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In Progress [LP CYOA] Tower

treave

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11,370
Codex 2012
TOWER

In the middle of the Atlantic, a gigantic tower stretches to the heavens. Within the Tower are floors as large as countries, self-contained worlds that defy all imagination. When was it built? Was it always there from the start? What lies at the top?

These mysteries of the Tower have persisted for centuries ever since its discovery, and no real answers have been forthcoming. Scholars puzzled over it, politicians fought over it, and priests worshiped it, all in their own way.

The year is 1900. The world has been settling into an uneasy peace after the constant wars which plagued the previous century.

The long stagnant status quo in the Tower, however, is about to change… and that change threatens to sweep away the rest of the world with it.

***

Part 1: The Boy From The Forest

Prologue - A Fated Encounter:

A Day in the Forest (I)
A Day in the Forest (II)
A Day in the Forest (III)
A Day in the Forest (IV)
A Day in the Forest (V)

Chapter One - Childhood:
Boy in the Village (I)
Boy in the Village (II)
Interlude: A Brief History of the Tower
Interlude: The State of the Tower in 1900
Boy in the Village (III)
Into the Ruins (I)
Into the Ruins (II)
Into the Ruins (III)
Into the Ruins (IV)
The Ancient Jungle (I)
The Ancient Jungle (II)
The Ancient Jungle (III)
The Ancient Jungle (IV)
The Sea of Sand (I)
The Sea of Sand (II)
The Sea of Sand (III)
The Sea of Sand (IV)
The Black Pyramid of Uridimmu (I)
The Black Pyramid of Uridimmu (II)
Manor on the Moors (I)
Manor on the Moors (II)
Manor on the Moors (III)
Manor on the Moors (IV)
The Flight Home (I)
The Flight Home (II)
Days of Scotsfield
Vienna Blues (I)
Vienna Blues (II)
Vienna Blues (III)

Chapter Two - Adolescence:
Saint Joan Hospital (I)
Saint Joan Hospital (II)
Saint Joan Hospital (III)
Saint Joan Hospital (IV)
Saint Joan Hospital (V)
Bedlam (I)
Bedlam (II)
Bedlam (III)
Bedlam (IV)
Bedlam (V)
Bedlam (VI)
What Goes Around
As The Long Dream Ends

***

Part 2: The Aristocrat

Prologue I: “Anything is fine as long as it kicks hard enough.”
Prologue II: "This ship is British, and I am not."
Prologue III: "I would very much like to have a drink."
 
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treave

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Codex 2012
Character Sheet

Wrinkly

-----

Stats:
Strength: 5
Intelligence: 6
Dexterity: 6 (5)
Perception: 6 (4)
Constitution: 8
Willpower: 7
Beauty: 3
Charisma: 4

-----

Karma:
15 (Drifter)

Factional Reputations:

Scotsfield Village: 25
Hunter's Association: 10
Al'tayyih: 25
The Institute of Karl Marx: 0
Saint Joan Hospital: 0

------

-100 Sworn Enemy
-75 Hated
-50 Disliked
-25 Shunned
0 Neutral
+25 Accepted
+50 Liked
+75 Loved
+100 Idolized

-----

Combat Skills:
Melee Weapons - 2/5
Ranged Weapons - 3/6
Astra Proficiency - 2/7
Unarmed - 1/5

Active Skills:
Alchemy - 3/6
Arithmetic- 3/6
Artistic Aesthetics - 1/6
Astrology - 1/7
Sleight-of-Hand - 0/5
Stealth - 2/5
Traps - 3/6

Passive Skills:
Astra Affinity - 2/7
Drinking - 0/8
Etiquette - 1/5
Intimidation - 0/4
Speech - 1/4

-----

Astras

Tome of Theseus (Water, mutability)

Rank 1/3 - Maps your surroundings in a 1 meter radius.
Rank 2/3 - Allows you to view the immediate 1 meter radius of the map in your mind
Rank 3/3 - Marks and tracks a single living entity that you sufficiently understand; this entity can be used as a proxy for mapping.

