Adventures on the Frontier [OOC, Recruiting]

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Donk

What a load of Donk.
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Adventures on the Frontier


Introduction.


The town of Woodside borders the vast frontier of the Hinterlands, making it a premier spot for up and coming adventurers. With the town only being founded ten years ago to this day development has only just reached the capability of supporting the one thing that would make it finally accessible.

An Adventurer's Guild branch.

With that, it will open up the Hinterlands for further exploration and adventure to discover what our ancestors left behind in these ancient lands untouched by anykind for so long. Of course, developing a branch will be a bit difficult but a suitable spot has been found.

Ruins long forgotten by past failed settlers pose the perfect place to set up a Guild Hall and you brave adventurers have come here for first dibs in creating something grand.

The is the story of the world of Fragment and the land of the Hinterlands.

Map of the Hinterlands


Until two hundred years ago, people never really had the chance to form anything beyond simple temporary settlements or roving bands of nomads. Long term agriculture was difficult, if not impossible. While the power of magic alleviated that strain, it meant that no one really had a place to call their own.

Countless attempts have been made in the past. Powerful heroes, charismatic leaders, and prodigious settlers have tried to carve out their own chunks of the world.

All of them have failed. Thus, leaving behind mere Fragments of their legacy.

With the slaying of the Calamities that has all changed. The world, once forbidden, now has opened up for all to see. While the threat of Monsterkind still remains, it is a mere challenge to be overcome rather than a solid barrier. To say the least, the world has experienced a major population boom in the past two hundred years.

No matter where you go there's always going to be some need. There's always more towns and cities popping up every decade. While it is false to say that life is easy, it is certainly a major change that the long lived races have had trouble coming to terms with. So much has changed over the past two centuries.

Currently, a major focus is upon the Hinterlands. Originally settled by shipwrecked sailors, a staging ground for future settlers titled Almas was formed. Owing to their sailing history, the nation-state of Almas is headed by a meritocracy system. Their current ruler is one named Captain Tarkanas. Nestled in the southern edge of the continent of the Hinterlands, it proved a bountiful place to spread out from.

Owing to its roots, Almas and the surrounding settlements is a veritable melting pot. There is no limit to who may come and go as they please. It's hard to forsake your fellow man when there are literal monsters scraping at the door. People from countless walks of life have come here to forge a new one with their own hands.


The Adventurer's Guild

The Adventurer's Guild was originally founded by Elindas Skyfall, the Immortal Swordswoman. Ignoring her immense combat prowess, she proved to be a capable leader in the foundation process that followed the death of the Calamities.

During its infancy, it was quickly discovered that the Guild was very haphazard. While it did the job well enough, it was horribly inefficient and didn't always apply force where it was needed the most. It was obvious to Elindas that the Guild needed a more... bureaucratic approach.

Organization quickly followed suit as the Immortal Swordswoman went on to train entire legions of bibliomancers. Those that tell you that the Guild isn't a political entity itself are either lying or fools. With her quick wit and tongue, Elindas fought for a place amongst the burgeoning nations that formed after those events.

War is a complicated subject. It is incredibly inefficient to hand a few hundred of the peasantry a few spears and tell them to fight for you when the enemy can merely send a small team of their highly skilled and powerful warriors. When a sufficiently strong mage can wipe a small town off the map in a few hour's work... well, large-scale war is an impossibility if you don't want horrendous casualties on both sides.

Elindas, naturally possessing the most skilled Adventurers possible, worked to cement her Guild as part of the foundation. Any nations or cities that refused to work with her found themselves completely dry on contracts. It's rather hard to maintain your army when your lands are being picked apart by Monsters. Blacklisted cities found themselves falling apart as they were picked at on all sides. Merchants aligned with the Guild refused to work with them. Adventurers avoided their lands like the plague. No other cities were likely to provide an alliance.

Currently, the Guild has tendrils in every continent. Entire nations have fallen due to the machinations of the Immortal Swordswoman. Not that the history books will make that very obvious. In fact, the Guild is a stable force of peace in the eyes of everyone. With the oversight of the Guild, the grim reality of war has been reduced to mere skirmishes between two forces. A game, if you ignore the fact that people still die.

But if anyone decides to step over the line the Guild is in place to prevent that. Elindas has broken the mightiest of tyrants and forged them into new tools for her purpose.

Or, at least, that's what the books hint towards.


