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  #1  
Unread 20th of February, 2010, 23:24
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Dimas Heldoro

A chain-smoking doctor, and a mage from the Federation, by the name of Dimas Heldoro.

An average height, slender man, with tanned skin, dark hair and sharp green eyes, rarely seen without a lighting cigarette and a frown.

Code:
 
ST  8  [-20]   |   HP   10   [4]  Current: 10      
DX 11   [20]   |   Per  12  [-5]                     
IQ 13   [60]   |   Will 12  [-5]
HT 12   [20]   |   FP   12   [0]  Current: 12
               |   Mana  5  [15]  Current:  5
BASIC LIFT: 13                   DAMAGE:  Thr:1d-3 Sw:1d-2
BASIC SPEED:  5.5  (-0.75)[-15]   BASIC MOVE: 5
ENCUMBRANCE     MOVE  DODGE
None   (0)  13   5      8     
Light  (1)  26   4      7
Medium (2)  39   3      6
Heavy  (3)  78   2      5 
X-Heavy(4) 130   1      4
 
Native (Federation Tongue) [Free]
Accented (Imperial)        [4]
Appereance: Average
Status 1 (Guild Mage)      [5]
 
Advantages
----------------
Alcohol Tolerance                  [1]
Claim to hospitality (Mages Guild) [5]
High Manual Dexterity              [5]
Magery 2                           [25]
Disadvantages
----------------
Addiction (tobacco)                 [-5]
Attentive                           [-1]
Code of Honor (Pirate's)            [-5]
Dislikes (cats, crowds)             [-2]
Greed                               [-15]
Horrible Hangovers                  [-1]
Pacifism (Cannot Harm Innocents)    [-10]
Secret (Possible Death)                 [-30]
Slow Riser                          [-5]
 
Skills              Lvl    Rel    Dif   Cp
--------------
Diagnosis           14     IQ+1    H    [8]
Esoteric Medicine   12     Per     H    [4]  
First Aid           15     IQ+2    A    [4]
Naturalist          12     IQ-1     H    [2]
Surgery             15     IQ+2    VH  [16]  
Pharmacy (Herbal)   13   IQ     H      [4]
 
Guns (Pistol)       12     DX+1    E    [2]
Knives              12     DX+1    E    [2]
Throwing Knife      12     DX+1    E    [2]
  
Innate Attack         13    DX+2   E      [4]
Thaumatology        15     IQ+0   VH      [8]  (Includes +2 magery)
 
Stealth             12     DX+1    H    [4]
 
 
Spells
---------------------
Armor           16 [8]
Continual Light 13 [1]
Counterspell     15 [4]
Create Air      13 [1]
Darkness        15 [4]
Daze             15 [4]
Dispel Magic   15 [4]
Foolishness    14 [2]
Haste           13 [1]
Itch              14 [2]
Lend Energy     13 [1]
Lend Vitality     13 [1]
Light           13 [1]
Lightning       15 [4]
Magelock        13 [1]
Major Healing   15 [8]
Minor Healing   15 [4]
No Smell        13 [1]
Pain              15 [4]
Predict Weather 13 [1]
Purify Air      13 [1]
Shape Air       15 [4]
Shield          13 [1]
Sleep          15 [4]
Spasm          14 [2]
Walk on Air     16 [8]

Last edited by vagrantpoet; 3rd of March, 2010 at 07:05.
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  #2  
Unread 23rd of February, 2010, 02:09
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Very nice, Poet....
I like your char. I think you spent a little too much on the doctor skills.
Also, you didnt stat the secondary attributes:

Perception:
You start with Perception (Per) equal to your IQ, you can raise it or lower it for 5cp/level (I think, dont have the book here)

Will:
You start with Will equal to your IQ, you can raise it or lower it for 5cp/level (I think, dont have the book here)

Fatigue Points:
You start with Fatigue Points (FP) equal to your HT, you can raise it or lower it for 3cp/level (I think, dont have the book here)

Hit Points:
You start with Hit Points (HP) equal to your ST, you can raise it or lower it for 3cp/level (I think, dont have the book here)

Also, I'm raising the max level fot IQ and DX to 13
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  #3  
Unread 23rd of February, 2010, 07:01
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If so I'll probably increase my iq.
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  #4  
Unread 23rd of February, 2010, 07:20
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A neat trick is to increase your IQ but NOT your Per and your Will. That way, each level of IQ costs you 20 but you get 10 back... Still, IQ is COSTLY.
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  #5  
Unread 24th of February, 2010, 04:04
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So is the limit increasing?
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  #6  
Unread 24th of February, 2010, 10:12
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Yes, it is. Try not to abuse

Sadly, a LOT of work has piled on my desk and my posting is reduced to a minimum, but rest assured I'm working on starting this campaign.

