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Creating the main character of my story. HELP!!!

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Bushw4cker

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« Reply #15 on: <07-22-16/0126:04> »
Would love to help. (I'm at home recovering from Pneumonia, so I've been kind of bored and have not been able to sleep much. That and I just watched Black Mirror T.V. series, think I've been traumatized, wouldn't mind something else to help repress memories of that show... )

So First lets start with Qualities.

I think we just edit this Quality just a little bit...

OTAKU TO TECHOMANCER SHE GETS IT FROM HER FATHER'S SIDE
COST: 10 KARMA 8 KARMA (Mages have way more ways to soak drain with spirits, fetishes, ect, so I think 8 Karma is appropriate.)
You were an otaku, a child of the Matrix, bending the
Matrix to the will of your mind alone, before it was cool
to do so. Most of your kind, assuming they even survived
this long, did not emerge as technomancers. But
for you, lightning struck twice—you went from otaku to
technomancer.
Having known your abilities for longer
than just about anyone else alive, dealing
to deal with these inherited
strange powers is second nature to you. You gain +2
dice when resisting Fading Drain from any source.
Who needs a fetish?, You're too old to play with dolls anymore. Spellcasting or Ritual Spellcasting
from Fetishes only reduce the Drain Value by 1 for you. (Instead of 2)

Fetish, not to be confused with Foci or Focus..

FETISH
An alchemist can create a magical device that reduces
Drain when cast with a spell suited to fetishes (p.
212). Such spells have to be learned specifically with
the fetish, meaning that a character would have to learn
a spell twice if he wants to cast it both with and without
a fetish. An alchemist needs 1 dram of radical reagents
to make the fetish functional for magical use. A magician
casting a fetish spell either through Spellcasting or
Ritual Spellcasting can reduce the Drain Value by 2 (to
a minimum of 2).


You could take Linguist, but may I recommend reflecting your Linguistic abilities with just buying the Languages with Free Points and/or Karma.

Quote
I also gave her Will To Live to reflect her tenacity and stubbornness.

Will to Live sounds way better than it actually is, and is actually a terrible quality if you're a Lone Wolf (pun intended), unless you have Super Duper Platinum Docwagon.. then maybe..

From what you've described so far, Indomitable or Guts would fit your character way better. I listed a few others in Spoiler that would all be better than Will to Live. I would combine either with Quick Healer to reflect her tenacity and stubbornness.

INDOMITABLE
COST: 8 KARMA PER
LEVEL (MAX 3)
Bodies and minds have limits, but some people have
the will to push right through those boundaries.
For
each level of Indomitable, a character receives a +1 increase
to an Inherent limit of his choice (Mental, Physical,
or Social). He can take up to three levels and can
apply them in any way he chooses (+3 to one Inherent
Limit, for example; or +2 to one Inherent and +1 to another;
or +1 to all three).

GUTS
COST: 10 KARMA
When a bug spirit with dripping mandibles comes calling,
the character with Guts is the one most likely to
stand and fight instead of freaking the hell out. Guts
gives a character a +2 dice pool modifier on tests to resist
fear and intimidation, including magically induced
fear from spells or critter powers.

TOUGHNESS
COST: 9 KARMA
Characters with the Toughness quality shrug off damage
more easily than others. Such characters gain a +1
dice pool modifier to their Body when making Damage
Resistance tests.

QUICK HEALER
COST: 3 KARMA
A character with the Quick Healer quality receives a +2
dice pool modifier to all Healing Tests made on/for/by
her, including magical healing.


Positive
Mentor Spirit (Wolf)   5 Karma
She Gets It From Her Father's Side   8 Karma
Indomitable (Physical)    8 Karma
Quick Healer    3 Karma

Negative  All Perfectly fit I think
Flashbacks   7 Karma
Astral Beacon    10 Karma
Social Stress    8 Karma

Now for Attributes.

Human Elf attribute ratings
rating description
1 Weak
2 Underdeveloped
3 Typical
4 Improved
5 Superior
6 Max unmodified human
7 (Charisma) Hot even by Elf Standards /  (Agility) You walk faster than most people Run
8 (Charisma) Too Sexy for this Run


This is what I imagine after reading your posts.