Magic and the Soul

Magic is the phenomena that occurs when the Soul expresses itself upon the world. It is your inner light made manifest by manipulating the mana inside the body to create wonderful feats.

All around us exists a thick fog. You cannot see it by mundane means, but it blankets the world entirely. Almost like an ocean unto itself, the currents weave an unknown web throughout the world. This fog, called Aether, is capable of being processed by a Soul and turned into its own form of Mana. No two Souls are alike save in very special cases.

Most scholars agree that the Soul is inviolable. It can be injured, tortured, and even flayed apart. But it cannot break unless Godlike powers are applied. When a person dies, they are either sent back into the cycle of Reincarnation to become something new, or ascend to higher planes of reality.

Anything living, and many things not-quite living possess souls. This 'life energy' flows through all life. Even the very world that we stand upon possesses a Soul. Gods, after all, are not so dissimilar to us.

This allows beings to intake Aether and convert it to mana. Anyone can use even the smallest amount of magic. Most learn only a few tricks and cantrips, or specialize according to their affinity. Even the simplest farmer knows a thing or two about magic. Some possess stronger Souls and grow to wield entire firestorms of magic. It would be impossible to be completely mundane, as that would require you to have no Soul. And you'd probably be dead at that point.

Mana can be used to create and destroy. The most common uses are basic means of Terramancy or Pyromancy. Other schools of magic exist like Divination or Abjuration. Magic can do almost anything, should one set their mind to it. The light of the Soul often expresses itself in an affinity towards some specific thing. A hot headed person might find their capability to wield fire that much easier.

Scholars could go on for hours about magic, but the most fundamental rule is as follows: all magic has a cost. Pray that you do not lack the means to repay your debt when the time comes.


Monsters and Gods

What is a Monster? The layfolk often have an idea in their heads, birthed from fairy tales and stories told 'round a campfire. Horrible beings, monstrous in nature.

The truth is that Monsters are simple. They are entities formed from congealed Aether. Provided the aetheric density in an area is high enough, Monsters will begin to form autonomically. For several days they merely form a 'shell' through which they observe the world. Monsters are often chimeric in nature, mimicking the environment around them. Once sufficient growth is done, the Monster breaks free of their shell and begins to wreak havoc.

Monsters are manavores. They consume anything and everything that possesses an ounce of magic. People are their favored foods, but properly adapted Monsters can consume anything, be it magical ores, items, or incredibly toxic plants. Even other Monsters, should they be hungry.

Hunger drives these creatures. By merely existing they expend their own Aether stores, forcing them to constantly be on the move and on the hunt. Those that survive past a week often begin to transform, taking on new enhancements to suit the world around them. Scholars surmise that the Calamities were in fact originally Monsters, only so old that they became oh so much more.

Where a Monster lacks a Soul and is merely driven by instinct, a God possess a powerful Soul but lacks a Body. These entities form around concepts and places of power. They are also known as Spirits, with their proclivity to form Demesnes. These spiritual creatures imbue their Soul into the land around them and subsume it, forming their Demesne.

The world beneath our feet is one such Spirit. Or a God, should one be incentivized. They oversee their domain and ensure its success. Names are inconsequential to such beings, but most religions gather under their own banner and provide tithes in the form of ritually given mana. There are countless large and small Gods, many existing on other and higher realms entirely.

When a person devotes themselves to a God, upon death it is likely that their Soul will be drawn to such a being and become shepherded by it. Theologically, not much is known what happens to these Souls. Grimmer scholars think they are consumed, but only the foulest of Gods would do such a thing.

Regardless, the Gods are often alien in nature. They lack the perspective that we have, and thus should be taken with a grain of salt.


Woodside and Important Figures

Map of Woodside

Bordering a bountiful forest and mountain range, the town of Woodside is a quickly growing place. Lured by the promise of untapped riches and ancient treasures, the place has truly become a frontier town. It almost feels like every day there's a new building being erected. It's thanks to the tireless workers at the logging camps that this place is growing so fast.

Naturally, there are some important figures that live in Woodside. This list will grow and expand as you all meet more people of notice.

Woodside Guild Branch Members
Senior Guild Officer Tabran

A man of many years, Tabran has been hired on as the local Officer for this branch of the Guild. With fifty years of service under his belt, he's the perfect fellow to wrangle a disorganized group of Adventurers into a proper Guild. Tabran is the one to go to when you need a job, and the one who's going to have to give you a stern talking to if you fuck up. Don't get on his bad side.

