Bearer Quest

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Bearer Quest

Post by ReinZero on Sun Dec 23, 2012 4:56 am

In world of constantly shifting terrain, lands changing hands all so often. A place of swords... magic... and cards. Where nations come and go all too often... in the far past and a times now. Though for some, now an uneasy peace exists between them... or so it seems.

What will be you be? What will you do? Will you make your imprint upon the world? Or will you be but a speck in the sands of time?

Name:

Gender:
[x] Male [Preset Locked]
[ ] Female

Lands which you're born in:
[ ] An Island
[ ] A Land divided by a Distorted Range
[ ] A Coastal Providence
[ ] A Landlocked Providence

Direction of the Lands
[ ] Far West
[ ] North West
[ ] South Central
[ ] East
[ ] Far East


Occupation:
[ ] Student - A person of relative moderate social status, most of which is of your own work and effort... or natural causes. Of course, with the competition as per is, it isn't something 'free', nor is it cheap per say. As such entails, you have but little choice but to move forward and progress, how and at what cost... is up to you of course. But if you quite as much fail... well, you'll have to foot the bill somehow.
[ ] Commoner - A person of no social status like many in the lands, considered quite expendable by those far higher up in station. You have but little education, the bare minimum, but in turn, are quite well built and hardened by years of hard labor and harsh times. Pain is but something you are quite accustomed to, and thus quite easy to bare than most would think you able of, though you'd be hard pressed to say you are particularly good or talented in much outside of what your parents do for a living.
[ ] Noble - A person of high social status, though one of many, but compared to the masses, one of a select few. With assets and resources at your disposal, you potentially have much to spare of your family's assets for your own hobbies and interests. Of course, it is also but a soft lifestyle that is quite unaccustomed to hard work or physical labor. That is, of course, to your immediate knowledge, after all, why should the opinions of those far below you matter to you?

Index

Character Sheets: #1

Character Gen: Part 1, Part 2, Part 3, Part 4 (Final), Post-Character Generation Character Sheet

Prologue:
Year 1 - Part 1, Part 2, Part 3, Part 4, Part 5, Part 6, Part 7, Part 8


Last edited by ReinZero on Mon Jan 07, 2013 4:11 am; edited 7 times in total

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Current Character Sheet

Post by ReinZero on Sun Dec 23, 2012 4:57 am

Name: Celeste Everard
(Current) Age: 14
Gender: Male
Alignment: Neutral
Appearance: (Which pic was it again. I'll edit it in once I get confirmation on it.)

Magic Affinity: Runes
  • Neglects all requirements for Runes and decreases learning, improvement, development, etc. time to 1/3rd the norm (effectively x3 gain rate).
  • Also boosts Grimore rate by x2. (ie. 1/3rd Rank increase => 2/3rd Rank increase instead.)
  • To a lesser extent, Shikigami rate requires only 2/3s instead of norm to achieve next Rank (ie. D+ Rank is automatically increased to C Rank.)

Physical Stats:
Strength – D (About as strong as a 11 year old)
Agility – D (About as fast as a 11 year old)
Endurance – D (About as durable as an 11 year old)

Magic Capacity: (Current # / Max #)

  • Fire – C Rank: 200/200
  • Watr – F Rank: 0/0
  • Earth – C Rank: 200/200
  • Wind – C Rank: 200/200
Magic Skill:

  • Magic Theory – B Rank
    • You are quite knowledgeable of magic theory, though the extent is per standard of one with proper education. The extent however, is rather notable at your age, if only for what else you lack.
  • Runes – C Rank
    • Your affinity with Runes has easily let you reach par average, though it should be noted that you only learned the bare basics from a teacher... then grasped most of the rest of your foundations on your own. Furthered of course, by your self taught period of time before the exams.
  • Fire – C Rank
    • Your skill in/with Fire magic is par average. Nothing particular of note, though well, you do apply it when cooking....
  • Water – F Rank
    • You have the capability to learn and use Water magic, but you presently have no knowledge as how to do so nor ability to draw it out presently that you know of.
  • Earth – C Rank
    • Your skill in/with Earth magic is par average. Nothing particular of note, though well, you do apply it towards delaying pursuit... and putting out fires.
  • Wind – C Rank
    • Your skill in/with Wind magic is par average. Nothing particular of note, though well, you do apply it towards 'sight seeing'.


