Do I have a character sheet? I've looked for some minutes, and haven't found it. I need it to play in Oak's game (He takes over tommorrow or tonite, sorta.)
Tadeusz
Do I have a character sheet? I've looked for some minutes, and haven't found it. I need it to play in Oak's game (He takes over tommorrow or tonite, sorta.)
Tadeusz
If anyone can give me any helpful links to Eric's previous threads as a player, that would be most appreciated... :)
Actually, you have two character sheets. The second is rather more sketchy, but this is what I've got:
Name Eric Raymond Ashley
a.k.a. Tadeusz
The Ghost: appellation earned when he combined psionics and commando tactics to unseat General Bethlehem from command of the Army of Eight
Eric the Daring: given by the Icon of Odin in the collective unconscious of Blake's 7's FederationAttributes
Persuasion 2@1
Charisma 1@5
Animal Magnetism 1@5
Strength 2@1
Stamina 1@7
Resistance 1@9
Density 1@2
Flexibility 1@7
Agility 1@6
Hand/Eye 1@6
Intellect 1@9
Intuition 1@5
Education Level 2@1
Will Power 1@9Averaged Attributes
Ranged Strike Value 1@6
Martial Strike Value 1@7
Target Value 1@4
Damage Value 1@7Best Relevant Attributes
Tech 2@1
Psi 2@1
Mag 1@9
Bod 2@1Bias
Tech 11@
Psi 15@6
Mag 15@4
Bod 7@1Weaknesses
Description
Skills
Tech
1@5 Improvise Thrown Weapon T0@4
1@5 Improvise Martial Weapon T0@5
1@5 Traps T0@6
2@3 Ambush T0@3
1@10 Tactics T0@3
1@5 Simple Fire Skills Package T1@x
1@9 Cook T1@2
1@5 Medical Diagnosis T2@0
1@5 First Aid T2@1
1@8 Use Bow & Arrows
1@3 Crowbar Weapon RF1 damaging +10points T3@1
1@10 Use Knife (tool) T3@3
1@5 Build gravity-fed water system T5@1
1@2 Clear Jam--Rifle
1@8 Rifle Use T6@1
1@9 Pistol Use T6@1
1@7 Shotgun Use T6@1
1@7 Operate Grenade T6@1
1@7 Plant Mine T6@1
1@2 Operate Heavy Hand-carried explosive-driven slug thrower (Barrett M82A3 Light Fifty) T6@1
1@5 Operate Binoculars T6@1
1@1 Use Telescopic Sights T6@1 (+RS/10SM on shots beyond point blank range)
1@10 Field Strip Weapons T6@4
1@2 Use Aerosol Anesthesia (knockout gas) T7@1
2@7 Drive Car T8@0
1@2 Use Binary Poison T9@1Psi
2@1 Parakeet Language P0@0
1@1 Blake's 7 Common Data Transmission Language P0@0
1@1 Russian P0@0
1@10 Command P0@0
1@6 Read Minds P1@1
1@3 Probe Memories P1@1
1@1 Read Brain Wave Patterns P1@1
1@1 Watch Mental Process P1@1
1@1 Project Psi Skill Pattern P1@2
2@1 Telepathy to Humans P1@3 +1
1@5 Suggestion P1@4
1@4 Invade Dreams P1@4
1@1 Telepathy to Humanoids P1@5
1@2 Summon Creature P1@8
1@1 Remote Control P1@9
1@1 Thought Divide P2@1 dissolves mind melds and fusions by using the target's thoughts as a barrier to access to the users.
1@1 Blank Emotions P2@4 immune to emotional disruption, RS=SM vs. deep attacks, no effect on shallow attacks or read minds.
1@1 Psychological Barrier P2@7 Blocks psionics in and out of the mind.
1@1 Conundrum Trap Defense P2@8 imposes on attacker momentary confusion by diverting into mental puzzle.
1@3 Detect Life P3@1
1@3 Accelerated Perception P3@1 heightened awareness variant enables him to slow perceived events by an apparent RS% for RS minutes
1@1 Clairaudience P3@5
2@1 Clairvoyance P3@6 +1
1@5 Personal Clairvoyance P3@6 finds creatures/people specifically identified, -20SM
1@1 Read Noosphere P3@9 -10 SM, taps the web of minds in the universe
1@2 Read Collective Unconscious P3@9 -10 SM, taps the subconscious mind of a race
1@2 Detect Technological Communications Path (includes reading data) P3@10
1@1 Barbaric Rage P4@0 increase strength RS/20, decreases 1 intensity per minute thereafter
1@10 Single TK Pulse P4@1 +1
1@9 Heavy TK P4@3
1@3 High Velocity TK P4@4
1@1 Marionette TK (Operate Pistol) P4@6
1@1 Multiple Object TK P4@7 (Locks)
1@3 Liquid and Gaseous TK P4@7
1@2 Fly P4@10
1@3 Sleep Control P5@0 (enables character to awaken after a fixed amount of light sleep)
1@2 Ignore Brain Burn Pain P5@0.
