Monster Hunter's Academy (RWBY Inspired, System- see post)

Started by ShadowFox89, October 14, 2013, 03:55:57 PM

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alextaylor

#25
Quote from: ShadowFox89 on October 27, 2013, 01:29:48 AM
It looks good, though I'd like to warn you that, mechanics wise, Vigilante is hard to combine with other classes. What were you thinking up, in terms of fluff, as Ariel's fighting style? What is it that you want out of Vigilante?

I actually liked everything in the track. The cool armor and escape ride. The kicks. The finishing move which gives her a cool unarmed attack without having to do monk tracks. Those other moves in the track are not bad either, kinda complementing the barbarian moves and good replacements for the ones she took out.

But if it's hard to use, I could just go with the full barbarian tracks, since this one would be a slow track anyway. I was going for like a loud DPS sociopath kinda character.

And the weapons seem a bit... boring comparing to to the RWBY style. The mechanics are all there to make our own, so maybe we just do that but justify how it works in terms of the mechanics.


BTW any dungeon crawling in this game? I'm fine either way, but just curious.
O/O

Cessali

A couple of thoughts I'm juggling between, will likely pick between them based on one part impulse one part group harmony.

Both have been modified significantly, at least mechanically, from their original methods.

Rylan Blackhammer - Child of the Anvil, Human Paladin/Knight
Character Sheet

Concept: Honest Young Stalwart
Class: Paladin, Multiclass Knight, Full Buy-In Path of Destruction
Race: Human

STR 18
DEX 12
CON 14 (DR 1)
INT 10
WIS 12
CHA 14

PALADIN
BAB Good
GOOD SAVES Fort, Will
Fort +5
Ref +0
Will +3

KOM Str
KDM Cha
AWARENESS 12
HP 24

Athletics (Str) (+5 Movement Speed)
Vigor (Con) +3 (Racial Bonus, Feat)
Lore: Engineering (Int)
Intimidation (Cha)
Perception (Wis)

RACIAL
+1 (+1/8 levels) racial bonus any skill, +1 Armor Class

FEATS
Blacksmith | Armor Item bonus to AC increases by one.  Deflection AC bonuses or Guardian weapons increases by one.  Item bonus to attack rolls increases by +1.  Improves at 6th Level.
Martial Magister | All saving throws from ??? skills are +2 DC.  +2 Feat bonus to Bull Rush, Disarm, and Trip.  +2 Feat bonus to

JUDGEMENT: Seven Circles of Knowing
Knowing: Become aware of the moral and ideological predilictions of any sentient creature, radius 15ft+5ft per Judgement circle.  +4 Awareness and Perception.  [Bastion]

DEDICATION: Virtue
1st: Swift Action: Once/Encounter, create/place a Font within 10ft(+5/2lvls).  At start of turn, Font heals single target ally in Close range for 2+KDM+Level.  Fonts last 2xKDM rounds.

KNIGHT
1st: Emerges at 2nd Level

FULL BUY-IN - Path of Destruction
1st: Swift action: Once/round, on doing damage with successful attack, compare attack roll to target adjacent opponent.  If equal or greater to target's AC, also do damage to that opponent.

SHORT-HAND COMBAT
Attacks
- Suri, the Long Arm (Melee, +6 to hit, d6+7 damage, Brutal, Guardian, Reach
- Ryali, Far-Reaching Vengeance (Ranged, +6 to hit, d6+6 damage, Distant, Guardian, Quick-Draw)

AC: 19 (10 + KDM 2 + Armor 4 + Guardian 2 + Race)

ITEMS
Mundane
Suri, the Long Arm: A spear of his own manufacture, featuring a particularly long head and a sturdy shaft.  The weapon is simple by design; what makes it personal for him is the sandshark-skin hilt wrap, upon which Rylan has written the names of every member of his family that has died because of the war.  The names usually face inward.  Usually.
- Spear - Melee, range [Melee], Brutal 1, Guardian, Reach
- (+1 to hit, +1 AC), d6+1+KOM+Half Strength Mod

Ryali, Far-Reaching Vengeance: A high-caliber, medium-range sidearm fitted into the back of an oversized gauntlet.  Rylan uses this weapon when he can't just reach out and cut somebody.  The barrel extends and retracts when he holds a particular gesture, reducing its bulk when not in shooty mode and allowing him to use the weapon as an effective defensive tool.
- Gauntlet-mounted sidearm - Ranged, [Medium], Guardian, Distant, Quick-Draw