Astral Amulet of Akasha (Aether, mutability)
Rank 1/?9 - Manifests a small, unbreakable silver shield that can be controlled with the mind.


-----
 
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treave

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Codex 2012
Skill Descriptions:

Skills are graded by rank, from 0 - 10. The stats of the character directly determine the skill cap - an intelligence stat of 10 will cap the alchemy skill at 10. Skills with two stats governing them will use the average of the stats. To increase the skill's actual rank, characters have to undergo the associated training or learning.

Rank 0 - You are entirely unskilled. Best not to attempt it, if you know what is good for you.
Rank 1 - You have a basic grasp of this skill; at least you know it is about, if not what you should be doing.
Rank 2 - You understand what you should be doing, but you are not very good at doing it.
Rank 3 - You have finally become competent at this skill. Congratulations.
Rank 4 - You are as adept at it as any average practitioner of this skill. In other words, you are mediocre.
Rank 5 - You have a better-than-average grasp of this skill. This is the first step on the path to mastery.
Rank 6 - You have an even better understanding of this skill now. Excellent.
Rank 7 - You now possess a level of skill that would leave most practitioners in awe.
Rank 8 - You are now a bonafide master of this skill, a level few can achieve.
Rank 9 - You are a master among masters, taking the skill to the limits of human potential.
Rank 10 - You have elevated your mastery of this skill beyond any that have come before you. You sit alone on a summit that none have reached, or will ever reach.

***

Combat:

Melee Weapons
Proficiency in weapons used in melee range, such as swords, clubs, spears and axes. (STR)

Ranged Weapons
Proficiency in ranged weapons, ranging from bows to guns. (PER)

Astra Proficiency
The ability to utilize an Astra weapon properly in combat, requiring the attunement of one’s own insight and will. (WIL)

Unarmed
An art with few practitioners and even fewer masters, the skill to engage in combat without a weapon is exceedingly rare in the Tower. (STR + DEX)


Non-Combat:

Alchemy
The art of distilling various reagents into useful alchemical compounds which can hurt or help. One of the foundations of scholarly pursuits in the Tower. (INT)

Arithmetic
Numbers are essential knowledge for the merchantry and the higher classes. With knowledge of numbers comes a greater understanding of the world. (INT)

Artistic Aesthetics
Knowledge of the arts is important to any aspiring gentleman of higher society, as they are demanded to be pillars of culture. (INT)

Astra Affinity
The power to synchronize with and wield Astras, instruments of the soul. Affinity unlocks new tiers of abilities in the Astras. (WIL)

Astrology
The study of astrology is a core component of Astra research, as the Astras are as fickle as the skies. Skilled astrologians are even said to be able to read the fates in the stars. (WIL + INT)

Drinking
Drinking skills allow you to imbibe, carouse, and have fun without being knocked out by alcohol. An important skill for those skulking about the lower rungs of society. (CON)

Etiquette
The knowledge of proper manners and conduct in upper class society. (CHA + INT)

Intimidation
The threatened application of force so that actual force does not need to be applied. (CHA + STR)

Sleight-of-Hand
Stealing, lockpicking and trickery are essential skills for a rogue making his way in the world. (DEX)

Speech
The ability to talk and convince others of your viewpoint. A good talker may avoid needless bloodshed… or cause it, if that is what they desire. (CHA)

Stealth
The art of being stealthy – how to silence footsteps, breathing and presence, to fade in and out of the shadows like a ghost. (DEX)

Traps
Devising traps, setting traps, luring people into traps – it is a way of life for avid trappers. (PER + INT)
 
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treave

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Codex 2012
Astra Sign & Background Selection

Astra of Mesa (The Ram)
Affinity: Fire, dynamism
(Dexterity +1, Constitution -1, Intelligence +2, Wisdom -1, Charisma +1 )

Astra of Vrsabha (The Bull)
Affinity: Earth, fixation
(Strength +2, Dexterity -1, Constitution +2, Intelligence -1)

Astra of Mithuna (The Twins)
Affinity: Air, mutability
(Strength -1, Dexterity +1, Intelligence +1, Charisma +1)

