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Fantasy An Adventurers' Adventure

[QUOTE="Pom Pom Express]Although I like the weaknesses. Passing over important info and overestimation will let me set up some fun scenes. <3

[/QUOTE]
LOL i changed all of that. I am so sorry,


I had to change him around to fit his bio, but I added more combat-oriented weaknesses
 
Alright, so just a quick explanation before I take another peek. Armor would go under equipment. It's not a strength or a weakness if you're just wearing clothes. Same with weapons, like your sword. It's just a tool they use how they see fit.


Strengths and weaknesses are more like, maybe being good at persuading people, maybe a really athletic person or skilled at lock picking. Now I'll take a look and let you know.
 
[QUOTE="Pom Pom Express]Alright, so just a quick explanation before I take another peek. Armor would go under equipment. It's not a strength or a weakness if you're just wearing clothes. Same with weapons, like your sword. It's just a tool they use how they see fit.
Strengths and weaknesses are more like, maybe being good at persuading people, maybe a really athletic person or skilled at lock picking. Now I'll take a look and let you know.

[/QUOTE]
Gotcha. I feel like I'm being terribly annoying lol, I'm sorry );
 
Not at all. It's not like this is a D&D character sheet. And most of this is simply reference to help me create a good story to fit your toons.


So, firstly @Devious Dilbert , Adventurer isn't really a class I'm looking for. I'm looking for more of a trope style class, like fighter or rogue. Though yours seems like a fighter to me.


I'd like only up to three strengths/abilities. This isn't to say he isn't good at other things, but these are things he excels at over the average person. Accurate attacks for example. Maybe he just knows how to twist his wrist just right to land the perfect attack?


Things like his style of armor, or other things that have two sides, likes not being as built, but more agile, don't need to be a weakness. Unless they are physically weaker than most others, it doesn't need to be mentioned. And as a fighter/former soldier, I'd assume that he isn't really physically inferior xD Just a guess though :o


Generally if a warrior is physically stronger, they are given low agility to balance it out. Weaknesses are just a few things I want you to list that may not be super obvious. Like cute animals. I could use that in a situation where maybe a powerful mind reader finds your weakness and threatens a cute animal to get you to do what they want. That sorta thing is good. While wearing light armor I kind of already know a rapier will probably be able to pierce your armor.


Not very booksmart is a good one as well. PTSD is cool, I could see uses for that.


Pretty much, I want some clues as to how to create difficult situations and decisions for your characters at various points in the game. Same thing with strengths, I want to also give your character chances to shine. I can see that with accurate strikes, allowing him to hit an incredibly small weak point on a powerful foe.


Spells/skills, I'd like you to list at most 4. Something like swimming would be more of a strength. I'm looking for something along the lines of Herbalism, as you have listed. I would say dual wielding and/or one handed would go under a strength. Again, it doesn't have to be listed, since as a fighter it's assumed they are already good, but if you want to use a slot, which you have up to 3 for strengths/abilities, for weapons, as the ability to use a weapon I think would fit here, to show just how proficient they are with a weapon or fighting stance, then that'll just kinda put you over the top against a similar fighter who is just above average. If I'm not too confusing xD


Tactics I could see as a skill. It'll allow me to give you a little more information on battle flow and allow you to make actions before other players maybe. Fire starting is kind of a basic skill. Though I suppose if you want to like, start fires while swinging from ropes, sure, but otherwise, I don't think there's any need to expend a skill slot for that.


Throwing knives would also go under strength/ability, as it's an ability. I would say all weapons proficiencies are abilities. Though don't forget, if it isn't listed, that isn't to say they aren't good at it.


Hunting for food is good. I'll be able to give you random game when out at the wild and such. Map reading would also be good. I can see a fellow party member looking at a map and seeing just the paths, but you can see and make heads of other marks on the maps, revealing hidden things.


So, I would say keep herbalism, hunting, map reading and tactful thinking, though strategic thinking might sound fancier, or tactical thinking, though that's just personal preference, you do as you please <3


Hopefully my explanations helped, and weren't just a massive wall of text D:
 
@Lojikal Just to clarify, I'd assume your oath is towards your god, Kyne. Now, is there also a specific bond with the necklace? If not, you could just leave your oath to serve your god as your oath. The bond/oath area is more for me to determine a nice super terrible situation for your character to work through. And an oath of protection and non aggression is a nice way to force someone into a corner. But having a physical item you treasure above all else is also a good way. Relationships with people is another, same with a promise of sorts, and I'm sure there are other examples too.


