Change font size


Post a new topicPost a reply Page 1 of 1   [ 15 posts ]
Author Message
 Post subject: Class of Heroes - How it works & applications
PostPosted: Wed Jul 13, 2011 11:32 pm 
Out of Character:
Apologies for the massive wall of text - it's far simpler than it looks. Also, I might need to work on some of the formatting. Any questions, comments or enrollment applications should be posted in this thread.


Welcome to Magisterion Academy, where you can become tomorrow's hero - today!

Academic Life
Life is pretty simple at Magisterion Academy...aside from the near-constant threat to life and limb. You'll be given an assignment and a deadline - all you have to do is declare each day what you want to do. Some activities may take more than one day to complete. For most assignments, you'll find that a good mix of practical work and theoretical study produce the best results.


An example Assignment
Ivan Goatslayer is a new student at Magisterion Academy. In his old school he was something of a sports star, so he has the Athlete background, and chooses Warrior as his Degree Course. Of the three options available, he chooses the "Never Outnumbered" perk, which is exclusive to students Majoring in Warrior.
His first assignment is to write a report on gruntlings, due in 5 days.

DAY 1: Ivan doesn't know a lot about gruntlings, so his first stop is the Student Library, where he spends the day reading up on Gruntlings. He now knows the basic details of Gruntlings, such as where they live, and what they look like (low Research check). He could spend the next day writing up his report and have the next 3 days free for relaxing, but he doesn't think that it would be a very high-scoring report. If his Research check had been better, he may have learned more.

DAY 2: Instead, he heads out into the wilds to find and observe gruntlings in their natural habitat (Survival check, with a bonus from previous study). Over the course of the day, he gains a few insights and even manages a few sketches of the newborn gruntlings and their mother (Good Observe check), but doesn't notice (Low Observe check) the alpha male - who is very unhappy with this intruder!
A fight ensues, and Ivan emerges victorious (Armed Combat skill), though he's picked up a nasty injury in the process, which imposes a penalty on all his actions.

DAY 3: Ivan can't think straight with the gaping wound in his side, so he spends the next day in the Healing Halls, recovering. He's now spent three out of his five available days, and still has to write up his report.

DAY 4: Ivan thinks that if he'd had better gear, he might have fared better in the fight, but doesn't have enough money to buy any. Now that he's recovered, he could take on some part-time work, so he spends the next day working, and comes out a couple of gold richer. Now with one day left before the deadline, Ivan has a dilemma; he can either spend the day doing a good job of the report for the best score possible, or he could head into town to spend his hard-earned cash, and pull an all-nighter to write the report in time - it won't be as good (influenced by Debate skill), but he will have some new gear ready for the next assignment.

DAY 5: After a little consideration, he decides to write the report properly (no skill check; spending all day gives the best possible result based on work so far); it would be a shame to waste his hard work on a half-hearted writeup, and he can always head into town tomorrow.

HAND-IN:
Ivan hands in his report and his lecturer is impressed - it gets a mark of 4 from a possible 5 (and Ivan gains 4XP to spend improving his skills and abilities!), but the work's not over yet - there's a new assignment, this time a geography report on the mountain range to the north.

Ivan has two weeks to produce this report, but the mountains are a long way off - he might not be able to get there and back in one day. On top of that, he has some gold and XP burning a hole in his pocket - he could head into town and get some better gear, he could train to improve his skill with a weapon, or he could even study to pick up a few useful words and phrases in the mountain-folk's language before he sets out, but he only has so much time....


Last edited by Daremonai on Wed Jul 13, 2011 11:46 pm, edited 1 time in total.

Top
  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works
PostPosted: Wed Jul 13, 2011 11:37 pm 
Enrollment procedure

To enroll in Magisterion Academy, you need to fill out an enrollment form with the following information:

Your name
Your background
Your Degree Course
Your starting Talent, and
Your spells known (if any)
Your Favoured Weapon (if any)
Your Job (if any)
Your Default Battle Stance and Magical Attitude (if you want)

For details of each one, see below. Battle Stance and Magical Aptitude are optional adustments, and are discussed in Behind the Scenes

-------------------------------------------------------------------
Backgrounds

Athlete - Strong & fit - not likely to join MENSA any time soon
Favoured Attributes: Strength, Vitality, Agility