Ironfast
Heavy Armor - +3 AC, -1 Reflex (+1 AC Blacksmith)
Background/Concept

The story of Haisef is well known among his tribe: a blacksmithing genius in the Dawning Days of the world, who innovated the forging of iron into steel, and who took up arms when his children were abducted by rivals who sought the secret for themselves to smite the villains down.  Though steel is a secret that long ago ceased to be the sole property of the tribe (if it ever truly was theirs alone to begin with), Haisef's spirit is said to linger on the mortal realm even today, helping to inspire his descendants and stoking the fires of heroism in a handful.  Such souls are known as Children of the Anvil, and Rylan is one of them.

To be a Child of the Anvil is a great honor and a great burden.  As a child, there was little that suggested Rylan would be so blessed; he was bright, but undisciplined, prone to fits of fancy and daydreaming, more interested in history ballads than in perpetuating the tribe's glory and success.  This changed swiftly when he was eleven, when a particularly brutal attack from one of the tribe's rivals that week tore through a civilian population-- and Rylan firsthand saw the cost of passing the time in fancies.

A fire was lit beneath him that day that burns even now.  Rylan is much different from the dreamy-eyed child he was before: very serious (perhaps overly so), very competitive, and fiercely loyal to his people.  His hobbies have shifted to drafting and engineering rather than memorizing the old stories and playacting them out; while he doesn't have much in the way of natural talent for such things, he does have stubbornness, and that goes a long way towards proving things out.  He is quietly averse to making use of armaments he has not machined himself.

Rylan was gravely disappointed to hear from his adoptive parents that he was being chosen to go to Blitz Academy rather than join the tribal militias; he wanted very much to go to war and bring absolute feckless ruin to those who had hurt him and his family, but his loyalty prevents him even now from speaking out against his elders.  Right now, as far as he is concerned, the best way to serve the tribe is to do well-- and do well he shall.

Tyana Durgu Shedscale - The Overly Inquisitve Sort, Dragon-Blooded Tactician
Sheet

Concept: Inquisitive Gatherer of Things
Class: Tactician/Sage
Race: Blooded (Elf)

STR 10
DEX 12
CON 12
INT 18
WIS 14
CHA 12

Tactician/Sage
HP 18
BAB +Meh
[Ghostwise sight]
KOM Int
KDM Con
Fort: +1
Ref: +6
Will: +4

Tactical Insight
* Move Action: Knowledge Check DC (10+Level) against relevant Knowledge for enemy type.  If successful, self and allies in communication range gain the following bonuses...
1st: Gain either +3 to hit or +3 deflection AC against target enemy type.

Spellcasting
L1 x3, DC 14 (10+ half level + Int)
- Comprehend Languages: Comprehend (but not speak the language of) touched creature of writing for Scene.
- Dimensional Swap: Standard Action - Swap two target creatures in Medium range.
- Magic Missile!: Deal KOM damage per Circle to target Creature(s).  Force.  Reveals subjects.  No effect can reduce below 3 damage.

Sage's Wrath - Arcane Lore
1st: Black Tidings (AVAILABLE LEVEL 2)
Dread Wave | Standard Action: Wedge 20ft(+10ft/Circle) arc of Energy(Cold) or Magical(Negative) damage, KOM + 1d4/level, Save DC (10+half level + KOM+2) or Shaken.
Hammerfall | Standard Action: Target square, range 100ft(+15/character level) AOE 1, does 1d6/level Energy(Fire) or Physical.  Radius increases with Circle.  Reflex DC (10+half level+KOM+2) for half.

SKILLS
Vigor (Con)
Arcana (Int+2) - Covers magic and spellcasting, and magitech. (Aberration, Outsider)
Engineering (Int) - Covers mechanical devices and structures. (Construct)
Geography (Int) - Covers location knowledge. (Primordial)
History (Int) - Covers heroes and villains and the general past. (Legendary)
Medicine (Int) - Covers anatomy and biology.  (Humanoid, Giant, Undead)
Nature (Int) - Covers natural phenomena. (Animal, Fey, Magical Beast, Plant)
Diplomacy (Cha)
Perception (Wis)

FEATS
By Will Sustained - No longer need to eat or drink.  Cannot be Sickened.
Arcane Magister - Sage's Wrath track abilities are +2 DC.  +2 to all Arcana rolls.

