-Fluff is nice, all explained in a prompt yet effective manner. To be clear is this the same character from the last one but grown up, or just a what if version who got isekai'd far later? Either way looks good still
Technically it'd be both in the latter case, but for clarity, it is the latter. Ken in the previous game would've been a rough gem ripe for polishing in any direction he took, but here...
Will note however that I am considering adding black knight to sheet to give his companion someone to larp with. (especially given Ken's not gonna entertain them much on that front either)
probably would take wings or servant for that sword
Will note however that I am considering adding black knight to sheet to give his companion someone to larp with. (especially given Ken's not gonna entertain them much on that front either)
probably would take wings or servant for that sword
Hopefully that helps! Please let me know if not so I can recitify it! I like writing a lot but I am a bit worried that prospective players may get confused and that wouldn't do.
I now have to go change some stats around. I also tried fixing the image, check if it works now? (And yes, it is a Kyubey. Ish.)
With the new info, I think I will change the stat spread from 2-2-6-3 to 2-4-2-5. A keen eye and keener mind to get the measure of those who stand before Naftali. As well as a penchant for philosophy. If you think about adding downsides from high enough stats, I guess something like this could lead to thinking too much and acting too little?
Regardless, good to hear that the spin I gave Naftali is appreciated
I now have to go change some stats around. I also tried fixing the image, check if it works now? (And yes, it is a Kyubey. Ish.)
With the new info, I think I will change the stat spread from 2-2-6-3 to 2-4-2-5. A keen eye and keener mind to get the measure of those who stand before Naftali. As well as a penchant for philosophy. If you think about adding downsides from high enough stats, I guess something like this could lead to thinking too much and acting too little?
Regardless, good to hear that the spin I gave Naftali is appreciated
The stats work. Motorics allow for better usage of sight through perception and even noticing of various tells. Intellect of course allows you to know how to use that information and turn it into your advantage.
I'll say that with higher intellect than Psyche you'd have trouble getting people, you'd know how they act and rationally know why, but you have difficulty getting them. Kind of like the Kyuubeys now that I think about it.
In any case stat arrays works well and your on average better than the average so it's not like you'll be having any trouble.
For the drawbacks, I'm thinking of just making it based on the skills, after all the stats represent broad areas of a person, it's only when you uphold parts that turn into signature abilities for a person is when it may become something that is more integral for them, for better or worse.
Also image works.
In any case things are good so far, I'll go make the basics for a GM doc as to ensure I keep proper account of all the mentions and promises I made for the respective players.
Then maybe a nap will do me good. Anyone who wishes to leave me queries can do so later I guess.
I was gonna make a general notice but I'm fatigued so I don't remember
I'll say that with higher intellect than Psyche you'd have trouble getting people, you'd know how they act and rationally know why, but you have difficulty getting them. Kind of like the Kyuubeys now that I think about it.
First, after rechecking my lore notes I forgot to change the original ruling for Dragon cubs, no Metallic or innate good dragons sorry (technically I should be making it so there's no chromatics but after thinking about it, it makes sense in a inspiration sort of sense)
In any case this also an opportunity to let you know that you can tell me general details you want for when I tailor these characters.
Well since it's chromatics only, I would like a Blue Dragon Cub if that is possible. Aside from that I can't think of any other general details I'd like to specify.
Q: "What compels you to accept the Arcana and fight in this world?"
A: "I came into the world blank, as unrefined as the ore mined from the newly opened shaft. To become worthy of those that made me as I am and their efforts, I will create a better world for those who come after me."
Q: "What tempts you in the deepest pits of your heart?"
A: "Gloom. The beardling is not one stained in Sloth, none who have seen him at the forge or working in his apprenticeship would dare to label him as such. But should you mine deep enough in the shaft of the devoted apprentice who seeks to learn all that he can, to reach the heights of his Master and even beyond, it leads only to a great cavern of rushing waters."
"The beardling has yet to make himself a foundation. Fitting, given his age, but that very emptiness still threatens the work his Master made of him."
Q: "What drives you to stand against the void"
A: "As I have not yet reached the Underearth, that means that there is more work to be done. A chance to repay the kindness which was offered to me. An oppurtunity to prove myself in the eyes of the Ancestors."
Backstory: It is not often that a beardling dwarf is found without their apprenticeship, or you would hear from the longbeards of Flamepeak Volcano Hold. But surely, they would grumble when none but the Masters are around to hear, there's not many beardlings as strange as Welern.
Found in the hills surrounding Flamepeak as beardling, without any sign of Clan, Welern was taken to a Temple of the Ancestors in hopes that his Clan would discover him there. Twas but a short time before a most peculiar Longbeard, though few would dare mention the name Grootus Flamepeak in the same sentence as such a descriptor, came and took the boy away. Still, what the beardling lacks in a past, he makes up for with an absolute inability to give up.
