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Character Advancement

Page history last edited by PBworks 16 years, 8 months ago

Add advancement choices here

 

Andrew Joyce

Andy, I moved this here.

 

I was thinking of trying to have my TORG character learning magic, but I'm not sure how that'd work (esp. with a Magic Axiom of 7). I didn't know if SKeeve (as a contact) could teach me the skills needed, or if I'd need to learn them on my own, or what.

 

Magic can be learned by your character. Of course, with a magic axiom of only 7, trying to use any spell with an axiom level higher than a 7 runs the risk of causing a disconnection, but eventually you will all have skills or items or abilities that will be normally beyond your use, that's half the fun of the game.

 

Don't forget, there is a lot to magic. First you have to learn Arcane Knowledges, ("Death", "Life", "Plant", etc...) which determine basically the "domains" you have knowledge of, then you have to buy the different magic skills to determine what types of magic you can use "Apportation", "Conjuration", etc...

 

Each Arcane knowledge costs you 1 point. And of course, buying a new skill (Arcane Knowledges are not skills) costs 2 points for the first add, and then the standard advancement rules for any further adds.

 

And you have to spend a possibility for each spell you learn. Of course you can always "cast on the fly" but that is dangerous. It's basically casting spells untaught. You still have to have the appropriate arcane knowledges and skills, but you can cast a spell without "learning" it. However, as I said before, this can be dangerous..."

 

You will also be limited to learning what others in your group know unless you find new spells along the way (or there is time for instruction during an adventure.

 

Hmm... how many magic skills and knowledges are there? Also, would there be someone who I could learn magic from, or would I have to learn it on my own (which affects Possibility cost, IIRC)?

 

Learning yourself is nearly impossible, and you'd need sources to learn from and a lot more time.

 

For magic skills theres Apportation, Conjuration, Alteration & Divination.

 

The Arcane Knowledges are broekn up into sub-catergories, but you have to buy them individually and it affects what spells you can learn (or cast on the fly).

 

The Essences: Death, Life, Time, True Knowledge.

The Principles: Darkness, Light, Magic.

The Mixed Forces: Inanimate Forces, Living Forces.

The Elements: Air, Earth, Fire, Metal, Plant, Water.

The Seven Kindred: Aquatic, Avian, Earthly, Elemental, Enchanted, Entity, Folk.

Theory Knowledges: Cast Time, Control, Duration, Range, Speed, State.

 

I'll have to go through the character sheets to see which skills/knowledges are known throughout the group.

 

Jack Markson-One

I'd like to spend 4 possibilities to up Missile Weapons to 4

Spend 4

 

Before I make any changes, I just want to make sure you are increasing the right skill. Missile Weapons includes the use of bows, crossbows, slings, throwing knives, shuriken, etc. If that's what you wanted, then no problem.

 

If you were loking to use Rocket Launchers and the like, that falls under Heavy Weapons, and if you were wanting to increasing your shooting ability, that is Fire Combat.

 

Correct me if I'm wrong, but missile weapons applies to my grapple line, and my bio-enhancement launcher comes with a -3 penalty, this will just put me "positive" (or 1 + dex) to my rolls with it. To make this character into his full potential, I need more in that for sure. (though I heavily debated upping Fire Weapons).

 

 

My Reality Skill is 11, but doesn't that mean it is really 1? I'd like to up with 2 possibilities to 2, then with 3 possibilities to 3 (meaning modifier of +13 right?)

Spend 5 (if that logic holds true)

 

Yes, if you look over in your skills section, Reality is at the very bottom, and yes you have it at 1 rank. If you spend 5 possibilities, then you will have 3 adds for it.

 

Jason Aari

 

Khan Hill

 

Liza Beth

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