Astra of Karka (The Crab)
Affinity: Water, dynamism
(Dexterity +1, Constitution +1, Intelligence +1, Charisma -1)

Astra of Simha (The Lion)
Affinity: Fire, fixation
(Strength +1, Dexterity -1, Intelligence +1, Charisma +1)

Astra of Kanya (The Virgin)
Affinity: Earth, mutability
(Constitution +1, Wisdom +1)

Astra of Tula (The Balance)
Affinity: Air, dynamism
(Dexterity +2, Intelligence +1, Wisdom -2, Charisma +1)

Astra of Vrscika (The Scorpion)
Affinity: Water, fixation
(Strength +1, Dexterity -1, Constitution +2, Wisdom +1, Charisma -1)

Astra of Dhanusa (The Archer)
Affinity: Fire, mutability
(Strength -1, Constitution -1, Intelligence +2, Wisdom +1, Charisma +1)

Astra of Makara (The Goat)
Affinity: Earth, dynamism
(Strength +1, Dexterity +1, Constitution +1, Wisdom -1)

Astra of Kumbha (The Water-Bearer)
Affinity: Air, fixation
(Strength +1, Constitution +1, Wisdom -1, Charisma +1)

Astra of Mina (The Fish)
Affinity: Water, mutability
(Strength -1, Constitution +1, Intelligence +1, Wisdom +2, Charisma -1)


***


Backgrounds


The Ambassador’s Child


The Tower may have been neutral ground since the War of 1776, but that does not prevent the Great Powers from jockeying over influence within it. Your father is an ambassador from a very important country, with wealth which befits his status. Even at your young age, you have been afforded the very best education the Tower has to offer. Alas, physical pursuits are not your specialty, as you have been frail from birth.
(Wisdom +1, Intelligence + 1, Charisma +2, Strength -1, Constitution -1)

Starts with:
Etiquette +2, Arithmetic +1


The Novice Hunter

The strange vastness of the Tower harbours both wide rolling plains and unexplored forests within it. You are a young orphan apprenticed to a hunter, residing in one of the countless, remote, nondescript villages that populate these areas. You spend your day learning single-mindedly how to hunt, and nothing else, somewhat stunting your imagination and sociability.
(Strength +1, Dexterity +1, Constitution +2, Charisma -1, Intelligence -1)

Starts with:
Ranged Weapons +1, Stealth +1, Traps +1


The Scholar’s Scion

Your parents are renowned Astra researchers on one of the higher levels of the Tower. Being their precocious child, academic society has begun to have high hopes for your future career. Despite your young age, you have grown up around some of the finest brains of the world, but that has in fact had a negative effect on your personality. Some of these finest brains are not very fine role models, after all.
(Wisdom +2, Intelligence +2, Charisma -2)

Starts with:
Alchemy +2, Astrology +1


The Merchant’s Heir

You are the heir to a small but rising company, engaged in trade between the Tower and the outside world. The family business has been expecting you to succeed it ever since birth, and have provided you the education necessary to be a silver-tongued merchant. Your natural worldliness colours your worldview, leaving you somewhat at odds with being in tune with your spiritual self.
(Intelligence +1, Charisma +3, Constitution -1, Wisdom -1)

Starts with:
Arithmetic +2, Speech +1


The Slumrat

You and your mother have been making your way alone in life in the slums ever since you can remember. You and your gang of little hoodlums do whatever you need to survive. Despite your lack of a formal education, living on the streets has taught you a trick or two, and you are not shy about using violence if you need to.
(Strength +1, Dexterity +2, Charisma +1, Intelligence -1, Wisdom -1)

Starts with:
Intimidation +1, Sleight-of-Hand +1, Stealth +1

***
 
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Baltika9

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Jun 27, 2012
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Ho-lee shit.

:bounce:

I'm definitely getting Legend flashbacks. Can we skip to the Tsundrabbit right away?
+M

I'm kinda leaning towards the Ambassador's son, and being the kind of young idiot that spends his time drinking, whoring and dueling with his noble buddies, rather than being productive.