Key Items:
Lucia - Pet Wolf(?)
Kuromi Mesei - (Personal, Loyal) Ninja Maid


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Misc. Stuff & Information

Post by ReinZero on Sun Dec 23, 2012 5:33 am

Ranking/Level information & reference
There are 8 Ranks/Levels with two 'in between' sub-section for each one. The highest is L while D is the lowest, normally.

L > EX > S > A > B > C > D >> F

The 'in between' of each one is a +/-. A + means it is 1/3rd to the next Rank/Level, whereas a - means it is 1/3rd from the Rank/Level it is attached to. Magic Capacity-wise, it rounds down to the nearest 10's.
F = Non-Existant; It's there, but almost the same as not having what the F Rank/Level is attached to. For magic, this is a nessassary minimum rank for an element to learn magic of that element within any reasonable amount of time; Magic Capacity = 0
D = Below Average / Sub-par; Is technically two ranks/levels above F; Magic Capacity = 100
C = Average / Normal; Magic Capacity = 200
B = Above Average / Strong; In comparison to C rank/level; Magic Capacity = 350
A = Superior; In comparison to C rank/level; Magic Capacity = 500
S = Powerful / Impressive; Magic Capacity = 750
EX = Extraordinary / Extreme; Much beyond the norm, it is pariticularly impressive; Magic Capacity = 1500
L = Legendary; Also has no upper limit. Exact minimum power (for non PC) is gauged by # of +s. At least rank/level, it can break physics, though doing so is at a cost to power behind the act/etc.; Magic Capacity = 3000


Magic Capacity can also be modified/affected by various other factors, such as affinity or talent.


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Re: Bearer Quest

Post by Psyckosama on Sun Dec 23, 2012 5:49 am

Distorted range?

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Re: Bearer Quest

Post by Kelenas on Sun Dec 23, 2012 8:58 am

[x] An Island
[x] South Central
[x] Student
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Re: Bearer Quest

Post by Ironforge on Sun Dec 23, 2012 2:16 pm

[x] An Island
[x] North West
[x] Commoner

Because I want to play someone that has to start from the bottom and works their way up.
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Re: Bearer Quest

Post by Psyckosama on Sun Dec 23, 2012 2:48 pm

North West
Island
Noble

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Re: Bearer Quest

Post by Rieverre on Sun Dec 23, 2012 10:43 pm

[]Coastal Province (yay, shipping lanes!)
[]South Central (yay, not freezing my ass off ... unlike the weather outside)
[]Noble (yay! Cute maids!)

... so I like my creature comforts.
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Re: Bearer Quest

Post by Zeitgeist on Sun Dec 23, 2012 11:05 pm

[x]Coastal Province (yay, shipping lanes!)
[x]South Central (yay, not freezing my ass off ... unlike the weather outside)
[x] Noble (Because maids...and butlers )

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Re: Bearer Quest

Post by bzzt3421 on Mon Dec 24, 2012 2:12 am

[x] A Land divided by a Distorted Range

[x] North West

[x] Commoner - A person of no social status like many in the lands, considered quite expendable by those far higher up in station. You have but little education, the bare minimum, but in turn, are quite well built and hardened by years of hard labor and harsh times. Pain is but something you are quite accustomed to, and thus quite easy to bare than most would think you able of, though you'd be hard pressed to say you are particularly good or talented in much outside of what your parents do for a living.

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Re: Bearer Quest

Post by ReinZero on Mon Dec 24, 2012 2:22 am

[x] An Island
[x] South Central

The South Central region is known quite well for its density of Academies and Schools in most fields of magic, with every nation no matter the size possessing at least one within its borders. Compared to the other regions, it is the home of a majority of second best Academies and Schools, the best naturally, being located within the Distorted Range. With the multitude of places of learning and at times, heated relations between nations, it is not unheard of for Students to become involved in disputes between them.