1@3 Astral Projection P5@10
1@2 Diagnose Mental Problem P6@1 (may be done remotely at -10)
1@1 Reduce Pain P6@1
1@4 Induce Sleep P6@3 (or wakefulness)
1@2 Control Brain Wave Rhythms P6@8 +20SM natural wave forms and temporary results, high concentration
1@2 Fortify Archetypes in Collective Unconscious P6@8 RS/10 SM on skill checks directly related to promoting values of assisted archetypes
1@2 Grant Psionic Ability P6@8
1@1 Remove Ability to Lie P6@8 (subject cannot use words deceptively)
1@5 Control Thermal Energy Source P7@2
1@1 Alter Data P7@2
1@3 Alter Gravity P7@3 +/-50% RS minutes, once done must work from new base point.
1@4 Pyro P7@4
1@1 Manipulate Light Into Image P7@6
1@8 Intimidation P8@0
1@1 Block Memories P8@2
1@3 Fixed Force Shield P10@1
1@2 Slicer P10@6
1@2 Shovel P10@7 dangerous, lethal against solid objects such as doors and furniture.
1@2 Squeeze Attack P10@9, Lethal damage, RF 1/2, high concentration
1@2 Render P10@10
1@1 History of Place (Tracking) P11@3
1@2 Temporary Attribute Reduction: Charisma P14@5 RS/10 reduction in Charisma, RS/20 days, Will Power Check counters RS=S/D/N
1@1 Permanent Attribute Reduction: Charisma P14@5 RS/10 reduction in Charisma, Will Power Check counters RS=S/D/N
1@1 Create Light P15@1
1@1 Instil Psychic Signal in Inanimate Object P15@6Mag
RPG
2@1 Army Doctrine M0@0
1@8 Religion: Baptist M1@0
2@1 History
2@10 Sci Fi Literature
1@10 Writing
1@1 Bonus Morale--Self M1@1
1@3 Bring Rest to Self M+1@1 pray for five minutes causing relaxation, verbal only, words of praise combined with specific petition for restful sleep, +12 SM
1@1 Blessings of Security M1@6 +10 one hour TF 10 hour effect full body prayer prevents any detection or seeking skills from finding subject, starts on command within 10 hours of end of prayer.
1@1 Ring of Protection M1@6 +10 one hour TF 10 hour effect full body prayer RS=-DC starts on command within 10 hours of end of prayer.
Ring of Protection variant–see posts August 19, quick effect
1@1 Atonement M1@9
1@1 Remove Pain M2@1
1@1 Limited Damage Repair M2@1 Laying on hands, prayer, dangerous DC
1@2 Save Life M2@1
1@1 Counter Magical Enslavement M2@9 15minute prayer; kneel and hold bible, standard ranges, -5 penalty on physical activity following for 10 minutes, +25 SM
1@1 Spoil Food M3@1 identified by destination, one hour TF, one small truck of food spoiled (1000 cu ft), non-specific otherwise.
1@1 Crush Pipe M3@3 one hour TF full body involvement will crush a select pipe, +85
1@1 Open Locks M3@4 kneel, knock with one hand, say "Knock, and it shall be opened" 12 seconds
1@1 Vampire Shield with Evil Magic Protection M5@7 1:15 ritual 32 hours block +4 SM TK required
1@2 Shield Against Anarch Magic M5@9 1:30 TF RS/10 SM
1@5 Locate Objects or Materials M7@5
1@1 Prayer for Help M7@7 instant activation, pray "help", receive a suggestion of a forgotten or overlooked option.
1@2 Create Light M9@1 One minute prayer quoting scripture; damaging to vampires; -25 SM?; one hour of light
1@1 Create Light M9@1 10 minute duration on a six-second activation, and damaging level damage, but total physical involvement (and the use of sword and bible)
1@2 Confusion with Pseudo-invisibility M10@2 combines M10@2 confusion for 8 targets with pseudo-invisibility at a -14 SM, one minute TF for 10 minutes duration
1@2 Open Door to Twilight M12@9 3:12 prayer with bible and sword, tracing shape of door, reading "knock and the door &c", rapping hilt on ground thrice, +15SM
1@1 Bonus Strength M15@1 must perform ring of protection and tk move Bible to page, pray 15 minutes, loudly read the story of Samson tearing off the doors, 16 minutes total, for 1 minute of +RS/10 intensities strength, +105 on the roll.