Lion (Simba Simha) Ambassador, I suppose.
 
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asxetos

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Greece
Astra of Dhanusa (The Archer)
The Scholar’s Scion


lets see what the astra system is all about
 

Esquilax

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Messages
4,833
Oh yes, the drama will be wonderful - there will be butthurt on all sides, myself included. If you faggots end up voting for the Tsundrabbit, I will never forgive you.

On to business: I like the Ambassador's Child background, but I'm in the mood for slumming it this time. A character who comes from more humble means. To that end, I'm thinking of a spiritually-attuned angle from the Hunter background - sort of a "Noble Savage" without much in the way of formal education or refinement, but a lot of wisdom.

Fish Hunter

CHA would be our dump stat here, with END and WIS being our chief advantages. INT would be average.
 

lightbane

Arcane
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Dec 27, 2008
Messages
10,200
Looks it has influenced from Bioshock (eww), Shadow Tower: Abyss and King's Field, any anime with soul-powered weapons (ie: Bleach or DxD), and atypical names for gods and such.
These two fit the average Codexer way better.

Astra of Kanya (The Virgin)
The Scholar’s Scion
 

Baltika9

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Jun 27, 2012
Messages
9,611
Oh yes, the drama will be wonderful - there will be butthurt on all sides, myself included. If you faggots end up voting for the Tsundrabbit, I will never forgive you.

I think it would be a good idea for us to select a background first and our sign second, to keep things organized and moving. We went through this process already with Legend, and I don't see a need for us to repeat past mistakes.

I'll take the first step: voting for Ambassador.
 

Azira

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Copenhagen, Denmark
Codex 2012
Archer Merchant's heir for maxing charisma. I wanna be a suave, sweetspoken protagonist.
If that fails, then any combination with the Scholar's Scion.
 

Tigranes

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Jan 8, 2009
Messages
10,350
Several votes that seem to want some spoiled brat fed with milk and honey since birth, able to sweet-talk his own visage in a mirror but weak in the spine when it really counts!

treave tells us that the status quo is changing in the Tower, and fast - and the rest of the world in an 'uneasy peace' will re-enter the firestorm.

Bourgeoisie pigs need not apply in a time of troubles. The Slumrat is clearly our background!
 

Baltika9

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Messages
9,611
On to business: I like the Ambassador's Child background, but I'm in the mood for slumming it this time.
What attracts me to the Ambassador's child background is his fitness for this period.

This is the year 1900, the peak of the Belle Epoque: imperialism and colonialism are in full bloom, and the Great Powers are in a constant state of diplomatic, political and military struggle for prestige and spheres of influence. If they are present in the Tower, then we will surely be participating in a cold war of our own. I only hope that we will be able to pick our empire of origin (personally, I want either Austria-Hungary, Russia or the Ottomans)
:bounce:

However, Tigranes brings up a good point:
Bourgeoisie pigs need not apply in a time of troubles. The Slumrat is clearly our background!
This is also the time of social upheaval, and being a part of these socialist struggles as a person who fights for his future (and maybe even that of others) is a really intriguing hook, too.

Flopping to Ambassador>Slumrat.

Either way, I'm extremely excited for this CYOA. I love our historical fiction/fantasy adventures, and I noticed that we take them much more seriously.

By the way, how is quarantine life treating everyone.
 

Absinthe

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Jan 6, 2012
Messages
4,062
Treave, why is Artistic Aesthetics not using charisma? And what do fixation, dynamism, and mutability represent? Also, a number of backgrounds mention an endurance stat, should we assume that to be constitution? And what is charisma even good for, really?
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Archer Merchant's heir for maxing charisma. I wanna be a suave, sweetspoken protagonist.
If that fails, then any combination with the Scholar's Scion.
Goat Merchant's Heir.
How about we roll an absolute gentleman of a boxer men?
 

Baltika9

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treave, will our choices of Astra influence our character like the zodiac signs did in Legend?
 

treave

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Codex 2012
Treave, why is Artistic Aesthetics not using charisma?