ATTRIBUTES
Body 3
Agility 4
Reaction 3
Strength 3
Willpower 5
Logic 4
Intuition 5
Charisma 7

Astral Attributes
Body 5
Agility 4
Reaction 5
Strength 7



« Last Edit: <07-22-16/0340:03> by Bushw4cker »
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

RowanTheFox

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« Reply #16 on: <07-22-16/1302:11> »
Would love to help. (I'm at home recovering from Pneumonia, so I've been kind of bored and have not been able to sleep much. That and I just watched Black Mirror T.V. series, think I've been traumatized, wouldn't mind something else to help repress memories of that show... )

So First lets start with Qualities.

I think we just edit this Quality just a little bit...

OTAKU TO TECHOMANCER SHE GETS IT FROM HER FATHER'S SIDE
COST: 10 KARMA 8 KARMA (Mages have way more ways to soak drain with spirits, fetishes, ect, so I think 8 Karma is appropriate.)
You were an otaku, a child of the Matrix, bending the
Matrix to the will of your mind alone, before it was cool
to do so. Most of your kind, assuming they even survived
this long, did not emerge as technomancers. But
for you, lightning struck twice—you went from otaku to
technomancer.
Having known your abilities for longer
than just about anyone else alive, dealing
to deal with these inherited
strange powers is second nature to you. You gain +2
dice when resisting Fading Drain from any source.
Who needs a fetish?, You're too old to play with dolls anymore. Spellcasting or Ritual Spellcasting
from Fetishes only reduce the Drain Value by 1 for you. (Instead of 2)

Fetish, not to be confused with Foci or Focus..

FETISH
An alchemist can create a magical device that reduces
Drain when cast with a spell suited to fetishes (p.
212). Such spells have to be learned specifically with
the fetish, meaning that a character would have to learn
a spell twice if he wants to cast it both with and without
a fetish. An alchemist needs 1 dram of radical reagents
to make the fetish functional for magical use. A magician
casting a fetish spell either through Spellcasting or
Ritual Spellcasting can reduce the Drain Value by 2 (to
a minimum of 2).


You could take Linguist, but may I recommend reflecting your Linguistic abilities with just buying the Languages with Free Points and/or Karma.

Quote
I also gave her Will To Live to reflect her tenacity and stubbornness.

Will to Live sounds way better than it actually is, and is actually a terrible quality if you're a Lone Wolf (pun intended), unless you have Super Duper Platinum Docwagon.. then maybe..

From what you've described so far, Indomitable or Guts would fit your character way better. I listed a few others in Spoiler that would all be better than Will to Live. I would combine either with Quick Healer to reflect her tenacity and stubbornness.

INDOMITABLE
COST: 8 KARMA PER
LEVEL (MAX 3)
Bodies and minds have limits, but some people have
the will to push right through those boundaries.
For
each level of Indomitable, a character receives a +1 increase
to an Inherent limit of his choice (Mental, Physical,
or Social). He can take up to three levels and can
apply them in any way he chooses (+3 to one Inherent
Limit, for example; or +2 to one Inherent and +1 to another;
or +1 to all three).

GUTS
COST: 10 KARMA
When a bug spirit with dripping mandibles comes calling,
the character with Guts is the one most likely to
stand and fight instead of freaking the hell out. Guts
gives a character a +2 dice pool modifier on tests to resist
fear and intimidation, including magically induced
fear from spells or critter powers.

TOUGHNESS
COST: 9 KARMA
Characters with the Toughness quality shrug off damage
more easily than others. Such characters gain a +1
dice pool modifier to their Body when making Damage
Resistance tests.

QUICK HEALER
COST: 3 KARMA
A character with the Quick Healer quality receives a +2
dice pool modifier to all Healing Tests made on/for/by
her, including magical healing.


Positive
Mentor Spirit (Wolf)   5 Karma
She Gets It From Her Father's Side   8 Karma
Indomitable (Physical)    8 Karma
Quick Healer    3 Karma

Negative  All Perfectly fit I think
Flashbacks   7 Karma
Astral Beacon    10 Karma
Social Stress    8 Karma

Now for Attributes.

Human Elf attribute ratings
rating description
1 Weak
2 Underdeveloped
3 Typical
4 Improved
5 Superior
6 Max unmodified human
7 (Charisma) Hot even by Elf Standards /  (Agility) You walk faster than most people Run
8 (Charisma) Too Sexy for this Run


This is what I imagine after reading your posts.

