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  #166  
Old Jun 13th, 2021, 09:30 AM
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Hi G, thanks for the interest.

A majority of the players in the game were originally new to GURPS, so that's not a problem. Just so you know, there is another player that PMd me about joining besides Sirviantis, so we'd have to chat about your idea a little bit more to see who'd best fit in with our current group. If the possibility of not making it into the game doesn't bother you too much then we can get into it.

So about your idea: In this system spells are learned individually, and how elaborate the ritual has to be to pull them off usually depends on how familiar you are with the individual spell. So for example, if you are just starting out with one you must have both your hands free to make gestures and speak a few words at the same time. At the highest level of mastery you just concentrate and it happens.

That's how it usually works to balance magic a little bit, but it is possible to say an individual mage (or a group of mages) has an easier time at casting in terms of ritual. So basically, making it so the character never has to have both their hands free would be a perk that would cost you.

Other than that, what sort of background are you imagining apart from their general type of "class"? Have you got a personality in mind?

More importantly, have you had a look at the existing races? As suggested above I currently have a preference towards people working with one of the dozens we have now.
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  #167  
Old Jun 13th, 2021, 07:05 PM
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I want him to be rash and arrogant. His magical style is reflective of his inability to sit back and be patient. He is prone to prideful action and quick anger, but also steadfast loyalty. When I was looking through the races, the Gracan Initiates really stood out to me as something I would be interested in playing, and I think they would fit him perfectly since the Initiates are described as not in full control of their emotions and individualistic in their casting styles.
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  #168  
Old Jun 14th, 2021, 05:33 AM
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Ah, I see. The pick is slightly unlucky because we already have a Gracan Initiate in the party. I understand that this struck a cord with you, but I don't think we should be doubling up on that exact framework. I assume you didn't look at the party composition yet, but what we already have is a Gracan, a Human, a Grauhn. Soon we will have a Yatak as well, so what you should be looking at is the ~20 races still on offer.

Most races have a description of what their mainstream magical tradition is, if they have one, but this is not something that you need to stick to at all cost. The different species have varying degrees of detail in their description as well, so there is a lot of space for you to add a bit of invention without throwing anything off.

Just to bring up some examples - To'Ari and Rak'Ari don't actually have their magical traditions described, though with the former we have established that for them there exists an academic study of magic, which is not to say they don't have other traditions too. The Rak'Ari are very big on the power of a bloodline, regardless of whether there is any truth to magic being in the blood. Other than that we have not had a magic-user of their species for quite a while, and when we did we actually had something like a "melee wizard".

Keita practise intuitive magic, though we do have somebody that plays a Keita in Group one, so I'd probably disencourage that too. Though about the style it is similar with the Tsin Goun - we know they dip into wild sorcery but nothing else. The Ilder usually produce something that's a spiritual guide and witch doctor, but from that we can derive that they approach the subject in a somewhat irregular fashion.

But for those races I haven't mentioned, as I said we can always make something up. There is also the option of turning arcane magic into divine magic without changing anything else about how it works. So theoretically you have also the option of flavouring it as a disciple of a certain god, and those are not usually described for each god of each race, because in total there are a lot of gods floating around.

Hope that helps.
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  #169  
Old Jun 14th, 2021, 11:05 AM
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I like the concept of an imperial Rak’Ari perhaps he is a part of the expansionist sect that still seeks to rule over the other reptilian races and he is adventuring to build up support among the other races to make them more amenable to the idea. While I don’t want to copy a previous concept, I’m sure we can find a way to make sure my version is sufficiently different.

I was also looking at a Getta warlock. He would be a survivalist and loner and adapted the signs they draw in the air as a part of casting into his fighting style to make himself more self-sufficient.
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  #170  
Old Jun 14th, 2021, 12:10 PM
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Now those are very interesting angles!

I'm not too worried about you spilling into a previous character with the Rak'ari we had at one point. That was a very long time ago, more than two years back I think. If memory serves the PC was more going towards "Ninja", to use a tropey word for it.

Basically either of these would be suitable concepts in the sense that they’d be unique and I could see them working in the group.

Now I do not prefer one over the other, so I’ll just give you first thoughts on each, and if you could then decide for yourself we can take you over to a private thread in the game folder to see if we can hash out the details.