Because it doesn't say anything about your personal aesthetic appeal. You can be a genius artist and also an utterly disgusting fat slob with a hideous personality, for one. I can consider making it a joint stat if there's a demand for it though.

And what do fixation, dynamism, and mutability represent?

This has to do with the types of abilities present for each Astra. Picking an Astra Sign basically dictates your compatibility with these Astra thingies you'll be finding. You'll be given a more in-depth lore dump within the story but I'll give a quick rundown here of what each trait does. Bear in mind that these are just generalizations and there'll be exceptions to the rule.

Dynamism: the Astra is of a type that emits its power externally. A sword firing sword beams, or a hoe that carves an entire furrow with a single swing, or manipulation of external objects ala telekinesis, among others.
Fixation: the Astra enhances the target. A sword that makes the user faster, a hoe gives the user more stamina, or targetable abilities such as enhancing the natural regeneration of a patient.
Mutability: the Astra's power is based in transformation and conjuration. A cloak that can change to act as active camouflage, bracelets which enable the user to transform into a wolf, or the conjuration of objects out of thin air.

Also, a number of backgrounds mention an endurance stat, should we assume that to be constitution?

Yeah, that was my mistake. I'll change Endurance references to Constitution.

And what is charisma even good for, really?

Getting away with bullshit.

treave, will our choices of Astra influence our character like the zodiac signs did in Legend?

No, you will define your personality through the prologue's choices.

You're starting as a kid, by the way.
 

Kipeci

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May 22, 2012
Messages
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I drafted up a bit on the range of stats available to each character, did not have the time to draft up little bios for each one like last time. Bolding means that some Astra sign available to them lets them have the highest possible stat, while italics means the lowest possible. I put the corresponding Astra sign in parenthesis after the stat range with that same format.

Strength: 3-6 (Mithuna/Twins, Dhanusa/Archer, Mina/Fish)
Dexterity: 4-7 (Vrsabha/Bull, Vrscika/Scorpion)
Constitution: 3-6 (Mesa/Ram, Dhanusa/Archer)

Wisdom: 4-8
Intelligence: 5-8
Charisma: 6-8

Strength: 5-8 (Vrsabha/Bull)
Dexterity: 5-8
Constitution: 6-9 (Vrsabha/Bull, Vrscika/Scorpion)
Wisdom: 3-7
Intelligence: 3-6 (Vrsabha/Bull)
Charisma: 3-5

Strength: 4-7
Dexterity: 4-7 (Vrsabha/Bull, Vrscika/Scorpion)
Constitution: 4-7
Wisdom: 5-9 (Dhanusa/Archer, Mina/Fish)
Intelligence: 6-9 (Mesa/Ram)

Charisma: 2-4 (Karka/Crab, Vrscika/Scorpion, Mina/Fish)

Strength: 4-7
Dexterity: 4-7 (Vrsabha/Bull, Vrscika/Scorpion)
Constitution: 3-6 (Mesa/Ram, Dhanusa/Archer)
Wisdom: 2-6 (Tula/Balance)

Intelligence: 5-8
Charisma: 7-9 (Mesa/Ram, Mithuna/Twins, Simha/Lion, Tula/Balance, Dhanusa/Archer, Kumbha/Water-Bearer)

Strength: 5-8 (Vrsabha/Bull)
Dexterity: 6-9 (Tula/Balance)

Constitution: 4-7
Wisdom: 2-6 (Tula/Balance)
Intelligence: 3-6 (Vrsabha/Bull)

Charisma: 5-7

Below are the best potentials in both combat skills and non-combat skills. If you see a duplicate with a '-' in front of it, that means that while the potential on the duplicate is not as good that character starts with a higher skill level regardless. For instance, the Scholar's Scion with the Mesa/Ram sign is some sort of nerd-savant with a keen mental edge on learning arithmetic, but the Merchant's Heir has far more actual practice in tallying up that shit while the Scion was instead busy snorting alchemical fumes and stargazing. As such, the Heir starts with a clear advantage in Arithmetic despite the gap in potential.

