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Post by blantyr on Sept 11, 2013 12:12:07 GMT -5
Reading the rules through again, I noted that the Fists based mortal stunt Footwork allows one to defend against any physical attack using fists skill. Picking that up, it is possible to drop Acrobatics and reduce Athletics. This allows improvements in Conviction and Deceit while gaining Takes one to know one.
On a positive note, if we get to play tomorrow, I can lock her down...
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Post by thatoneguy on Oct 16, 2013 21:57:47 GMT -5
Hey guys, Evan here, I will not be able to join you for Dresden this week as a few things have come up I should be there next week, but I have to get this taken care of
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Post by icarusledark on Oct 17, 2013 11:49:39 GMT -5
I'm loving the game so far, but i'm at the point mentally where i don't know in what way i want my character to evolve power-wise. the obvious choice would be Mythic Speed, but i can't think of a logical reason for a watered down demigod to be able to move THAT fast so soon in his growth. another route is the possibility of another item of power. in mythology, demigods are known to collect legendary weapons or artifacts on their journeys (golden fleece or medusa's head) so i'm thinking maybe a ring that fires off a small entropy curse. this to me would go along with the idea of Hermes being a trickster.
I know the main point of the game is that you can be or do ANYTHING you want as long as you can explain it, but i don't want to be outlandish with my character (giving him wings, breathe weapons, etc.) so does anyone have any input?
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Post by icarusledark on Oct 17, 2013 11:50:12 GMT -5
obviously this is kendall, btw (wannabe warden)
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Post by blantyr on Oct 17, 2013 13:21:11 GMT -5
Bob / Jazz here.
Hmm. Multiple choice question. If someone can run really really fast, he also must: 1) have well developed lungs, is able to recover fast. 2) be very very strong. 3) be very very tough. Consider which of the three feels most right to you.
But you might also read through the mortal stunts and see if something leaps out at you. I know he is fast and useful in a fight. Is there an odd non-combat stunt that says something else about what your character is outside of combat?
The other thing is that it might be a long time before we get another point of refresh. Jeremy has been allowing Minor Milestones after every session, but these are tweaks rather than improvements. Significant Milestones are recommended every two or three sessions, but none has been called yet. These would allow skill improvements, but no refresh. One needs a Major Milestone to do the sort of thing you are considering, which means you'll have a lot of time to consider.
Thus far, Jazz has been doing well enough, but we've been fighting opponents with impressive toughness and recovery. Jazz can hit them, but not seriously hurt them. Thus, under the Minor Milestone option of trading Mortal Stunts in and out, Jazz is swapping out Takes One to Know One for Armed Arts. I'm also rewording her Strange Attractor aspect to Attracts Strays. The strays might be puppies, males, bullets or falling wall crawlers.
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Post by icarusledark on Oct 22, 2013 12:22:22 GMT -5
well, i'm basing my character off of demigods of old: they excelled at "wetwork" but, besides trickery, they didn't really excel in the more intellectual problems. So I don't think he'll be gaining to many skills that work well outside the battle field since he wants as much glory as possible to tribute to his deity.
I'm basically torn between two options in my character's growth: Focusing on his heritage or focusing on his finesse with the blade.
Option 1 would be Inhuman Recovery with a weakness to Earth Magic. My thinking is that since he's a lover of free movement, his granted abilities wouldn't react well to being grounded or slowed. This would also go along with the concept of being a character that has been toughened by his self-imposed duty of trying to protect the city from the evil within and just outside of it's boundaries. Option 2 would be to get "duelist", "lunge", or "wall of death" and put more emphasis on my sword skills.
I know we have plenty of time to decide, so i'll keep thinking about it.
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Post by blantyr on Oct 30, 2013 5:34:43 GMT -5
just a reminder. We ran a significant milestone last week at the end of the introduction plot line, start of the Tempest. We'll want to revisit tonight.
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Post by icarusledark on Nov 4, 2013 20:52:36 GMT -5
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Post by blantyr on Jan 17, 2014 2:41:38 GMT -5
On Tuesday, my green skinned half Orc fighter Daisy leveled up. I decided to split class and give her a cleric level, Cayden Cailean.
On Wednesday, my blue haired half elf monk Barandi leveled up. I decided to split class and giver her a cleric level, Desna.
On Thursday, my green haired other half elf monk Jasmine hit a major milestone. Alas, the only god available seems to be God. I think she'd become allergic to herself.
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Post by blantyr on Mar 7, 2014 6:58:08 GMT -5
Jeremy, I'd like to change an aspect. "That's not right" has never been invoked, either negatively or positively. It was intended to force her to intervene in just plain wrong circumstances, and to allow her to resist temptations of evil. It just never happened.
With the wings, I'd like to replace it with "Needs a little space" or "Needs a little wing room." This will be mostly negative, I suspect. In a physical sense, it represents difficulties in crowds, small cars, elevators and similar situations. It might lead to a psychological effect as well, where she won't be so much a people person. I suspect she will be pulling away a bit from humans, shifting a bit more loyalty to faery and the wild. On the positive side, it might be invoked to break away from a fight scene or other forms of trouble.
If there is a different existing aspect you want to retire, let me know.
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Post by thatoneguy on Mar 7, 2014 19:15:01 GMT -5
Like claustrophobia? That sounds like a neat trouble
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