Leaning into the expansionist tendencies of the Rak’Ari is a good angle because there are a fair few reptilian people (individuals and nations) around that you could engage with in that way, and in fact the group may be crossing through lands of that nature in the near future. Of course, there is the hint of arrogance that would come with a character that possibly thinks he has a ‘right to rule’, so that is something that would need to be tempered so he can function in a group setting. Maybe it would be funny to have that PC in the same party as a bona fide prince from another country, which is what one of them is, but again that would need to be handled with some care.

Now with the Getta, they were one of the early cornerstone races so they can be found in a lot of places around the world, and I think you’ve found an interesting way to marry your own concept with their symbol magic. More importantly, it’s also perfectly viable - drawing the symbols in the air, that is. They have some elements to themselves that are borrowed from east asian cultures, so a quasi magical martial-artist is very on message with that. Of course, this idea does not yet have a firm motivation as to why they are out and about like the Rak’ari does, so that’d be an important thing to figure out. Coincidentally you just missed the group passing through gettan lands, but as they are on the more populous side you can't avoid them for long.

So give me a shout as to which you’d find most fun to play so we can work on some details in private.
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  #171  
Old Jun 14th, 2021, 01:14 PM
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I would find the imperial Rak'Ari more engaging. They were a very close second choice for race to begin with and I find the motivation an easy fit. The Getta was a third choice I came up with just in case. I don't necessarily see being in a party with a prince to be a problem. My character may have even sought the group out for that very reason. He could be seeking to gain the trust and backing of the prince to make his own claim somehow more substantial. In addition, you said the group may head through lands that would serve the purpose of the Rak'Ari character and I would just miss the getta focused lands. Maybe if the situation was reversed and the getta lands were upcoming, I would be more inclined to find a way to make the getta work, but as it stands, I definitely want to pursue the Rak'Ari.
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  #172  
Old Jun 14th, 2021, 07:37 PM
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Sounds awesome, let's take this over to the game folder. You should be seeing a link for that below. If not I messed up a secret tag.



Applications closed again.
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  #173  
Old Nov 14th, 2022, 09:25 AM
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Recruitment reopened yet again (November 2022)
Again seeking one or two players. No specific character type ('class') required - we are however looking for PCs that are more on the worldly, urban, cosmopolitan or charismatic side of things, and preferably using an established race as well.

First post has been slightly updated to reflect this as well.


Looking for engaged writers and interesting characters to join a game that has been going for more than four years.

Setting Information:
It's a long-running game in a not-entirely traditional setting, so the amount of information can be daunting. But don't fret if you can't wrap your head around everything immediately, I'm more than happy to work with people individually.

But there are resources available to get a good idea:
Campaign Folder, Races, Geography, What has happened so far. Especially the last thread gives a rundown of the story of group one and two, which in combination with the thread on races and geography should paint a reasonably clear picture of the game.

Recruitment Specifics:
We've got two groups acting in parallel at the moment, which may cross over. Characters include:
Jo - A reptilian duelist
Atale - A 'bread'-golem huntress
Ba'at - A snake-like priest to a wilderness god.
Cassius - A human scholar with a dark secret. Noteworthy here is that in this world and area humans are exotic people from a faraway place.
Clio - A formerly underwater-dwelling magic-user from a rare and mostly unheard of species.

At present I am mainly looking for somebody willing to play a PC that is a member of one of the main species as of yet unused. The rare species are currently off the table.

This currently includes: Ux, Getta, Keita, Rak'Ari, Raz'Ar, Ilder (including the subspecies Ocybun), Tsing Goun, or Gracan - all described in the thread linked to in this line.

For some of these creating a subspecies would be tolerable, assuming it does not involve a huge amount of extra advantages or disadvantages. For an example of a current subspecies, the Ocybun are a more rabbit-like variation of the Ilder, which are more commonly based on ferrets and other tree-dwelling rodents. In a similar vein, I could imagine a Tsing Goun variation based on a different type of carrion-eating bird, or A Gracan subspecies based on a comparable grazing animal (cows maybe, or a form of Buffalo/Bison). I still much prefer somebody taking a species as is though.

Mind you, even though you would be selecting an already generated species, there is still a lot of leeway to further explore culture and traditions - in fact, most species have cultural variations and more than one nation they are found in so there is a good amount of freedom in character generation still.