Rumor has it that Grootus Flamepeak has left the boy to his own devices, the Master Smith himself off on some fool errand or another, to the task of planning and making his own apprentice piece! Bah, if that isn't sign enough of lunacy in the Hermit, then surely the beardling himself must be such grint that not even the Master Smith himself could salvage him! If the beardling dares to come to Flamepeak Hold, send him to the trials so that his Elders can pass judgment on his works. It will do the other apprentices some good to see what shoddy craftsmanship looks like.
Powers, Possessions, Proponents, Problems
Skills: Completionist:
-The power to discern the names and descroptions of each kind of person, item, monster, food, location, and much more. Every single discovery teaches you new spells, new skills, recipes, and more. "The beardling has paid it little mind, but with every discovery, his limits are raised incrementally higher. What would be beyond him comes within his reach, his once finest creations joined and surpassed by new works. Should the Beardling ever encounter an apex, all that he must do is discover anew, and he shall rise beyond it in due time."
Boundless Energy:
-Energy fills Welern: he does not need to eat, drink, sleep, or rest. He may still do regardless. Pain does not hinder him anymore.
-Born of stone long ago, one could say that the Dawi possess the soul of the mountain. Welern, having spent his formative around them in the depths of a volcano, surrounded by evidence that the mountains themselves burn with the lifeblood of the planet, has found this truth within his own body and soul.
Dawi Runesmithing
-Enables the smithing and creation of items with the Runes of the Dawi.
-Welern might have been a changeling, but he is truly a Dawi in body and soul. The mentorship of Grootus Flamepeak has led him down the path of the Runesmith, and he has learned of the Runes that the profession is named after.
Companions: Hermit Sage:
-This man has seen great things in his lives, and discovered great secrets of the world itself. He doesn't often open up to people, but he did with you. He will regale you with advise and wisdom if you are to ask.
-"An alchemist of some renown, or so they say. Runes can require a wide range of materials, and modifications to the ingredients can even modify the final effects of the Runes. To dismiss this oppurtunity would be the height of foolishness."
Inventory: Master's Tools
-This enchanted set of tools allows the user to become a master of their chosen profession. It ranges from fishing, craft, cooking, blacksmithin, and much more. "The beardling might not realize it, but those tools could be mistaken as the work of a smith centuries his senior. We couldn't tell him, of course, but we were in agreement as he displayed and demonstrated his apprentice piece. This work surpassed all of our expections. Acceptable."
Evolving Weapon
-An unimpressive weapon of your choice that starts no better than you average iron sword, but the more it's used, the more powerful it will become. A smith's hammer, the centerpiece of Welern's apprentice work lends itself to creation as easily and perhaps more readily, then it does to destruction. He does not understand the three Runes upon it; Perhaps because they are incomplete.
Drawbacks: The Seeker:
-You will feel prompted in trying and seeing as many things at once, that you have a hard time staying still in a single location, or eating the same foods twice, and so on. You'll know no rest until you have seen it all. "If had a barrel for every new permutation of a lesson plan I had to come up with on the fly to keep the Beardling on task, I might as well own a brewery! Aye, he'll review and all that, but it took me considerable effort to determine it. He just doesn't like retreading exactly the same paths of knowledge. Takes after his Master in that regard, I suppose."
Nightmares:
-Terrible nightmares plague Welern's dreams. He never knows when they'll come, but the longer he goes without sleep, the worse they become. Welern's sleep is sometimes plagued by images, scenes, flashes of a life not his own. Though whose they are is beyond his knowledge, they make sleep less restful and are worse the longer he goes without resting.
Heart Turmoil
-You have a hard time to have close relationships. Allies will be allies and nothing more. The universe seems to work against you in matters of love. Welern has the barest inklings of a suspicion on some deep level, not that he would ever admit it to another, that he is not the Dawi that he appears to be. They are an ideal he aspires to, their culture the foundation his identity is built upon, and their smiths the legends and myths that inspire him. As he comes into his own power, skill, and the opportunity to forge his own legend, he must take efforts to become more than merely allied with those who he could work with as this idea attempts to take root.
Q: "What compels you to accept the Arcana and fight in this world?"
A: "I came into the world blank, as unrefined as the ore mined from the newly opened shaft. To become worthy of those that made me as I am and their efforts, I will create a better world for those who come after me."
Q: "What tempts you in the deepest pits of your heart?"
