do: Kearu is desperate to be reunited with the people who abandoned her simply because she has no other home or family.
Personality: Generally playful and peaceful manner. She is quite forgetful and can forget even the simplest of things until prompted. She tends to become very depressive when reminded of her past and what happened to her home. Is very protective over those she cares for and is willing to put herself in harm?s way to protect them. Is incredibly hard to annoy or irritate but once angered can quickly gain a fury to make the strongest man quiver and is very hard to calm down. She is very intelligent and generally will try and come up with a peaceful solution. Kearu although generally playful has a fear and mistrust of technology. She also cannot bear to be seen without wearing her robes when around people although she may choose to reveal herself to a very close individual as well as a fear of being left alone or parted from those she is close to.
Notable skills: Telepathy allows her to communicate with beings where she normally would be unable to. Telekinesis allows her to control objects with her mind (prefers to use this rather than doing things manually). Can gain certain powers due to her mood. When in a caring mood she gains the power to create telekinetic barriers and can heal minor injuries quickly but over time can heal more major injuries. When Angry her telekinesis becomes a lot for powerful allowing her to manipulate heavier objects as well as in extreme circumstances rip straight through flesh and bone. When serious she gains more precise actions such as being able to operate delicate and complex equipment with her telekinetic powers. When in a playful and happy mood she can calm the moods of people in her area. These are her main powers but she has noticed other such occurrences that happen due to different emotions but due to her age she does not currently understand all of these nor does she have complete control over these powers.
Equipment: Kearu carries next to nothing of her homeland accept her all covering robe and the small number of objects that she carries within her robe. She carries two crystals that allow her and the holder of the other crystal the power to telepathically communicate between the two. She also holds a crest with the symbol of her people on it as a remembrance. Kearu also carries an small flute like wind instrument that seemingly only works for her. This instrument has the effect of calming the temperaments of those in the vicinity when played.
Extra Information: Kearu is illiterate of any written language except her own which is similar to hieroglyphics. She eats via a form of photosynthesis through her robes.
I can't help but notice some similarities in your character and avouleance's - on one hand, color changing clothes, telekinesis, can influence other's emotions - on the other, level attacked by something/someone and her whole race almost destroyed, going off in a search to find them.
Not that it really bothers me, I just don't want things to get repetitive.
The next thing I'll comment are the powers.
Like with avouleance's Oubliette Gnossia, not one of them is, in it's own right, overpowered, it's just that there are so many powers, when, at least what Asclepion said, there should be little magic, and it should be focused.
Now, I know I complain a lot about powers, but let me try to explain why I "dislike" them.
I go to medieval fantasy LARP gatherings, and I go there as a simple soldier - not a paladin, lord, baron, king, monk, mage, wizard, whatelse, but as a simple soldier from a battle ready nation. And then when I end up in a fight against a mage, and he casts a spell at me that can either: kill me, cripple me, disarm me, destroy my shield, destroy my armor, "fear" (scare) me, destroy my weapon, pushes me away, drops me to the ground - the list goes on; well, then I'm annoyed. Sure it's cool, but take a bloody weapon and put me down if you can instead of waving your hand and mumbling some words.
So, my opinion might be biased, but magic - everyone, keep it at a minimum, please?
...at least what Asclepion said, there should be little magic, and it should be focused.
Now, I know I complain a lot about powers, but let me try to explain why I "dislike" them.
I go to medieval fantasy LARP gatherings, and I go there as a simple soldier - not a paladin, lord, baron, king, monk, mage, wizard, whatelse, but as a simple soldier from a battle ready nation. And then when I end up in a fight against a mage, and he casts a spell at me that can either: kill me, cripple me, disarm me, destroy my shield, destroy my armor, "fear" (scare) me, destroy my weapon, pushes me away, drops me to the ground - the list goes on; well, then I'm annoyed. Sure it's cool, but take a bloody weapon and put me down if you can instead of waving your hand and mumbling some words.
So, my opinion might be biased, but magic - everyone, keep it at a minimum, please?
I can see your point there. Sometimes, being the magically underpowered character in a magic heavy game can suck (Faunra meets these requirements), but I must disagree in some circumstances.
While you came from the LARP community, I grew up in the tabletop crowd (viva la Dungeons & Dragons Pathfinder), so I have seen the many ways a spell-caster can be balanced. The two best ways I have seen are:
1) limited times/day: Sure you can throw a fireball, but how many before you're out of "ammo"?
2) drain: you can use magic, but every-time you do, it hurts you, until eventually you're on the ground crying in pain from over casting
a nice third version I have seen is evil-magic, in which the more you use it, the more power the DM has over your character and the more you're spells start to hurt the wrong guys.
Another of my favorites was that magic does not work on iron or steel (from a book, not a game) so the wizard types are all powerful until the fighter in heavy metal armor shows up and ruins their day.