COMBAT SHORTHAND
Focusing Incendiary Crystal (+4 to hit, 1d6+4 Fire damage, reduces Resistances by 2 against Fire and Spells/Supernaturals)
Focusing Arctic Crystal (+4 to hit, 1d6+4 Cold damage, reduces Resistances by 2 against Cold and Spells/Supernaturals)
May make 5ft step in addition to Move when active.
AC: 13 (10 + Armor + KDM)


ITEMS
Mundane
Focusing Incendiary Crystal - Melee, [Arcane], [Elemental] (Fire), Magnum, Reacting
Focusing Incendiary Crystal - Melee, [Arcane], [Elemental] (Cold), Magnum, Reacting
- Both of these crystals are set into a bracelet Tyana wears as a gift from her adoptive kin.  The appropriate crystal glows brightly when in use, and the active crystal must be unreadied before the other can be readied.
Heavy Robes - Armor (Light)
Another gift from her adoptive kin, these robes are made out of extraordinarily-resilient silk weave that offers some protection against danger.

Magic
None of yet.  The Blooded want to see just what she's capable of before they decide to make her any gifts...
Background/Concept

Most children wear their tribal allegiances on their sleeve.  Tyana did too, for a while; the only surviving child of a family wealthy enough to have at least partly-profited from the constant tribal wars of the past many years, she was indulged but never spoiled, bright beyond her years and eager to please.  Her life had been set out in front of her: she would marry well, bringing a skilled husband into the family line, and use the knowledge she so greedily devoured to further the tribe's fortunes in war, and Tyana was ready to obey.  Not only was it honorable, it was also her duty, and if it meant she could still go to school and university and more, then so much the better.

It was not to be.  Shortly after she turned thirteen, Tyana noticed strange changes shaping her body: a soreness on her skull, a strange scaly pattern on her legs and feet, and then-- impossibly-- the growth of a tail.  It wasn't long before she identified these changes with some dread; she was one of the Blooded.  When she revealed these things to her parents, they reacted... harshly.  It was Decided that she was actually under the effect of some terrible curse, and they would have to pull her out of school while they found someone who may be able to undo the damage that had been done.  Tyana did not take well to confinement, even if they did feed her books to keep her mind occupied... and they might have continued to keep her locked away indefinitely if the Light of her soul had not started making waves in the wrong circles.

Thankfully, the strange magic she instinctively called on to defeat the Darkness-spawn infiltrating her house one night only incinerated one wing of the mansion before it was put out.  Investigations unearthed the family secret: Belora and Whitman Durgu had birthed one of the Blooded, and the tribe of the Blooded immediately demanded she be remanded and adopted into their custody was per their rights amidst the tribes.  Tyana gladly submitted to having part of her power sealed away until she could learn to control it, though a strange set of would-be teachers intercepted her final transfer: the masters of Blitz Academy.  The Blooded tribe agreed after some discussion to allow her to be trained there after her formal adoption into their extended family.

Tyana's release from confinement has left her with mixed feelings about herself.  On the one hand, she is relieved to be free from the room she had been locked away in, deeply appreciative of her sponsors, and desperately eager to learn more about the cosmos than what the scant whispers she could read suggest; on the other hand, she of-yet feels little kinship with her newfound extended family, is still struggling with the certainty that she has become something she once looked down on, and is quietly terrified of the Darkness and its subtle appeals... for she remembers the offers that it made to a frightened, lonely girl, and knows how close she came to saying yes.

ShadowFox89

 Alright, now that I'm more fully awake, fluff-wise responses:

Alex: From the looks of things, Ariel would have been 'invited' into the academy as what would be seen for her own protection and the safety of others. She'd be a huge target for the Darkness with all that rage and anger.

Jarick: Blackhammer and Shedscale both look interesting, and would have been invited into the academy for reasons different from each other. For Blackhammer, the tale of their ancestor is likely to attract forces of the Darkness, corrupting such a bloodline would be like turning a tale into a twisted mockery. For Shedscale, her ancestry would mean that discrimination from being a Blooded would make life rather difficult for her.


Mechanics side:

Alex: Vigilante is perfectly fine, it's just that the 2nd-circle ability of Dervish gives you a [bonus attack], which you wouldn't be able to make use of when using Brutal Kick. So if you don't want to make changes, the sheet looks good ^^' Not much dungeon crawling though, I'm looking at making things a bit episodic in nature.

Jarick: No glaring problems that I can see on either sheet.
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Avalon29


ShadowFox89

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Avalon29

Great. I'll start crunching numbers then and see what I can come up with.