A: "Emptiness. The beardling is not one stained in Sloth, none who have seen him at the forge or working in his apprenticeship would dare to label him as such. But should you mine deep enough in the shaft of the devoted apprentice who seeks to learn all that he can, to reach the heights of his Master and even beyond, it leads only to a great cavern of rushing waters."
"The beardling has yet to make himself a foundation. Fitting, given his age, but that very emptiness still threatens the work his Master made of him."
Q: "What drives you to stand against the void"
A: "As I have not yet reached the Underearth, that means that there is more work to be done. A chance to repay the kindness which was offered to me. An oppurtunity to prove myself in the eyes of the Ancestors."
Backstory: It is not often that a beardling dwarf is found without their apprenticeship, or you would hear from the longbeards of Flamepeak Volcano Hold. But surely, they would grumble when none but the Masters are around to hear, there's not many beardlings as strange as Welern.
Found in the hills surrounding Flamepeak as beardling, without any sign of Clan, Welern was taken to a Temple of the Ancestors in hopes that his Clan would discover him there. Twas but a short time before a most peculiar Longbeard, though few would dare mention the name Grootus Flamepeak in the same sentence as such a descriptor, came and took the boy away. Still, what the beardling lacks in a past, he makes up for with an absolute inability to give up.
Rumor has it that Grootus Flamepeak has left the boy to his own devices, the Master Smith himself off on some fool errand or another, to the task of planning and making his own apprentice piece! Bah, if that isn't sign enough of lunacy in the Hermit, then surely the beardling himself must be such grint that not even the Master Smith himself could salvage him! If the beardling dares to come to Flamepeak Hold, send him to the trials so that his Elders can pass judgment on his works. It will do the other apprentices some good to see what shoddy craftsmanship looks like.
Powers, Possessions, Proponents, Problems
Skills: Completionist:
-The power to discern the names and descroptions of each kind of person, item, monster, food, location, and much more. Every single discovery teaches you new spells, new skills, recipes, and more. "The beardling has paid it little mind, but with every discovery, his limits are raised incrementally higher. What would be beyond him comes within his reach, his once finest creations joined and surpassed by new works. Should the Beardling ever encounter an apex, all that he must do is discover anew, and he shall rise beyond it in due time."
Boundless Energy:
-Energy fills Welern: he does not need to eat, drink, sleep, or rest. He may still do regardless. Pain does not hinder him anymore.
-Born of stone long ago, one could say that the Dawi possess the soul of the mountain. Welern, having spent his formative around them in the depths of a volcano, surrounded by evidence that the mountains themselves burn with the lifeblood of the planet, has found this truth within his own body and soul.
Companions: Hermit Sage:
-This man has seen great things in his lives, and discovered great secrets of the world itself. He doesn't often open up to people, but he did with you. He will regale you with advise and wisdom if you are to ask.
( OOC: TBH, I'm not sure whether this is Welern's Master, one of his Masters Ancestors, or someone else entirely who fills that role. I could probably find another option to put in here if needed, but I like this idea. It's worth noting that ordinarily in Warhammer Fantasy (where the last RP drew inspiration from), non-Dwarves can't forge Dwarven Runes, and something about how the forging process works was fundamentally different from other magic. )
Inventory: Master's Tools
-This enchanted set of tools allows the user to become a master of their chosen profession. It ranges from fishing, craft, cooking, blacksmithin, and much more. "The beardling might not realize it, but those tools could be mistaken as the work of a smith centuries his senior. We couldn't tell him, of course, but we were in agreement as he displayed and demonstrated his apprentice piece. This work surpassed all of our expections. Acceptable."
Evolving Weapon
-An unimpressive weapon of your choice that starts no better than you average iron sword, but the more it's used, the more powerful it will become. A smith's hammer, the centerpiece of Welern's apprentice work lends itself to creation as easily and perhaps more readily, then it does to destruction. He does not understand the three Runes upon it; Perhaps because they are incomplete.
Drawbacks: The Seeker:
-You will feel prompted in trying and seeing as many things at once, that you have a hard time staying still in a single location, or eating the same foods twice, and so on. You'll know no rest until you have seen it all. "If had a barrel for every new permutation of a lesson plan I had to come up with on the fly to keep the Beardling on task, I might as well own a brewery! Aye, he'll review and all that, but it took me considerable effort to determine it. He just doesn't like retreading exactly the same paths of knowledge. Takes after his Master in that regard, I suppose."
Nightmares:
-Terrible nightmares plague Welern's dreams. He never knows when they'll come, but the longer he goes without sleep, the worse they become. Welern's sleep is sometimes plagued by images, scenes, flashes of a life not his own. Though whose they are is beyond his knowledge, they make sleep less restful and are worse the longer he goes without resting.
