Character Discussion

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Mr_Praetorian
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Re: Character Discussion

Postby Mr_Praetorian » Wed Mar 11, 2009 4:27 pm

You did take into account that your max languages known is 1+Int, right?

Here's the post under custom skills: viewtopic.php?f=71&t=881
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Sajuuk
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Re: Character Discussion

Postby Sajuuk » Wed Mar 11, 2009 6:03 pm

There is no more mention of maximum languages known in that post or thread.
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Re: Character Discussion

Postby Zanaikin » Wed Mar 11, 2009 8:27 pm

something is likely off with your calculations cause you shouldn't have that many languages, not according to the latest changes anyways.
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Re: Character Discussion

Postby Sajuuk » Wed Mar 11, 2009 9:15 pm

5 ranks, 14 int. Each point gives 3 (1+(INT Mod)), except the last point which gives 4 (1+(INT mod)+1 (because of 5 ranks in linguistics)). 4(3)+4 = 16.

First language learned and then mastered is Gnome (2 points total). Mercurian and Spirit are 3 points each. 2+2(3) = 8.

Okay, I've got even more points left over than I thought (never do math on when half awake and before food). But the problem still stands.
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Re: Character Discussion

Postby Zanaikin » Thu Mar 12, 2009 12:30 am

In no place is there a multiplication.
I have no clue where you extracted that equation, but it sure isn't what the hell I wrote. <_<
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Re: Character Discussion

Postby Zanaikin » Thu Mar 12, 2009 4:01 pm

For anyone stupid enough to think otherwise, enhancement mods (and other equipment / nonperm mods ) to INT does not increase any skill points, this include language points ( Judson <_< )

Also this goes without saying, but your history/personality should be able to explain:
--- your class lines (e.g. why dave's cohort have JPM - seeing as Penthiae have no phoenix I adapted the idea for dragons, which means only the Fens Orcs, the Kharvans, and the Darions have any adepts in this class, and you'll need to work this into your history somehow)
--- any special uncommon skills you have, including any perform, profession, or craft, as well as uncommon technical skills such as decipher script
--- your languages (e.g. why the hell judson's main knows Japanese is beyond me)

And special requirement under character personality : what are your character's hobbies / interests
And please refrain from making up sets that perfectly covers up your actual duties - even workaholics have outside interests.
Basically, give them some more human characteristics and make them less of a machine simply here to perform work. It also gives me an idea of what your character does on his/her spare time.
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Re: Character Discussion

Postby Zanaikin » Sun Mar 15, 2009 10:21 pm

by the order of the DM (!!!~ lol) :

seeing as military tactics is taught by example and military history, which is affected by and affects every other part of history (political, cultural, economic, technological, etc), I'm putting in an official requirement that you have at least 1 rank in history for every 2 ranks in tactics.
I thought about doing this for knowledge ( politics ) as well, but you can learn politics by purely theoretical means (where military you really can't). However I would suggest you at least get some.

As a rather famous Chinese quote goes:
Using copper as a mirror allows one to keep his clothes neat. Using history as a mirror allows one to see the future trends. Using a person as a mirror allows one to see what is right and what is wrong.
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Re: Character Discussion

Postby TheDude51 » Mon Mar 16, 2009 3:03 am

For both main and cohort: Updated languages and skills, added hobbies/interests.
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Re: Character Discussion

Postby Zanaikin » Mon Mar 16, 2009 2:26 pm

Rofl a player who doesn't watch any has a character with a certain anime interest xD.
Not surprisingly, the Imperials' military grade tactical simulator comes in holo-game format, and often linked up for large scale training sims.
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Re: Character Discussion

Postby Zanaikin » Mon Mar 16, 2009 9:02 pm

now that I've bothered to write up the move complicated equipment/vehicular movement rules a bit... that vehicular feats have been recalibrated, some of the requirements changed, some of the description/benefit.

sorry Judson but you're probably going to need to do some reshuffling.
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Re: Character Discussion

Postby Zanaikin » Sat Mar 21, 2009 5:10 pm

Judson : also just realized... you main doesn't have advanced implant proficiencies, none of those base classes has it.
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Re: Character Discussion

Postby TheDude51 » Wed Apr 29, 2009 2:40 am

updated feats for both chars
Would it not be easier
In that case for the government
To dissolve the people
And elect another?
-Bertolt Brecht

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Re: Character Discussion

Postby Zanaikin » Sun May 03, 2009 4:44 pm

I figure I should drop this out, since ppl most haven't finished work on that much of their cohort (except Judson, whose already doing this).

I may not be necessarily a bad idea to design a combat, or at least front-lines build of sorts, for your cohort. Sure, it may not work as well as a backup char meaning should your main die you may need to switch to diff char (probably with more level loss), but it might also come in pretty handy =9
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Re: Character Discussion

Postby Laharl » Wed May 13, 2009 7:42 pm

Meet Sigmund 1.5, now with new fluffy filling!


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Over many a strange and spurious site of ' hot xxx galore',
While I clicked my fav'rite bookmark, suddenly there came a warning, and my heart was filled with mourning, mourning for my dear amour,
"'Tis not possible!", I muttered, "Give me back my free hardcore!
...quoth the server, 404.-Bash.org

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Re: Character Discussion

Postby Zanaikin » Fri May 15, 2009 1:04 am

update, drew receives 500xp for a dead-on diplomacy reply
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