Senior Guild Handler Bramble


Naturally in an organization as bureaucratically aligned as the Guild, one has ample need of people to aid in the endless pile of paperwork that comes with managing hundreds of jobs. Bramble Berry is here to help! As a Guild Handler, she'll be your go to when it comes to administration and paperwork.

Guild Armorer Seabreeze

This friendly fellow calls himself Seabreeze. Knowledgeable in the art of smithing and magic, he is glad to provide his services to the Guild. If you need a new weapon or require your armor repaired, he's the man to call. Perhaps if you bring him enough materials he'll even make something special.


Rules & Information

Rather than prattle on even more, I will simply say that basic forum rules are in place. Common sense is the most basic thing I ask for. On the topic of things like hostile interaction between characters, I would prefer no such PvP. If it is utterly necessary, then both parties must consent and I will oversee things. Otherwise, just treat each other as you would yourself. Be kind.

As for the setting, it's fairly kitchen sinky. If you feel like you'd like to play someone unique then feel free. Don't expect any prejudice in these lands, humans aren't the most common. In fact, it's more likely to find someone of half-heritage than to not. People in this world have worked together to survive, and don't have time to hate people for basic details like how many horns they have or their skin color. Want to include a custom heritage? Run it by me and we'll see how they fit in.

Technologically, it's a mess. Being a high-magic setting many things have been replaced with mana to improve living standards. Food is plentiful, if bland. Farming is an important facet of life, seeing as monsters are such an issue. As such, agriculture is the most advanced field. Magic dictating crop growth is a hotly debated subject. Other fields like metallurgy and engineering are close, but reliant on harvested materials. If you need to envision it, think the Monster Hunter setting. Sure, you could make a blade out of steel but why not use this dragon bone?

This game will be using a little old system that I've come up with titled Weavers & Wyverns. If you have any questions about it send them my way. More will be added to this section as necessary. As it's currently in its infancy, a bit of leniency is expected. Of course, feel free to criticize if you think the system can be improved in any way. It's a bit eclectic, I'll admit.

Basically, your character will be presented with situations that call for rolls. Generally it's self-explanatory in nature. Need to get past an obstacle? Roll your Locomotion Pool. Want to resist a poison? Get those Skirmish Dice ready. d6s are the main die, but some rolls will require other types. Rolling will be done likely in discord.

Currently I plan to make a potential Discord channel for this if interest is high enough, but IC posts will be done on the forum.
 
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I've been crunching a few numbers via Anydice... It's starting to feel as though offense very quickly outpaces defense, especially when MP is spent on the offensive side (as compared to MP spent on defense).

Let's assume, for a moment, that both characters are interested in Skirmishing a lot, and thus, allocated their 5d6 to that stat. They'd thus both have 15 Skirmish defense, and 5d6 has a 69.48% chance of rolling a 16 or higher. They'll both end up Clashing against eachother very often, and that's fine, I guess, probably intended.

Let's assume Character A decides they don't want to risk clashing, and spends 3 MP on defense, +5 for a total of 20 Skirmish Defense. Character B has a 22.15% chance of rolling a 21 or higher, pretty low odds, pretty normal. They then opt to spend 3 MP to boost their attack to 10d6. Quite suddenly, they've got a 99.71% chance of rolling 21 or higher. The defensive investment just became meaningless, and while they're still very likely to Clash, the odds of winning said clash, 5d6 vs 10d6, are abysmal. Character A would have had significantly better odds just trying the 10d6 vs 10d6 clash.

Though my initial claim was that offense outpaces defense. If Character A invests 3 MP on defense, Character B only needs to spend 2 MP to achieve 93.93% odds of overcoming the defense with 8d6. Not only is the defensive investment useless once again, but Character B can make that trade more often than Character A can afford to pump their defenses to that level, and even pumping more MP into defense wouldn't even make much of a difference. If we were to pump 4 MP or 5 MP into defense, resulting in a defense of 22 or 24 respectively, that same 2 MP offensive investment would retain 87.02% and 76.23% odds respectively; to put this into perspective, a Level 1 character would have to pump all 5 of their base MP into defense to achieve odds comparable to neither side investing MP at all, against a mere 2 MP from the opponent.