Of course, the island nation of Astameli is no exception to the standard. Weathering numerous wars and disputes by its neighbors, it has managed to cultivate itself a number of renown Academies, most of which are now taught by descendants of refugees from nations that fell during the constant conflicts around on the mainland. This asset in and within itself contributed greatly to its survival, but alone an island nation like Astameli would only last so long while its neighbors are swallowed up, forming but four major nations surrounding Astameli. Astameli possesses a nobility carried over from its earlier times, but no longer has a royalty, instead, it is a semi-elected position by a council of peers- namely, the best from the Astameli Academies, of whom normally hold high position in differing aspects of Astameli society, including as Instructors and Teachers at the Academies. Of course, as a consequence, Astameli nobility is much worse off and have little power or sway in things. Though in turn, they can be considered... more capable than other nobles, or at least more sensible than nobles of other nations.

Bordering Astameli's northern border is the Republic of Hemindel, of whom controls access to shipborne trade in the local area, an asset of which it makes use of, cutting off trade when at war with the other nations in the area, though often at Astameli's expense. But despite that, their official relations are quite good as it is Hemindel's backing and alliance that has kept other nations from attempting to take Astameli for their own. However, from the same standpoint, Astameli is a protectorate of Hemindel, and relations between their general populace is another matter entirely. Though known as a Republic, Hemindel is little more than an elected monarchy, with its nobility holding most of the power and say in the Republic. It is believed that they have been trying to get the nobility of Astrameli to join them.

To Astameli's south eastern border is the Empire of Karandel, a more recently formed officially nation from the joining of the Kingdom of Karanri, named after its royal family, and the Duchy of Delfore. Both nations are quite well known for keeping news and information within their borders, much to the confusion of outsiders with the actions taken from time to time. However, in this instance, the joining would seem to have been arranged far in advance, how far however, is unknown. As a result, there are only three nations surrounding Astameli. In terms of military might, due to their joining, can be considered greater than any one nation in the local area can match in terms of number of scale. But generally, that is considered the least of anyone's worries, as their ability to keep quiet on major movements and eerily accurate information on others now has little in the way of being kept in check- it is presumed the very same are more than equally able to hold their own.

The south western border is home to the Kingdom of Hellion, of whom is well known for its aggressiveness, an equal match in terms of scale to Karandel's secrecy. The Kingdom at one point had controlled the very lands that now composes the Hemindel Republic and the former Duchy of Delfore, and made many efforts upon the Kingdom of Karanri and Astameli in the past. However, its treatment of its non-native populace was quite crude and has not improved one bit, though over time, most of its retained territorial populace has been integrated into its citizenry. Matching its aggressiveness is its willingness to employ mercenaries and employment of Explorers to lead forces through the Distorted Range, a tactic of which it is more than able to perform as the quality of its forces is one of the best in South Central. For some unforeseen reason, it has not engaged in a single war for the past century, though its population of slaves and other non-citizens/non-natives has grown increasingly every year and only seems to increase as time passes.

[x] Noble

You are Celeste Everard, a noble of Astameli. Like most nobles of Astameli, the emphasis and importance of the Magic Academies have more or less kept your family's capabilities fairly... decent. Well, at least more than what a fair number of nation's nobles in the North Western and South Central can say.

Due to such, you've learned at an early age from watching your parents... though that and some messing around for one your age at the time. Sure it was a bit... messy, but still, it was... worth it. So you'd like to think. (Pick three, Each starts at D Rank)
[ ] Fire Magic
[ ] Water Magic
[ ] Earth Magic
[ ] Wind Magic
[ ] Ice Magic
[ ] Lightning Magic

Your family wields little influence or sway, but... that is not to say you have nothing entirely. Though compared to other your fellow Astameli nobles... your family is a bit lacking. In particular your family is/has... (Pick up one minimum, three max)
[ ] Is Heavily in serious debt, a debt which you've inherited. (+60 Character Generation Points)*
[ ] Is Poor, as your family had wasted much money and assets, leaving you with little but not nothing. (+20 Character Generation Points, No Attached Additional Negatives)*
[ ] Given up quite a bit of wealth to favor the Commoners, though a bit too much, leaving you nearly nothing to inherit. (+30 Character Generation Points, Removes Negative Relations to Commoners)*
[ ] Has no servants or hired hands, and thus you have to do much yourself instead. (+20 Character Generation Points, +Rank to Strength & Endurance)** / ***
[ ] Has been quite poorly connected, with you unfortunately inheriting none of their connections at all. Not even one. (+20 Character Generation Points, No Attached Additional Negatives)**
[ ] Has quite the many a enemies, both in and outside of Astameli, all of whom seem to carry their grudge or whatever over to you. Lucky you aren't ya? (+60 Character Generation Points)