Finally, the more magic you have, the more the enemies get. this mechanic is somewhat less helpful for the sword-types, unless they also define that magic must be learned, which means the more they know, the more frail they are (having spent more time learning "the art", and not out moving muscles and staying fit) - this one has been lost to this game sadly.
So yeah, I see your point about magic - in particular in a pure RP like this, but I can't help but remember all the wizards and sorcerers my fighters and rogues have hacked down over the years. Bottom-line: Magic is fine, as long as there is an appropriate balancing force to it.
Incidentally: the book where iron and magic hate each other; it's about the French-American war... but with zombies and a dragon... who says fictional-history can't be entertaining?
[b/]Edit: On an unrelated note - did we ever decide who is going to be the next GM?[/b]
First Nope! we never chose who would be next as the GM, though we've mentioned ideas and etc.
Second-Magic is powerful and can do tons of things, but typically balancing occurs like what Hiel said.
Third
avouleance2nd said:
I've PM Ray with a suggestion about what our characters could do after this arc together, I was planning on using it to help bring in DPs character and give him a bit of pre-rp experience.
Then again this could be done with just my character based on what Ray has to say.
I'm not really the right guy to ask. I come from the days when the spell 'haste' had ruined the game and druids routinely massacred fighters twice their level. [http://1d4chan.org/wiki/CoDzilla]
I don't mind it- either low or high magic can work as long as it's well written and integrated into the setting. I have seen good examples of both. Personally, I'll usually just describe the effect, or if I must reference it directly I'll say something like "some sorcerous power" or "a mystical force".
And I vote Mr.Ivebeenframed. His level seemed the most developed, he is not concurrently DMing something else, and I'm curious how he'd run it.
So basically I can keep the power stuf as long as I keep it balanced and not overpowered.remember kearu is quite young and as iv stated she doesn't have full control over her powers yet meaning its liable to stop working for example she is trying to lift a stone over a distance and suddenly it falls to the floor as she couldn't control it properly. As for origin I'm sure I can come up with a way of how their magic works in a way that's not overpowered
Yeah, she may not have control of her powers, and she might not be able to lift a stone off the ground sometimes, but the reverse is true as well, she might rip apart something when all she meant to do was push it back, and since it's up to you on whether or not her powers work pretty much, means it doesn't matter most of the time.
For me, telekinesis and telepathy have always been borderline OP even at their weakest, simply because there's the obvious problem of knowing what's coming, therefore enabling you to dodge with almost no chance of being hit and lifting said person off the ground before tossing them off nearby yonder cliff. But there's also the thing that if you can read your ally's minds, what's stopping you from "accidentally" pushing one off a roof or tripping them into a pit of spikes if they don't care for you? I know she comes from a peaceful level, but come on, do you really expect everyone to buy that there's not a teensy bit of assassination and unexplained deaths happening from time to time? Emotional control is much the same too, with it being distinctly over- and under-powered most of the time. Making someone calm from angry in the middle of a fight wouldn't necessarily stop them fighting, just make them that much more dangerous since you just took off the tunnel vision goggles. The flipside too, making someone happy nets you bonus points if you're looking for information, happier people tend to give out more, unless they find it insanely funny, of course.
Don't get me wrong, it's fine, but powerful psychics just don't always make sense to me when it pertains to why they travel with a group. And I don't like them in general because the only glaring weakness they have is that they can't stand up in a fight, but that point becomes moot the second they have any kind of telepathy, citing points I've made above and some others.
Personally I don't like the idea of "mental hands" but i do like the idea of limiting her effective range as well as her needing to feel the emotion to use the power. I also think that making i so she can only use major magic such as major healing like limb regrowth for example would exhaust her and could take the rest of the day to recover again.
Personally I don't like the idea of "mental hands" but i do like the idea of limiting her effective range as well as her needing to feel the emotion to use the power. I also think that making i so she can only use major magic such as major healing like limb regrowth for example would exhaust her and could take the rest of the day to recover again.
Now see, when you first said major injuries, I figured a punctured heart, cracked skull, punctured lungs, reattaching severed limb (as long as it's a fresh wound), things like that. Full out limb regrowth, however, seems OP (yes, Prail can regrow her limbs, but from the looks of it it takes ages, and even then it's her own limbs, not someone else's).
Only that maybe we should continue with the actual game, so that we can introduce the new character(s) as soon as possible.
[b/]Edit: Also, maybe we should have a poll for "which story to GM first" in the new thread, with everyone who wants to be a GM submitting a basic run down of their level before the new thread is opened, then everyone can submit their votes with their character (I figure that even though I'm keeping Faunra, I'll re-post her in the new thread so everyone new can see the character, along with my vote for the next GM.)[/b]
Hell, only reason I didn't post is because it wouldn't give anything to the story, but a longer version of "Stonefuse runs to said lake", and I think we can live without that.
Not me in regards to being the next GM. I've never done this kind of thing before, and well the overall premise of my idea is somewhat lacklustre. Maybe its just creating a story that would suit all the characters of a group, making sure people weren't left out thats been a problem.
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