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Posted: Sat Mar 07, 2015 11:28 am
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Posted: Sat Mar 07, 2015 12:25 pm
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Posted: Sat Mar 07, 2015 12:52 pm
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Posted: Sat Mar 07, 2015 2:27 pm
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Posted: Sat Mar 07, 2015 2:51 pm
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Posted: Sat Mar 07, 2015 3:07 pm
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Posted: Sat Mar 07, 2015 3:11 pm
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Posted: Sat Mar 07, 2015 5:07 pm
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Kowsauni Man, I'm paralyzed with indecision. I think we have melee combat fairly well covered. Astral projection in the elemental oracle key seemed pretty cool, cept having to kill yourself to use it sounds pretty creepy. I think I'm going to focus on making either a stealth based character or a prophetic oracle. I'm a little interested to see what Alzzak is going for to make sure we're not covering the same basis. I'm also a little curious to how combat heavy this story is. My limited experience with changing taught me that there is as much or as little combat as the characters make and it is not required for everyone to be an expert fighter. In that game there was only one person who was really good at combat and we got along fine.
Taken from my intro to this campaign.
"Your mentors have taught you very few things about the underworld. In fact it can be boiled down to a few simple rules.
Rule number one. If you can avoid going to the underworld, do it. Even if it will take 10 times as long and cost you a limb, its better than what you might encounter down there.
Rule number two. Do not interact with the underworld. Don't look at it. Don't touch it. Don't talk to it. Don't listen to it. Don't even smell it. Odds are you will break a law and make somebody unhappy.
Rule number three. Do not fight a Kereboroi. Sure, if you win you become something of a god ... I've seen that happen once in my lifetime and it only lasted a week before he got mowed down by a new one.
Rule number four. If a Kereboroi says that you broke a law, then you did. The best hope is to navigate to a grey area rather than flat out denial.
Rule number five. Don't go to the Underworld. Ever."
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Posted: Sat Mar 07, 2015 6:24 pm
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Posted: Sat Mar 07, 2015 7:58 pm
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Posted: Sat Mar 07, 2015 8:04 pm
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PupSage 7 starting dots (Cheapest way): Resources 3 Boxing 4 Emotional Detachment = 2 exp Resources 4 = 8 exp Barrister = 8 exp Quickdraw = 2 exp Politics 3 = 9 exp Brawl 4= 12 exp Total = 41 exp / 25 Assuming you went the cheaper method and got those skills with your starting values. Academics 2 = 3 exp Drive 2 = 6 exp + merits from above Total = 29/25 Your math doesn't add up.
I only bought One politics and one Brawl. I didn't just buy all three and four with this EXP.
1x3=3+1x3=6+8=14+8=22+2=24
My Seven dots aren't even filled, 4 in boxing and 1 in emotional gives me 2 left in them.
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Posted: Sat Mar 07, 2015 8:10 pm
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Ravanan PupSage 7 starting dots (Cheapest way): Resources 3 Boxing 4 Emotional Detachment = 2 exp Resources 4 = 8 exp Barrister = 8 exp Quickdraw = 2 exp Politics 3 = 9 exp Brawl 4= 12 exp Total = 41 exp / 25 Assuming you went the cheaper method and got those skills with your starting values. Academics 2 = 3 exp Drive 2 = 6 exp + merits from above Total = 29/25 Your math doesn't add up. I only bought One politics and one Brawl. I didn't just buy all three and four with this EXP. 1x3=3+1x3=6+8=14+8=22+2=24 My Seven dots aren't even filled, 4 in boxing and 1 in emotional gives me 2 left in them.
You bought the third dot of politics ... giving you politics 3. NEW DOTS = 3 x EXP COST =3
3x3 = 9
If you arn't claiming resources in your original dots, then you are really in debt because 4 dots of resources cost 2+4+6+8=20 exp.
rolleyes
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Posted: Sat Mar 07, 2015 8:12 pm
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