Heart Turmoil
-You have a hard time to have close relationships. Allies will be allies and nothing more. The universe seems to work against you in matters of love. Welern has the barest inklings of a suspicion on some deep level, not that he would ever admit it to another, that he is not the Dawi that he appears to be. They are an ideal he aspires to, their culture the foundation his identity is built upon, and their smiths the legends and myths that inspire him. As he comes into his own power, skill, and the opportunity to forge his own legend, he must take efforts to become more than merely allied with those who he could work with as this idea attempts to take root.
Yay looks good but to picker and patter like a rat
-you forgot to add the +1 bonus of your choice for the stat modifiers, it comes after the averaging of stats
-Fluff is nice but Vice is a bit confusing since it's not clear what's the exact flaw, from what I can tell it's Envy by merit of not being as complete as everyone else? Virtue was able to be told as Ambition which is fine. But vice is a bit foggy so elaboration would be nice
-To be clear is this the equivalent of Welren at the start of the old RP? If so I'll probably have to check what lore fits that reasoning but it can be doable.
-For companions they're all natives of Hell so to say. So you'd only find them in the prologue not start with them, and while details can be given to be tailored, I like to put an interesting spin as much as possible. For Runes, I don't know if they'll exist in Hell since I've been studying medieval ages Occultism and I don't recall anything similar to that. Which is fair since Runes are a nordic thing.
I guess I can pull a few strings, the Vikings did eventually convert to Christianity after all.
-items look good
-Ah the drawbacks, I can put an interesting twist on Nightmares, Heart Turmoils I can work with, practice wise probably makes a malus for most social interactions. Think aside from Cups and Tarot Holders it'll take a lot of effort to really befriend someone
Yay looks good but to picker and patter like a rat
-you forgot to add the +1 bonus of your choice for the stat modifiers, it comes after the averaging of stats
-Fluff is nice but Vice is a bit confusing since it's not clear what's the exact flaw, from what I can tell it's Envy by merit of not being as complete as everyone else? Virtue was able to be told as Ambition which is fine. But vice is a bit foggy so elaboration would be nice
-To be clear is this the equivalent of Welren at the start of the old RP? If so I'll probably have to check what lore fits that reasoning but it can be doable.
-For companions they're all natives of Hell so to say. So you'd only find them in the prologue not start with them, and while details can be given to be tailored, I like to put an interesting spin as much as possible. For Runes, I don't know if they'll exist in Hell since I've been studying medieval ages Occultism and I don't recall anything similar to that. Which is fair since Runes are a nordic thing.
I guess I can pull a few strings, the Vikings did eventually convert to Christianity after all.
-items look good
-Ah the drawbacks, I can put an interesting twist on Nightmares, Heart Turmoils I can work with, practice wise probably makes a malus for most social interactions. Think aside from Cups and Tarot Holders it'll take a lot of effort to really befriend someone
Oops, I did forget the +1 of my choosing, I'll have to go back and put that in somewhere. The Vice is a bit weird, but despair/sorrow/emptiness was originally it's own sin before being folded into Sloth in the catholic church. Someone exhibiting it feels that they are beyond hope of salvation and has decided to let fate follow it's course, so their actions are 'empty' in that way. His vice could be self deception, but it's really the fact that he doesn't want to reflect on why he's doing all of this. Without a firm foundation, him succumbing would be acting out the role he's put himself into and refusing to contemplate anything else, if that makes sense.
This is sort of Welern at the start of the previous RP, I wasn't certain how far to have him go into the story prior to dying and ending up in Hell. The stat points suggest that he's probably several years into the journey he was about to start, so I should probably add a decade or two onto his apparent age. The thing with Dwarves and Runes in general is that it's how their magic generally works in a number of settings. Instead of doing the traditional 'cast spell and go', they often up doing more of the 'inscribe things with Runes ( which might as well be casting because it's as tiring as casting an equivalent spell ), Runes determine the effect when 'Cast' aside from any passive effects'. There's some cases where they don't use Runes, but that's usually for what's regarded as divine magic.
I could remove the Hermit Sage, if I did that, I'd probably also remove Heart Turmoils. The sheet can function without either one, I was sort of leaning towards Welern ending up as the only (apparent) Dawi anyway. He didn't intend to go into Hell, it just kind of happened. Probably raising some odd questions on the part of the Dwarve's Ancestor God who handles the souls of dead dwarves unless they were involved in sending Welern over to Hell somehow.
Oops, I did forget the +1 of my choosing, I'll have to go back and put that in somewhere. The Vice is a bit weird, but despair/sorrow/emptiness was originally it's own sin before being folded into Sloth in the catholic church. Someone exhibiting it feels that they are beyond hope of salvation and has decided to let fate follow it's course, so their actions are 'empty' in that way. His vice could be self deception, but it's really the fact that he doesn't want to reflect on why he's doing all of this. Without a firm foundation, him succumbing would be acting out the role he's put himself into and refusing to contemplate anything else, if that makes sense.