*Mutually Exclusive. One is required.
**Certain Options in other sections cannot be taken if it is taken. Set A
***Certain Options in other sections cannot be taken if it is taken. Set B

In your early years you were...
[ ] Taught at a Public School. (-0 Character Generation Points; Variable Modifier)
[ ] Educated at a Private School. (-10 Character Generation Points; Variable Modifier)
[ ] Home Schooled by a Private Tutor hired by your parents (-20 Character Generation Points; No Variable Modifier)
[ ] Privately educated by a Artil Academy**** graduate... under the employ of your parents. (-30 Character Generation Points; No Negative Variable Modifier)**
[ ] Send off to be educated at a Magic Academy. (-30 Character Generation Points)

****Artil Academy is considered one of the more prestigious Academy in Astameli, the Fifth of the Top Five, of which the sixth is... a fairly comfortable margin lower than it.

In particular you have a loyal... (Also, name & pick which one)***
[ ] Maid...
[ ] Butler...
...of whom was...
[ ] Your Age.
[ ] Older than you by quite a bit.

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Re: Bearer Quest

Post by Psyckosama on Mon Dec 24, 2012 2:41 am

This legal?

Fire
Wind
Earth
Lightening

[ ] Has quite the many a enemies, both in and outside of Astameli, all of whom seem to carry their grudge or whatever over to you. Lucky you aren't ya? (+60 Character Generation Points)
[ ] Given up quite a bit of wealth to favor the Commoners, though a bit too much, leaving you nearly nothing to inherit. (+30 Character Generation Points, Removes Negative Relations to Commoners)*

[ ] Privately educated by a Artil Academy**** graduate... under the employ of your parents. (-30 Character Generation Points; No Negative Variable Modifier)**

[ ] Maid...
[ ] Your Age.


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Re: Bearer Quest

Post by ReinZero on Mon Dec 24, 2012 2:50 am

Nope, the first and third choices both have * next to them. That means mutually exclusive. So they cannot be taken together.

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Re: Bearer Quest

Post by Zeitgeist on Mon Dec 24, 2012 2:51 am

Earth
Wind
Fire

[ ] Has quite the many a enemies, both in and outside of Astameli, all of whom seem to carry their grudge or whatever over to you. Lucky you aren't ya? (+60 Character Generation Points)
[ ] Given up quite a bit of wealth to favor the Commoners, though a bit too much, leaving you nearly nothing to inherit. (+30 Character Generation Points, Removes Negative Relations to Commoners)*



[ ] Privately educated by a Artil Academy**** graduate... under the employ of your parents. (-30 Character Generation Points; No Negative Variable Modifier)**

[ ] Maid
[ ] Your Age.


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Re: Bearer Quest

Post by Psyckosama on Mon Dec 24, 2012 2:52 am

ReinZero wrote:Nope, the first and third choices both have * next to them. That means mutually exclusive. So they cannot be taken together.

Drat. We need to ditch one. But I think one or the other is solid.

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Re: Bearer Quest

Post by Zeitgeist on Mon Dec 24, 2012 2:56 am

I ditched giving money to the commoners.

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Re: Bearer Quest

Post by bzzt3421 on Mon Dec 24, 2012 3:04 am

[x] Water Magic
[x] Wind Magic
[x] Lightning Magic

[x] Given up quite a bit of wealth to favor the Commoners, though a bit too much, leaving you nearly nothing to inherit. (+30 Character Generation Points, Removes Negative Relations to Commoners)*
[x] Has no servants or hired hands, and thus you have to do much yourself instead. (+20 Character Generation Points, +Rank to Strength & Endurance)** / ***
[x] Has quite the many a enemies, both in and outside of Astameli, all of whom seem to carry their grudge or whatever over to you. Lucky you aren't ya? (+60 Character Generation Points)

[x] Send off to be educated at a Magic Academy. (-30 Character Generation Points)

No ninja maid for us, oh well.