How goes the character?
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  #7  
Unread 25th of February, 2010, 02:00
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I fiddled around with my skill and spell levels, adjusting and not adjusting as warranted, didn't increase my Per or Will, so IQ is now 13, and my points stand.
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  #8  
Unread 25th of February, 2010, 04:55
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Poet... I've rearanged your stats... Noticed some things:

- Your basic speed is 5.75, and you SUBSTRACTED 0.25?? I would advise either to ADD 0.25 (upgrading your move, speed and dodge by 1) or SUBSTRACT 0.75, since its rounded down anyway.

- You can use Esoteric Medicine instead of first aid. Still, magical healing would mean that a doctor would probably be part of the Church. They also use magery but they have access to the Healing school, and limited access to the other ones (consider it). Also you spent a LOT in Surgery...

- You need 6 air spells to learn Lightning. Check GURPS Magic, or the free download GURPS SPELL CHART (very useful for spellcasters)

- Even if you know Lightning, remember that after casting you have to roll against your Innate Attack (Missile) or DX-4 to hit someone with lightning, you should add that skill.
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  #9  
Unread 25th of February, 2010, 07:29
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I have 6 air spells, excluding lightning.

I will probably drop my speed, to get the 15 pts.

Can I be an ex-priest? To get the Healing magic/pretty awesome backstory?
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  #10  
Unread 25th of February, 2010, 08:14
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I havent figured out all the in's an outs of the Curch of Light.. they monopolize the Healing school of magic, no one can learn spells of that school without access to the books they only have and keep secret.

I'm not sure if they would ALLOW anyone to leave the church (I wouldn't).
One idea I had is that priests have their forearms covered in tatoos representing rank, if you are an ex priest, maybe you have a Dark Secret disadvantage (if the church finds out you went rogue they will chase you).

Also, I haven't defined WHAT means to be a priest, what would you like it to be?
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  #11  
Unread 25th of February, 2010, 21:37
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I think a preist is a vessel of the power of the Church, not neccesarily and religious functionary. However it's an inescapable bond, and those who no longer work for the actaul organisation still have the power of the Light, but are hunted relentlessly becasue their rebellion suggests that you don't need the Church to have the Light.

I could have faked my death when younger? Those tattoos are an awesome idea.

I could be a around 50, and will rebuild my character ever so slightly. I'm likely to be cynical, sharp and grumpy, but still beleive in the Light, just not the church.
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  #12  
Unread 26th of February, 2010, 00:04
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In my world I picture magic of all kind as having 3 pillars:
- Ambient Mana, you use it to power your spells. Using it makes you tired or consumes your reserves (FP or Mana)

- Personal power. Magery is a measure of how well you attune to ambient Mana

- Knowledge. How well do you know a given spell.


The third one is the key. Any wizard could learn healing, but the Church of Light are the only ones who KNOW how to, and they keep that secret jealously. Also, teaching it without the books they hold very close would be VERY difficult.


So, you don't lose your powers by leaving the Church or by the will of some deity

It is also not necessary to be so old, you can have left the Church at any time.

Consider getting a -30 point SECRET disadvantage:

Possible Death:
Your Secret is so
terrible that you might be executed by
the authorities, lynched by a mob, or
assassinated (by the Mafia, CIA, etc.)
were it revealed. You would be a hunted
man. -
30 points.

Also, Church of Light mage-priests tend to specialize in spells of the following schools:

Healing, Communication & Empathy, Food, Light & Darkness, Necromancy, Fire, Water, Warding, Movement, Body Control

Necromancy is not very popular and somewhat a secret knowledge




Last edited by P0L; 26th of February, 2010 at 00:44.
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  #13  
Unread 26th of February, 2010, 04:50
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Okay, I'll rebuild my character a little tomorrow morning and over the weekend.
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  #14  
Unread 3rd of March, 2010, 07:06
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That's it, all should be accounted for and so on.
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  #15  
Unread 10th of March, 2010, 18:53
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Backstory Outline
-Born in a poor city in the Federation
-Became a priest when his magic was discovered, which happened to most Talents in the slums
-grew to be a very telented healer
-schism with church, resulting in fire in a temple, fakes death and flees the Federation to Wlasny.
-Joined mage's guild and signed up as a ship mage/doctor on various ships throughout the mountains. If he feels he needs to use healing magic, he puts his patient magically to sleep first, and makes sure to leave shallow wounds that he then stiitches by hand. Few skysailors have the medical know how to question his methods any further.
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