Other than that, good work so far. You can take out the rations of food. I won't keep track of that as furiously as I originally thought. I'll just kinda assume people have food when I think they should, and make then starve all the other times xD
 
@Devious Dilbert[/URL] , Adventurer isn't really a class I'm looking for. I'm looking for more of a trope style class, like fighter or rogue. Though yours seems like a fighter to me.


I'd like only up to three strengths/abilities. This isn't to say he isn't good at other things, but these are things he excels at over the average person. Accurate attacks for example. Maybe he just knows how to twist his wrist just right to land the perfect attack?


Things like his style of armor, or other things that have two sides, likes not being as built, but more agile, don't need to be a weakness. Unless they are physically weaker than most others, it doesn't need to be mentioned. And as a fighter/former soldier, I'd assume that he isn't really physically inferior xD Just a guess though :o


Generally if a warrior is physically stronger, they are given low agility to balance it out. Weaknesses are just a few things I want you to list that may not be super obvious. Like cute animals. I could use that in a situation where maybe a powerful mind reader finds your weakness and threatens a cute animal to get you to do what they want. That sorta thing is good. While wearing light armor I kind of already know a rapier will probably be able to pierce your armor.


Not very booksmart is a good one as well. PTSD is cool, I could see uses for that.


Pretty much, I want some clues as to how to create difficult situations and decisions for your characters at various points in the game. Same thing with strengths, I want to also give your character chances to shine. I can see that with accurate strikes, allowing him to hit an incredibly small weak point on a powerful foe.


Spells/skills, I'd like you to list at most 4. Something like swimming would be more of a strength. I'm looking for something along the lines of Herbalism, as you have listed. I would say dual wielding and/or one handed would go under a strength. Again, it doesn't have to be listed, since as a fighter it's assumed they are already good, but if you want to use a slot, which you have up to 3 for strengths/abilities, for weapons, as the ability to use a weapon I think would fit here, to show just how proficient they are with a weapon or fighting stance, then that'll just kinda put you over the top against a similar fighter who is just above average. If I'm not too confusing xD


Tactics I could see as a skill. It'll allow me to give you a little more information on battle flow and allow you to make actions before other players maybe. Fire starting is kind of a basic skill. Though I suppose if you want to like, start fires while swinging from ropes, sure, but otherwise, I don't think there's any need to expend a skill slot for that.


Throwing knives would also go under strength/ability, as it's an ability. I would say all weapons proficiencies are abilities. Though don't forget, if it isn't listed, that isn't to say they aren't good at it.


Hunting for food is good. I'll be able to give you random game when out at the wild and such. Map reading would also be good. I can see a fellow party member looking at a map and seeing just the paths, but you can see and make heads of other marks on the maps, revealing hidden things.


So, I would say keep herbalism, hunting, map reading and tactful thinking, though strategic thinking might sound fancier, or tactical thinking, though that's just personal preference, you do as you please <3


Hopefully my explanations helped, and weren't just a massive wall of text D:
I see, this was all at like 3 a.m. I'll surely fix it up. But in the morning.
 
@Miss Ditzy Nice work. Normally I'd switch around some things, but I suppose skills and abilities seem pretty similar haha. I just wanted an extra thing to be able to fill spell slots for non-mages. Probably should've said strength/skills and spells/abilities. Oh well, we'll be fine xD
 
@Devious Dilbert[/URL] , Adventurer isn't really a class I'm looking for. I'm looking for more of a trope style class, like fighter or rogue. Though yours seems like a fighter to me.


I'd like only up to three strengths/abilities. This isn't to say he isn't good at other things, but these are things he excels at over the average person. Accurate attacks for example. Maybe he just knows how to twist his wrist just right to land the perfect attack?


Things like his style of armor, or other things that have two sides, likes not being as built, but more agile, don't need to be a weakness. Unless they are physically weaker than most others, it doesn't need to be mentioned. And as a fighter/former soldier, I'd assume that he isn't really physically inferior xD Just a guess though :o


Generally if a warrior is physically stronger, they are given low agility to balance it out. Weaknesses are just a few things I want you to list that may not be super obvious. Like cute animals. I could use that in a situation where maybe a powerful mind reader finds your weakness and threatens a cute animal to get you to do what they want. That sorta thing is good. While wearing light armor I kind of already know a rapier will probably be able to pierce your armor.