ATTRIBUTES
Body 3
Agility 4
Reaction 3
Strength 3
Willpower 5
Logic 4
Intuition 5
Charisma 7

Astral Attributes
Body 5
Agility 4
Reaction 5
Strength 7

Yuck! Pneumonia sucks! I steam treatment with a few drops of eucalyptus oil should help clear out your lungs a bit. Nettles tea is also good for giving your body a needed boost of micronutrients while it's fighting off the illness. *shrugs* I'm an herbalist. 

ANYWHO, those stats all look good to me. Now I'm wondering how I can reflect her slow decline into Aina Dupree levels of mental instability. She never loses her heart of gold, but her behavior becomes increasingly erratic and unpredictable. She definitely ends up with the Vendetta attribute in the last story. Vestrial's machinations gets her son permanently crippled, and she hunts him down with all the wrath and fury of an angry, old testament God. It...doesn't end well.
It is better to be crazy and know it, than to be sane and have one's doubts.

"Nothing is wrong if no one can stop you."

Remember, you're only a genius when they need you. The rest of the time you're just an asshole.

Well, drek. Looks like Timmy fell into the Dissonance Well again.

RowanTheFox

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« Reply #17 on: <07-22-16/1631:21> »
Body: 3
Agility: 4
Reaction: 3
Strength: 3
Charisma: 9
Intuition: 5
Logic: 4
Willpower: 5
Edge: 2
Magic: 6

Positive Qualities:
Exceptional Attribute (CHA)
Mentor Spirit (Wolf)
Indomitable (Physical)
Quick Healer

Negative Qualities:
Astral Beacon
Flashbacks I
Social Stress

Spells: Manabolt, Heal, Stabilize, Calling Spirit of Beasts.

Initiation: Grade 1 (Masking)

Street Gear: Commlink (Renraku Sensei), Magical Lodge Supplies (Rating 6), Clothing.
It is better to be crazy and know it, than to be sane and have one's doubts.

"Nothing is wrong if no one can stop you."

Remember, you're only a genius when they need you. The rest of the time you're just an asshole.

Well, drek. Looks like Timmy fell into the Dissonance Well again.

Kuirem

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« Reply #18 on: <07-22-16/1652:09> »
Now I'm wondering how I can reflect her slow decline into Aina Dupree levels of mental instability. She never loses her heart of gold, but her behavior becomes increasingly erratic and unpredictable.

Maybe Bi-Polar Negative quality from Run Faster.

RowanTheFox

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« Reply #19 on: <07-22-16/2035:07> »
Now I'm wondering how I can reflect her slow decline into Aina Dupree levels of mental instability. She never loses her heart of gold, but her behavior becomes increasingly erratic and unpredictable.

Maybe Bi-Polar Negative quality from Run Faster.

Possibly. I'm also drawing up Maisie's son for the third story, and her daughter for a possible fourth. Having much less trouble with them than I am with Maisie. No surprise that she's being difficult.  ::)
It is better to be crazy and know it, than to be sane and have one's doubts.

"Nothing is wrong if no one can stop you."

Remember, you're only a genius when they need you. The rest of the time you're just an asshole.

Well, drek. Looks like Timmy fell into the Dissonance Well again.

Bushw4cker

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« Reply #20 on: <07-23-16/0001:51> »

Quote
Possibly. I'm also drawing up Maisie's son for the third story, and her daughter for a possible fourth. Having much less trouble with them than I am with Maisie. No surprise that she's being difficult.  ::)

Is there going to be a Vampire and Shapeshifter love triangle?
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

RowanTheFox

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« Reply #21 on: <07-23-16/0035:22> »

Quote
Possibly. I'm also drawing up Maisie's son for the third story, and her daughter for a possible fourth. Having much less trouble with them than I am with Maisie. No surprise that she's being difficult.  ::)

Is there going to be a Vampire and Shapeshifter love triangle?

Ah, Twilight. A story about a girl's choice between necrophilia and bestiality. 

No, just a lot of Shaman/Hermetic hanky panky. ;)

Her son is a spitting image of his father, to the point where most people have to do a double-take. Her daughter is a changeling with glamour, scales (hands, feet, cheekbones, and along her spine), and unusual hair (it has a more feather-ish look to it). She's also suffers from Albinism II (white hair, white skin, pink eyes).
« Last Edit: <07-23-16/0217:58> by EiraHaexa »
It is better to be crazy and know it, than to be sane and have one's doubts.