Honour Student - Clever, but not very fit
Favoured Attributes: Intellect, Perception, Charisma

Socialite - A force of personality - kind of average fitness and intelligence
Favoured Attributes: Charisma, Perception, vitality

Dilettante - An even balance, with no particular strengths or weaknesses
Favoured Attributes: Agility, Vitality, Intellect


--------------------------------------------------------------------

Degree courses
Talents marked * are exclusive to a Course

Warriorship – Awesome on the battlefield. Not great at study
Talents: Never Outnumbered*, Favoured Weapon, Iron Hide
Begins with: a mace, shortsword or Spear, Scale Mail, 40 gold.
Favoured skills: Armed Combat, Ranged combat, Survival, Intimidation

Magecraft – An excellent scholar, lousy at fighting. Can cast spells.
Talents: Practised Caster*, Extra Spells, Spellpower
Begins with: a club or staff, three points’ worth of spells known, 40 gold
Favoured Skills: Research, Debate, Observe, Appraise

Scouting – An expert at sneaking about, average at combat and study.
Talents: Dodgy*, Backstab, Snoop
Begins with: A dagger, leather armour, a shortbow and arrows, 30 gold
Favoured Skills: Stealth, Observe, Ranged Combat, Survival

Diplomacy – A master wordsmith, average at combat and study.
Talents: I Know A Guy, Bartering, Fit Right In
Begins with: A dagger, leather armour, 50 gold
Favoured Skills: Armed Combat, Observe, Debate, Gather Info

Sentinels – A true Renaissance Man. Average at combat & study, etc. Can use magic.
Talents: Enchanter*, Extra Spells, Combat Casting
Begins with: A mace or shortsword, two points’ worth of spells known, 30 gold.
Favoured Skills: Armed Combat, Research, Appraise, Intimidate

----------------------------------------------------------------------
Money Makes The World Go Round

Money is a very useful thing - or at least it can be used to buy very useful things. Either way, you probably don’t have a lot of it. To remedy this situation, you could get a job, or apply for a scholarship, or both.

There are two kinds of jobs you could take; Regular and Piecemeal. To take a regular job, choose a day of the week – every week, you spend that day working and get 20 gold in return. If you miss work once for any reason, you get no pay that week, and your employer no longer trusts you. If you miss work a second time, you lose your job – employment law is not your friend. If you choose not to start with a regular job, or quit/get fired, finding a new regular job takes one full day, for which you do not get paid.
Piecemeal jobs are much easier – if you have a day free, turn up for work and get 10 gold for your trouble. Less commitment, but less cash. Having a regular job does not prevent you from working piecemeal as well.

Scholarships require you to have the Scholarship advantage. Every week, you receive 5 gold to assist in your studies…so long as you score at least 3 marks for your assignments. Scoring a 2 or less will result in the money being withheld until your scores improve. Having a scholarship does not prevent you from having a regular and/or piecemeal job.

-----------------------------------------------------------------------


Talent Listing:
Never Outnumbered (Warrior Exclusive): You fight more efficiently, and can use Active Defence once more per turn than normal.
Favoured Weapon: You gain bonuses to the relevant combat skill with a specific type of weapon. Stacks with the Weapon Of Choice advantage.
Iron Hide: You absorb a little damage above and beyond what your armour provides.
Practised Caster (Mage Exclusive): Using magic is not as tiring as it could be.
Extra Spells: You learn two points of extra spells.
Spellpower: Magic you cast is more effective.
Dodgy (Scout Exclusive): Your constant ducking and diving improves your Passive Defence. Stacks with Armour of Heroes.
Backstab: Your melee attacks have a chance of causing greater wounds than normal.
Snoop: Once per assignment, you can peek at another student’s work and copy from them. Depending on how they’re doing, this may improve or damage your result.
I Know A Guy (Diplomat Exclusive): Your network of contacts means that you can find a Regular Job without taking a full day to do so.
Bartering: You can buy gear at a 20% discount (rounded up)
Fit Right In: When visiting other cultures, you will never offend them so much that they attack you.
Enchanter (Sentinel Exclusive): You can apply a temporary Minor Enchantment to a single object, for a price. Each enchantment placed lasts for one week.
Combat Casting: When you cast a spell in combat, you are treated as using Active Defence (at a penalty)

------------------------------------------------------------------------

Spells

Casting spells can be quite tiring (see the Behind the Scenes section) - here is a listing of the spells available. Spells marked * cost two points to learn; all others cost one point. Anyone can learn to cast spells, but some students need to pick up a Minor subject to do so. You must learn a spell before you can cast it.

