Talk:Ledaal Catala Tycho

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Here are some ideas for artifacts and retainers to get you moving along.

Artifacts

  • The boomerang artifact from the core book would be flavorful because it is a weapon unique to the East.
  • The sling artifact from the core book provides a much longer range than most thrown weapons.
  • The Infinate Jade Chakram is cool, but I would advise against it. It doesnt receive the jade weapon bonuses and has no accuracy bonus which can really hurt a character that has less xp to dump into combat.
  • If you wanted to switch from thrown to archery there is a fire lance in Wonders of the Lost Age that could easily be a sorcerer's staff with the same rules. If you wanted to make it more Air aspected, it could use lightning or cold instead of fire.
  • Hearthstone bracers are always big on ranged characters because it ups your dodge (saving you some xp) and lowers the speed of all attacks. Also, hearthstone slot.
  • Oadenal's Codex has an artifact that can catch and store sorcery spells. If no spell is stored, it can catch a spell cast at the holder of the artifact and absorb it, saving it for a later time. It could be used to prepare a spell and cast it later without essence, or it can be used as a free dispell. The artifact is a string, but you could always make it something cooler like an amulet or something.
  • Of course you are welcome to find other things or make something up, just wanted to help move things along.

Retainers

Some ideas for retainers could be: a scout, a guide (might want to hire this one once we get in the South though), guards, scribes, cooks, entertainers (could be tricky with your fiancee being there depending on what kind of entertainer you were thinking), healers, money handler, etc. The retainers could have traveled with you from the East (probably from families that have worked with Ledaal Catala for a long time), hired on the Blessed Isle (professionals that make a living working for DBs), hired once we get down South (most likely temporary unless you make a particular bond), or any combination of the three.

Posted what I have so far - let me know what you think. I left a spot open for a guide from the south, I think that is a good suggestion to hire one there. Kirkland 18:02, 16 January 2012 (EST)

The retainers were created using stats for non-heroic mortals (You get less henchmen per dot, so they will be heroic), so their stats can't really be increased. If there is something you want to move around, we can work on that. For the most part, I bought them 1 attribute and spent the rest of the BP on abilities. I still have to do their equipment, but I will do that really soon.

For Severen I figured that increased mental stats made sense for a wiser older man. His base cooking dice pool is 8, which is quite solid for a mortal. He has higher than average occult, lore, and investigation to represent all of the travels with Tycho's parents. Athletics 0 would be an example of his old age. I imagined him passing his spare time playing Gateway the way some old people play chess nowadays. I figured that High Realm, Low Realm, and Woodtongue would be the most common languages for Ledaal Catala, so that is what he and the guard speak. Many commoners can not speak High Realm, but as long time employees of a House, I figured they would.

I think Ankara's stats are pretty self explanatory. The only thing you might want to change is her appearence. The IC post made note of her appearance, but I only had it at 2. There are a couple of things that we can do if you want her App to be 3+. Char 1 would give her a pretty but bitchy thing. Manip 1 would give her an innocent vibe when it came to other people. Dex and Perception are pretty important to scouting, so I would suggest not dropping them. Dropping any of her physical stats would give off the pretty girl got the job over a capable one. Dropping one of the mental stats would create a pretty but not too bright kind of character. We could also take two dots of abilities away and use the BP to raise Appearance. If we adjust her personality, I might adjust her virtues to match. I got the feeling she was from the Blessed Isle and was schooled as a potential exalt, so High and Low Realm seemed natural.

Malam Aristide. I went with Dex 3 because it is my natural choice when one physical stat will be highest. Calling him the muscle IC though makes me think that Str should be 3 instead/also. Perception 3 is because of all the time he spends on watch. We cant drop a Social Attribute to up Stregnth because each category gets at least 3 dots. We can lower a physical or mental attribute to make the adjustment if you want. Or again you can drop two ability points.

Finally, Serykh. (I really like the name, btw). A gave her a dot in Charisma since she was going to handle things like transactions for your character, but based on the intro, maybe not. We can move the dot to Manip or Appearance if you want to keep the social str, or we can move it to a physical or mental attribute. You could also trade it in for two dots of abilities if you prefered. There is only so much you can do with mundane healing so I have her prepped to move into Thaumaturgy once characters start getting some XP. If you dont want her to become a Thaumaturge, let me know and we can adjust her stats accordingly. Temperance was clearly the wrong choice for her. If she is fiery, I would suggest valor.

Thoughts?

--Macabreengel 14:28, 18 January 2012 (EST)