ChelonianCommander
Strength of Steel, Will of Iron
I'm probably going to make a Nug Heavy Shock Unit.
Nice. Sounds like we got ourselves' a healer.So to what extent could she heal in the Old World? Could she heal a missing limb?
Edit: thinking back on how our magic system works. I guess this would be a matter of what magical "tools" has she unlocked?
Also I think it's going to be fun to see how healing magic is altered in the new world. Small heals would likely be the same, but the more magic pulled (like if healing a missing limb or something severe) weird stuff could happen.
Of course if I can't find a character I like it kind of ruins the experience for me. So if I am unable to come up with one I may not partake. I will still help with the world-building of course and enjoy reading this story. It is going to be fun either way
I would like to be a spy/scout type of character. As for powers I still have no idea.
Absolutely great advice and ideas. I think I want it to be bad at fighting. Of course some basic fighting skills will be present. But as a scout if I end up in an enemy camp, I am a bad scout Lol. I need a set of skills that don't solve problems directly. This will require quite some thought.Sounds good.
Looking at it from a character's point of view I'm thinking this:
-Powers(magic) are something you have to hunt down and unlock, usually through difficult means. So every spell or power that you know is something you personally went out and found for yourself (unless your family member or someone passed the knowledge down to you)
-You work primarily as a spy/scouter so you would likely seek magical secrets that would improve this skill. Maybe you read in a book that there is a magic that lets you increase your field of vision tremendously or lets you see in 360 degrees. You traveled into some dark cave and had to do some jedi stuff without vision and solve this puzzle to unlock the secrets of this particular magic. You now have this tool that could be extremely helpful to the team and to someone in your profession.
-Then maybe you want to consider what weaknesses someone like that might have. For example, he probably spends a lot of time out scouting by himself. That means he won't be around the rest of the team where the concentration of combat skills and powers are. So he's probably sought some powers that either allow for awesome concealment, for very quick escapes, or for the ability to defend himself against multiple attacks. (as he might run into an enemy camp or something).
Just rambling here. I haven't even really thought out my own guys powers yet. lol. But with the magic system working so that every bit of magic is a specific "tool" that must be obtained , it makes all magic a person knows more meaningful.
No not too magicy I would think.We can totally brainstorm a character for you! Scout-like. Would they be magicky?
No not too magicy I would think.
This is actually what I wanted to happen to my own character. She is an elf, who is unable to use magic in the Old World, so she had to polish her skills in archery [or sniping, or any long-range skill] and healing instead. But when she was transported with the group to the New World, she finds herself able to access magic, thus she has to adjust and start learning. And this can cause some problems during quests and stuff like that, because she might have some "accidents" along the way, which may bring danger to her and her group.Personally, I think it would be a cool story-line/plot point if the New World's magic stream does have some strange impact on your hero. As a matter of fact, it seems as though several of our heroes are going to be impacted by this change in magic, which is cool.
I think you bring up a good point here. I think we should have a leader. As for changes in the new world, that too is a great idea. Other than magic we could consider physical changes: maybe air is a bit heavier and you need to adjust your shots accordingly or whatnot.Also, regarding heroes, would we have a leader of some sort? Because, I know that each hero have their own leadership skills, and ideas and plans might clash along the way. Would we have some "leader" or at least someone who has enough authority (or someone that the other heroes might look up to) to settle differences and give the final word? [please disregard if irrelevant]
That is actually a spot on description of what I am going for.As a scout you would be able to stealth around rather well, and you would be able to identify various enemy units, fortifications, and commanders, and if you can't you would be able to make deductive reasoning if you see something you don't immediately recognize. As a Scout you wouldn't be comepltely terrible in a fight, but your goal would be to avoid confrontation as much as possible, and if you do get in a fight you will need to rely on your ability to not get hit at on rather then blocking or deflecting blows as your thing frame, and low armor would pretty much be diddly against a dedicated warrior. I would recommend duel wielding simple weapons like short-swords and daggers as well as carry mid-ranged weapons such as short bows or light crossbows.
This is actually what I wanted to happen to my own character. She is an elf, who is unable to use magic in the Old World, so she had to polish her skills in archery [or sniping, or any long-range skill] and healing instead. But when she was transported with the group to the New World, she finds herself able to access magic, thus she has to adjust and start learning. And this can cause some problems during quests and stuff like that, because she might have some "accidents" along the way, which may bring danger to her and her group.
That is actually a spot on description of what I am going for.
I think you bring up a good point here. I think we should have a leader. As for changes in the new world, that too is a great idea. Other than magic we could consider physical changes: maybe air is a bit heavier and you need to adjust your shots accordingly or whatnot.
All of which I'll only exercise for the point of moving the narrative in a certain direction. Being the "leader" makes it easier to move the story along some times. For instance, if there's something cool I want to reveal in a nearby cave. If I'm a grunt and I'm like "let's go look in this cave" the guild would be like "umm. no?" and then I would have to tag everyone in an OOC chat and be like "Go in the cave plz". On the other hand, if I'm the leader and I'm like " I think we should check out this cave for blahblahblah reason" it's more likely that guild members are to follow me without breaking the metawall.
BUT
Just to clarify, it's not an elected position. Just sort of a seniority thing. Especially since considering that in the New World nobody recognizes the authority of the Heroes' Guild.
Hello to everyone here! I just wanna say I'm loving all the ideas being passed around. Ill share my 2 cents on all the discussion on how this world will shape out later on but for now I just wanna say I'm very interested in joining this RP!