Banespell - Quite Tiring - Provides you with a bonus to melee attacks
Beast Speech - Hardly Tiring - Allows you to speak with animals
Create Light - Hardly Tiring - No more need for Torches or Glowstones in dark places!
Disguise - Slightly Tiring - Disguises you as another person. Good for blending into a crowd
Exclusion* - Quite Tiring - Secures an area from intrusion, can help prevent theft or snooping.
Farseeing* - Very Tiring - Allows you to scry on an area without actually having to go there...if you scry on the right place.
Guarding* - Quite Tiring - Provides a bonus to both Active and Passive Defence
Firebolt - Slightly Tiring - A ranged magical attack that burns the enemy for a little damage; relies on Ranged Combat skill.
Lightning Bolt - Quite Tiring - A magical attack that zaps the enemy for moderate damage; autohits.
Paralyse - Quite Tiring - Can totally paralyse someone/something! Has a chance of being resisted. Good for bypassing combat or taking live captives.
Searing Flame* - Quite Tiring - A ranged magical attack that causes massive damage; relies on Ranged Combat skill
Victory* - Quite Tiring - Provides a bonus to Ranged Combat, Armed Combat and Active Defence


Top
  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works
PostPosted: Wed Jul 13, 2011 11:40 pm 
Activities

During your studies, you'll need to undertake a number of activities to fulfil your assignments. Here are a few examples, with how long they take

(0 days) Resupply: Basic supplies and sundries can be bought from the on-campus shops. Other purchases require a dedicated shopping trip.
(0 days) All-nighter: Write up & prepare your assignment for handing in. This will cause you to get tired and may adversely affect your final result.
(1 day) Write-up: Write up & prepare your assignment for handing in. This method will get you the best mark possible for the groundwork you put in.
(1 day) Study in the library: Depending on your study skills, you may learn a little or a lot about your chosen subject. Multiple days spent studying may produce better results, but just reading a book is no substitute for experience...
(1 day) Work: You may be picking up work piecemeal or have a regular job, but if you need money, this is the most reliable way to do so without selling your possessions.
(1 day) Heal up: You heal a little each day naturally, but a day spent in the Healing Halls on-campus will reduce your injuries by one whole step in addition to your normal healing. If you're injured and do not declare an action, you're assumed to be Healing Up.
(1 day) Shopping trip: It takes about a day to get to the nearby town and back, but the shops in town offer supplies cheaper than on-campus, and some things that you just can't buy anywhere else. There's also a pawn shop in town that will buy your used gear.
(1 day) Training: Regardless of what you choose to improve, buying one improvement from your XP requires a full day of training. (See Advancement)
(1 day) Delving: Spend some time in the campus labyrinth, and gain some XP! Please note that the labyrinth is a hazardous environment, and the Academy cannot be held responsible for any injury or death that may occur.
(varies) Field Work: Why sit & read about something, when you can go out and experience it for yourself? The time required for fieldwork varies depending on the distance travelled. As with book study, spending extra time in the field may yield better results, but the wilderness can be a dangerous place.
Finally, (1 day) Slacking Off: Don't feel like doing anything? Take the day off. If you're uninjured and have not declared an action, you're assumed to be slacking off. Alternatively, you can choose to do this if you really want to.

------------------------------------------------------------------------

Gear

Gear can be useful, but carrying too much is encumbering. Generally speaking, you can carry up to 4 weapons without trouble – two-handed melee weapons take the space of two weapons. Anything costing up to 10 gold is available on-campus; anything more expensive has to be bought in town.

Melee weapons
Melee weapons are shown here in order of effectiveness in each group (blunts, blades, polearms). All of them use the same Armed Combat skill, but if a Warrior has the Talent “Favoured Weapon: Longsword”, then he will lose the bonus if he wields (for example) an axe or zweihander instead. Weapons marked with a * are two-handed and cannot be used with a buckler or shield. Due to their reach, polearms provide a chance of denying an opponent their attack as they struggle to get in close enough. Longswords and Zweihanders provide a bonus to Active Defence.

