My character, for example, is actually active military but on personal leave. What happens after the adventure and how this affects his service will work themselves out in play, but initially at least I am active military on allowed leave.
Tenro - it is correct that military service for Khards is compulsory, but it is similar to the real world where military service does not have to be continuous.
You could have done your service and returned home; you could still be in active service and been sent to assist, or you could be a tad young. Or you could even be a draft dodger.
Alternatively - you could just not be a native Khard, and therefore you would not need to serve. Up to you how you want to setup initially.
ok that gives me a few options. i was wondering where i should be from, since Khards don't seem very technologically advanced. i was looking in what references i do have access to in order to find where the steamwork/clockwork revolution began and planned to make my character from that place, but i was unable to find such a place.
another question - are there rules for (magical) steamwork/clockwork appendages? i was just wondering in case my character was actually in the war, i was thinking being sent home a partial amputee could be an explanation for him being home despite his young age.
Tenro:
Rather than the back and forth - how about you just keep your character relatively vague as far as backstory goes until you get the book. Once you've got the book, then you can build it up however you think it works best. Then I can review at that point and we can smooth out any issues.
I think we are good at 6 unless DMVoV thinks we need a 7th. I also like how there is no overlap in any of the classes between characters. In my opinion, that is quite a feat.
I've been diligently reading the rules, and have come to the conclusion, that the MageHunter might be a little too radical for this type of campaign. I've got him put together if you think he is critical to the game, but I'm also putting together this character as both a Spy, and a Thief to go along with Alchemist, to see which one evokes the best background feel. Any input as to which might work out best??? If either is fine I might just go with the Thief, to give us a character with some shady connections and past. Let me know your thoughts...both players and Mark.
Well I am already playing a thief, but there is no reason we cannot have 2, but this does now leave us under powered in the arcane field.
Whoops. Sorry I missed that. I thought we were going to be arcane heavy, but I guess not. I'll give the arcane classes a quick look, since I haven't built the character yet.
I originally was looking at a arcanist/sorcerer. Thought it would make a very powerful magic-based character with some nice spell selection, but I never delved that deep into it, as the thief/investigator seemed a good skill monkey, and it looked like we would need someone with those skills....if you want to change, I have no preference, if DmVoV is fine with it.
Priest of Nyssor/Sorcerer - Initiative 13/DEF 12/ARM 10/Willpower 10/Command 5
Drayen, here. I went with the priest/sorcerer after talking to DMVoV. It was my alternate idea and helps to cover both the arcane and healing. Besides, I was really intrigued by the Nyss.
Sasha feeling lonely at bar, no one comes to talk with Sasha. That get Sasha thinking... maybe best if Sasha drinks all the wodka and eats all the cheese. That will show them!
Just a reminder that I've got no problems with the final nit-picking of characters to occur while we're RPing through the initial meet and greet... especially if you don't want Sasha polishing off all the good stuff :P
Priest of Nyssor/Sorcerer - Initiative 13/DEF 12/ARM 10/Willpower 10/Command 5
Fixed the classes. Added in Init/DEF/ARM/WILL/Command. Do not have my book with me. I need to add the sorcerer class skills and abilities. The spells currently listed are for the priest class. DMVoV any suggestions for element? Any prohibitions?
I do not currently have a class with the Archery skill. Is it possible to add Archery through experience? I figure if the Nyss are such well known archers that they have a bow named after them, I should learn to use it.
tenro - laborjack is definitely an outside pet... very smoky coal burning furnace. Also, keep in mind your coal requirements for having it running.
Alcyr - when I get a chance I'll offer some comments on weapon skills and potential changes for a priest of nyssor vs morrow/menoth.
Ice would be the usual element, though I'm open to any of them.
As far as cost, I'm reasonably happy to handwave it away. 'Jacks are an integral part of the setting, so I'm not going to hamstring you that way. The Soviet of Pokhva can provide.
However you will need to get a means of carrying refueling amounts with you (by way of cart or the like) if you want to operate for an extended period of time.
another question, and forgive me if this is in the rules somewhere as i havent finished the entire book, but can any class wear any type of armor? i am not seeing a proficiency listing or prohibitions.
ah ok. i am considering switching out Field Mechanik for Warcaster. Since the whole action system is new to me, i am thinking "pet" management might be a bit much for me just starting off. if i understand correctly i can pick up the Field Mechanik profession later once i have more experience (both actual points and play experience).
plus laborjack is looking more and more like a wizard's familiar to me. if it gets bushwhacked, there goes half of one of my classes worth of potential. and this familiar also requires extra worry about the logistics of coal management.
EDIT: oh my gosh so the warcaster's armor runs for 12 hours on 1gc of coal, and 5gc will get you one lb of coal. so for one fifth of a pound of coal this armor runs 5 hours longer than a steamjack with 1500 times the coal. that is interesting to say the least. i suppose those suits really ARE as technologically advanced as it gets. i will be switching to warcaster, and i will probably pick up Field Mechanik at higher experience points.
There is a very very long forum discussion on PP's site about the coal issue. What they've basically said is there are many grades of coal and the coal listed in the book is to run Warcaster armor. Also keep in mind that a 'jack doesn't need 600 pounds of coal, but 600 pounds of fuel, about 500 pounds of which is water.
Their ultimate suggestion is to do as Mark has done. "It's a game, play to have fun. If you enjoy tracking coal go ahead." You'll note characters have a carry capacity but nothing in the book has a weight. It's really a narrative game with a strong combat system in place.
Any class can wear armor but there are Stealth penalties if your armor has a negative SPD modifier is my understanding as well.
ah i see. I saw that there was no cart listed in equipment, which makes sense now that i read what you wrote.
ultimately i wanted a character that was decent in combat and could also enjoy some of the mechanik side of the setting. i think the big thing i liked about the field mechanik was starting with a 'jack, but i think i would be better served learning how various actions in rounds work first before controlling pets. i can still make some cool armors and weapons with my arcane mechanik abilities, and later when i get the hang of combat i will probably try to make/get a hold of a warjack.
Aye - in general the fuel exists, but is free for you at any friendly port of resupply (unless plot dictates otherwise). So if your go off solo into the forest, you'll run out soonish - but if you've got your laborjack pulling a loaded cart you'll survive a bit longer.
Y'all are going to want at least one 'Jack Marshal among you...
I guess I was procrastinating waiting for everyone else to pick their careers, before I picked my second one, but I think I'm just going to make Kassilus a bit of a nasty character. Profile up soon :-)
Nae biggie - we've some job ops coming up in Perth, China (via Roc Oil) and are looking at ACC as a certified agent for our VR Tool and artifical lift valves/kit... Wanted to pick your brains as my contact in the Far East/West Coast lol
Strike of the small world ;) - I know Dovey reasonably well and he's worked (or might still be working) for the same consultancy that I do (AWT) in the past.
Heh - a few tales could be told as well... though that would be less than couth :P
It is the color of graphite and prominently displays the symbol of Cygnar on the pauldrons.
Having not seen much of the rest of your character's background... I can state with certainty that if you are an open Cygnarite... you'd likely not make it out of the bar alive. Khador is at war with Cygnar...
Can you explain a bit more as to the hows and whys and where the Cygnarite background comes in?
Kassilus - I hear you on that point. I'm mostly lucky but sometimes the boards decide to lack mercy.