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Post by jonathanlink on Apr 23, 2014 19:52:11 GMT
Joe, I'm going to post stuff here, because I think everyone needs to be involved in the discussion. What we decide specifically for your familiar may have big implications for all of the familiars we might later bring into the saga.
First, it appears that this character was designed as a magus level character, based on the might score of 23 and the number of Virtues chosen. This is probably my biggest concern, in that we're taking magus level characters as familiars. As a troupe, I think any familiars taken of companion or magus level need to be played by someone else. Grog level can be controlled by the same player as the magus.
Virtue and Flaw point limits and Characteristic point limits are still bound by the standard rules. 7 points of characteristics, 10 points of virtues and flaws for companion/magus characters, 3 points for grog level characters. See the insert on page 30 of Realms of Power: Magic. Size affects Quickness and strength, a size +3 creature is really big, Size 0 is a standard human, size 3 is as large as a war horse. Truly a massive creature. Based on that the Strength of the creature should be 6 more and the Quickness should be 6 less. I know he has the Miniature Inferiority, but I'm not sure how it is applied here. What size was Quiver originally, before he was magically shrunk (to size +3!).
Regarding Essential Virtues/traits. Taking Essential Virtue means you take an essential trait, for example you have Acrobatic aerial maneuvers +3 (dexterity) what this means, is that when doing acrobatic aerial maneuvers is that he uses +3 instead of his dexterity total. Essential traits replace the characteristic when the characteristic is positive or 0 and add the characteristic if it is negative. For example, with regards to the lightning reflexes, if his final Quickness were to be negative, which is really likely if he stays the same size, then you would add the two together to get the bonus used for whatever situation would have lightning reflexes.
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Post by Yan on Apr 29, 2014 12:00:31 GMT
The magus level of power I why I brought up someone playing Quiver as well. Who's up for it?
I'll sit down and examine the sheet tonight. The character is size -3 as far as I can tell, Jon.
Anyway, get back to this tonight!
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Post by jonathanlink on Apr 29, 2014 15:47:02 GMT
The magus level of power I why I brought up someone playing Quiver as well. Who's up for it? I'll sit down and examine the sheet tonight. The character is size -3 as far as I can tell, Jon. Anyway, get back to this tonight! Yes, my mistake. I was looking at the might, and saw +3 size, and wasn't processing it correctly. So, ignore my stuff regarding the size...
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Post by Yan on Apr 30, 2014 1:04:15 GMT
Ok, let's start from the beginning. Drakes have a Base Size of 0, so Miniature would bring it down to -2, but I'm sure we can allow it to go to -3 instead. That said, I am getting +1 Presence from Imposing Appearance, +1 Communication for Vocal and +1 Perception from Keen Eyesight, as well as 3x Improved Characteristics. That means 7 points to spend initially, then we should apply the Miniature Inferiority, the the 2 Qualities and finally the extra 9 points form Improved Characteristics. Doing the reverse, I'm getting base Characteristics as follows: Int +1, Per +2, Pre 0, Com +1, Str +2, Sta +2, Dex, +2, Qik +1; which adds up to 15 points, not 7. I'd suggest the following: Int +1, Per +2, Pre -2, Com 0, Str +1, Sta +1, Dex +2, Qik +1. After all the modifications, it'd end up like this: Int +1, Per +3, Pre 0, Com +1, Str -3, Sta +1, Dex +2, Qik +4. Of course, you do not have to keep this, you can change it any way you see fit, just remember to apply the modifiers in the order mentioned above. Please note that Imposing Appearance brings the Presence to 0 if it was Negative before, regardless of how much negative it was. Another alternative is to take Small Frame as a Flaw, for example, as it does not affect Str and Qik. Moving on... Might and Season are ok, but as Jason said above and I mentioned in our last session, the character needs to be played by another player. Celo, Jon, Steve? Anyone willing? Virtues: Whistle up the Wind is a Major Virtue, so you are over the limit. Flaws: See above for the suggestion of Small Frame. I'm not entirely sold on Infamous, you'd have to justify that one to me. Qualities: In the future, please separate Qualities from Magic Qualities, please, to make reviewing it easier . I cannot see how Ambush Predator would apply, and what do you imagine its home terrain would be? Hardy might not be appropriate either. I'm not sure Vocal would apply either, but I am willing to be convinced. I'd suggest the following for Qualities: Accomplished Flyer, Fast Flyer, Imposing Appearance, Keen Eyesight, Tough Hide, Spiny, Tireless. Magic Qualities: Gift of Tongues is a Heroic Virtue, and you need the Blood of Heroes Virtue to have access to it - but it is not available for Magical Animals. THat said, you seem to be underspent in the Qualities section, with only 14 points spent. I'd suggest taking Focus Power (x2) to replace Whistle up the Wind and consider Improved Powers (x3) to buff your already chosen powers. That leaves you another 5 points because of your chosen Magic Inferiorities (which are fine as is, btw). Personality Traits seem fine, except you're missing Busybody +3 as per the Flaw. As mentioned above, not too sure on the Reputation. I'll hold on on the rest until I get a response on the comments above.