Blunts
Club Free
Mace 30g
Axe 35g
Greataxe* 40g

Blades
Dagger 22g
Shortsword 25g
Longsword 30g
Zweihander* 35g

Polearms
Staff* Free
Spear* 25g
Pikestaff* 30g

Bows are good for attacking enemies from distances where they cannot retaliate, but are useless in melee. They (and some spells) use the Ranged Combat skill. Like Melee weapons, the Warrior Talent “Favoured Weapon” only applies to one type of ranged weapon.

Bows
Shortbow* 20g
Longbow* 25g
Enough Arrows for one fight 5g

Shields provide bonuses to Active Defence, but not to Passive Defence. All shields require the use of a hand to wield properly, and cannot be used with 2-handed weapons.

Buckler 15g
Targe 20g


Armour absorbs damage in combat, and offers a bonus to Passive Defence.
Leather 20g
Scale Mail 40g
Chain Mail 50g
Field Plate 70g
Full Plate 80g

General Gear
General gear can be useful in the Labyrinth or out in the field. While it’s rarely essential, gear can make certain tasks a lot easier but may carry disadvantages of its own. Items marked with a * are single-use and need to be replaced afterwards.
Torch* 1g
Rope 3g
Lifesaver Charm* 20g
Blue Ox* 10g
Painkillers* 5g
Glowstone* 5g


Torch: Specially treated to burn for hours, torches can be used to provide light in darkness. Lit torches require a free hand, so cannot be used with two-handed weapons or a sword/shield. A torch can be used as a makeshift club if necessary. Lit torches stick out like a sore thumb and ruin attempts at stealth.
Rope: Always handy, rope can be used as a climbing aid, as a means to cross chasms/rivers, or even to bind captured creatures.
Lifesaver Charm: Also known as the “Adventurer’s Friend”, Lifesaver Charms contain a one-shot enchantment that stabilises wounded folk and stops them from bleeding out. If you would otherwise be killed in combat, the Lifesaver Charm will trigger, stopping you just short of death. You will still be horrifically wounded, but at least you’ll live long enough to return home and heal up. Without a charm, death is a whole lot more final.
Blue Ox: A special potion created to offset the effects of tiredness just long enough to get through the day. Taking this potion will reduce the effects of tiredness by one step – but only until nighttime, when exhaustion kicks in. Using this potion during the day and then pulling an all-nighter is not recommended.
Painkillers: These handy little pills take the edge off your pain. Taking Painkillers will reduce the penalties for injury by one step, but you will still need to heal normally.
Glowstone: Popular for adventurers and partygoers alike, this small leather pouch contains a small stone that, when crushed, reacts with the leather pouch to produce light equivalent to a torch. Using the handy drawstrings, the pouch can be tied to a wrist or belt, or worn around the neck – in either case, it does not require a free hand. Lit glowstones stick out like a sore thumb and ruin attempts at stealth.

--------------------------------------------------------------
Advancement

As your studies go on at Magisterion, you're quite likely to pick up a trick or two along the way. Your options for self improvement are:

XP Cost Improvement

1: Advance a Favoured Skill
2: Advance a Non-Favoured Skill
2: Gain or improve an Advantage
3: Gain a Talent
5: Improve Health
5: Improve Fatigue
5: Minor Subject: Gain access to another Course’s non-exclusive Talents
8: Improve a Favoured Attribute
10: Improve a Non-Favoured Attribute



Advantages

Not as powerful as Talents, Advantages are open to everyone. Unless specified, you can only gain each advantage once.

Armour of Heroes: You gain a small bonus to passive defence that stacks with the Dodgy talent.
Charmed Life: Once per fight, you gain a chance to reduce injuries taken by one level.
Fast Healer: Your natural healing rate is doubled.
Windfall: You gain a one-off bonus of 50 gold.
Scholarship: You gain a Scholarship, as detailed in the Money section
Night vision: The penalties for operating in darkness are reduced. Taking this advantage twice will remove the penalties entirely.
Night Owl: The penalties for pulling an All-Nighter to write up your assignment are halved.
Minion: You have a friend who doesn’t mind helping out from time to time. Choose one of the following:
--Errand Boy: Your minion will go on Shopping Trips for you, but will take 1-3 days to get around to it. If you have the Bartering Talent, your minion does not benefit from it.
--Hoarder: You can borrow one item (worth less than 50 gold) from this minion, so long as you return or replace it within a week.
--Enchanter: Your minion can provide you with a Minor Enchantment for mates’ rates (20% markup on Enchanter Talent prices), but needs a full day’s notice. (i.e. if you ask for it on Monday, you get it on Tuesday)
You may gain the Minion advantage up to three times, but must pick a different option each time.
Weapon of Choice: You gain a bonus to combat skill rolls with a specific weapon (not weapon type) of your choosing. You can adjust your fighting to a different weapon of the same type for the cost of 1 day and 20 gold, losing your bonus with the previous weapon in the process. You may take this Advantage multiple times, choosing a different weapon each time.