1@1 Boost Will Power M15@1 TF 3 Minutes Duration 10 minutes +RS/10
1@1 Combine Alliance Prayer with Others M15@4 1 minute see 9/15Bod
1@7 Climbing (Free Climbing) B1@3
1@5 Stealth
1@10 Walk 6mph
1@2 Hand Stand B2@5
1@3 Balance Beam Walking B6@1
1@5 Knife Fighting B7@1 fast defensive, RF2 +10SM attack -10SM defense
1@5 Military Hand to Hand Combat B7@1Equipment
Name of Mule Roxinante/Roxie/Rockhead
Wood Longbow
Plastic Longbow
Winchester Rifle
M-45 Rifle, RF2, Lethal, 10'/25'/50'/75'/+3/2' exploding rounds electronically detonated and 5-shot grenade launcher
Bowie-type knife w/ leather sheath, eleven inch blade, edged and pointed, damaging RF1, 0':10':20':40':+5/2'
British diplomatic passport Tadeusz Smith
British citizen passport Tadeusz Smith
Australian passport Wallace Deavers
Canadian passport John le Carre'
New Zealand passport Robert Ludlum
American passport Jack Ryan
South African passport John Clark
Irish passport Roger McDonald
Barrett M82A3 Light Fifty, heavy hand-carried slug thrower, .50 caliber machine gun bullet, 10 round detachable box magazine, semi-automatic, telescopic site, 20:100:500:1000:+1/10m, bipod (+10), 10x scope (+10), RF8, Lethal (match-grade ammo) or Fatal (Depleted Uranium), reload 0:18
.50 caliber match-grade ammo, 100 rounds, lethal
.50 caliber depleted uranium ammo, 50 rounds, fatal
2 spare magazines for M82A3
Handloader for Barrett M82A3 magazines
Binoculars
Glock 29 10mm 10 round clip, dangerous, 10':60':120':300':+1/3', RF10, reload 0:12
10mm bullets, 100 rounds
10mm teflon bullets, 50 rounds (+10SM)
4 spare clips for Glock 29
0.4 oz can aerosol anesthesia (knockout gas)
Two 2-ounce bottles which combined produce odorless lethal poison, rapid ingestion with slight bitter taste
Laptop, durable, TEMPEST protected
5 pairs blue jeans
2 three-piece suits
Blue sports jacket
Black tuxedo with cummerbund
Set of "homeless" clothes
Deluxe first aid kit (Why Spy)
10 novels
10 history books (Why Spy)
Box labeled "Property of Matt Keck" containing Mag Lite, lighter, pocketknife,3 bottles of water, 4 granola bars, 4 candy bars, 3 t-shirts, 3 bandanas, bag of tortilla chips, jar of salsa, package of chocolate chip cookies, 2 bottles of iced tea, 3 paperback books
2 denim long sleeved shirts
Long sleeved flannel shirt
White cotton long sleeved dress shirt
White cotton long sleeved dress shirt with striping
Khaki brown slacks
Dark green slacks
Black slacks
Brown corduroy slacks
4 pullover terrycloth shirts, basic colors
Black T-shirt
Black T-shirt, torn to appear worn out from labor
Black T-shirt, Manowar metal band emblem, ripped off sleeves and tears in chest
Pair black leather armbands
Black leather spiked collar
Black leather gloves, fingers cut off
Black hair color, temporary
White Rain brand Mousse
Survival kit containing Roll of duct tape, Camp shovel, Flint/steel, Tinderbox with tinder, Alcohol for wounds, Folding camp stove--really small--I have one that takes up about the same cubic space as a large paperback novel, Mylar tarp, camp cup, Fishing line with hooks (4), Gauze roll, Swiss Army Knife, 25 feet parachute cord, Bottles of megavitamins, Tylenol ® 500mg, Pepto-Bismo, small bottle of codeine, Sharpening stone for knife, Oil bottle for knife.Stage 3
World List The Valley
The Postman
Vampire Philadelphia
Blake's 7
Alien Bug Invasion
The Playground
The Web
Why Spy
And the other
Name Tadeusz
a.k.a.Attributes
Persuasion 3@3
Charisma
Animal Magnetism 1@9
Strength
Stamina 2@10
Resistance 2@10
Density
Flexibility
Agility
Hand/Eye 2@5
Intellect 2@5
Intuition 2@2
Education Level 3@3
Will Power 3@2Averaged Attributes
Ranged Strike Value 2@4
Martial Strike Value
Target Value
Damage ValueBest Relevant Attributes
Tech
Psi
Mag
BodBias
Tech 15@10
Psi 15@
Mag
BodWeaknesses
Description
Skills
Tech
2@5 Assess Armor/Cover T0@2
2@1 Use Plasma Cannon T14@1Psi
1@7 Psionic training tennis teacher approach P0@1 conveys example to support learning attempt.
2@1 Broadcast Telepathy to Humans P1@3 universal
2@7 Clarity of Sincerity P1@4 (illusion) cause others to believe the communication is believed by the communicator
3@5 Assess World Situation P3@0
1@3 Accelerated Perception P3@1 heightened awareness variant enables him to slow perceived events by an apparent RS% for RS minutes
2@3 In the Groove Mind over Body P5@0 permits rerolls of physical attribute checks and bod skills
1@10 Unstoppable Mind P5@2 increase will power RS/20 intensities for RS minutes, after which character suffers reduction in will power same amount for same time.
1@3 Convert Sunlight to Healing Energy P7@8 RS/10 intensities of damage restored per ten minutes
1@3 Alter Flow of Probability P14@9 +RS bonus to all skills for RS minutes, -10 SM, severe botches.Mag
2@9 Religion: Baptist M1@0
3@2 Bonus Skills Used to Correct Mistakes M1@4 hold in right hand a stone, say "Oh Lord, I have sinned against you. Please forgive me, and bless my efforts to undo this crime against these people."