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Post by jonathanlink on Apr 30, 2014 14:49:31 GMT
Yan, You're echoing much of what I was feeling.
As to playing the familiar, it would depend. If we could break out of the cycle where all of the magi are together and focus on more stories where it's one or two magi, grogs, a companion or two, and maybe the familiar, then I'll step up and play him.
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Post by Yan on May 1, 2014 2:57:12 GMT
I swear I'm trying, Jon, but whenever I send stuff your wy to keep your magi in the lab you guys turn them down!!
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Post by bowgentle on May 13, 2014 23:59:32 GMT
Name: Quiver-Sorindel The Sky Drake & Harbinger of the Wind Symphony. Magic Might: 20+3 size = 23(Drake) Characteristics: Int+1 Per+3 Pre+1 Com+1 Str-2 Sta+2 Dex+2 Qik+5 Familiar Lab Total: 35 (7 Vis) Gold Chord: 2 (15) Silver Chord: 1 (5) Bronze Chord: 2 (15) Size: -3 Season: summer Confidence Score: 2 (5)
Inherited & Regular Virtues: Magical Covenfolk (free), Magical Animal (special), Essential Virtue - acrobatic aerial maneuver +3 (dexterity), Essential Virtue-lightning reflexes +3 (quickness), Improved Characteristics (x3), Tough +3 soak, Second Sight, Whistle up the Wind, Arcane Lore, Confident
Inherited & Regular Flaws: Magical Monster (major), Personality Flaw Avaricious +3, Essential Flaw - poor runner -6 (quickness), Environmental Sensitivity -bad air, Busybody, Infamous
Magic Qualities: Gift of Speech, Greater Power (major), Personal Power (x2), Ambush Predator -stealth successful automatically wins initiative and gets +3 on first attack, Accomplished Flyer, Fast Flyer +3 speed, Hardy +1 fatigue, Imposing Appearance +1 Presence, Keen Eyesight +1 Perception / +3 vision awareness, Tough Hide +2 soak , Improved Soak (x3), Vocal +1 Communication/Music 3, Improved Damage +3 (x2), Improved Attack +2 (claws ) (x2), Improved Initiative +3 (claws), Spiny +1 protection, Tireless- 2 additional fatigue levels, Minor Virtue (gift of tongues)- p 105 True Lineages. Magic Inferiorities: Miniature (major), Susceptible to Deprivation, Offensive to Animals
Personality Traits: Drake +3 *, Avaricious +3 *, Energetic +2, Adventurous +3, Cunning +3, Loyalty (Benoit) +3 Reputation: The Mischievous Lightning Thief +4 Combat: Init Atk Dfn Dam Claws -1(+3) +2(+4)(+3 aerial) +3(+3 reflexes) +2 (-2)(+6) Bite +0 +3 +1 +1(-2) Soak: +14 Fatigue Levels: Winded(2), Weary (2), Tired (2), Dazed, Unconscious Wound Penalties: Light, Medium, Heavy, Incapacitating
Abilities: Athletics 5 (flying), Auram Resistance 3 (wind) = 30pts, Awareness 4 (alertness) = 50pts, Brawl 4 (dodge) =50 pts, Carouse 1 (power drinking) =5pts, Charm 2 (befriend) = 15pts, Concentration 1 (flying ) = 5pts, Etiquette 1 (magi) = 5pts, Faerie Lore 1 (air faeries) = 5pts, Finesse 1 (Auram) = 5pts, Folk Ken 2 (motivations) = 15pts, French 5 (expansive vocabulary), Guile 2 (manipulation) = 15pts, Hunt 4 (prey), Intrigue 2 (gossip) = 15pts, Latin 3 (technical vocabulary), Legerdemain 4 (picking pockets) = 50pts, , Music 3 , Magic Lore 2(creatures)= 15pts, Magic Theory 3 (Creo)= 30pts, Penetration 3 (Auram) = 30pts, Second Sight 7 (invisible things) = 30pts, Stealth 4 (stalking prey), Survival 5 (forests), Swim 1 (maneuvering) = 5pts, Whistle Wind 3 (during spring) = 30pts, Total: 410 (360 + arcane lore +50 = 410)
Powers: Spew Lightning, 1 points, Init +7 (Qik + Fin), Auram R: Voice, D: Mom, T: Ind A lightning bolt belches forth from Quivers maw doing +30 damage to a single target. Those near the target must make a Size stress rolls of 6+ to remain standing. CreoAu 35 (Base 5, +2 Voice, +4 Unnatural) Greater Power (35 levels, -2 Might Cost, Mastery 1 fast cast)
Invisibility Cloak, 2 points, Init +3, Imaginem R: Touch, D: Sun, T:Ind The target becomes completely undetectable to normal sight but he still casts a shadow. PeIm20 (Base 4, +1 Touch. +2 Sun, +1 Changing Image) Personal Power (20 levels) Prying Eyes, 1 point, Init, Imaginem R: Touch, D: Conc, T: Room You can see inside of a room, as long as you can touch one of its walls. You can change your viewpoint in the room, throughout the duration of the spell. InIm5 (Base1, +1 Touch, +1 Conc, +2 Room) Personal Power (5 levels).