--------------------------------------------------
Enchantments

There's nothing like a well-made piece of kit...except maybe an enchanted well-made piece of kit. Our doctorate students are making good headway into getting an item to accept two enchantment effects, but so far nobody has ever managed to apply more than one effect to any given piece of kit - any new enchantments overwrite existing ones.

Out of Character:
You don't need armour for armour-specific enchantments - instead, your normal clothing can be treated as Cloth armour that provides no defensive bonuses


Minor Enchantments
Minor enchantments can be purchased in permanent form, or applied temporarily by students or minions with the Enchanting Talent.

Effect // Temporary cost // Permanent cost
Dictation // 5 // 25
Fortified // 13 // 65
Scribing // 5 // 25
Warding // 7 // 35
Warning // 4 // 20
Weighted // 5 // 25

Dictation - a notepad with this enchantment takes notes for you, providing a small bonus to Research checks.
Fortified - armour with this enchantment is that little bit tougher than normal, absorbing more damage.
Scribing - Does your penmanship suffer when you're tired or hurt? A quill with this enchantment eliminates some of the Fatigue/Injury penalty to your Debate check while pulling an All-nighter writeup.
Warding - Applied to armour, this enchantment provides a small bonus to Passive Defence. Applied to a Weapon, the bonus goes to Active Defence instead.
Warning - Never be ambushed again! Probably. An item with this enchantment vibrates when an aggressor approaches. You may still be drawn into a fight, but you won't be taken unawares.
Weighted - This enchantment magically increases the weight of a weapon when it hits, causing more damage on successful attacks.

Major Enchantments
Major enchantments are only available in permanent form.

Effect // Cost
Bane-weapon // 130
Dancing // 200
Healing // 100
Refreshing // 100

Bane-weapon - Your weapon seems almost drawn to an enemy's weak points. Provides a bonus to attacks.
Dancing - Not very useful during the Annual Ball, an unwielded weapon with this enchantment provides assistance during a battle. Wielding a weapon with this enchantment prevents it from assisting.
Healing - The perfect companion to a Lifesaver Charm, armour with this enchantment heals you by one level after a fight...assuming you're still alive.
Refreshing Armour with this enchantment keeps you cool on warm days and warm on cold days, and almost feels lighter than air. You gain a bonus to resist Fatigue loss.

EDIT: Forgot to include details of enchantments. I'll fix the formatting when I have time.


Last edited by Daremonai on Thu Jul 14, 2011 9:57 am, edited 1 time in total.

Top
  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works
PostPosted: Wed Jul 13, 2011 11:45 pm 
Behind the Scenes

You'll have noticed that there aren't many numbers in the above sections - words like "small bonus", or "quite tiring" are used instead. There are actual values for everything, but they don't serve any real purpose on the forum, so I won't be showing them. For those who want to know, here's a little more detail.

Health and Fatigue
Everyone has a number of levels of Health and Fatigue, tracked separately. As you get injured or tired, you start to accrue penalties that affect subesquent actions. The fitter you are, the more "points" each level has before you drop to the next one. The various levels are:

Unscathed: You are totally unhurt.
Scratched: You are hurt, but not enough to take a penalty.
Battered: You are hurt enough to take a small penalty.
Injured: You are significantly hurt, and take a moderate penalty.
Wounded: You are seriously hurt, and take a large penalty
Near Death: It's a wonder you're still alive - you're almost incapable of functioning until you have a chance to heal.

Full of Vim: You're bursting with energy
Tired: You're not as fresh as you could be, and take a small penalty
Shattered: You're pretty worn out, and take a moderate penalty
Exhausted: You're in real need of a rest, and take a large penalty
Passed out: Goodnight!