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Re: Bearer Quest

Post by EagleBlue on Mon Dec 24, 2012 3:37 am

[X] Fire Magic
[X] Earth Magic
[X] Wind Magic

[X] Has quite the many a enemies, both in and outside of Astameli, all of whom seem to carry their grudge or whatever over to you. Lucky you aren't ya? (+60 Character Generation Points)
[X] Given up quite a bit of wealth to favor the Commoners, though a bit too much, leaving you nearly nothing to inherit. (+30 Character Generation Points, Removes Negative Relations to Commoners)*
[X] Privately educated by a Artil Academy**** graduate... under the employ of your parents. (-30 Character Generation Points; No Negative Variable Modifier)**

[X] Maid...
[X] Older than you by quite a bit.


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Re: Bearer Quest

Post by ReinZero on Mon Dec 24, 2012 4:05 am

bzzt, that's not a valid combination.

Also, zeit, that's not valid either currently since both have a * next to them.

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Re: Bearer Quest

Post by Zeitgeist on Mon Dec 24, 2012 4:15 am

ReinZero wrote:bzzt, that's not a valid combination.

Also, zeit, that's not valid either currently since both have a * next to them.

Sorry, fixed my vote.

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Re: Bearer Quest

Post by Kelenas on Mon Dec 24, 2012 5:06 am

[x] Wind
[x] Lightning
[x] Earth

Lightning is already a heavily offense-oriented element, so taking Fire on top of it is somewhat redundant, in my opinion. A defensive and utiliy-oriented element like Water or Earth would be better to round out the character overall.

[x] Has quite the many a enemies, both in and outside of Astameli, all of whom seem to carry their grudge or whatever over to you. Lucky you aren't ya? (+60 Character Generation Points)
[x] Given up quite a bit of wealth to favor the Commoners, though a bit too much, leaving you nearly nothing to inherit. (+30 Character Generation Points, Removes Negative Relations to Commoners)*

[x] Privately educated by a Artil Academy**** graduate... under the employ of your parents. (-30 Character Generation Points; No Negative Variable Modifier)**

[x] Maid...
[x] Older than you.


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Re: Bearer Quest

Post by Psyckosama on Mon Dec 24, 2012 6:37 am

Fire/Wind/Lightening = Plasma and how can you expect to blow shit up without a proper EXPLOSION element?!

BOOOM!

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Re: Bearer Quest

Post by Rieverre on Mon Dec 24, 2012 6:53 am

[]Water Magic - can be plenty scary if used right.
[]Ice Magic - builds on/works with water ... or at least that's what my first reaction is. I hope one can provide the other with force multipliers.
[]Wind - islands. Chances are we end up on a boat eventually. Not having to rely on weather in that case would be a serious advantage.

[] Given up quite a bit of wealth to favor the Commoners, though a bit too much, leaving you nearly nothing to inherit. (+30 Character Generation Points, Removes Negative Relations to Commoners)* - we are mystical goddamn Nobunaga. Or at least, I want us to be.

[] Privately educated by a Artil Academy**** graduate... under the employ of your parents. (-30 Character Generation Points; No Negative Variable Modifier)** - is it a bad thing that I'm hoping for a hot and competent onee-sama character here?

[] Maid...
[] Your Age. - unless the Older By Quite A Bit option results in our loyal maid being 100% foxy MILF.
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Re: Bearer Quest

Post by Kelenas on Mon Dec 24, 2012 6:58 am

Psyckosama wrote:Fire/Wind/Lightening = Plasma and how can you expect to blow shit up without a proper EXPLOSION element?!