Hands of the Magical Animal, 0 points, Init +3, Appropriate Form R: Touch, D:Sun, T: Ind This allows an animal to manipulate and carry an item as if it had human hands and a Strength of +5. The familiar must concentrate to do anything other than carry the object, including dropping it or taking something else. ReTe 15 (Base3, +1 Touch, +2 Sun, +1 Constant) Personal Power (15 levels, -2 Might Cost)
Cost Breakdown: Total Virtues- (2) Free, (10) Minor Total Flaws- (2) Major, (4) Minor Total Magic Qualities-(1) Major, (22) Minor Total Magic Inferiorities- (1) Major, (2) Minor
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Post by Yan on May 21, 2014 2:37:16 GMT
How's it coming, Celo and Joe? It'd be nice to have sort of a BG too, telling the story of how they came to be together. Nothing too fancy though, just the general idea.
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Post by Yan on May 22, 2014 22:34:55 GMT
Have you guys come up with anything?
Just don't want to use an improvised sheet next session again, as he might get involved in combat.
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Post by bowgentle on May 26, 2014 3:58:34 GMT
Yes indeed Yan....we should have Quiver wrapped up by Tuesday...it's my goal to have him finished by tomorrow : )
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Post by bowgentle on May 26, 2014 5:54:24 GMT
Name: Quiver-Sorindel The Sky Drake & Harbinger of the Wind Symphony. (New Version) Magic Might: 20+3 size = 23(Drake) Characteristics: Int+1 Per+3 Pre+0 Com+1 Str-3 Sta+1 Dex+2 Qik+4 Familiar Lab Total: 35 (7 Vis) Gold Chord: 2 (15) Silver Chord: 1 (5) Bronze Chord: 2 (15) Size: -3 Season: summer Confidence Score: 2 (5)
Inherited & Regular Virtues: Magical Covenfolk (free), Magical Animal (special), Improved Characteristics (x3), Tough +3 soak, Second Sight, Arcane Lore, Confident, Gossip, Lightning reflexes, Luck
Inherited & Regular Flaws: Magical Monster (major), Personality Flaw Avaricious +3, Essential Flaw - poor runner -6 (quickness), Environmental Sensitivity -bad air, Busybody, Nocturnal
Magic Qualities: Gift of Speech, Greater Power (major) (x2), Personal Power (x3), Lesser Power (x4), Focus Power(major), Improved Soak (x3), Improved Damage +3 (claws) (x2), Improved Attack +2 (claws ) (x2), Improved Initiative +3 (claws)
Magic Inferiorities: Miniature (major), Susceptible to Deprivation, Offensive to Animals
Animal Qualities: Accomplished Flyer, Fast Flyer +3 speed, Imposing Appearance (+1 presence), Keen Eyesight (+1 Perception/ +3 vision awareness), Tough Hide (+2 soak), Spiny +1 (+1 protection), Tireless (+2 fatigue levels)
Personality Traits: Drake +3 *, Avaricious +3 *, Energetic +2, Adventurous +3, Cunning +3, Loyalty (Benoit) +3, Busybody +3, Nocturnal +3 Reputation: none Combat: Init Atk Dfn Dam Claws +6 +13 +12 +5
Bite +4 +9 +9 -2
Dodge: +4 - +8
Soak: +13 Fatigue Levels: Fresh(2) Winded(2), Weary (1), Tired (1), Dazed(1), Unconscious(1) Wound Penalties: Light(1-2), Medium(3-4), Heavy(5-6), Incapacitating(7-8)
Abilities: Athletics 5 (flying), Awareness 4 (alertness) = 50pts, Brawl 4 (claws) =50 pts, Carouse 1 (power drinking) =5pts, Charm 2 (befriend) = 15pts, Concentration 1 (flying ) = 5pts, Etiquette 1 (magi) = 5pts, , Finesse 1 (Auram) = 5pts, Folk Ken 3 (motivations) = 30pts, French 5 (expansive vocabulary), Guile 2 (manipulation) = 15pts, Hunt 2 (small game)=15, Intrigue 2 (gossip) = 15pts, Latin 3 (technical vocabulary), Legerdemain 4 (picking pockets) = 50pts, , Magic Lore 2(creatures)= 15pts, Magic Theory (Creo)=, Penetration 3 (Auram) = 30pts, Second Sight 7 (invisible things) = 30pts, Stealth 3 (silent flyer)= 30pts, Survival 3 (Mountains)=30 , Swim 1 (maneuvering) = 5pts, Total: 410 (360 + arcane lore +50 = 410)