Beyond species - any type of character is fine, but we are currently in need of more worldly, urban, cosmopolitan or charismatic characters. All of this can apply to personality, background, and outlook only rather than to the "class", i.e. it is not a requirement to make a PC with a 'chatty' skillset as such. For example, a noble swordsman might be preferable to a savage barbarian, a "guild" spellcaster to a hedge witch etc. Don't be influenced by my limited imagination, however - pitch what you want and we'll talk about it.

Gurps knowledge not required. If you have the ideas we can make it happen, the stronger your vision the easier it will be to put it into numbers. Just remember that there are hardly any limits, so this is the time to get out of the "box" of common class-tropes. Playing the game itself is not as complicated as its reputation, with just one type of roll for 95% of the situations.

For those in the know about the GURPS system: Your character will start with 230 points. Specialisation is fine, but I do expect some width in the build to make a believable well-rounded character (i.e. no dumping of a 100 points into one ability, making a walking atom bomb of sorts).

Recruitment is unlikely to firmly close any time soon - so pm me or post here at your leisure.

Last edited by Phettberg; Nov 14th, 2022 at 09:28 AM.
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  #174  
Old Nov 14th, 2022, 11:24 AM
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I kinda wanna pitch an ocybun sword-mage(daggermage?)-journalist specialising in illusions and teleportation. They live in a city, where they're a manifestation of chaos who's got trouble of some form with nearly everyone, but he's only half aware of how much trouble he's in.
I have an idea for why he's not in his burrows, but I'll need a better keyboard to explain that very well.

Or maybe a she, I could call her Bonnie W. Abbot.
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  #175  
Old Nov 15th, 2022, 07:10 AM
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Hey S. - sounds like a good concept, we'll only have to clarify things a little bit more.

As for the journalist part of your character - since we don't have a printing press in this world the spread of information is done the very old fashioned way: By travellers, sailors and heralds spreading it from place to place as they go about their own business. Town criers may then proclaim it locally if it's important stuff, sages might write some news down in larger settlements. Some rulers institutionalise these things, but then mostly about news that they want spread (so the more official stuff).

So while we have to keep in mind that we don't have conventional newspapers around the world at all, we can come up with something else to make a journalist-equivalent. For example, we could invent a guild, order, or other group of people that spread news independently from the ruling class pro bono. Or maybe you mean your character is more of a nosy snoop, which wouldn't require us to do even that. Maybe they just collect and spread information wherever they go and that's all there is too it. Either way, every GM loves a character conceptually focused on being interested in the world around them.

Other than that, one thing would be that I'd like to know more about how you imagine a sword/dagger-mage to broadly function. Is it a magic user that is also good with a specific weapon (which is easy to do, no problemo at all), or is it a magic user that maybe casts spells through a weapon/ requires it as a focus (also not hard to do). Or is it some third thing, a magic user with a magic weapon? That last one can be tricky depending. Doing enchantment of items/weapons in GURPS yourself requires tons of energy to a point where it is not often worth pursuing for a player character. A very very specialised person can enchant things on their own, but usually you'd have a whole workshop of people. You could spend points to start with a magic weapon still, but it would then be mostly static.

Looking back at the writeup of the Ocybun, I also notice that they do not foster magic use among their own, handing kids like that over to the Ilder who have a very institutional clan-based (and shamanistic) way of training and using magic - i.e. their shamans are trained to serve their clan and don't leave it all that often. Not to say that they couldn't, actually, but that's the convention at "home" in one of their majority Ilder/Ocybun nations.

It doesn't need to concern you if your character has left that way of life behind before they trained magic, or If they were raised in a cosmopolitan (or at least, non-ilder) place from birth. If you decide that you were raised in a different society it would suit us fine anyhow, as they could have grown up somewhere in the Broken Bridge directly - one of the cities of Taytomac, Vinione or similar.

Now if the character learned magic away from home, you'll want to specific who they learned it from. Different species have a different way of studying their magic, so it can have a mechanical effect as well.
I think broadly suitable people would be the following:
The Ux and To'Ari, who both practise the "standard" academic magery, where spells are learnt in some sort of order and are interdependent on each other.
The Gettans, who have a form of language-based syntactic magic, where different prelearned signs and symbols are combined on the fly to form a full spell - often in the way of painting it in the air, on the ground or on parchment. Note that it's based on their own language, so you'd have to know that as the base prerequisite of ever learning it.
The Keita, who have an even more flexible way of magic, 'feeling' it and improvising magical effects on the spot. You would only train the broadest category (or school) of spells you are interested in.