Of course, this doesn't account for floating points, Talents, or equipment bonuses, but... One would assume monsters and villains would be built similarly to PCs, and it's not as though PvP will never happen. Frankly, it's worth considering that even if monsters don't have MP or similar, the issues become even worse, as their Offense and Defense can't be too high else fights need to be over before the player's MP runs out, but if they don't have absurdly high Offense/Defense, then they simply get out-Clashed over and over again by MP-boosts.

I feel as though simply adding 3 points per MP spent on Defense instead of having boosted Defense scale with MP Bonus Dice, might be worth considering.

Edit: I also feel inclined to ask...
1. You've set up a world, but I don't notice any plot hooks, beyond the Immortal Swordswoman being kinda shady. What are the long term goals, here?
2. Monster 'shells'. What're they like, and what's the difference between a Monster still using it's Shell and one that is not?
3. Soulstuff/Demenses. Is there anything stopping someone from achieving apotheosis or making a Demense as a mortal? Or say, shenanigans like turning your own body into your Demense?
 
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I've been crunching a few numbers via Anydice... It's starting to feel as though offense very quickly outpaces defense, especially when MP is spent on the offensive side (as compared to MP spent on defense).

This is true and actually something I need to edit in the main doc. My friends and I have been testing the system out and houseruled that when spending MP to increase defense it boosts the number by 3, not 1. This way it now matches the already in place defensive rules. So spending 3 MP will now increase Defense by 15, not 5.

We also considered rolling for defense, but it gets to the point where there's too many rolls. There's also the issue of late-game having a lot of MP to spend which still needs solving. It's a bit of a messy system, I'll admit. Thanks for the advice, I'll update the doc.

1. You've set up a world, but I don't notice any plot hooks, beyond the Immortal Swordswoman being kinda shady. What are the long term goals, here?
2. Monster 'shells'. What're they like, and what's the difference between a Monster still using it's Shell and one that is not?
3. Soulstuff/Demenses. Is there anything stopping someone from achieving apotheosis or making a Demense as a mortal? Or say, shenanigans like turning your own body into your Demense?

1.) The plot hook will be revealed once your characters get settled in and start their adventures. For now, the premise is you're being sent to found the Guild and get things situated.
2.) Shells are like eggs. They're made of mana, hold the monster's essence, and keep it safe until it can grow and 'hatch'. A monster in its shell is simply not born yet.
3.) Hmm. ;) You're definitely onto something there, but I won't say much yet. Soul magic is a well-kept secret amongst scholars, and only the bravest delve into its arcane depths.
 
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What will the RP consist of, how fast/long do you expect post to be, and how many players are you considering?
 
What will the RP consist of, how fast/long do you expect post to be, and how many players are you considering?

The main pillar of rp will be exploration. Delving into ancient ruins, navigating the wilderness and harsh terrains, and uncovering mysteries long forgotten. Following that will be naturally combat, but also a bit of intrigue while in Woodside and managing the Guild. Some factions might not enjoy a powerful force opposing them. We'll see.

As for post length, two to three paragraphs is alright. Less is fine if you're in a conversation, though it's always possible to collaborate with your fellow rpers to speed it up and make it into one post. As for player-count, I'm seeking five or so. Four will do, and six is my soft-cap. If there are more than enough interested parties, I might make two separate groups.
 
Well, I'm definitely considering joining, but... On one hand, my inspiration for RPs in general has been tending to dry up very quickly after I actually submit a character, which tends to be a bit of an issue, and on the other hand, I'm still a bit undecided on what to actually submit and how much to restrain myself from just... Unintentionally optimizing a build.

Edit: Think it might help (me, at least) to see example builds of what you'd consider at level 5 (because there's not enough variance to matter at level 1) to be 'just barely too OP' and 'wouldn't be able to pull their own weight, but isn't intentionally dragging down everyone else', to set upper and lower bounds of what's acceptable tbh.

Edit 2: Ah, and for the record... My current ideas are essentially... Shadow-specialized Paladin type of character, or a monster-mimicker akin to Final Fantasy Blue Mages, but with more shapeshifting involved. Either would be a Skirmish focused build.
 
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Well, I'm definitely considering joining, but... On one hand, my inspiration for RPs in general has been tending to dry up very quickly after I actually submit a character, which tends to be a bit of an issue, and on the other hand, I'm still a bit undecided on what to actually submit and how much to restrain myself from just... Unintentionally optimizing a build.

