Whiteeyes
Crazy Pacifist Genius v3.9
- Location
- Pennsylvania, USA
@Omegahugger you spent 1 too many points.
What's the point bonus for taking this drawback?[ ] Obvious - You just can't be quiet or stealthy, even when you try. -2 Skill penalty when you try to go unnoticed.
Yeah, noticed a few seconds before you posted.
1 Point. I'll fix that.
Of course it's tempting, it's a very useful Advantage.
Are there crazy and pacifist disadvantages? Do we get a bonus if we take them with prodigy?
"Brilliant, but lazy" is a trope for a reason.
We are only allowed one system at start.[X] Alchemy - Alchemy is NOT chemistry. The reactions you can obtain aren't possible with normal science. Many affects of the potions and ungents that alchemy can produce aren't any different from what normal magic can produce, the main advantage being the ability to store such affects well in advance until needed, essentially broadening or deepening ones magical reserves and repertoire in the field. More advanced alchemy can produce affects that normal magic cannot produce. Alchemy's main drawback is that it takes time to create things and brewnptions, requiring prep work.
[X] Artificer - You are trained in the creation of magical talismans, wards, and various other items of magical potency. It takes a lot of prep work, especially if you want something to be permanently enchanted, but it can pay off with all sorts of affects, including plenty that can't be achieved by normal magical means.
... and I really don't like the harmless trait all the plans have been taking. It sounds too harmful to us...
Indeed. A familiar or a friend are one of the best traits on offer. That said...Besides, I feel the presented plans are not using the most potent power of all layabouts everywhere! The power of getting other people to do things for you! Or, has the uninitiated might call it, friendship!
15-5-5-6-(at least)2+1+1=-1 or less. This is not within the points limit.[X] Plan: Lazy Lucky Genius
-[X] Artificer - You are trained in the creation of magical talismans, wards, and various other items of magical potency. It takes a lot of prep work, especially if you want something to be permanently enchanted, but it can pay off with all sorts of affects, including plenty that can't be achieved by normal magical means.
-[X] Lucky - Things just seem to go your way. Increases the odds of random good things happening during the quest. 5 Points
-[X] Prodigy - You aquire 1 extra experience point whenever you acquire experience. Incompatible with the Drawback Incompetent. 6 Points.
-[X] Ally - You have a close friend and trusted companion. For 2 points they are mundane and have no magical ability. For 4 points they are a fellow new student. For 6 points they are an older student who has taken you under their wing.
-[X] Honest - You can't really lie, even when you really should. -2 penalty on all Social checks to deceive people. Incompatible with the Advantage Guile. 1 Point
-[X] Obvious - You just can't be quiet or stealthy, even when you try. -2 Skill penalty when you try to go unnoticed.
5+5+6-1=1515-5-5-6-(at least)2+1+1=-1 or less. This is not within the points limit.