3@10 Save Life M2@1
2@1 Remove Spiritual Fatigue M2@1 1:30 TF vocalized prayer with latin conclusion, appropriate words, eyes closed, physically still, alliance magic +30SM
2@3 Remove Spiritual Fatigue M2@1 3:30 TF vocalized prayer with latin conclusion, appropriate words, eyes closed, physically still, alliance magic +52SM
1@8 Remove Physical Fatigue M2@1 1:30 TF vocalized prayer with latin conclusion, appropriate words, eyes closed, physically still, alliance magic +30SM
1@4 Limited Damage Repair, Dangerous M2@1 1:30 3x per day, unmoving with eyes fixed on horizon, both hands touching subject, appropriate words spoken aloud, Alliance holy magic, must be a paladin, +55SMBod
2@5 Center and Ground Self B7@2 (intensified senses variant) +RS/10 to all physical skills for RS/10 minutes (bonus and duration doubled at second level)
2@2 Breathe Properly counter weakness B10@2 counters any detriments against the character which would penalize abilities for physical infirmitiesEquipment
Plasma cannon 20':50':100':200':+1/2' fatal on low or annihilating on high heat damage RF60 regenerating power supply raises area temp 10F immediately, 10'r, normal dissipation.Stage
World List …
B Monster Movie World
Hope that helps.
--M. J. Young
MJ,
Yes, that definitely helps. Thank you.
Oak,
I'd ignore the second character as that's Tad with four hundred years of experience.
Some of the Psionic skills like the Noosphere one, and the one(s) related to the Collective Unconscious require that the world I'm in have a Noosphere or a CU (Jungian Theory) in order for that skill to work. No, CU, no CU related skill works (so its up to you as to whether your world has a CU or a Noosphere.) Heartwar is an example of a world with an EXTREMELY powerful Collective Unconscious.
Its like some worlds might have a Force for Jedi to draw from, but other psionically active worlds might not, I think. World designer's decision.
The box with 'Property of Matt Keck' is an attempt to use 'Scriff Mail' to another verser. You can decide if that works or not.
The Blake's 7 Common Data Language is computer coding in the Blake's 7 universe. He can look at a computer, and read the codes inside the computer in operation....one problem with this is that the computer is talking very, very fast. The Detect Tech Paths skill lets him read it, if he knows the language. He knows the Blake's 7 CDL language, but not Cobol or Fortran or C. Of course, if I arrive in a world with a new language for the computers, I'd likely consider learning it. The Alter Data skill is something for changing the info in a computer. As you can imagine, being your own Wi-Fi spot would be quite useful in some worlds....and that probably means my next world won't have computers. :)
I have a fair chunk of really weird skills, but they are at amateur levels.
I'm currently infiltrating a jet plane (a la the Steven Seagal cameo movie) to deal with hijackers. So most of the stuff would be back in London (along with the Barrett) with the plane over the Atlantic somewhere.
I'd have my Glock, and knife, and aerosol cans.
Eric, someone sent me a note with a few links and some comments in them; drop me a line at referee@mjyoung.net and I will forward it to you. (I'll forward it to John if he sends me a note asking for it.)
Concerning the Noosphere and Collective Unconscious skills, my feeling is that they do something that works in any universe in which the psi bias is high enough to support them. I had never heard of a Noosphere before you started tampering with it, and had not considered the existence of a Collective Unconscious, but a success roll on those skills indicated that you were tapping into something that roughly fit your expectations, and therefore that it existed. (The Force is only slightly different. It requires that some sort of psionic connection exists between nearly all life forms, but more specifically that some indigs have the skill to tap into those other minds to overcome the high levels of psionic static in that universe. I suppose one might suggest a notion of a skill that uses the power inherent in psionic static to overcome psionic static, but I've not really considered it in detail before.)
I should also note that the machine language you read in Blake's 7 is not like a programming language. Programming languages are more like interfaces, intermediate languages which the machine can translate into its own machine code and the operator can comprehend more readily than the strings of on/offs (or in trinary +/0/-) the computer uses. This is much closer to being able to understand the noises your modem makes when it calls the computer (something you're probably old enough to remember, but some of our players may never have heard). But yes, you would need to learn the machine code of the new systems in another universe.
--M. J. Young
I'm asking for it. :)
Hey MJ, while we've got a 'character sheet' thread up, and you did just level up a bunch of stuff on mine, is there any chance I can get you to post mine? I'd like to have a copy of my own to put into my convenient little Word template that I use for them.
One glitch, Harry, is that I'm not always consistent about updating the sheets during worlds. I'll add skills and usually try to keep up on SALs and attribute adjustments, but I'm rather lax about equipment, figuring that when you verse out you can tell me what you're taking with you.
So this is what I have, but it might not be exactly what you think it should be. Correct me where I'm wrong.
Name Harry Smith
a.k.a. Lucianos Northfire - A numerologically agreeable name, used only by witches and gods.
John O'Sevens, Minister of Information - Used only online.