Edit: Think it might help (me, at least) to see example builds of what you'd consider 'just barely too OP' and 'wouldn't be able to pull their own weight, but isn't intentionally dragging down everyone else', to set upper and lower bounds of what's acceptable tbh.

Edit 2: Ah, and for the record... My current ideas are essentially... Shadow-specialized Paladin type of character, or a monster-mimicker akin to Final Fantasy Blue Mages, but with more shapeshifting involved. Either would be a Skirmish focused build.

Good to have you! I like the ideas you've got. Optimization isn't much of a problem, but there are basic guidelines to consider. A basic talent will generally include a 'This gives a +2d6 bonus to doing X-things.' That's the most basic expression. You can increase power by adding additional talents.

For example, having an inherently high Locomotion Pool might let you choose to develop natural or magical wings. With only a +2d6 bonus it would let you make short flights and be capable of gliding. (I.e. having a 10d6 to the roll has a minimum bonus of 10 which meets a DC appropriate.) Picking up another talent and expanding on the ability would let you fly more, and eventually permanently.

Additionally, you can increase the power of a talent by limiting it in some way. This Talent for instance is fairly strong, but requires you to not use it for several rounds. Higher recharge times means a stronger talent. You can also make an ability limited to once per battle, making it very strong. Once per day is an option, but subject to my adjustments if I think it needs balancing.

Another example is Talents letting you use different pools for different things. Once improved, it can even fully replace your combat stats. Talents can also let you alter combat actions, like being able to heal someone and fight during the same turn. At the end of the day we can always adjust things.

Keep in mind that Specializations are even more powerful versions of Talents. Once you get one, you can really come up with some creative stuff.
 
Since there is some interest, I'll go ahead and post the character sheets. See the 2nd post for the details. You can make a copy of the google doc by opening the 'Edit' tab and clicking 'Make a Copy'. You can either post the link in the forum or send me a DM. Make sure it has comments enabled!
 
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Good to have you! I like the ideas you've got. Optimization isn't much of a problem, but there are basic guidelines to consider. A basic talent will generally include a 'This gives a +2d6 bonus to doing X-things.' That's the most basic expression. You can increase power by adding additional talents.

For example, having an inherently high Locomotion Pool might let you choose to develop natural or magical wings. With only a +2d6 bonus it would let you make short flights and be capable of gliding. (I.e. having a 10d6 to the roll has a minimum bonus of 10 which meets a DC appropriate.) Picking up another talent and expanding on the ability would let you fly more, and eventually permanently.

Additionally, you can increase the power of a talent by limiting it in some way. This Talent for instance is fairly strong, but requires you to not use it for several rounds. Higher recharge times means a stronger talent. You can also make an ability limited to once per battle, making it very strong. Once per day is an option, but subject to my adjustments if I think it needs balancing.

Another example is Talents letting you use different pools for different things. Once improved, it can even fully replace your combat stats. Talents can also let you alter combat actions, like being able to heal someone and fight during the same turn. At the end of the day we can always adjust things.

Keep in mind that Specializations are even more powerful versions of Talents. Once you get one, you can really come up with some creative stuff.
Well, yes, it's not hard to optimize this system. That's kinda part of why I'm indecisive right now. But like, it's the difference between someone dumping all their Talents into Skirmish related conditions and just annihilating everything through sheer quantity of dice, compared to someone who uses talents to be decent at a bunch of things, or who grabs special attacks and utility functions.

The former is high-optimization (unless the special attacks happen to be game breaking) and nigh-unbeatable in their specialty, and can just rely on others to compensate for the areas they didn't investigate in. The latter, on the other hand, isn't nearly as effective, but would be more suitable for low-optimization games where everyone pitches in and is expected to be a generalist.

And ofc, depending on how applicable the talent's condition is (ie, 'bonus to actions performed in low-light situations', 'bonus to actions while at or below half health', 'bonus to actions performed in aid of another'), they can just be as amazing at everything as someone who monofocused on a stat, without needing to monofocus or spend talents to allow them to apply X stat to Y situations. Ofc, there are ways to nerf the example conditions without killing their viability, but establishing whether such nerfs are even necessary is why I was asking for example sheets to set upper and lower bounds with.
 
Well, yes, it's not hard to optimize this system. That's kinda part of why I'm indecisive right now. But like, it's the difference between someone dumping all their Talents into Skirmish related conditions and just annihilating everything through sheer quantity of dice, compared to someone who uses talents to be decent at a bunch of things, or who grabs special attacks and utility functions.