The above is actually arranged from least to most flexible, however the more flexible something is the harder it becomes to master and to execute. The Keita in particular are generally super expressive in their magic (using song, music or dance most commonly), so it's generally quite easy to spot when they cast something. Not the best for quiet operations, which they don't love anyway. In comparison, you have to follow certain 'paths' of learning your spells with the Ux or To'Ari, ending up with a few spells you may not need as much along the way, but it's not too difficult to train yourself to cast a particular spell you like quickly, efficiently, and quietly. Easier than otherwise, anyway.

Fair warning here too: Teleporting is a reasonably high-level spell regardless of method of magic learning and use. Illusion not generally as much.

The other magical traditions may not really apply to your character. Ilder, Tsin Goun and Raz'Ar practise Shamanism of different varieties (i.e. talking to spirits to do things for them), and the Rak'Ari believe in power through blood and would never train an outsider. The Gracan broadly practise divine magic only.

That's it from me for now, some things to think about.

Last edited by Phettberg; Nov 15th, 2022 at 07:24 AM.
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  #176  
Old Nov 15th, 2022, 10:12 AM
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Thank you, thank you! I just thought I'd throw it out there, bit I like that you work with potential players to refine their applications.

Journalism: the lack of a printing press does hamper this a bit. I really fell in love with the English word "gazette" recently, which is a thing in my natural Dutch but sounds so much more dignified in English. Perhaps "the gazetteers" are a guild or group of inquisitive people with a social streak that make their money dealing in information, they probably have spies along their ranks but I imagine that most members are semi-professional party goers who make their money by sharing the right rumours and suggesting the best course of action on a commission basis. The group probably has significant political power but their aspirations are probably limited to securing their name more than anything.
I'd say my character is a bit of a fledgling do-it-all, bumbling their way through social situations with about as much ease as can be expected of a d20 to give.

Daggermage: as for this, I just added this in that my characters combat toolkit isn't limited to magic only. They're probably familiar with using their weaponry in tandem with their magic, perhaps using illusions to feint and that sort of thing. If that makes sense.

Ocybun magic: yes! I read that too, and it was my intention that bonnie (name pending) is banished from their home following some incident with an (maybe murdered) Ilder. From the write-up you gave me, I like the Keiran balance between flexibility and ease to pick up. That said, I also like the idea of a storyteller mage, who tells stories and "suggests" his audience to notice his illusions if that makes sense. Is that a possible interpretation/execution of their magic traditions?

Teleportation: I can understand that being a bit high-level. The idea was to use it to cause some chaos, but I might have to drop it. Or maybe replace it, I'll let you know.
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  #177  
Old Nov 15th, 2022, 11:13 AM
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Alright, we can pencil in the idea of a network or organisation, but it bears some more thinking about how they would fit in the world if they are a public entity. If you broadcast that you are part of a club that sells information, how welcome would you be places, that sort of thing. If it's a secret club, that's maybe a different matter.

But it does not need to be complicated. Since it seems like the character would be a socialite and a gossip, regardless of how suave or bumbly they are about it, regardless of whether there is or isn't an organisation, maybe we don't need it at all.

Daggermage - got you. Most magic users should have something to fall back on, even if it's just being able to run away fast enough, because in this system the magical juice can run out eventually.

Keita magic would work well enough, but I like the idea of a storyteller mage, actually. Even though Gettan magic symbols are loosely aligned with their normal script it's not at all required to embed them in conversation or anything, but it could be a nice touch of flair sometimes. As I said, they can prepare a spell to trigger on a parchment (which takes prep but is then easier to set off), so placing the magic words among mundane ones could be a matter of style.

Importantly, you still learn spell by spell, but without the prerequisites of Uxian/To'Ari magic. But your skill at execution is tied to how good you are overall at Symbol drawing and calligraphy.

It is an upside when it comes to the teleportation spell, because that means you could just pick that up as your first spell. It still requires being a potent magic user (an advantage to be paid for with points), so there is always a little bit of extra cost involved. That's more what I meant with a high level spell. We are building characters with quite a little points, so it's not to say it's not possible, just that it is more of a commitment than other things.
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Old Nov 15th, 2022, 03:00 PM
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I really wish I could commit to playing this. I just can't right now. I really liked what we'd worked on before and am bummed I couldn't get over myself at the time. Hope to be in a better position some time later. Dreaming up my squid was a lot of fun.