John Caldwell Sevenwind, in Mary Piper AlphaAttributes
Persuasion 1@9
Charisma 1@10
Animal Magnetism 1@6
Strength 1@5
Stamina 1@9
Resistance 1@6
Density 1@1
Flexibility 1@3
Agility 2@2
Hand/Eye 1@9
Intellect 2@3
Intuition 1@7
Education Level 2@2
Will Power 1@9Averaged Attributes
Ranged Strike Value 1@8
Martial Strike Value 1@7
Target Value 1@7
Damage Value 1@6Best Relevant Attributes
Tech 2@3
Psi 1@9
Mag 2@3
Bod 2@2Bias
Tech
Psi
Mag 3@1
Bod 7@7Weaknesses
Thin blood, caffeine addiction, Phobias for heights and bees/wasps
Description
6'1", 260#, Current Hair Style: Short, Facial Hair: Rogue's Goatee, Markings: Left earringSkills
Tech
2@5 Knots T2@1
1@1 Wash Clothes with Washboard T2@1
1@6 Peg and Nail Carpentry T2@2
1@8 Use Standard Hand Tools T3@X
1@5 Operate Small Boat T3@1
1@4 Pilot Ship T3@1
1@2 Operate Sails T3@1
1@3 Mortar/Cement Stonework T3@3
1@6 Operate Sextant/Astrolabe T6@1
1@8 Use Drafting Tools T6@1
1@5 Use Magnetic Compass T6@1
1@10 Use Telescope T6@2 +2
1@8 Medical Diagnosis T7@0
1@10 First Aid/CPR T7@1
1@5 Robotics (Function Machine) Tech 12@4Psi
Familiarity: some random pirate
2@5 English Writing Psi 0@0
1@5 Make/Use Maps P0@0
1@1 Durnmist Security Whistle M0@0
1@2 Empathy P1@1
1@2 Read Intended Combat Movement P1@1 +RS/10 SM on all combat attacks and defenses
1@1 Read Surface Thoughts P1@1
1@10 Heightened Awareness of Surroundings P3@1 enables user to know general layout of buildings or other structures, locations of entrances and exits, and other information, without searching.
1@5 Heightened Awareness (Accuracy) P 3@1
1@9 TK Pulse P4@1
1@7 Telescopic Vision P5@1
1@5 Night Vision P5@1
1@1 Bloodhound Olfaction P5@1 (reduces other senses)
1@1 Extended Night Vision P5@1 one minute of concentration with closed eyes gives clear vision in anything better than absolute darkness for RSx10 minutes
1@5 Kiai P8@0 posturing shout intended to intimidate opponent, RS/10 penalty on opponent's next action or defense, will power save RS=S/D/NMag
1@8 Renaissance Music M0@0
1@7 Irish Bamboo Flute M0@0
1@2 History (Sardic) M 0@0,
2@1 Philosophy Mag 0@0
2@5 Storytelling M0@1
1@1 Galva Native Dance M0@2
2@6 Witchcraft Mag 1@0
1@8 Consecrate Holy Ground M+1@1 creates consecrated circle 8 feet in diameter, 2:00:00 TF, lengthy appropriate words calling the four corners, calling upon Njordr, god of the sea, to bless the space, Odin, in his capacity as god of wisdom, to guide the casting, and Freya, goddess of magic and patron of sorcerers, to lend strength and valor, with my sword Soulmourn in right hand, sound matters, in English, concentration not interrupted during casting, and limited so that if I permanently leave the place the circle will be rendered useless; add that five minute calling the corners and invoking the gods must be said inside the space before it can be used for casting, +32SM
1@10 Activate (Existing) Holy Ground M+1@1 5:00TF calling four corners by element and position, declaring purpose to work magic, say "Hail to the guardians of the watchtowers of the east. Keepers of water, the rolling ocean, I call to you. Hail to the guardians of the watchtowers of the south. Keepers of air, the rushing gales, I call to you. Hail to the guardians of the watchtowers of the west. Keepers of earth, the eternal mountains, I call to you. Hail to the guardians of the watchtowers of the north. Keepers of fire, the glory of dawn, I call to you. It is my purpose in this space to work magic. I humbly ask that I be allowed to use this gift, given me by the gods and shaped by my will and theirs. Odin, my patron, grant me wisdom, that I be rightly guided in this space. Freya, queen of all sorcerers, grant me power, your will and mine be one. Njordr, lord of the sea, keep steady this holy space, and look favorably on us as we go." Turn to each corner in turn, stand or sit with hands hip-height, palms open while declaring purpose, then with arms open while invoking the gods, skills which do not require holy ground to cast are bonused RS/20 if cast on activated holy ground, +28SM +2
1@8 Consecrate Holy Ground M+1@1 creates consecrated area of 300 square feet, 2:00:00 TF, lengthy appropriate words calling the four corners, calling upon Njordr, god of the sea, to bless the space, Odin, in his capacity as god of wisdom, to guide the casting, and Freya, goddess of magic and patron of sorcerers, to lend strength and valor, with my sword Soulmourn in right hand, sound matters, in English, concentration not interrupted during casting, and limited so that if I am dismissed from the Mary Piper the circle will be rendered useless; add that five minute calling the corners and invoking the gods must be said inside the space before it can be used for casting, -3SM
1@1 Sanctify large area of ground M+1@1 walk, kneel at four corners, singing praises and giving thanks to the gods, invoking them (Heimdall the Guardian, Thor who protects travelers, Odin who sees all, and Freya who guides sorcerers), and pacing the entire perimeter of the area. Appropriate words spoken aloud in English so the sound matters, 8 hours casting time, my named-unique sword in hand, walking and kneeling, sacrifice six uncut emeralds, casting the husks of the spent emeralds away ground must be activated to use +95SM
1@2 Bonus Strike M1@2 0:06 whispered prayer "Thor guide me. Put strength in my hands and rage in my heart, to defend my friends and break my enemies" while holding intended weapon in weapon hand RS/10 minute duration RS/10 bonus to attacks with weapon +6SM
1@2 Defensive Bonus M+1@2 penalize all incoming attacks by RS/10 for one minute, TF 0:06, say "Thor protect me", -5SM, +10 if prayed before/while engaging in a risky action in honorable combat (for +5SM total)
1@3 Reduce Attack Success M+1@2 say "Thor Protect Me" sword in hand during battle, RF1 Duration RS/4 penalizes incoming attacks RS/10 +0SM