The former is high-optimization (unless the special attacks happen to be game breaking) and nigh-unbeatable in their specialty, and can just rely on others to compensate for the areas they didn't investigate in. The latter, on the other hand, isn't nearly as effective, but would be more suitable for low-optimization games where everyone pitches in and is expected to be a generalist.

And ofc, depending on how applicable the talent's condition is (ie, 'bonus to actions performed in low-light situations', 'bonus to actions while at or below half health', 'bonus to actions performed in aid of another'), they can just be as amazing at everything as someone who monofocused on a stat, without needing to monofocus or spend talents to allow them to apply X stat to Y situations. Ofc, there are ways to nerf the example conditions without killing their viability, but establishing whether such nerfs are even necessary is why I was asking for example sheets to set upper and lower bounds with.

Hyper-specialization is why all talents should have some limitation in some form. Yes, you could put every single talent into 'I am better at fighting with swords', but in the end if any enemy has a 'Reduce incoming physical attack dice by Xd6' then they're really not going to do well in that combat. But combat is only part of the game.

Just know that it isn't bad to focus on combat only. This is a team based game. It might be best going into character creation to try and fit a 'theme' like you said. A paladin would be good at combat, with minor specialties in healing and social stuff.

I would post my other players sheets, but they're somewhat private. Hope you don't mind just examples. I'll do my best to provide more if need be.
 
Well, it's a work in progress, and I'll have to finish it tomorrow, but all the mechanical bits are done, so I'd appreciate if the Talents were reviewed, and there's hints of a backstory to keep you appetised.

Looking good to me, but we could perhaps alter Solemn to be a bit more specific. I also really like the naming scheme you've got for them. What if, instead of a 'whenever defending something', you could change it to 'During battle she can allocate a free-floating +2d6 to an ally's Skirmish Defense, covering them from incoming attacks.' Or it could be a flat number if you'd prefer, but no higher than average.
 
Looking good to me, but we could perhaps alter Solemn to be a bit more specific. I also really like the naming scheme you've got for them. What if, instead of a 'whenever defending something', you could change it to 'During battle she can allocate a free-floating +2d6 to an ally's Skirmish Defense, covering them from incoming attacks.' Or it could be a flat number if you'd prefer, but no higher than average.
'cause it's not intended to be battle-only. It's intended to be equally valid for, say, boosting Locomotion to intercept a thief, slaughtering monsters that are trying to attack people, guarding a room, or even just arguing on someone's behalf. Furthermore... Since clashing is just better than defense anyways, making it a Defense bonus would be pointless compared to just killing things faster. The motive is defense, the method is offense.
 
'cause it's not intended to be battle-only. It's intended to be equally valid for, say, boosting Locomotion to intercept a thief, slaughtering monsters that are trying to attack people, guarding a room, or even just arguing on someone's behalf. Furthermore... Since clashing is just better than defense anyways, making it a Defense bonus would be pointless compared to just killing things faster. The motive is defense, the method is offense.

Understood, you can keep the bonus the same. I'll gladly await your finished sheet.
 
Haven't made a sheet yet, but thinking of going for a giant bow-using monster hunter.

Bows are cool. Giant bows are even cooler. And, when I said you can take inspiration from Monster Hunter, I meant that literally if you'd like. Magic is handy and lets you ignore physics.

 
Well, might as well post my sheet here, I suppose.

W&W Sheet (WIP)

I'm still thinking about talents though. I'm considering something based around tracking monsters or maybe a bonus based on her knowledge of hunting monsters? And another focused on movement or her eyesight. Any suggestions?
 
Well, might as well post my sheet here, I suppose.

W&W Sheet (WIP)

I'm still thinking about talents though. I'm considering something based around tracking monsters or maybe a bonus based on her knowledge of hunting monsters? And another focused on movement or her eyesight. Any suggestions?
Honestly, knowledge of hunting monsters would include knowing how to track them well anyways, so you can probably just spend your first talent on "+2d6 to any rolls where knowledge of—and experience hunting—monsters would be relevant."

In terms of your second talent... I would think you can just MP boost your way through Locomotion emergencies, while perception is just consistently useful. It might be worth investing in a movement talent later on, but I would be inclined to prioritize perception this early on. Though I'd frankly expand it to more than just sight, tbh. Sound is just as important to a hunter, after all, and even scent might be relevant for someone with a better-than-human nose. An all-around sensory boost feels a bit more useful than a narrow Sight-only boost, imo.