"Nothing is wrong if no one can stop you."

Remember, you're only a genius when they need you. The rest of the time you're just an asshole.

Well, drek. Looks like Timmy fell into the Dissonance Well again.

RowanTheFox

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« Reply #22 on: <07-23-16/2130:21> »
Between the first and second stories, Maisie makes her home in Neuschwanstein Castle, and manages to create her own kingdom in what basically amounts to a giant "FRAG YOU!" to the German government after they unleash a surprise attack on her and the downtrodden mages that came to her for help (The Germans thought she was planning something sinister. She wasn't.), and the assassination of the diplomat she sent to meet with German officials in Munich a few weeks later. Lofwyr took the attack as a grave personal insult (for reasons that are explained in the story), and bankrolled her campaign with his own funds. She did not disappoint him. Maisie is compassionate and benevolent, but won't hesitate to unleash hell on those who harm her or those she cares for.

After she signs a peace treaty with the Germans, she immediately forges alliances with the Troll Kingdom to the west, Nebelherr to the east, and Austria to the south. This is why her Leadership (Command) and Negotiation (Diplomacy) skills are so high. Silver-tongued angel, she is. Lol
It is better to be crazy and know it, than to be sane and have one's doubts.

"Nothing is wrong if no one can stop you."

Remember, you're only a genius when they need you. The rest of the time you're just an asshole.

Well, drek. Looks like Timmy fell into the Dissonance Well again.

Bushw4cker

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« Reply #23 on: <07-24-16/0329:11> »
  You're going to have to use Priority, because you're not going to be able to make this character with Point Buy if you want Charisma 9.


Attributes: A
Magic B, Race: C,  will give you (Edge 2, Magic 6, 7 Spells, 2 Level 4 Magic Skills)
Skills D: 22 Skills
Resources E: 6K

(Priority A & 15 Karma)
Body: 3
Agility: 4
Reaction: 3
Strength: 3
Charisma: 9
Intuition: 5
Logic: 4
Willpower: 5
Edge: 2
Magic: 6

A few questions.. How good is your Character at Magic in the Beginning of your Story..    Casting Spells?, Summoning?, Counterspellling?

MAGICAL SKILLS
Magic skills are reserved for those who practice magic.
In order to acquire magic-specific skills, characters
must be an Aspected Magician, Magician, or Mystic
Adept. In order to use these skills, their Magic rating
must be 1 or higher. Please visit Magic, p. 276, for all
your Magical skill-using needs.
ALCHEMY (MAGIC)
Alchemy is used to create substances that store spells.
Alchemy is most commonly used to brew potions, distill
magical reagents, and even create orichalcum.
Default: No
Skill Group: Enchanting
Specializations: By trigger (Command, Contact,
Time), by spell type (Combat Spells, Detection Spells, etc.)
ARCANA (LOGIC)
Arcana governs the creation of magical formulae used
to create spells, foci, and all other manner of magical
manipulations. Arcana is required to understand formulae
that may be purchased over the counter or discovered
by other means.
Default: No
Skill Group: None
Specializations: Spell Design, Focus Design, Spirit
Formula
ARTIFICING (MAGIC)
Artificing is the process of crafting magical foci. The
skill may also be used forensically, in order to assense
qualities about an existing focus’ creation and purpose.
See Artificing p. 306.
Default: No
Skill Group: Enchanting
Specializations: Focus Analysis, Crafting (by focus type)
ASSENSING (INTUITION)
Assensing is a magic user’s ability to read and interpret
fluctuations in the astral world. This skill allows practitioners
to learn information by reading astral auras. Only
characters capable of astral perception may take this
skill. For more information, see Astral Perception, p. 312
Default: No
Skill Group: None
Specializations: Aura Reading, Astral Signatures, by
aura type (Metahumans, Spirits, Foci, Wards, etc.)
ASTRAL COMBAT (WILLPOWER)
Fighting in Astral Space requires the Astral Combat
skill. Combat in the Astral World relies on a very different
set of abilities and attributes than physical combatants.
See Astral Combat, p. 315.
Default: No
Skill Group: None
Specializations: By specific weapon focus type, by
opponents (Magicians, Spirits, Mana Barriers, etc.)
BANISHING (MAGIC)
Banishing is used to disrupt the link between spirits and
the physical world. Banished spirits are forced to return
to their native plane and are no longer required to complete
unfulfilled services.
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Air, Spirits
of Man, etc.)
BINDING (MAGIC)
Binding is used to compel a summoned spirit to perform
a number of additional services. See Binding, p. 300.
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Fire, Spirits
of Earth, etc.)
COUNTERSPELLING (MAGIC)
Counterspelling is a defensive skill used to defend
against magical attacks and dispel sustained magical
spells. See Counterspelling, p. 294.
Default: No
Skill Group: Sorcery
Specializations: By spell type (Combat Spells,
Detection Spells, etc.)
DISENCHANTING (MAGIC)
This skill governs a character’s ability to remove the enchantment
from an item. See Disenchanting, p. 307.
Default: No
Skill Group: Enchanting
Specializations: By type (Alchemical Preparations,
Power Foci, etc.)
RITUAL SPELLCASTING (MAGIC)
Ritual spellcasting is a spellcasting skill used to cast ritual
spells. See Ritual Spellcasting, p. 295.
Default: No
Skill Group: Sorcery
Specializations: By keyword (Anchored, Spell, etc.)
SPELLCASTING (MAGIC)
The Spellcasting skill permits the character to channel
mana into effects known as spells. See Spellcasting,
p. 281.
Default: No
Skill Group: Sorcery
Specializations: By spell type (Combat Spells,
Detection Spells, etc.)
SUMMONING (MAGIC)
This skill is used to summon spirits. See Summoning,
p. 300).
Default: No
Skill Group: Conjuring
Specializations: By spirit type (Spirits of Earth,
Spirits of Man, etc.)