Melee Weapons: 0/8 (Novice Hunter or Slumrat w/ Vrsabha/Bull)
Ranged Weapons: 0/9 (Slumrat w/ Tula/Balance)
- Ranged Weapons: 1/8 (Novice Hunter w/ Tula/Balance)
Astra Proficiency: 0/9 (Scholar's Scion w/ Dhanusa/Archer or Mina/Fish)
Unarmed: 0/7.5 (Slumrat w/ Tula/Balance, Makara/Goat or Kumbha/Water-Bearer)

Alchemy: 2/9 (Scholar's Scion w/ Mesa/Ram)
Arithmetic: 0/9 (Scholar's Scion w/ Mesa/Ram)
- Arithmetic: 2/8 (Merchant's Heir w/ Mesa/Ram)
Artistic Aesthetics: 0/7.5 (Scholar's Scion w/ Mesa/Ram or Tula/Balance)
Astra Affinity: 0/9 (Scholar's Scion w/ Dhanusa/Archer or Mina/Fish)
Astrology: 1/8.5 (Scholar's Scion w/ Dhanusa/Archer or Mina/Fish)
Drinking: 0/9 (Novice Hunter w/ Vrsabha/Bull or Vrscika/Scorpion)
Etiquette: 0/8.5 (Merchant's Heir w/ Mesa/Ram)
- Etiquette: 2/8 (Ambassador's Child w/ Mesa/Ram)
Intimidation: 0/7.5 (Merchant's Heir w/ Vrsabha/Bull, Simha/Lion or Kumbha/Water-Bearer)
- Intimidation: 1/7 (Slumrat w/ Vrsabha/Bull, Simha/Lion or Kumbha/Water-Bearer)
Sleight-of-hand: 1/9 (Slumrat w/ Tula/Balance)
Speech: 1/9 (Merchant's Heir w/ Mesa/Ram, Mithuna/Twins, Simha/Lion, Tula/Balance, Dhanusa/Archer or Kumbha/Water-Bearer)
Stealth: 1/9 (Slumrat w/ Tula/Balance)
Traps: 0/7.5 (Scholar's Scion w/ Mesa/Ram or Tula/Balance)
- Traps: 1/6.5 (Novice Hunter w/ Mesa/Ram or Tula/Balance)

These are the ones that stood out to me with a wide range of potential masteries:

Scholar's Scion w/ Mesa/Ram: Smartest. Best alchemist and artist, can also beat the Heir and the Novice at their own games in arithmetic and traps respectively. 2nd best astrology. Has a small boost in dexterity and wisdom at the cost of being slightly frail and a bit of an asshole. The last two are a bit of a bad combo but it seems this one can come up with Kunning Plans readily and traps out the wazoo could help tremendously in most any fight- recall how that gunpowder bag nearly put Jing down for the count, or how many times people got away from his claws with poisoned armor or smoke bombs.

Scholar's Scion w/ Dhanusa/Archer or Mina/Fish: Wisest. Astronomical Astra proficiency and affinity as well as astronomy skills. Second best alchemy. Nearly as smart as the above scholar in either case, with Dhanusa/Archer there's a compensating slight penalty to strength, constitution and charisma but Mina/Fish salvages a slight boost to constitution at cost of having the shittiest charisma in town; Mina/Fish for the true Goat Doctor experience! In either case, these two lean into the Astra material which may well be the new qi and techniques, very promising.

Slumrat w/ Tula/Balance: Most dexterous. Best at the rare skill of unarmed combat, sleight-of-hand, and stealth. Can surpass the Novice in ranged weapons, and has reasonable intimidation albeit not the best in its class. Substantial boost to charisma and slight boost to strength at cost of the worst wisdom which probably doesn't do wonders for engaging with all this soul weapon Astra stuff. Kind of reminds me of a more dex-focused version of Xu Jing's skillset circa his time of being apprenticed to the Killer Physician while his qi was all screwed up.