How would the creation of a Blooded work out for race bonuses? Are you okay with the creation of our own racial bonuses as long as we stick to the guidelines listed in the rules and it makes sense or do you have a list of Blooded you're working on/have made that should be used?

ShadowFox89

 Blooded is just a fluff term and also a way to let people play a race with something other than [humanoid] or one of the basic races. As long as your character has a bodily trait that is distinctly non-human, they're a Blooded. And you can craft your own race as long as you stick to the guidelines, yes.
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Latooni Subota

Ehr mah gerd. I totally want in on this. I'm not that comfortable/familiar with the system, but I'm pretty good at picking up systems quickly, so I'm plenty willing to learn! :O
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ShadowFox89

 I'm heading to bed as I've got a looooong day tomorrow (not to mention early), but there's always the Legend IRC channel (#Legend on Gamesurge server) that you can ask around for mechanical advice in.

Game is not closed until I get more of the setting fleshed out and have at least four people with finished characters.
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alextaylor

Need any help fleshing out the setting? We can help create faction backgrounds and stuff.
O/O

ShadowFox89

 Ideas for factions such as magi orders, companies, tribe names, and Corrupted. Corrupted are humans and animals who have been influenced by the Darkness. I'll post the basic ones, but I'll take ideas for variants and any that you might want to see pop up.

Post all setting stuff in the setting thread though, let me make a few reserved posts first.
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Avalon29

#36
Here's my character. I hope you all like him. I had fun coming up with him.

Kell Ravenfinder- The Exploding Klepto Prodigy, Fox-Blooded Rogue/Combat Alchemist
Character Sheet

Name: Kell Ravenfinder
Concept:  The Exploding Klepto prodigy
Race: Fox Blooded

Class: Rogue/ Combat Alchemist

8 HP/level
BAB: Good
Good Saves: Reflex, Will
Poor Save: Fort
KOM DEX
KDM CHA
TAM CHA

Rogue – Estorica Radica (Fast)
- 1st Circle: Playing it Right: Pick two skills. You can take 10 on both these skills regardless of circumstances.  ( + 10 to Nature and Diplomacy)

Rogue: Assassin (Medium)
- 1st Circle:  Sneak Attack: Any time you make an attack that hits a [Flat-footed], [Helpless], [Confused], [Dazed], [Entangled], [Exhausted], [Stunned], [Shaken], [Frightened], [Cowering] or [Panicked] target, you deal 1d6 additional damage with the
[Precision] descriptor per Assassin circle that you possess, to a maximum of 7d6.


Rogue – Fortune’s Friend (Slow)
- 1st Circle: N/A

full buy-in track: Combat Alchemist
- 1st Circle:  Lesser Brewing:  At the beginning of each [Scene], you can choose three lesser Brews, plus an additional two Brews for each circle of Combat Alchemist you possess. The chosen Brews are prepared until the end of the [Scene]. Prepared Brews must be primed before they can be used. You can prime a prepared Brew for imminent use as a move action. You can pass any Brew to an ally within [Melee] range as part of a move action (including the one used to prime it). A creature or weapon, respectively, may benefit from more than one potion or poison at a time but cannot benefit from multiple uses of the same potion or poison simultaneously. A poison that has an effect when a creature is hit by the affected weapon and allows that creature to make a saving throw cannot affect a single creature more than once per [Round].  Whenever you make an attack action, you may replace any number of attacks with an equal number of cocktail throws, each targeting a square within [Close] range. These throws provoke at- tacks of opportunity.  Unless otherwise noted, the effects of any Brew used last until the end of the [Encounter].

Ability scores:

Strength 12
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 10
Charisma 14

Trained Skills:
Acrobatics + 2 (DEX)
Arcana (INT)
Bluff (CHA)
(not trained) Diplomacy rank +10  (CHA)
Larceny + 1 (DEX)
Medicine (INT)
(not trained) Nature + 10
Stealth (DEX)



RACIAL: Larceny (+1 + 1/8)
Ghostwise Sight,
+ 2 DEX (DEX change already factored)

Feats:
Master scout [skill]:  You gain the Swim movement mode, and moving out of a square of difficult terrain does not cost you extra movement. You gain a +2 feat bo- nus to Acrobatics and Athletics checks.