This is sort of Welern at the start of the previous RP, I wasn't certain how far to have him go into the story prior to dying and ending up in Hell. The stat points suggest that he's probably several years into the journey he was about to start, so I should probably add a decade or two onto his apparent age. The thing with Dwarves and Runes in general is that it's how their magic generally works in a number of settings. Instead of doing the traditional 'cast spell and go', they often up doing more of the 'inscribe things with Runes ( which might as well be casting because it's as tiring as casting an equivalent spell ), Runes determine the effect when 'Cast' aside from any passive effects'. There's some cases where they don't use Runes, but that's usually for what's regarded as divine magic.
I could remove the Hermit Sage, if I did that, I'd probably also remove Heart Turmoils. The sheet can function without either one, I was sort of leaning towards Welern ending up as the only (apparent) Dawi anyway. He didn't intend to go into Hell, it just kind of happened. Probably raising some odd questions on the part of the Dwarve's Ancestor God who handles the souls of dead dwarves unless they were involved in sending Welern over to Hell somehow.
I will note that it's the assumed that everyone knows the sitrep so to say. But it is funny to think that Welren just accidentally wandered into hell.
It's more probable that he got sent without his consent, but it is funny.
In any case sure I'm okay with what's given, to be clear the modifier bonus is based on the Arcanas themselves, the stat points are what determines the general capabilities of Welren. But I can do him being a few years into the adventure.
As for Runes, I haven't been looking into the Norse or irl stuff for it to be honest but from what I can glance
Well my head hurts from researching so I'm gonna turn that into a side project thought, but from what I can tell before memory overflow was that generally runes (aside from being just used for writing) in a magic definition did indeed have meanings that when involved together could create effects like spells. So it's somewhat similar to Dwarf rune magic although when engraved it's usually the equivalent of holding spells to be used later. But I COULD be wrong.
Also funnily enough Norse Runes CAN be used as spells, as in incanted and strung together to invoke effects upon the world. Galdr is what it's called. So technically you should be able to just say it and has the same effect. No idea on differences but I haven't researched enough
Oh and staves and similar stuff are a post christian thing when they brought their own funny Occultism beliefs in.
Tl;Dr Dwarf Runes and Norse Runes if you squint act similar but are different enough that you can't just easily swap them, but have some similarities to be noticeable.
It's like Dutch and English in a way
Basically no Rune users will understand Dwarf magic here, much less well anyone. Again the whole Runes are a Norse pre Christian thing and thus pretty disconnected from European and so hermetic occultism.
It's actually quite interesting since usually most magics sort of know each other in fantasy settings, but we can simulate what's the equivalent of magical first contact between cultures! Cultures being magic systems.
This looks fun, here's my sheet and please let me know if anything looks wrong.
Also minmaxing is fun, I can tell that my spread will have no problems whatsoever, no sir!
Q: "What compels you to accept the Arcana and fight in this world?"
A: "I was tired, tried of being asleep, tired of having nobody listen when I spoke the truth and just tired. I wanted to crack my eye open and see the world for what it was. I may be a Dream but that doesn't mean I couldn't sneak a peak at the Dreamer right, and maybe, just maybe I could carve my own place in his mind. Just a dream though, heh."
Q: "What tempts you in the deepest pits of your heart?"
A: "The fact I could just lie back and let it past by me, I may be part of the Dreamer but I know that I have a role, a job Dreamt up for me. I don't want to do it though, there's times I want to lie back and let my so called higher purpose pass by me. Acedia, it was called when I talked about it and I suppose that fits. A spiritual sloth, the inability to move forward or better myself."
Q: "What drives you to stand against the void"
A: "Kindness I suppose, my eyes may be wide open and I know so so much more than everybody else but that doesn't mean I can't help them. I know that none of this is real, just a dream but that doesn't mean I can't make it nice for everybody else. When so much is going on why shouldn't I step in and offer a helping hand?"
Backstory: A man driven quite mad by a realization, his mind cracked open with his sanity leaking out like an egg. Yet in madness there's strength, when standing above the precipice there is much one can do. He's been locked up in an asylum for some time yet now he can stretch his legs, and well that's quite nice isn't it?