1@1 Double Battle Blessing Mass Combat Bonuses M+1@2 16:01:00 casting time plus maintenance time, sacrificing 30 uncut emeralds, speaking words invoking Thor, god of Rage; Sif the Golden Haired, goddess of tactical combat; Njordr, god of the sea; and Heimdall who guards the gates inside an activated holy ground, pacing the area, named unique sword in hand, with five armed men on deck for the casting, may be broken after sixteen hours leaving a one minute completion, after which everyone in the affected area who fights to defend the holy ground RSx2 SM on all attacks and defenses, for as long as the caster continues to pray, sing songs of battle, and otherwise maintain the spell, +32 SM
1@10 Influence Luck M1@5
1@2 Limited Damage Repair M+2@1 TF 20 minutes, must be lying in his own bed, it must be night, must have his hands folded, appropriate words which, base fatal, +83 SM
1@1 "Lay on Hands" - Limited Damage Repair M 2@1 TF 10 minutes, laying hands on a person injured without malice, kneeling, counts as whole-body involvement, appropriate words spoken including invoking Freya to heal him. Requires sacrifice of an appropriate amount of local currency to pay a medic for similar treatment. +57SM
1@5 Remove Fatigue M+2@1 must be lying supine in bed within an activated casting circle (holy ground) appropriate words spoken quietly but sound matters, invoking Tyr god of duty and valor, Thor god of strength, and Hugin and Munin symbols of vigilance, removing fatigue, 1:00:00TF reinvigorates such that caster will function normally for forty-seven hours after casting before feeling the fatigue of a normal day's work, +91SM.
1@1 Remove Fatigue M+2@1 must be kneeling or sitting with both hands folded on my specific named-unique sword within an activated casting circle (holy ground) appropriate words spoken quietly but sound matters, invoking Tyr god of duty and valor, Thor god of strength, and Hugin and Munin symbols of vigilance, removing fatigue, ending with a flourish that requires a successful check of smallsword fencing skill to execute, specifically cutting a Jera rune in the air with a flick of the wrist, requires one uncut emerald sacrificed for each person other than the caster affected by the spell, 1:00:00TF reinvigorates such that all within holy ground will function normally for forty-seven hours after casting before feeling the fatigue of a normal day's work, +90SM.
1@1 Cure Wounds M+2@1 limited damge repair lethal base, must touch victim, TF 20:00, invokes Freya, sacrifices any flower (destroyed in the casting), keeps his left eye closed wile invoking Odin, plus Hel and Baldur, kneeling beside the victim, sound matters, must be spoken forcefully (as a stage actor) while looking into a manufactured portable polished reflective surface such as a mirror or sword blade, rest required immediately after use, +90 SM
1@4 Freshen M+3@1, will purify food and drink or restore other materials to a desired previous state of freshness or purity, sit in activated holy ground for 1:00:00 TF while invoking Hel, Baldur, and Heimdall, saying "Restore what was, for the good of all, that what once passed may all the sooner come again," +74SM
1@1 Remove Impurities--delayed M+3@1 5:00:00TF plus trigger action, pace circle around holy ground, sword in hand, successful (skill check) sword swish, other hand upraised, left eye covered, sacrifice six emeralds and one flower, invoking Odin, Thor, and Frey. After any length of time, another individual may touch the holy ground and speak the Latin word "Novitas", causing all food products within the holy ground to be restored to freshness, +189SM
1@2 Purify Minerals M+3@1, 1:00:00 TF, affects all objects of defined class (gems, mineral ore) in the the area of the holy ground, vital sound as caster speaks appropriate words invoking each of Odin, Thor, and Loki, and asking them to remove the impurities from this stone, reducing it to a more useful form, kneeling in the circle, swishing an othala rune with sword (requiring a skill check), one eye closed in honor of Odin, sword in hand in honor of Thor, +99SMBod
1@8 Limb-assisted Swimming B1@2
1@1 Climb (Rigging) B1@3
2@1 Smallsword Duelling Bod 7@1 fast aggressive weapon-dependent +15 att SM -5 def SM att x2 +1
1@6 Military Hand-to-Hand Combat (specialty in disarming maneuvers) Bod 7@1
2@1 Use Smallsword B7@1 +1
1@3 Pistol Gunslinging B7@1
1@8 Feint B7@2 tactical untargeted skill check, success adds +RS to next attack, failure bonuses next opponent attack +RF
1@10 Double Lunge B7@3 leveraged attack base dangerous, two hops on the left foot driving the momentum into a sword thrust from at least six but not more than twelve feet, limited to two one other attack in the minute. +1
1@6 Kick to the Groin B7@7 incapacitation, base dangerous damage plus target save vs stamina or collapse for RS/5 minutes, +15 to next opponent attack(s)
1@1 Divert Attack B7@8 cause auto-injury, character parries such that the attacker's blow is diverted to attack another opponent, -10 if the attackers blow is diverted against himself, skill is rolled as attack against weapon (TV=[user's SAL+MSV+weapon's density]/3), if successful opponent's attack is rolled normally against chosen adjacent character, uses two attacks at least one of those of the sword used.Equipment
Brown Tunic
Black Jeans and Sneakers
Green Plaid Boxers
Wallet - Three forms of ID, $20 US cash, photos, credit card
20 Dice, various sizes
Irish bamboo flute, in D
Red-Bladed smallsword, meteoric iron, nicknamed "SoulMourn", dangerous
Swordbelt and Scabbard
Jedi-style black cloak, cotton twill, heavily waterproofed
Wide-brimmed black hat
Red and black metal-framed hiking backpack
Hatchet, Rope, and 10 locking carabiners
Three five-subject notebooks, 2 boxes of pens, book on Native American crafts, Army Survival Handbook
Extra clothes (three sets)
$50 in gold dollar coins
2 4-packs of Amp
Cutlass of Quality RF1 damaging +DC+1
Pistol, flintlock, base damaging, 3':6':12':24':+25/6' with new holster, cherry grip, longer and narrower than standard pirate weapons.Stage 2
World List Tropical Island
(Wow--is this really still your second world? I'm impressed.)