Lucky Cigarette Case [Iconic]:  Your natural weapons gain the [Parrying] property if they do not already have it. Your weapons possess the [Parrying] property while you wield them, if they do not already have it.  Twice per [Round], you may reduce the dam- age taken from a single attack by your KDM. This does not require an action, but this ability cannot further reduce damage already reduced by the [Parrying] property or this ability. At 10th level, whenever you use the [Parrying] property or the above ability, you may reduce damage taken by your level instead of your KDM.


Items:
Rifle
Shotgun range [close] [point blank] [magnum] [brutal]
Leather Armor: (light)

Stats:
Attack roll modifier: 5 (1 BAP + 4 KOM)
HP: 20 ((8 base + 2 KDM) * 2)
AC: 14 (10 + 1 BAP + 2 KDM + 1 armor)

Saving throws:
Reflex: 7 (3 base + 4 DEX modifier)
Fort: 2 (1 base + 1 STR modifier)
Will: 5 ( 3 base + 2 CHA modifier)

BAP: 1
KOM: 4
KDM: 2
TAM: 2

Ability modifiers:
STR: 1
DEX: 4
CON: 0
INT: 2
WIS: 0
CHA: 2

Skills:

Physical
Acrobatics:7 (1 trained + 4 DEX modifier + 2 master scout)
Athletics: 3 ( +1 STR modifier + 2 master scout)
Larceny: 6 ( 1 trained + 4 DEX modifier + 1 racial modifier)
Ride: 4 (Dex modifier)
Stealth: 5 (1 trained + 4 DEX modifier)
Vigor: 0

Knowledge:
Arcana (INT): 3 ( 1 trained + 2 INT modifier)
Engineering: 2 (2 INT modifier)
Geography: 2 (2 INT modifier)
History: 2 (2 INT modifier)
Medicine: 3 ( 1 trained + 2 INT modifier)
Nature:12 (2 INT modifier + 10 playing it right)


Interaction:
Bluff:3 (1 trained + 2 CHA modifier)
Diplomacy:12 (2 CHA modifier + 10 playing it right)
Intimidate: 2 ( 2 CHA modifier)
Perception: 0

Background/Concept
From an early age Kell, unable to hide his distinctive fox ears and tail, faced discrimination for being one of the blooded Not that he’s ever let that bother him. He’s upbeat and curious even in the face of such discrimination. Although he’s irresponsible and sometimes lacks common sense, he is intelligent, with a talent for understanding how things work together. His talent may have been what led him to his study of alchemy when he discovered his magic. It allowed him to quickly grasp how the reagents worked with each other and his magic allowing him to create a variety of different potions and magical items.

If Kell was able to stay inside and put all his focus into his alchemy. He could become a truly great alchemist. Unfortunately, he was cursed with kleptomania to go along with his curiosity. He doesn't take money, instead he takes whatever catches his curiosity. Often, he doesn't even realize he’s stolen something. When he discovers something new in his pocket, he will convince himself that he didn't steal it but came by it from some other means. If someone accused him he will vehemently deny it and be hurt by the accusation than defend himself, justifying it with some excuse.

When he was invited to Blitz academy Kell was eager to join the school even if his decision to go had been a bit spontaneous. He had started to feel confined at home and had recently developed a case of wanderlust. He decided that fighting monsters when he graduated would make for a great excuse to travel and if he found the occasional interesting bobble or gizmo in his pocket that hadn't been there before it would just be pleasant side effect of his stay at Blitz academy.
Appearance


Height: 5'8
During school Kell wears his school uniform with the only addition being a few pouches he has at his side where he holds various items he’s collected or made. Outside of school he wears the same clothes as in the image, minus the necklaces and with his pouches still by his side. If going into combat he dons leather armor that covers his torso but makes no other concessions to dangerous situations.



Hard limits: Mutilation/Gore, vore, scat/watersports.

ShadowFox89

 I plan on making at least one teacher per class.... Kell would have fun with the Rogue teacher (who herself is a foxgirl) :P
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Avalon29

Oh, yes. They'll have lots of fun and if the class she teaches somehow seems to have twice the funding of all the other classes combined nobody can really argue. Especially if some of that extra funding goes towards some comfortable chairs.

Latooni Subota

#39
Alright, how's this? I decided to lean more towards the bleeding edge of all that cool robot/modular weapon/etc technology, if that's alright?