BOOOM!
Because chances are we'll be able to learn Plasma/Explosions later, but if we completely focus on it at the start it most likely will cripple us in other areas. I'd rather have a somewhat less powerful but more flexible foundation from which to work. Plus, Earth can be used to enhance explosive force via containment.
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Re: Bearer Quest

Post by Ironforge on Mon Dec 24, 2012 12:18 pm

[x] Wind
[x] Lightning
[x] water

Well with this combo we got the makings of a storm mage mates, plus everyone of those magics bleed into each other nicely for boost of effects to. An this way we can cover all three bases of attack/defense/healer all in one go.

[x] Has quite the many a enemies, both in and outside of Astameli, all of whom seem to carry their grudge or whatever over to you. Lucky you aren't ya? (+60 Character Generation Points)
[x] Given up quite a bit of wealth to favor the Commoners, though a bit too much, leaving you nearly nothing to inherit. (+30 Character Generation Points, Removes Negative Relations to Commoners)*

[x] Taught at a Public School. (-0 Character Generation Points; Variable Modifier)

Well if we are going to strengthen our roots to the commoners we might as well go all the way and go to pubic school in the beginning to so as to get a better understanding of them and there ways. Plus, this way we can gain some really strong friendships here to and become a leader/noble of the people.

[x] Butler
[x] Older than you by quite a bit.


Because cute young maids are overdone and I want a badass butler like Walter, Alfred or Norman an really guys can you not say that wouldn't be more awesome then having just another cute maid?

Edit: Change vote later.


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Re: Bearer Quest

Post by Kelenas on Mon Dec 24, 2012 12:46 pm

Ironforge wrote:[x] Wind
[x] Lightning
[x] water

Well with this combo we got the makings of a storm mage mates, plus everyone of those magics bleed into each other nicely for boost of effects to. An this way we can cover all three bases of attack/defense/healer all in one go.
The idea isn't bad, but Earth gives us healing as well from what I understand, and it gives us access to Alchemy. If Water gets more support than Earth, though, I'll throw in my support behind it, as I feel starting with Fire would unbalance our character too much, due to the lack of healing/utility/support magic. Might be different if we knew that we'll get party members/allies/retainers to cover potential weaknesses in that area, but as I understand we can't be sure about that.

[x] Taught at a Public School. (-0 Character Generation Points; Variable Modifier)

Well if we are going to strengthen our roots to the commoners we might as well go all the way and go to pubic school in the beginning to so as to get a better understanding of them and there ways. Plus, this way we can gain some really strong friendships here to and become a leader/noble of the people.
Hm... good point. Plus, more Points are always nice. Changing my vote to this.

[x] Butler
[x] Older than you by quite a bit.

Because cute young maids are overdone and I want a badass butler like Walter, Alfred or Norman an really guys can you not say that wouldn't be more awesome then having just another cute maid?
Miss Shinozaki Sayoko would like to have some words with you about your insinuation that Maids cannot be badarse.
Plus, Walter was a treacherous little bastard if I remember correctly. Razz
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Re: Bearer Quest

Post by Ironforge on Mon Dec 24, 2012 12:49 pm

[quote="Kelenas"]
Ironforge wrote:
[x] Butler
[x] Older than you by quite a bit.

Because cute young maids are overdone and I want a badass butler like Walter, Alfred or Norman an really guys can you not say that wouldn't be more awesome then having just another cute maid?
Miss Shinozaki Sayoko would like to have some words with you about your insinuation that Maids cannot be badarse.
Plus, Walter was a treacherous little bastard if I remember correctly. Razz

But still a badass and really in the end he was still loyal just misguided I think. Plus, to me it always seemed like he just wanted to go out with a bang you know.

An also it's still 3 to 1 here mate in my favor here. tongue
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Re: Bearer Quest

Post by Kelenas on Mon Dec 24, 2012 1:01 pm

Maybe, but I still prefer a Maid. Wink
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Re: Bearer Quest

Post by Ironforge on Mon Dec 24, 2012 1:02 pm

I guess it's just a taste thing. But if we have to get a maid can you at least vote for a older one?
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Re: Bearer Quest

Post by Kelenas on Mon Dec 24, 2012 1:40 pm

Mh... I guess a big-sister-ish or somewhat motherly Maid could work, depending on how much older than us she'd be.
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Re: Bearer Quest

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