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- April 28, 2015 at 8:12 pm #151784AnonymousInactive
Here’s the character Jeff Boyce would like to have converted from his LA to ARG:
As I mentioned, he was a Dwarven Master Smith Level 10/Fighter 6 when he disappeared from the game. That translates into a Martial Apprentice of the Masters character, but there is no real equivalent of the Master Smith as a character going forward. Is it possible he could be a Dwarven Rune Smith with the limitation that he cannot make runes for anyone else and any runes he makes for himself be must paid for? I understand the desire to not break campaign ethos so I will accept any decision you make.
Because he could make almost anything he could use, his weapon and armor were are bit over the top. I would consider these the equivalent of Tier four or perhaps five level, so the Tier 1 would be much less in power, but if it could scale as he advances, that would be great.
I have the certs for all of this and can scan them in if you want to see them.
His primary weapon was a + 1 Defending, legendary + 2 (to hit and damage) Dwarven war axe, made of fervidite. There is no dwarven war axe in the present Arcanis campaign. If I recall, the Dwarven War Axe could be used either one or two handed, essentially the bastard sword of axes. That looks like it translates as a Bearded Axe, although that is not one of the national weapons of the present incarnation of Solanos Mor. Perhaps a Warhammer is the equivalent weapon, although it is also not a national weapon of Solanos Mor.
His armor was Masterwork Mithral +4 Dwarven Plate Mail. I suppose that could be Milandisan Andrean Suite of Plate although the mithral material would have meant there was no slow penalty associated with it. And of course, it also is not a national armor for Solanos Mor either which means my normal martial talents for weapons and armor that comes as I build the character will not help.
Here’s a solution Cody came up with:
Overall, I think that what I can see for Jeff is reasonable in terms of the Stats for his character. The big issue for him comes in Campaign permissions and gear. Assuming we don’t make unique weapons (that is your call), here are my recommendations.
1) I think his suggestion of granting him a limited use of the Dwarven Runesmith is reasonable, and his suggestion that only HE can make use of the Runes he scribes seems reasonable for such a unique case. Where this becomes complicated comes from how do we deal with Crafting itself. We could just have him pay the same for the Runes as normal, but have him not requiring a 3rd party Runesmith to inscribe the rune. Basically, it allows him to scribe a limited number of runes at market price at the end of any adventure (though we can specify that he can only scribe runes when he plays a mod set in a city).
2) For weapons, I think the best option is either a War Axe to replace the Dwarven War Axe or the Warhammer (though he’d have to take a talent to use it well). As such, I suggest having an Exceptional Fervidite Dwarven War Axe, though if he is willing to invest a talent the Hammer is a more flavourful option.
3) For armour, we can do two things here: We can take the literal angle and give him Hierloom Andrean Plate or Cancerese Gothic Plate, but he would have to take an appropriate Talent to use it properly. The closest Dwarven equivalent would be Chain Hauberk, which doesn’t quite fit. Mithril doesn’t exist in this universe (that we’ve seen so far), so making this a straight up Exceptional quality armour is probably the way to go. I say give him the option of Chain Hauberk (needing no additional talents) or heavier armour (but having to take the talent), but say it’ll be Exceptional quality.
Should you choose to have the Dwarves gain unique weapons–or even if you decide to grant him a unique weapon of his own invention (requiring a talent?)–here are some possible options.
Dwarven War Axe (Exotic Weapon or Dwarven National Weapon?)
Qualities: Adaptable
Tier I: Pommel Strike
Tier II: MIghty Swing
Tier III: Rapid Strike
Tier IV: Render Shield WorthlessDwarven Plate (Functionally Cancerese Gothic Plate, but added to Solanis Mor nation)
Thoughts?
April 30, 2015 at 1:10 pm #267619AnonymousInactiveI like the suggestions proposed for Jeff. We’ll want to note what runes he can craft in general terms. For example, is it only from released products or ones that he’s exposed to? There’s the venomous rune that’s in play, but not in a supplement. Amalgamated runes are another example as there are a handful to a dozen in play from Arcanicon. The tiered talent in for rune smithing sets requirements for Exceptional and Legendary, but not amalgamated or permanent.
My recommendation would be that an amalgamated or permanent rune requires 3 ranks higher than the minimum for the quality of the runes being inscribed, so 9 for Fine, 12 for Exceptional and 15 for Legendary.
With a sweep of his hat,
Paul
April 30, 2015 at 8:34 pm #267628AnonymousInactiveI don’t think we should let Permanent or Amalgamated Runes out. Let him do ‘normal’ runes, and leave those other types as ‘special’ campaign stuff. Similarly, he can only scribe runes from Forged in Magic 1 or 2 appropriate to his race/religion. For example, he cannot scribe a Belisarda rune.
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