RATING 1: BEGINNER
You have a little training about how it works, but not always
why it works.
RATING 2: NOVICE
You’re a hobbyist, but not an enthusiast.
RATING 3: COMPETENT
You’re skilled at basic operations but struggle with complex
operations and “tricks.”
RATING 4: PROFICIENT
You’re comfortable with what you do and perform well under
normal pressures. Professional level for most jobs.
RATING 5: SKILLED
You know how to handle yourself in unfamiliar situations, and
can get creative when solving problems.
RATING 6: PROFESSIONAL
You could easily sell your skills on the open market. This is the
maximum skill level for starting player characters.


This is just example what you would be looking at Skillwise...

SKILLS (22 + 2 Free Level 4 Magic Skills)
Perception: 3
Spellcasting: 6
Counterspelling: 4
Ritual Spellcasting: 3
Summoning: 4
Negotiation: 5  (Diplomacy +2)
Leadership: 3  (Command +2)

You can always buy a few Level 1 Skills with Karma for 2 Karma Each..
Etiquette
Unarmed Combat
Sneaking
Pilot Ground Craft




« Last Edit: <07-24-16/0333:37> by Bushw4cker »
"Stupid men are often capable of things the clever would not dare to contemplate." -Terry Pratchett

RowanTheFox

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« Reply #24 on: <07-24-16/1335:50> »
She's an incredibly good spellcaster, but is limited to the spells Nip and her mentor spirit taught her. She can also counterspell with some effort. She has a very low Arcana skill at the beginning, which was Nip's way of retaining some measure of control over what she learned. He always knew there was something odd about her, but whether or not Nip knew more about Maisie's heritage than he admitted, the world may never know.  *shrugs* He's a cat shaman.
It is better to be crazy and know it, than to be sane and have one's doubts.

"Nothing is wrong if no one can stop you."

Remember, you're only a genius when they need you. The rest of the time you're just an asshole.

Well, drek. Looks like Timmy fell into the Dissonance Well again.

RowanTheFox

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« Reply #25 on: <08-03-16/1429:36> »
Fun Fact! It was this song that inspired this character, and her story. https://www.youtube.com/watch?v=hosCuzo6JKo

Note: There is a typo in the lyrics. It's "father's" not "farther's".
It is better to be crazy and know it, than to be sane and have one's doubts.

"Nothing is wrong if no one can stop you."

Remember, you're only a genius when they need you. The rest of the time you're just an asshole.

Well, drek. Looks like Timmy fell into the Dissonance Well again.