Best of luck to you Phett and to all fortunate enough to play.
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Old Nov 15th, 2022, 06:12 PM
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Gazetteers: A potential idea I had was that the society appears as a sort of prestigious school to the uninitiated. They take in any peasant who shows potential, likely recruiting mostly from people living in cosmopolitan area's. Beyond that, highborn families tend to like to send their children there too since that implies that their children are gifted. The basic education is one of politics and politically usefull skills and some background. Any highborn recruit is likely to bring back one or two especially succesful but friends (ones which don't have a fancy last name) when they graduate, and given the political focus of the education it's certainly a plus for the family to adopt some councillor, planner, whatever...

The common populace sees the school as a means to rise above their station, the wealthy and influencial see it as a rite of passage, mark of prestige and a means to further grow their holdings.

That said, what actually goes on behind the scenes is a strong... not brainwashing, but the academy does instill a fierce sense of loyalty, and fellow gazetteers will know to recognise eachother and respect one another. They'll be able to easily debate their issues and compromise if possible. Perhaps the academy has some external commision/council to judge and resolve conflicts?

And then there's the ones who aren't exceptional. The ones who aren't "adopted" by noble families and rich and influential politicians. The ones like my character. These recieve teachings on more practical vocations instead, or that's the official tale. Instead they are taught the finer facets of espionage and function as to further the organisation's fame by always knowing everything slightly faster. Officially they are mostly employed in places where they're likely to meet travellers: sailors, merchants, guardsmen, probably the odd barkeep. Anything to further the network that the organisation is making.

This same mindset of "anything to further the organisation" is also what got my character into magic. The school had some contacts with a higher-up and arranged for either private or secret tutelage for my character. Being percieved as a species incapable of magic is a great look for a secret-y spy-esque mage.

The place is funded by donations, wealthy people can ofcourse donate to the "school" to encourage the faculty to Officially it's marketeered as: Anyone can be excellent, but not everyone can reach that level as easily. We can train anyone to be superb, but don't have the means to train everyone.take in their children. And graduates often donate in gratitude. Perhaps they also offer to organise the odd event: A music evening, a harvest celebration, the local kings birthday, etc. Entry costs money, ofcourse, but it's important to be seen there, you want to be seen talking to the people who run the place, they're important!

Daggermage: In further refining the Society that my character would be part of, I think it might fit be a fun idea to go for a rapier instead. Its an elegant weapon that has room to be decorated. More specifically in medieval times it was sometimes coupled with a cloak, which adds to the cloak and dagger feel of his 'espionage' side, while also possibly serving as a source of runes stitched on the inside. Perhaps he also has a dagger hidden inside as a backup. Not much to discuss really, but I just wanted to put it out there. ...Rapiermage? Not quite important.

Magic: I just really like the idea of the storyteller mage, and the spell focus cloak, so unless using magic would burn holes in his magic cloak I think I'll go for Ghettan magic.

Banishment: I didn't really throw a lot of attention at this side. I think my character was investigating an Ilder overseeing his/her burrow. And somehow this Ilder did something morally questionable. My character and their big brother were going to confront them and then... things happened fast. The encounter ended with the Ilder and big brother dead and my character wounded. The Ilder wanted my character dead since the "bad" Ilder died as well, but the family claims to have seen it, and say that the big brother attacked the Ilder while my character attempted (unsuccesfully) to stop the attack and argued for banishment instead.

Names: You got any? My time to investigate has been limited so far, but I'd like some insights if possible. Otherwise it's going to be Bonnie WhimsicalWhemsincon Abbot (Bunnywabbit). Which might not be the tone you're going for.
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  #180  
Old Nov 16th, 2022, 07:19 AM
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Quote:
Originally Posted by kenneth View Post
Best of luck to you Phett and to all fortunate enough to play.
Thanks and no problem - if you ever do end up having extra time let me know.

@Sirviantis

Be ready for a long amount of text.

Just to realign some expectations here - I believe you are imagining a world that's around 500 years younger in terms of technology than what we have here. We are late antiquity/early medieval, not late medieval/renaissance. More 800 AD than 1550, hence no printing press, deep sea shipping etc. Maybe it'll be easier to visualise something if you imagine Rome and Charlemagne other than, say, the three Musketeers. I'm sure I just didn't make that clear, but I thought it was written down somewhere in the first post or game thread.