--M. J. Young
Yeah Osevens, I'm impressed too. I'm on my fourth world, and my sheet isn't quite this impressive.
BTW, I didn't see a skill score for using that flintlock pistol.
(Doing Therapy)
He has it as a Bod skill, Pistol Gunslinging. It's a little odd that there's no tech listing (could be an error), but I think it's possible.
And don't belittle your sheet too much, John - you took out those demons, and I've seen their stats. I was impressed.
A1Nut - The flintlock pistol is 1@3 Pistol Gunslinging B7@1. I don't actually have the skill on my sheet for using a flintlock as a Tech weapon. Not that I wouldn't learn it in about 8 seconds if I tried, considering my 12@4 tech bias.
And don't belittle your sheet too much, John - you took out those demons, and I've seen their stats. I was impressed.
Well, considering that I was using a semi-auto AK-47 and a 9mm pistol.....
I'm not belittling my sheet (in fact, I'm laughing right now) I just think Osevens has good stats for someone only on his second world.
(Doing Therapy)
Two Posts
Ya know, I was thinking last night about Osevens having his gun skill as a body skill and not a tech skill. The other thing is that, since your mind controls your body, you could also say that shooting was a psi skill.
Sword fighting is probably a body skill, however, you are swinging a levered wedge, which is a tech skill, also could be a psi skill, as mentioned, AND if you're using a sword like Excalibur, could also be a magic skill. That's interesting.
A1Nut - The difference is that your mind isn't always controlling your body. Think about your experience with your Boxing. Do you really consciously think about every punch you throw and how? Or do your eyes guide your fist into another man's exposed face without you necessarily having to decide exactly how to do so? That's the difference between Use Pistol TX@Y and Pistol Gunslinging as a Bod skill.
As for using either one as a Magic or Psionic skill, I would say that would be very interesting. Your mind doesn't know what you're doing. Your body doesn't quite know either. But you're being guided be something that does. It makes me think of Jedi (Psionic) or, to an extent Viking Berserkers, if you consider the Berserkergang a form of divine magic (you don't necessarily know how to fight like that, but Thor sure does, and when you've got Thor guiding you, pain is sure to follow). D&D gives us a similar thing for arcanists in the spell Tenser's Transformation, but that's not so much a Use Weapon skill as it is a Bestow Temporary Skill Ranks spell.
As for using either one as a Magic or Psionic skill, I would say that would be very interesting. Your mind doesn't know what you're doing. Your body doesn't quite know either. But you're being guided be something that does.
Yeah, that was in a movie that I saw. A lady and her computer-nerd boyfriend magically invoked the spirit of Archangel Michael to fight with them. All of a sudden, the computer-nerd boyfriend turned into a fourth degree black belt.
Those are probably examples of a magic skill granting the user tech or bod skills which he didn't previously have. I can think of a few ways to attack with a sword as a magic skill, though:
- Magical TK controlling the sword's movements
- Magically animate the sword so that it attacks on its own (with your combat values)
- Generate a sword-shaped force which you magically control
- Use a magical dancing sword, which fights at your direction (and at your magical SAL)
Psionic attacks with a sword will mostly be various implementations of TK, but I'm sure there are other creative ways to get your Psi BRA into play in a swordfight.
Wodium - I was thinking more like Zen Swordsmanship or fighting by pure faith, rather than actually having the skill. The difference being, your way uses magic to make you know what you're doing. I'm saying, you don't know what you're doing physically, but you are controlling the magic that's wielding your body for you. I'm not articulating this very well, but it seems like A1Nut sees where I'm going with it.