Kallista Hill
Character Sheet

Ranger Multiclass

Name: Kallista Hill
Concept: High-Speed Scientist!
Race: Human

Class: Ranger Multiclass

10 HP/level
BAB, Good
Good Saves: Fort, Ref
Poor Save: Will
KOM: Dex
KDM: Int


Ranger Track: Battle's Tempering (Fast)
1st Circle - Rather Quick than Dead (Shoot First) : Moving out of difficult terrain doesn't cost extra movement. Gain bonus to initiative equal to half level.

Ranger Track: A Reign of Arrows (Slow)
1st Circle - Dead-eye: When hitting a Flat-Footed opponent with a ranged attack, deal +3 [Precision] damage per 2 character levels.

Switch Monk Track: Disciple of the Crane (Medium)
1st Circle - Fast Movement: +5 Movement speed, +5 per circle you possess from this track.

Strength 14
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 12
Charisma 10

Racial Traits-
+2 Any Ability Score (Int)
+1 (+1/8 levels) racial bonus to any one skill (Acrobatics)
+1 racial bonus to Armor Class
Battleforged Feat: +2 Armor Class and free Melee weapon with three properties

Advancement Level 2-
+2 to Int
Breakneck Pace Feat: +15 Movement Speed
+5 Movement Speed

Skills-
Acrobatics 5
Athletics 4
Larceny 4
Knowledge: Engineering 7
Bluff 2
Perception 3


Battleforged Weapon "Cybernetic Arm": [Parrying], [Guardian], [Deft]

Lesser Weapon "Calbreena Rifle": Ranged Assault Rifle, range [Medium], [Brutal 1], [Distant 1], [Scything], +1 attack rolls, [Extradimensional]

Armor: Light Plate (+1 AC)
Character Description

Kallista Hill is a 17 year old girl who is, if you ask her at least, the smartest person in any given room at any given time. As a child she proved to be smarter than average, and had a tendancy to get into trouble by breaking into places she shouldn't be, and fiddling with technology that SHOULD be beyond her comprehension. Of course, it helped that she was the only daughter of a pair of scientists working for one of the tribes to create new weapons and armor to protect their soldiers. In an attack on her parents' lab by terrorists (see: people from another tribe being jerks) she was critically injured, and voluntarily subjected herself to experimental medical and weaponry procedures in order to save her life.

A series of subdermal reinforcements and implants granted her the ability to walk again, and in fact she's ended up faster than she ever was now that her body had effectively been given powered armor, and her left arm was entirely replaced by a prototype cybernetic arm. In the years since, as she grew smarter she tweaked her gear on her own, creating lightweight armor to further protect her body, and a marvelous rifle capable of disassembling itself and reassembling itself with a mere thought . . . though it helps that she has an implant that lets her wirelessly sync up with the aforementioned gun. Rather than sticking with her own tribe's land, she chose to join the Blitz Academy in order to broaden her horizons and put her weapons to use fighting against the forces of Darkness rather than other people.
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If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

ReijiTabibito

I've been following RWBY since the White trailer - then I went back and watched Red and waited for Black & Yellow with anticipation.  I've got this idea rolling around my head for a legend character that I never really got to use, wanted to know if it's an okay by you.  Would end up being a multi-class of something.

Also, how do you plan on simulating RWBY's Faunus?

ShadowFox89

 Faunus are Blooded, essentially. It's a catch-all for having a character with non-human characteristics.
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ReijiTabibito

Sorry, not what I meant.  I meant more in terms of Legend mechanics.  Are they just going to be considered a cosmetically different Human, or is there an actual Racial track for them?

ShadowFox89

 Well, there's the racial tracks. But otherwise it'd just be some refluffing.

There's the Wildborn track, but I'd have to ask if it's 1.0-viable.
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Avalon29

Latooni, I was looking at your sheet and I think you might have gotten your Ranger tracks mixed up. The Battle's Tempering track should get Rather Quick than Dead and A Reign of Arrows should get Dead-Eye.

Latooni Subota

You were right, I fixed it!

Man, I wish I wasn't so damn tempted to rip-off Yellow's weapons wholesale. :(
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If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.

ReijiTabibito

So...we've got what so far?  Either a Paladin or a Sage, and a Ranger-Monk hybrid, and...a Rogue-Alchemist?  I get this lacking feeling somehow...

Cessali


Ghostwheel

I'll probably be making a melee sage with a lightsaber :D

Latooni Subota

It would totally be a Travis Touchdown-esque lightsaber!
ONs and OFFs be here: https://elliquiy.com/forums/index.php?topic=64984.0

If I'm needed to post somewhere, PLEASE PM me about it. Sometimes I lose track of threads and need to be reminded about things.