Gazetteers - Honestly, I think it's overcomplicating things by trying to give them a hidden agenda at all. It opens up the organisation to attack too, given they are really placing themselves as antagonists towards every ruler everywhere, since nobody wants to give up their monopoly on information.

Or to put it in a different way - your character will be the interesting thing. A group that's too impactful might steal your thunder there a bit, so work without much gain.

A few more concrete criticisms as to what might be difficult to integrate with the world are below in a spoilertag - I'm fine if you skip over it entirely, as it's making me sound a bit negative on the whole thing. Know that I am super pro your character, but I've got to think about the integrity of the whole setting as I see it, since I have to run it. That's why I might come across as a stickler when it comes to things like new groups.

 


Basically, I would take out all the secrecy and better-than-the-rest and in terms of organisation just stick to what the name implies: A gazetteer (the thing, as compared to a gazette) is a directory or index, usually of geographic facts and social statistics (like the English Domesday book), which has been something that's been around for thousands of years too - so let's just say that in Gettan society there are schools that teach kids advanced skills of numeracy, literacy and exploration to go and survey places for government or the rich. They are a network, because schools like that are funded by charity all over Gettan lands, and they are not unlikely to meet because they travel around more than almost every other peasant in this world.

On top of that, because of your character's magical aptitude they were sponsored to attend a school for symbol magic as well, where they mixed with the upper class of Gettan society and found they were surprisingly good at engaging with them. Ocybun are not incapable of working magic btw, they are just not supposed to in Ilder society. Gettans don't often teach non-gettans their magic, but an Ilder or Ocybun raised in their culture would be about the most likely candidate for it, more so if they are very talented (which we'll assume your character is).

With that, I believe we hit all the big notes of your character and anchor them within the world without requiring massive changes to what's already there. Bonus: You can claim membership in two organisations, if you want to spend a few extra points.

Since that way their education (likely from an early age) happens in a Gettan country as yet to be determined, I would not include banishment as a story beforehand (they'd have to be banished as a toddler, basically). They are just an Ocybun that lived in a Gettan land from the start - migration happens. Or, they were kicked out at a very young age simply because they were a big magical, maybe even before they became a teen. Did they have foster parents that were Gettan, or did the school become their home entirely?

Those are my suggestions anyway. Maybe we can try to meet somewhere in the middle, but I maintain that's it's probably easier to embellish on something that's already workable rather than try and chip away at something that clashes with existing lore until it doesn't.

Two more things about Rapiers and Magic: Specifically rapiers are too new an invention for our world (they existed from the 16th century onwards or so). In fact there are almost zero weapons that the game classes as "fencing" at our tech level, which tells you how common it is (almost non-existent in the more modern form you might imagine - though duels still exist in almost all cultures). The only exception, luckily, is a weapon the Gettans produce: The Jian, a double edged slim sword. Now that'd be fine and well, but I will point out that we have a character already that is totally focused on this weapon, and on fencing in general, so maybe we can shelve the specific weapon your character uses and have a look at what's available a little further down the line.

However, using cloaks in combat is a thing in GURPS, so for now we could leave it at "good with weapon x and cloak".

And about the magic cloak itself - that's perfectly doable, a nice bit of flair actually. Now usually, when you create a magic symbol and then use it the symbol would then disappear, or at least become "inert" again. I wouldn't say that this means it burns a hole in your cloak, but you would have to re-stitch it (or another spell) before recasting. We'd also set a limit of how many spells you could have on the cloak at any given time depending on how bulky the cloak in question is. Also, if you use the cloak to defend yourself, trap somebodies weapon or something, it might well destroy the spells on it, just fyi. Besides the cloak, I suppose it would be fine to carry more bits of fabric should you need extra, that way you only need one skill to physically create "scrolls", i.e. stitching. Though you can work magic without the cloak anyhow, so maybe that'd be your two modes.

On the name, I don't want an obvious joke name, but non-obvious is fine. Ocybun/Ilder names have a clear Anglo-Saxon bend in them, but you could mix it up with something sounding vaguely Chinese, as that's what the Gettans are loosely aligned with. Whemsly Shan, Whimmy Tsu, Whemsin Fu etc.

Looking forward to hearing what you think.
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