Merchant's Heir w/ Mesa/Ram: Most charismatic. Best speaker and begins as the best arithmetician with room to grow to mastery, albeit not the limits of human potential; can attain supremacy in etiquette after one-upping the Ambassador's Child. Extremely smart if quite not at the heights of its equivalent among the Scions and enjoys a bit of a boost in dexterity, but there's a big hit on wisdom and constitution is the worst around. Not so bad a problem if it can talk things out to never come to blows in the first place, or come up with Kunning Plans for meatshields allies to gladly obey under the Heir's inspired leadership.

Merchant's Heir w/ Simha/Lion or Kumbha/Water-Bearer: Also most charismatic and best speaker, but with a bit of a darker twist. Can surpass the Slumrat in intimidation, but it seems this Heir wasn't doing their homework so well and despite the initial lead there's only mediocre to above-average potential for arithmetic. Strong and charismatic with good to amazing dexterity in Kumbha/Water-Bearer's case, this one seems combat-focused at cost of wisdom and (in Kumbha/Water-Bearer's case) a ding to intelligence. Seems like a well-to-do badass.
 

Baltika9

Arcane
Joined
Jun 27, 2012
Messages
9,611
These are the ones that stood out to me with a wide range of potential masteries:
Do keep in mind that this is a treave LP, though. Making choices based on pure computations will ignore the full picture. It could turn out that the hunter has some weird spiritual connection to the Tower, or have something along the lines of Jing's 'useless' neigong.
 

treave

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Codex 2012
Don't worry about potential future plot points that you can't know at this moment. Just focus on picking a character you think would be attractive to play. As usual, if stats dip below 3 we'll try to have a very obvious effect on the character.
 

Baltika9

Arcane
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Jun 27, 2012
Messages
9,611
Don't worry about potential future plot points that you can't know at this moment. Just focus on picking a character you think would be attractive to play. As usual, if stats dip below 3 we'll try to have a very obvious effect on the character.
Yeah, I'm trying to prevent excessive stasturbation, being a storyfag and all.

Will we be able to choose which great power our father is a delegate of for the Ambassador's Child?
 

Kipeci

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May 22, 2012
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These are the ones that stood out to me with a wide range of potential masteries:
Do keep in mind that this is a treave LP, though. Making choices based on pure computations will ignore the full picture. It could turn out that the hunter has some weird spiritual connection to the Tower, or have something along the lines of Jing's 'useless' neigong.
Very true, and I do think that I let the +1 SWORD mindset blind me at the past. That said, it’s not bad to use stats and proficiencies as a rough guide when we’re considering the personalities and skillsets that we might want to indulge in this time around; see how differently the stats cast the Ram and Water-Bearer Heirs above, despite them sharing an identical background.

And having a wide range of potential masteries gives us some fairly good stat competencies to depend on if we’re in trouble and areas to develop that will readily bear fruit.
 
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No luck stat. I assume because it's locked at zero as usual. :M

Slumrat w/ Tula/Balance: Most dexterous. Best at the rare skill of unarmed combat, sleight-of-hand, and stealth. Can surpass the Novice in ranged weapons, and has reasonable intimidation albeit not the best in its class. Substantial boost to charisma and slight boost to strength at cost of the worst wisdom which probably doesn't do wonders for engaging with all this soul weapon Astra stuff. Kind of reminds me of a more dex-focused version of Xu Jing's skillset circa his time of being apprenticed to the Killer Physician while his qi was all screwed up.

Scholar's Scion w/ Mesa/Ram: Smartest. Best alchemist and artist, can also beat the Heir and the Novice at their own games in arithmetic and traps respectively. 2nd best astrology. Has a small boost in dexterity and wisdom at the cost of being slightly frail and a bit of an asshole. The last two are a bit of a bad combo but it seems this one can come up with Kunning Plans readily and traps out the wazoo could help tremendously in most any fight- recall how that gunpowder bag nearly put Jing down for the count, or how many times people got away from his claws with poisoned armor or smoke bombs.

Both of these sound really interesting to play.

The second one reminds me of our hero in Epic Book II.

Scholar's Scion w/ Mesa/Ram gets my vote.

I miss our (horrible) attempts at being a cunning character.
 

Grimgravy

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Codex 2016 - The Age of Grimoire
Astra of Karka (The Crab)
The Scholar’s Scion
 

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