Powers, Possessions, Proponents, Problems
Skills: The Dreamer
-By concentrating, you can will into existence any kind of object you have seen. You can also temporally summon the copy of a single monster or person you have met, although you need to concentrate on their moves. Hatchable eggs and similar count as living for the purposes of this power. "The Dream and the Dreamer, is the former not the concoction of the ladder? The cosmic Godhead dreaming up wonderland as it rolls over in it's sleep? What happens when the Dream learns of the Dreamer, and why have my eyes opened so wide? I just want to wake up..."
Endless Energy
-Energy fills you; you do not need to eat, drink, sleep or rest although you may if you wish. Pain does not hinder you anymore. "You don't need to rest inside of a dream, you just are. As for pain, well I dislike it so I turned it off."
Companions: Spoony Bard
-This life living bard seems to have taken an interest in your adventures and deeds. He'll gladly write songs for you and spread them far and wide. He'll always let you know the hottest rumors as well. "He approached me and asked to tag along, draw by my moonlit charm he said. I didn't have a reason to say no so he's been following me. He does tell the best stories and listening to his lute does bring my mind off some of my worst thoughts."
Inventory: Frugal Coin Bag
-This magical coin pouch will always produce enough coin to buy yourself food, lodging and basic services. Will not dispense more than required for reasonable services. "I-I don't quite remember where I found this, did I awaken from slumber to find this in my grip or was I gifted it by beings just below the Dreamer? I don't really know but it's useful and that's enough for me, for now"
Drawbacks: Losing Reality
-You cannot decipher true from false. Fairy tales and history books look the same to you. Illusions are your bane. "It's so so hard to tell them apart, nothing is real. We're all slivers of the schizophrenic Godhead dreamed up and thinking we're real. Why is a fairy tell any different than history, they're all the same thing drawn together but the Dreamer. I wish I could close my eyes and just forget."
Heart Turmoil
-You have a hard time forming relationships. Allies will be allies and nothing more. The universe seems to work against you in matters of love. "It's hard loving somebody knowing that they aren't real, or well that they are merely dreamed up. It's better if you don't bother, I tried once and well..."
This looks fun, here's my sheet and please let me know if anything looks wrong.
Also minmaxing is fun, I can tell that my spread will have no problems whatsoever, no sir!
Q: "What compels you to accept the Arcana and fight in this world?"
A: "I was tired, tried of being asleep, tired of having nobody listen when I spoke the truth and just tired. I wanted to crack my eye open and see the world for what it was. I may be a Dream but that doesn't mean I couldn't sneak a peak at the Dreamer right, and maybe, just maybe I could carve my own place in his mind. Just a dream though, heh."
Q: "What tempts you in the deepest pits of your heart?"
A: "The fact I could just lie back and let it past by me, I may be part of the Dreamer but I know that I have a role, a job Dreamt up for me. I don't want to do it though, there's times I want to lie back and let my so called higher purpose pass by me. Acedia, it was called when I talked about it and I suppose that fits. A spiritual sloth, the inability to move forward or better myself."
Q: "What drives you to stand against the void"
A: "I'm afraid of waking up, I don't want to even if my dreams have troubled me so. I suppose I can't help but close my rest and sleep even if it's caused so much trouble. Amusing isn't it, but I suppose that's why, after all this time I don't want to wake up."
Backstory: A man driven quite mad by a realization, his mind cracked open with his sanity leaking out like an egg. Yet in madness there's strength, when standing above the precipice there is much one can do. He's been locked up in an asylum for some time yet now he can stretch his legs, and well that's quite nice isn't it?
Powers, Possessions, Proponents, Problems
Skills: The Dreamer
-By concentrating, you can will into existence any kind of object you have seen. You can also temporally summon the copy of a single monster or person you have met, although you need to concentrate on their moves. Hatchable eggs and similar count as living for the purposes of this power. "The Dream and the Dreamer, is the former not the concoction of the ladder? The cosmic Godhead dreaming up wonderland as it rolls over in it's sleep? What happens when the Dream learns of the Dreamer, and why have my eyes opened so wide? I just want to wake up..."
Endless Energy
-Energy fills you; you do not need to eat, drink, sleep or rest although you may if you wish. Pain does not hinder you anymore. "You don't need to rest inside of a dream, you just are. As for pain, well I dislike it so I turned it off."
Companions: Spoony Bard
-This life living bard seems to have taken an interest in your adventures and deeds. He'll gladly write songs for you and spread them far and wide. He'll always let you know the hottest rumors as well. "He approached me and asked to tag along, draw by my moonlit charm he said. I didn't have a reason to say no so he's been following me. He does tell the best stories and listening to his lute does bring my mind off some of my worst thoughts."