Under normal circumstances, you're assumed to get a good night's sleep and wake up every morning with full Fatigue. Healing from injuries is slower, but there are ways to speed it up a little.

Magic

Some people can cast magic right off the bat; others can learn to do so later, if they choose. This is how it works:
- There are a number of spells available; to cast a given spell, you must have learned it - after that, you can cast it as many times as you want.
- Casting spells can be tiring. One or two spells a day will probably be ok, but casting many will tire you out, and impose penalties on any activities that day.
- Getting into a fight will probably involve you casting quite a few spells, particularly if you can't fight. The plus side is that you're less likely to take damage than if you're in melee.

Attitude You can set your "attitude" on spell use to any of the following:
Cast away! - makes heavy use of magic - will solve just about any problem, but very likely to tire you out.
Balanced - strikes a balance between efficacy and fatigue. Uses magic sparingly, and only when it's a better option than not.
Never - no magic used (in fights, etc) unless you specify.
Your attitude carries over from one day to the next unless you change it. Unless specified, everyone starts with a Balanced attitude.
- I will assume that intelligent use is made of spells; a Mage who knows Lightning Bolt and has the "cast away!" attitude won't zap everything that moves just for the Coventry of it, but won't hold back in a fight.


Combat

It's fairly likely that you'll get involved in a fracas at some point - here are the details
- Your chance to hit depends largely on your combat skill. Your base stats influence how hard you hit when you land a blow.
- Your base stats decide how much damage you can take before you start taking penalties to your actions; an Athlete can take almost twice as much damage as an Honour Student before things turn bad (but pays for it in other ways)
- You have two kinds of defence - active and passive. Your active defence is affected by your combat skill, your passive defence is derived from your base stats and armour.
- Behind the scenes, you get 2 "actions" per combat turn, which can be used for either attack or active defence. Once you run out of active defence actions, you're reliant on passive defence. Casting a spell (if you can) also takes ones of these actions

Battle Stance Each day, you can choose your basic combat stance from the following:
Full Attack - both "actions" are used for attacking, and you rely on passive defence only. Good for overwhelming opponents before they can hurt you.
Balanced - One "action" is used for attack, and one for defence. Well suited for fighting single opponents.
Full Defence - both "actions" are used for defence, and you rely on counterattacks to do damage. Well suited for fighting powerful enemies or groups.
If you do not specify, you will be assumed to maintain the same stance as the previous day. You are initially assumed to be Balanced.

Spellcasters who get into a fight will cast spells instead of using physical attack actions (depending on their Attitude).


Please note that how combat works is likely to undergo a number of changes as I try to make it fit the forums better. The underlying mechanics won't change, but the presentation might.


Last edited by Daremonai on Thu Jul 14, 2011 1:29 pm, edited 1 time in total.

Top
  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Thu Jul 14, 2011 7:58 am 
Motor Mouth
User avatar

Joined: Sun Apr 20, 2008 2:00 am
Posts: 3723
Location: Singapore
Medals: 1
Dungeonbowl Champion (1)
Real Name: Lee
Your name:
    Gung-Hao
Your background:
    Gung-Hao comes from a life of privilege. He doesn't really want to be at the academy however Father says that all past Heads of State have attended and passed a degree course here. Gung-Hao is much more interested in playing the Socialite, meeting girls and partying as best he can. As long as he actually passes the course Father has nothing to complain about does he?
Your Degree Course:
    Despite wanting to sign up for Warriorship, Gung-Hao was pressured into signing for a degree that would benefit his future position and has signed up for Diplomacy.
Your starting Talent:
    Whilst Gung-Hao may not know anyone, they all know his Father so by default I Know A Guy who can do anything.
Your spells known (if any):
    None
Your Favoured Weapon (if any):
    None
Your Job (if any):
    Not really a job but if Gung-Hao reminds Father he should keep his Regular allowance coming. Being as his Father is a "Very Busy Man" the only window Gung-Hao has to speak to him is on a Sunday. If he doesnt get hold of him then Gung-Hao is unlikely to receive anything for the coming week.
Your Default Battle Stance and Magical Attitude (if you want):
    With a family motto like, "Peace Through Superior Firepower", Gung-Hao only knows one way to fight (Even if he is not great at it) Full Attack and Cast Away! you can always pick up your limbs afterwards (If you still have hands).