Actually Osevens, I've had something like that happen to me in real life. I was typing in an instant message to a young girl, witnessing to her about God. It felt like someone else was wearing my hands. I couldn't feel the keyboard, and I was typing impossibly fast. I seriously believe that God was taking control of my hands and giving me that typing ability.
A1Nut - I had that experience once, myself. I was teaching a lesson out of... I want to say Ephesians? I forget now. ... Upon further review: Ephesians 6:10-17. And I had that feeling. That sort of... tranquil... center-of-the-wheel kind of feeling, more like watching myself speak than actively speaking.
We're doing it again. Derailing a perfectly reasonable thread into something else entirely. We should be good guests and not do this.
A good guest is polite and interesting which you both have been. I've had my question answered, and if you want to wander off on this or that, especially if its an interesting topic like this one is, then I have no objection.
I'm reminded a bit of Inigo Montoya using his sword and asking his dead father to guide the sword. Also dowsing. You're not suppose to control the rod. Its suppose to surprise you.
I've read books where a fair number of people have Gifts. Xanth takes this to an extreme and goes comedic, but no reason you can't make it, oh, 10% of the population.
Certain families are more likely to have a Gift, and more likely to have a particular Gift.
For some, among the Knightly families, the nature of the Gift is excelllence in swordplay. Perhaps when they pick up the sword, they hear in their head a Voice, the Warrior, who says "I have chosen you, and I will fight for you when you lift the sword. Now go and sacrifice to Me."
And Bam...2@5 swordplay. Perhaps it gets better. Perhaps its always the same. Perhaps it gets better as you do, or when you make a proper sacrifice at the Warrior's Grounds.
Perhaps there are Gifts and Greater Gifts, and someone with a Greater Gift starts with 3@2 swordplay, but they are rare.
It could be an interesting story about a guy who wants to become the best swordsman in the world, in order to overthrow the Order of the Gifted Knights, which he thinks is corrupt. But he doesn't have a Gift. Or maybe his Gift is for baking....
6'1", 260#, Current Hair Style: Short, Facial Hair: Rogue's Goatee, Markings: Left earring
Osevens, did you get your ear pierced on the pirate ship, or was it already like that? The reason I ask is supposedly, the left earlobe is an acupuncture point which moderately improves eyesight. That was the reason pirates would pierce their ears.
I had that when I versed out. Interestingly enough, I have since had my left earlobe pierced a second time in real life, which has not happened to Verser-me. On the other hand, Verser-me has spent two years at sea and is consequently going to be in considerably better physical shape (I've asked MJ if that counts toward Stamina and An-Mag but so far he seems unconvinced). Interesting to see the divergence beginning...
Yeah, I know what you mean. After spending a year blacksmithing, my character is in the best physical shape of his life. I, on the other hand, am easily in the worst physical shape I've ever been in. Ce la vie.
I feel like there are points I need to answer here, but I'm not sure what they are.
I usually illustrate the distinction between tech and bod skills by reference to dialing phone numbers you dial all the time. The memory of the number is in your fingers, not your brain; if someone asks you the number it will take longer for you to recite it than it does to dial it. That skill is vanishing, though, as more and more people rely on automatic dialers for their frequently-called numbers. In connection with combat, it is a matter of whether the weapon is a machine you are operating or an extension of your body. We recognized that gunslinging fell into the latter category, and so it is possible to use the gun that way. In low-tech worlds, though, it might not work, or it might not work as well.
If you wanted to use a psionic swordfighting skill, the nearest you could come is by telekinetically manipulating your hand. That seems silly to me; if you telekinetically manipulated the sword, you could do something else with your hand. Notions for having your hand possessed by a supernatural being to fight on your behalf are certainly good ideas for magic, but I think we would have to explore them very carefully. I am reminded of the Thor character in Marvel Comics (whom I do not know at all well), and think that if one were temporarily possessed by such a being one would certainly fight extremely well, but might also do several other things which one might later regret. Also, it has happened to versers that they have obtained powerful magic objects which would possess them and give them great powers, but over which they have no control once they activate them, and no knowledge of what they do when so possessed. I believe our own John 1 plays a character in Kyler's game in which he has a ring. When he dons it, he knows that a lot of people are going to die and he is going to awaken in another world with the ring back in his pocket. (His actions have been observed by a fellow verser who reported them once.) I still don't know why he sometimes dons it, although I can see him doing so if he feels that his situation is hopeless.
And for the record, what impresses me about Harry's sheet is not how much he has gained, but his sticking power. He has been playing for a couple years now, and is still in the world to which he versed at the convention where he started. He joins the ranks of Graeme and Shawn and Eric for the ability actively to be involved in a world and stay alive in the process. It's something I like about my own character (and E. R. Jones was very frustrated by his repeatedly thwarted efforts to verse me out of the Vampire Chicago world years ago).
Harry, Mary Piper Alpha does give bonuses to attribute scores over long periods of time. Pilots get strength and stamina bonuses, the former upon 800 days on the job, the latter at 400; Navigators have the cushy life, and do not get those. All characters get resistance bonuses after 800 days. Intuition bonuses hit at 1500 days for both pilots and navigators, and navigators also get intellect and ed lev bonuses at 2000 days. Everyone gets will power bonuses at 2000 days. You did not remain a sailor long enough to get those effects.
--M. J. Young
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