Inventory: Frugal Coin Bag
-This magical coin pouch will always produce enough coin to buy yourself food, lodging and basic services. Will not dispense more than required for reasonable services. "I-I don't quite remember where I found this, did I awaken from slumber to find this in my grip or was I gifted it by beings just below the Dreamer? I don't really know but it's useful and that's enough for me, for now"
Drawbacks: Losing Reality
-You cannot decipher true from false. Fairy tales and history books look the same to you. Illusions are your bane. "It's so so hard to tell them apart, nothing is real. We're all slivers of the schizophrenic Godhead dreamed up and thinking we're real. Why is a fairy tell any different than history, they're all the same thing drawn together but the Dreamer. I wish I could close my eyes and just forget."
Heart Turmoil
-You have a hard time forming relationships. Allies will be allies and nothing more. The universe seems to work against you in matters of love. "It's hard loving somebody knowing that they aren't real, or well that they are merely dreamed up. It's better if you don't bother, I tried once and well..."
>Checks stats; Psychic 9
>Checks Arcana; Moon
>Checks pfp; Alice in Wonderland theme
If you wish to continue with this, I am obligated to make sure your part of the RP is as wonderland as possible from your character's perspective. Go full Inland Empire style.
It helps that as Moon you have the ability to blur fiction from fact, a high psyche helps with that as well.
Otherwise sheet inspection!
-Backstory looks good, very wonderlandian
-Deadly vice being Sloth works, Virtue is a bit confusing since it seems more like a continuation of the former. It doesn't seem very pushing in words
-Companion Spoony Bard works, obviously I need to note you only find them in the prologue and not have them at start, but otherwise I'll take note of the details made for tailoring. I do had a plot bunny (haha) pop up when the mention of being charmed by moon charm as well as listening to music staving off worse thoughts. And bring a semblance of stability. Do otherwise tell me details you'd wish to have noted, I'll keep them in mind.
Drawbacks work as well, not much to say
Anyways sheet looks good just remember what you're signing up for and two things
Your Psyche is 9, and that means it gives a modifier of +18, this means by modifier alone you break what's considered mundane impossible, something that takes a lot of effort to pass (highest mundane stat is 6 which for mundanes just give a pure 6, and then need a highly mastered skill at 6 and then you need a fair bit of luck to even attempt it. That or a lot of prep work)
Assuming you roll an average of 6 on a 2d6 check, you would pass Psyche checks on average of 24, on pure raw soul alone. This is extremely funny to me.
Of course this comes with obvious downsides.
And secondly, I keep seeing dreamhead and godhead. I see you read TES lore as well, I'd say gnostic but Gnostic is just "there's a fake god pretending to be God and we need to break free". I only seen concepts of Solipsism gods in Elder Scrolls lore.
>Checks stats; Psychic 9
>Checks Arcana; Moon
>Checks pfp; Alice in Wonderland theme
If you wish to continue with this, I am obligated to make sure your part of the RP is as wonderland as possible from your character's perspective. Go full Inland Empire style.
It helps that as Moon you have the ability to blur fiction from fact, a high psyche helps with that as well.
I saw your comment about Moon minmaxing and just had to go full bore, I'm sure they'll be no problems with a 9 in Pysche and a tenuous connection to reality.
I was planning to go full Inland Empire with this anyway, sounds fun.
-Deadly vice being Sloth works, Virtue is a bit confusing since it seems more like a continuation of the former. It doesn't seem very pushing in words
-Companion Spoony Bard works, obviously I need to note you only find them in the prologue and not have them at start, but otherwise I'll take note of the details made for tailoring. I do had a plot bunny (haha) pop up when the mention of being charmed by moon charm as well as listening to music staving off worse thoughts. And bring a semblance of stability. Do otherwise tell me details you'd wish to have noted, I'll keep them in mind.
I've reworded and expanded on the Virtue to make it more clear, it was supposed to be Kindness but I can see how it got muddled.
The details for the Bard are pretty much you've said, somebody who travels with him because he can see something unique about Tristan and helps by acting as a anchor of sorts.
Anyways sheet looks good just remember what you're signing up for and two things
Your Psyche is 9, and that means it gives a modifier of +18, this means by modifier alone you break what's considered mundane impossible, something that takes a lot of effort to pass (highest mundane stat is 6 which for mundanes just give a pure 6, and then need a highly mastered skill at 6 and then you need a fair bit of luck to even attempt it. That or a lot of prep work)
Assuming you roll an average of 6 on a 2d6 check, you would pass Psyche checks on average of 24, on pure raw soul alone. This is extremely funny to me.
The details for the Bard are pretty much you've said, somebody who travels with him because he can see something unique about Tristan and helps by acting as a anchor of sorts.
I see, well I assume I'll get free range otherwise to tailor the character, the concept I'm tailoring so was getting rapidly developed to allow for adjustments in time. Hopefully you'll enjoy him when he comes
I'll have to re read Alice in Wonderland books but I'm probably gonna look into other stuff to make a more cohesive "eyes of a mad man" perspective so to speak.