Out of Character:
I think that covers everything. Are we expected to track everything at this end (Inventory, skills, stats, etc...) or is that all abstracted at your end?

_________________
Use a MediaCenter? Use Trakt.
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Thu Jul 14, 2011 8:24 am 
Harroguk wrote:
Out of Character:
I think that covers everything. Are we expected to track everything at this end (Inventory, skills, stats, etc...) or is that all abstracted at your end?


Skills & stats, etc will be abstracted and tracked at my end. I'll keep track of your inventory and include it in your progress posts, so there'll be a few lines at the bottom of each one that says (for example):

Inventory: Dagger, Leather Armour, Torch, Blue Ox, Jewel-encrusted Egg.
Gold: 23 gold

...and if you want to purchase anything, just make a note of it in your next Activity declaration.

Additionally, your Regular Job requires you to designate a day of the week (to spend hassling your Father for cash) - essentially, you give up a fixed day each week in return for the extra cash.
e.g. Every Friday, Gung Hao gets his allowance...if he hounds his father long enough to remind him.

Piecemeal work is more flexible in that you don't have to designate a day, but that's why it doesn't pay so well.


Top
  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Thu Jul 14, 2011 8:34 am 
Motor Mouth
User avatar

Joined: Sun Apr 20, 2008 2:00 am
Posts: 3723
Location: Singapore
Medals: 1
Dungeonbowl Champion (1)
Real Name: Lee
Daremonai wrote:
Additionally, your Regular Job requires you to designate a day of the week (to spend hassling your Father for cash) - essentially, you give up a fixed day each week in return for the extra cash.
e.g. Every Friday, Gung Hao gets his allowance...if he hounds his father long enough to remind him.

Piecemeal work is more flexible in that you don't have to designate a day, but that's why it doesn't pay so well.


Fixed (and editted in original post)

Harroguk wrote:
Your Job (if any):
    Not really a job but if Gung-Hao reminds Father he should keep his Regular allowance coming. Being as his Father is a "Very Busy Man" the only window Gung-Hao has to speak to him is on a Sunday. If he doesnt get hold of him then Gung-Hao is unlikely to receive anything for the coming week.

_________________
Use a MediaCenter? Use Trakt.
Image


Top
 Profile  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Thu Jul 14, 2011 11:10 am 
Motor Mouth

Joined: Mon Mar 03, 2008 9:44 am
Posts: 3871
Location: Kenilworth
Real Name: Beardy Pete
Your name: Bonjour, Mon nom est Pepe, Pepe le Meh. Je suis un étudiant d'échange de France. Je ne serais pas ici parce que le système d'éducation français est le meilleur de le monde, mais ma mère m'a dit que je devais y participer ou je ne serai plus assister à mes prestigieuse école privée.

Your background: L'éducation en français est vaste et bien arrondi, ce qui signifie que tous les étudiants en France sont les mêmes. Nous sommes les dilettantes mondes.

Your Degree Course: En traditions française vrai, je vais étudier l'art plus élevé de Magecraft ne perdrai pas mon et temps avec le combat.

Your starting Talent: Ma formation me permet une plus grande capacité dans la magie et vous ne me verrez pas se fatiguer, aussi facilement que les utilisateurs locaux de la magie, parce que je suis un lanceur de sorts bien rodée.

Your spells known (if any): Je suis déjà un lanceur de sorts bien versé et de connaître le Lightning Bolt, Déguisement et Paralyse sorts. C'est le pouvoir probablement plus que vous aurez vu dans ce pays de remous.

Your Job (if any): Depuis ma mère refuse d'entretenir mon allocation, je serai tutorat étudiants d'autres en français le samedi.

Your Default Battle Stance and Magical Attitude (if you want): Comme tous les Français, j'évite autant que possible la confrontation, mais si je me trouve dans cette position déplaisant Je ferai en sorte que mon temps est équilibrée entre punissant le contrevenant et en veillant ma protection. Magic est un allié puissant et je ne vais pas avoir peur d'utiliser tout à ma disposition.

_________________
This signature intentionally left blank.


Last edited by bigmaddrongo on Thu Jul 14, 2011 1:16 pm, edited 1 time in total.

