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Two different perspectives on character concept
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<blockquote data-quote="Zhaleskra" data-source="post: 6343589" data-attributes="member: 20544"><p>Perhaps I have you at a disadvantage when one of the systems I have available, World Tree, has "regular person" as a valid adventurer concept. Though generally it's something like "regular person who's never held a sword in her life is given a sword as a present by an extended family member" deal.</p><p></p><p>I recently had to rework the very character whose name I use as my username, mostly from scratch due to hardware issues. The concept was always warrior mage, but because in World Tree characters start with a minimum of 4 spells (before advantages), I recalled that I had originally picked more combaty spells when it is more honest to choose householdy, sellable spells as your base spells. I had a better idea of what I was doing this time, and zie came out a little more warriory than magey, but does have a decent attack spell: it summons a water elemental that behaves . . . unless there are other elementals. Zie also had a 4 year tour as a guard warrior, 4 years experience selling pattern spells, and a 4 year apprenticeship as a smith and is a member of the smith's guild to this day. I also did "Self-taught Mage" again, so:</p><p></p><p>Zhalèskra is</p><p>1. a spell seller</p><p>2. a guard</p><p>3. a smith</p><p>4. a bit of a risk taker</p><p></p><p>Zi Ri aren't really built to be "fighters", but I made it work. Zhalèskra will do more damage with zir fire breath or dagger, but has a better attack bonus to zir claws & teeth. This time I picked a handedness, because I hadn't the first time: this Zhalèskra is left handed. Zie also has a few Combat Options, thanks to the Guard Warrior experience. Even with all the species penalties to brawling, zie still has a lot of positives to those actions. Of course these advantages help determine motivations: defend the city-state of Ovirucci, honor the smith's guild's bylaws (which may include charging other PCs for metal creation or working), sell spells zie can transcribe for adventurers, commoners, and nobles to graft.</p><p></p><p>I don't even consider the unaging aspect of Zi Ri to be a mechanic, because most people don't play games long enough for mortal characters to die of old age.</p><p>Yes, I've even considered how a creature that can only die by accident, combat, disease, and suicide might react to seeing their ephemeral friends fade.</p><p></p><p></p><p></p><p>All right, let's take your example. I'm in a supers game. The first question is "am I gadget hero? a powered hero? or a hybrid?" I need to answer that question before I get to the "what are my powers" question. Once I've answered those questions, I answer the "what's my motivation", and "am I a team player" questions.</p><p></p><p>Perhaps that's why it took me a while to get the hang of playing as Unity in Sentinels of the Multiverse despite having already compared her to Daitokuji Biiko (B-ko) from Project A-ko. She's got a bit of Magneto too.</p></blockquote><p></p>
[QUOTE="Zhaleskra, post: 6343589, member: 20544"] Perhaps I have you at a disadvantage when one of the systems I have available, World Tree, has "regular person" as a valid adventurer concept. Though generally it's something like "regular person who's never held a sword in her life is given a sword as a present by an extended family member" deal. I recently had to rework the very character whose name I use as my username, mostly from scratch due to hardware issues. The concept was always warrior mage, but because in World Tree characters start with a minimum of 4 spells (before advantages), I recalled that I had originally picked more combaty spells when it is more honest to choose householdy, sellable spells as your base spells. I had a better idea of what I was doing this time, and zie came out a little more warriory than magey, but does have a decent attack spell: it summons a water elemental that behaves . . . unless there are other elementals. Zie also had a 4 year tour as a guard warrior, 4 years experience selling pattern spells, and a 4 year apprenticeship as a smith and is a member of the smith's guild to this day. I also did "Self-taught Mage" again, so: Zhalèskra is 1. a spell seller 2. a guard 3. a smith 4. a bit of a risk taker Zi Ri aren't really built to be "fighters", but I made it work. Zhalèskra will do more damage with zir fire breath or dagger, but has a better attack bonus to zir claws & teeth. This time I picked a handedness, because I hadn't the first time: this Zhalèskra is left handed. Zie also has a few Combat Options, thanks to the Guard Warrior experience. Even with all the species penalties to brawling, zie still has a lot of positives to those actions. Of course these advantages help determine motivations: defend the city-state of Ovirucci, honor the smith's guild's bylaws (which may include charging other PCs for metal creation or working), sell spells zie can transcribe for adventurers, commoners, and nobles to graft. I don't even consider the unaging aspect of Zi Ri to be a mechanic, because most people don't play games long enough for mortal characters to die of old age. Yes, I've even considered how a creature that can only die by accident, combat, disease, and suicide might react to seeing their ephemeral friends fade. All right, let's take your example. I'm in a supers game. The first question is "am I gadget hero? a powered hero? or a hybrid?" I need to answer that question before I get to the "what are my powers" question. Once I've answered those questions, I answer the "what's my motivation", and "am I a team player" questions. Perhaps that's why it took me a while to get the hang of playing as Unity in Sentinels of the Multiverse despite having already compared her to Daitokuji Biiko (B-ko) from Project A-ko. She's got a bit of Magneto too. [/QUOTE]
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