Powers: Spew Lightning, 1 points, Init +2 (Qik + Fin), Auram R: Voice, D: Mom, T: Ind A lightning bolt belches forth from Quivers maw doing +30 damage to a single target. Those near the target must make a Size stress rolls of 6+ to remain standing. CreoAu 35 (Base 5, +2 Voice, +4 Unnatural) Greater Power 35 (15 levels, -3 Might Cost)
Vanish, 2 points, Init +4, Imaginem R: Personal, D: Sun, T:Ind The target becomes completely undetectable to normal sight but he still casts a shadow. PeIm15 (Base 4, +2 Sun, +1 Changing Image) Personal Power 15 (10 levels +2 Init)
Gem Sniffing, 0 points R: Personal, D:Sun, T:Smell Quiver has the ability sense gems by smell. IntTer15 (Base 2, +2 Sun, +2 Smell) Personal Power (10 levels, -2 Might)
Prying Eyes, 1 point, Init, Imaginem R: Touch, D: Conc, T: Room You can see inside of a room, as long as you can touch one of its walls. You can change your viewpoint in the room, throughout the duration of the spell. InIm5 (Base 1, +1 Touch, +1 Conc, +2 Room) Lesser Power (5 levels).
Fog the Mind, 4 point, Init -10 R:Arcane, D: Mom,T: Individual Remove all memories about an object they have arcane connection to. PeMe 35 (Base 15, +4 Arcane) Lesser Power (15 levels -3 Might, 10 levels spell level)
Jeweled Armor, 2 points (each gem or bag of gold) R:Touch, D: Sun, T: Individual MuTerAn (Base 15, +1 Touch, +2 Sun, +1 Constant) Greater Power 35 (10 levels, -2 Might)
A Little Trouble, 1 point, +2 Init R: Personal, D: Sun, T: Ind Quiver transforms into the shape of a young boy. MuFo (Base 10, +2 Sun) Personal Power (20 levels, -1 Might)
Hands of the Magical Animal, 1 points, Init +3, Appropriate Form R: Touch, D:Sun, T: Ind This allows an animal to manipulate and carry an item as if it had human hands and a Strength of +5. The familiar must concentrate to do anything other than carry the object, including dropping it or taking something else. ReTe 15 (Base3, +1 Touch, +2 Sun, +1 Constant) Lesser Power (15 levels, -1 Might Cost)
Summon Winds (Crafter of Auram) Cost: 1 per Magnitude, Init Qk - Magnitude R: Varies, D: Varies, T: Varies Duplicates any of a range of non-Ritual Creo or Rego spells pertaining to Auram, at a cost of 1 Might point per magnitude of the effect. CrAur Focus Power
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Post by bowgentle on May 28, 2014 1:09:17 GMT
The magus level of power I why I brought up someone playing Quiver as well. Who's up for it? I'll sit down and examine the sheet tonight. The character is size -3 as far as I can tell, Jon. Anyway, get back to this tonight!
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Post by jonathanlink on Sept 19, 2014 15:39:34 GMT
My guess is that we are not using the advancement rules outlined for magic creatures as they apply to familiars. Is that correct? It's a recent discussion I've been part of on the Atlas boards, and I kind of forgot about it here.
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Post by celo on Sept 19, 2014 15:52:16 GMT
Not sure which are the advanced rules, we had said it was usual magic might penalty for most cases, except when the magus is teaching the familiar (IIRC).
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