In any case sheet looks good and without any further adjustments I'm putting it in the pending pile
This is a general message but I'm curious if there's others who are currently developing their own characters as well.
I can wait anyways just don't know how long to wait for.
In another thing, I'm planning to create a server to hold dice bots and thus have a log of my rolls to keep a level of fairness within play. Obviously it will be public to allow people to see things for themselves. But wondering if I should keep it strictly for dice purposes or should I open it for discussion purposes as well.
As for Runes, I haven't been looking into the Norse or irl stuff for it to be honest but from what I can glance
Well my head hurts from researching so I'm gonna turn that into a side project thought, but from what I can tell before memory overflow was that generally runes (aside from being just used for writing) in a magic definition did indeed have meanings that when involved together could create effects like spells. So it's somewhat similar to Dwarf rune magic although when engraved it's usually the equivalent of holding spells to be used later. But I COULD be wrong.
Also funnily enough Norse Runes CAN be used as spells, as in incanted and strung together to invoke effects upon the world. Galdr is what it's called. So technically you should be able to just say it and has the same effect. No idea on differences but I haven't researched enough
Oh and staves and similar stuff are a post christian thing when they brought their own funny Occultism beliefs in.
Tl;Dr Dwarf Runes and Norse Runes if you squint act similar but are different enough that you can't just easily swap them, but have some similarities to be noticeable.
It's like Dutch and English in a way
Basically no Rune users will understand Dwarf magic here, much less well anyone. Again the whole Runes are a Norse pre Christian thing and thus pretty disconnected from European and so hermetic occultism.
It's actually quite interesting since usually most magics sort of know each other in fantasy settings, but we can simulate what's the equivalent of magical first contact between cultures! Cultures being magic systems.
After looking over my sheet, and double checking my counting, I'd like to request being able to put the one point of my choosing into 'Dawi Runesmithing', so that it starts at 1 (since Apprentice's are supposed to be making things with Runes on them before heading out as Journeymen). Otherwise, I can put it into Motorics. Once I do whichever change you approve, the sheet should be ready to go.
Currently am working on it, the backstory is slowly clicking but it's taking some time and I think I got the motivation down, it's just the Vice and Virtue which has me somewhat stumped. I know what they mean but it's taking me a bit in crafting specific ones for the sheet.
After looking over my sheet, and double checking my counting, I'd like to request being able to put the one point of my choosing into 'Dawi Runesmithing', so that it starts at 1 (since Apprentice's are supposed to be making things with Runes on them before heading out as Journeymen). Otherwise, I can put it into Motorics. Once I do whichever change you approve, the sheet should be ready to go.
The +1 is stats, so Motorics then. You can just note that Welren is capable of Dawi Runesmithing. Motorics would be high enough to suffice, you can turn it into a signature skill later in the game.
Currently am working on it, the backstory is slowly clicking but it's taking some time and I think I got the motivation down, it's just the Vice and Virtue which has me somewhat stumped. I know what they mean but it's taking me a bit in crafting specific ones for the sheet.
The virtues and vice ones, are you having trouble giving a name for it, ergo you know the general gist but not sure on what's the proper label, or just a general don't know what to give.
It's alright, if you need any help I'm always open, not prompt but I'll always get to you in time. I'd give input but an idea design stage is personal and I wouldn't wish to intrude.
The +1 is stats, so Motorics then. You can just note that Welren is capable of Dawi Runesmithing. Motorics would be high enough to suffice, you can turn it into a signature skill later in the game.
An Alchemist?
Yeah I can tailor that. You got a preference per chance? Otherwise I can do it
Gonna have to recheck the funny books, but if I recall they had to dissolve matter into a sort of super base state called prima materia in order to build philosophers stone.
An Alchemist?
Yeah I can tailor that. You got a preference per chance? Otherwise I can do it
Gonna have to recheck the funny books, but if I recall they had to dissolve matter into a sort of super base state called prima materia in order to build philosophers stone.
No preference of figure, the main reason for an alchemist was that it presents a way to Welern to potentially create more esoteric materials needed for Runes.
You can go do that yep. Although Necromancy based on what I can tell from Hermetic stuff is far different than stock fantasy Necromancy (from what I can tell it's basically much more focus on Spirits than the whole raise the dead), which is fascinating cause of the interesting ways or twists I can extrapolate based on the fact that the physics is different from the natural world.
But you can go with Mantle (previous game) since the mechanical stuff of the game is more free form, in any case I hope you enjoy you and you can give any queries you have so I can answer them.