On that note, I've finished my backstory, personality, and such. Just need to consider inventory and names, for both the girl herself and her species.

Though the image appears to have broken again. Gosh darn it, mobile version of Google Sheets! The image was working just fine on PC!
 
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In terms of your second talent... I would think you can just MP boost your way through Locomotion emergencies, while perception is just consistently useful. It might be worth investing in a movement talent later on, but I would be inclined to prioritize perception this early on. Though I'd frankly expand it to more than just sight, tbh. Sound is just as important to a hunter, after all, and even scent might be relevant for someone with a better-than-human nose. An all-around sensory boost feels a bit more useful than a narrow Sight-only boost, imo.
That's fair. I'm just worried about the bonus being too broad. I can't think of any situation where a broad sense bonus wouldn't be helpful.

Also, if you want the original/better quality version of the image you used, I have it?

 
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Well, might as well post my sheet here, I suppose.

W&W Sheet (WIP)

I'm still thinking about talents though. I'm considering something based around tracking monsters or maybe a bonus based on her knowledge of hunting monsters? And another focused on movement or her eyesight. Any suggestions?

Looking good so far. Though you can remove the 'x5d6', the X was a placeholder for the number you intend to put in. As for the bonus, having it summed up in a profession is a fair scope. 'Hunter' isn't too much of a stretch, and their skills would apply in situations like tracking down beasts, navigating natural terrain, and living off of the land.

As for a Sensory-based Talent, you can make it a bit broader than just 'sees good'. If this were D&D, it'd just be a flat boost to perception rolls to notice things.

On that note, I've finished my backstory, personality, and such. Just need to consider inventory and names, for both the girl herself and her species.

Though the image appears to have broken again. Gosh darn it, mobile version of Google Sheets! The image was working just fine on PC!

Looking good. Cults are always an issue, even if the Guild and local governments do their best to stomp out the nasty ones. (Technically all religions are cults, but same difference.) Slap a name on their sheet and I'll call it complete. As for inventory, keep it to basic equipment your character could reasonably get.

Weapons and armor are alright to flavor as you'd like, but any major magical items need to be talked about or inherently fluff-only. Otherwise, feel free to go as in depth or basic as you'd like. Though keep it reasonable, as always. No, I'm not letting anyone start the game with one thousand chickens and forming an army of poultry.
 
As for a Sensory-based Talent, you can make it a bit broader than just 'sees good'. If this were D&D, it'd just be a flat boost to perception rolls to notice things.
Gotcha. I added the caveat that her heightened senses are actually the result of her being able to partially sense Aether and "life energy" as things like smells due to her being raised in an environment that had heavy aetheric density. Would that be okay?

Also, is the Theme tab on the sheet meant to be about the character's theme music? Or theme as in their aesthetic?
 
Also, if you want the original/better quality version of the image you used, I have it?
Though I appreciate you preserving the image, I already had it via a discord server I use to host images for stuff like this, as well as the original downloaded to my phone. Google Sheets on phone just... doesn't have an option to let it embed an image from a link, and for whatever reason wouldn't let me upload the original image directly, so it ended up breaking when I finished the backstory and whatnot via phone and I wasn't able to fix it until I could hop on PC.

Or theme as in their aesthetic?
Aesthetic, i would think.
 
Gotcha. I added the caveat that her heightened senses are actually the result of her being able to partially sense Aether and "life energy" as things like smells due to her being raised in an environment that had heavy aetheric density. Would that be okay?

Also, is the Theme tab on the sheet meant to be about the character's theme music? Or theme as in their aesthetic?

Sure, that works by me. As for theme, it is indeed your character's theme music. Optional, of course. Likewise for Class, Alignment, and Title. They're just funny little inclusions to make the sheets have more character. Feel free to put in whatever you'd like.


Though I appreciate you preserving the image, I already had it via a discord server I use to host images for stuff like this, as well as the original downloaded to my phone. Google Sheets on phone just... doesn't have an option to let it embed an image from a link, and for whatever reason wouldn't let me upload the original image directly, so it ended up breaking when I finished the backstory and whatnot via phone and I wasn't able to fix it until I could hop on PC.

Mobile docs is the bane of all existence, I feel your pain.
 
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