Not very booksmart is a good one as well. PTSD is cool, I could see uses for that.


Pretty much, I want some clues as to how to create difficult situations and decisions for your characters at various points in the game. Same thing with strengths, I want to also give your character chances to shine. I can see that with accurate strikes, allowing him to hit an incredibly small weak point on a powerful foe.


Spells/skills, I'd like you to list at most 4. Something like swimming would be more of a strength. I'm looking for something along the lines of Herbalism, as you have listed. I would say dual wielding and/or one handed would go under a strength. Again, it doesn't have to be listed, since as a fighter it's assumed they are already good, but if you want to use a slot, which you have up to 3 for strengths/abilities, for weapons, as the ability to use a weapon I think would fit here, to show just how proficient they are with a weapon or fighting stance, then that'll just kinda put you over the top against a similar fighter who is just above average. If I'm not too confusing xD


Tactics I could see as a skill. It'll allow me to give you a little more information on battle flow and allow you to make actions before other players maybe. Fire starting is kind of a basic skill. Though I suppose if you want to like, start fires while swinging from ropes, sure, but otherwise, I don't think there's any need to expend a skill slot for that.


Throwing knives would also go under strength/ability, as it's an ability. I would say all weapons proficiencies are abilities. Though don't forget, if it isn't listed, that isn't to say they aren't good at it.


Hunting for food is good. I'll be able to give you random game when out at the wild and such. Map reading would also be good. I can see a fellow party member looking at a map and seeing just the paths, but you can see and make heads of other marks on the maps, revealing hidden things.


So, I would say keep herbalism, hunting, map reading and tactful thinking, though strategic thinking might sound fancier, or tactical thinking, though that's just personal preference, you do as you please <3


Hopefully my explanations helped, and weren't just a massive wall of text D:
I understood fully what you picked out, thank you for this, I'm working right now to change it up
 
Pom Pom Express]It seems as if you're just about done [URL="https://www.rpnation.com/profile/35928-devious-dilbert/ said:
@Devious Dilbert[/URL] And you've got a few more areas to fill @Lojikal , how's that coming along?
Yeah, I'll probably be done soon
 
I was gone almost all of yesterday, so I couldn't get anything else done. I am here today though, so I will most likely finish today.
 
[QUOTE="Pom Pom Express]No rush, I've just had bad luck lately with players just leaving, so just checking :)

[/QUOTE]
I'd let you know if I had to, But I most likely won't leave this lol
 
I'm planning on staying too ^^


though I am going on a trip soon. but I'll let you know when that happens and I'll try to find time to post while there.
 
Alrighty, so, Miss Ditzy liked my tavern start idea. Anyone else have any ideas or such for a start? Or I can throw out other ideas to see what you guys think?
 
Always nice to get multiple choices, so you can throw some ore out, though I am interested in the tavern idea as well.
 
I'm just a sucker for that classic rpg feel xD


Alright, another idea I got while brainstorming with another person. You're all part of a guild, maybe a guild of thieves, maybe fighters/defenders, maybe an artisan guild, whatever you want. You'd progress by doing guild missions assigned by the guild master, maybe they'll be to go out into the wilds and obtain stuff or protect some peeps. Maybe they'll be in the town missions, political stuff, who knows? Lots of opportunity there, and an easy home base to get familiar with. I'd imagine you'd all start out as initiates, I already have a fun idea for a first mission > :)


You are all soldiers in a battle, maybe on the same side, maybe not, I could work it out either way. Could be a large battle or a small.


I believe the other idea I gave earlier was you are in a town as it gets besieged by raiders of some sort.


Could be part of a travelling caravan, a good place for different people to be travelling together.
 
[QUOTE="Pom Pom Express]I'm just a sucker for that classic rpg feel xD

[/QUOTE]
Lol so am I (((;


I'm into the caravan one, I think that would be a cool start since we're all adventurers, We could be coincidentally traveling the same road, I'm totally into those whole "Chance encounters" thing, maybe some shit could hit the fan, like a bandit attack forcing us to work together? I think it would allow more freedom I guess to start on an open road? I don't know if some of us wanted to be like, the lone traveler and not be part of any guild or faction or anything like that.


But starting in a guild would immediately throw us into some action with the mission thing, which would spice it up right at the start so that's also good.


But I'd be down for any of those starts, they all sound great
 

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