Top
 Profile  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Thu Jul 14, 2011 1:06 pm 
Gung Hao - You are now enrolled. Welcome to the Academy

Pepe le Meh - ...d'accord, tu es enregistré. Mais je crois que mon francais n'est pas trop fort donc je vais te contacter en anglais. En plus, un pneu est un truc de voiture - je crois que tu as voulait dire qu'on ne va pas te voir fatiguer

tl;dr: You're both in, but Google translate can't tell the difference between being tired and being tyred.

EDIT: oops, got my tenses wrong. And the word filter doesn't approve of polite French, so I'm being rude.


Last edited by Daremonai on Thu Jul 14, 2011 1:20 pm, edited 1 time in total.

Top
  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Thu Jul 14, 2011 1:17 pm 
Your name
Dee Sixsneak

Your background
Dee is the daughter of a local small-time thief turned "legitimate guild boss", and as such has been gently guided towards getting an education and making something of herself, while still being useful at home. She has dabbled in both kicking butt and taking names, and as such is a Dilettante.

Your Degree Course
To further the goals of her family business, Dee has enrolled to learn how to be a better Scout.

Your starting Talent
Dee has always found it much easier to let other people do the hard work, and doesn't see why that should change now. She intends to Snoop around where necessary.

Your spells known (if any)
None

Your Favoured Weapon (if any)
None

Your Job (if any)
Dee has to keep up appearances at home lest she fall out of favour with her old man. She spends each Friday tending bar at the local Thieves Guild Working Men's Club, listening out for gossip, dissident members and tips and tricks, while also quietly skimming her 'wages' off the top of the bar takings - an act of which her father is both aware and proud.

Your Default Battle Stance and Magical Attitude (if you want)
Balanced, for now.


Top
  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Thu Jul 14, 2011 1:20 pm 
Motor Mouth

Joined: Mon Mar 03, 2008 9:44 am
Posts: 3871
Location: Kenilworth
Real Name: Beardy Pete
Oui. Très bon. Je vais essayer d'utiliser l'anglais à partir de maintenant. Désolé... I will try to speak only the English for you.

_________________
This signature intentionally left blank.


Top
 Profile  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Thu Jul 14, 2011 1:21 pm 
My name is Heinrich Torst, son of the great prize fighter Ulf Torst. Although not blessed with the great strength of my father, I am still a brilliant Athlete, winning at games of agility and speed. It is these qualities that have made me enroll on the Scouting degree program at the great Magisterion Academy. My fast reflexes and the training of my father have given me a natural ability to avoid harm by ducking and diving, dodging out of harms way.

Every Saturday I work as a Hunt leader, taking out groups of wealthy kids to hunt for small game and furs in the forests. Although the brats I take out look down their noses at me, thinking me stupid, I have to pay my way somehow, even if it means looking after these spoilt rich kids who don't know the meaning of hard work.


Top
  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Fri Jul 15, 2011 1:08 pm 
Messrs Sixsneak and Torst, your names have been entered into the register

Class begins next week, but there will still be a chance for transfer students to enrol.


Top
  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Tue Jul 19, 2011 11:53 am 
Name Moon Jones

Background Dilettante - Never very focussed on a particular life goal until recently, Moon has ambled his way through childhood and adolescence, simply enjoying the world around him. His mother always encouraged him to take life as seriously as she did - with a toke under the stars and nice view of a stone circle.
Moon rarely sleeps indoors or turns up to breakfast, and as a result is a little less informed of his current tasks than most people, though he will always find ways and means to get back on track in the morning.
The concept of all this structured study is a little beyond him, but he knows that a formal qualification is the only way he's going to get to be a proper wilderness guide that people will trust.

Degree Course Sentinel

Starting Talent Extra Spells

Spells Known Banespell, Beast Speech, Create Light, Lightning Bolt (is this the right number to have learned with the Extra Spells talent?)


Top
  
Reply with quote  
 Post subject: Re: Class of Heroes - How it works & applications
PostPosted: Tue Jul 19, 2011 1:11 pm 
That's fine - I notice that you haven't included any details of work or combat styles - I'll take that to assume that you're currently unemployed and intend to take a balanced approach to any conflicts.

Your spell selection is equal to the number of points available to you, so that's fine.


Top
  
Reply with quote  
Display posts from previous:  Sort by  
Post a new topicPost a reply Page 1 of 1   [ 15 posts ]


Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron


Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
610nm Style by Daniel St. Jules of Gamexe.net