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DRAGONMOUNT

A WHEEL OF TIME COMMUNITY

Wayfarer

RP - COUNCIL
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Everything posted by Wayfarer

  1. I, Wayfarer, have read the above and rules, and would like to join the Roleplay! Yes to the Legacy Group access, please.
  2. Suggestion about WS May be worth transitioning to the old WS 20 system. Refer to Weapon Scores & Blademasters post for character creation. The current system is good in that it doesn't do the old AD&D style of one weapon only, so you are great with a longsword but curiously have no proficiency with short sword. However, the proficiency scaling doesn't work particularly well for an all-rounder. First prof has your max WS, drop off by 2 for the second and an additional point for each proficiency. What it effectively means is that for the soldier who has average proficiencies across most weapons can't exist. Lets say . . . WS 4, Sword, just under the skill of someone who can teach. WS 2 Stave, WS 1 Dagger. That doesn't work particularly well for those characters that have had access to extensive training. Not even just a traveller who has picked up tricks along the way, lets say WS 4 Stave, WS 2 Bow/Crossbow, WS 1 Dagger. My suggestions is the WS 20 system of old may be useful here. Split it into four sections Beginner 1-5, Soldier 6-10, Veteran 11-15, Blademaster 16-20. Use the same drop off system, and you can have a soldier who is handy with a sword, mace and bow, but a little sketchy on the others. As they become a veteran, they have their favoured weapons as an experienced soldier but can have proficiencies elsewhere reflective of their experience if they are desired by the player and fit the character. In theory, someone could have all the proficiencies if they went high enough, but that in itself isn't a major hassle. Say for example: WS 15 - Sword WS 13 - Hand to Hand WS 12 - Daggers WS 11 - Bow/Crossbow WS 10 - Mace/Hammer/Axe WS 9 - Shield WS 8 - Spear WS 7 - Stave Has a wide range of experience, but not amazing at everything. I would suggest that if anyone reaches the Blademaster level of ability that perhaps other proficiencies could be lifted further because a fighter is going from the weapon being a tool to simply an extension of them, but I'm more concerned with the beginners and soldier level characters rather than veterans and blademasters. At anyrate, that is the basic thought.
  3. TRIGGER WARNING: None Name: Ashar Dovinhald Age: 23 as of 998 NE Place of birth: Alcruna, Tarabon Physical Description: 5’9” with dark eyes, he keeps his black hair short and his beard well trimmed as a compromise between practicality and aesthetic. His clothing tends to reflect little of his homeland, being a mixture of different places he has traveled. Mental & Emotional: Ashar’s easy-going and friendly nature that projects self-reliance and independence both help to cope with and obfuscate a deep desire for stability and trust. His past experiences have taught him that he can hope for such things but not expect them to last. Despite that, he is a product of Taraboner optimism, a new day is a new opportunity and it is this attitude that has allowed him to carry on where despair might have been more appropriate. That said, the uncertainties and never feeling entirely safe can and do lead him into situations that a more risk averse person would turn a blind eye to. Whether this is a manifestation of self-loathing, the bravado of warrior or desperation for his destiny to be something better are open for debate. Likewise, when a rivalry forms, he finds it difficult to step away from and can show a far more ruthless side when in confrontation with another. His tongue may win some people over, but it has definitely created enmity in its own right. Despite travel he retains his Tarabon accent and some of the mannerisms. He also is by nature curious, often trying his hand at new things where he can or learning something new. There is a deep drive within him to not be happy with what he has, that he could have more and if he strives hard enough, he might just make something more of his existence. Talents: He is well-versed in a variety of percussive instruments and can sing. Also exceedingly familiar with every game played in a pub and can even manage a decent game of stones though he is no master. He also seems to possess an almost innate intuition as to what to say to aggravate another person, though that may be more a bane than a talent. Character History: Ashar’s origins were not the most promising. A mother dying in childbirth, a father following six months after to drink and despair, his own chances might have been slim to none if the community had not sought to care for him. Having many mothers and fathers as a result despite none being of his blood, it was an upbringing that led to a social yet cautious child, never enjoying unconditional trust and care the way that those who bond with their parents have. Instead he relied on his boyish charms and an empathy developed through a need to be safe that saw him quick to help and quicker to take what hugs he could get. Adolescence saw his prospects dim. No father to teach him a trade, no inheritance of any sort as what had been left had long since been spent by those who had cared for him. He chose to leave at fourteen with an old Gleeman by the name of Timmon who had promised to teach him his trade and show him the world, but was impatient and quick with a switch or the back of his hand. He had quickly become adequate accompaniment with a hand drum for the master’s flute and over the course of two years became relatively proficient in most drums that could be carried on person and passable with a dulcimer. While this gave him a sense of accomplishment, even his natural optimism flagged under the tutelage of Master Timmon who, while slowly relenting as Ashar became more proficient, never offered any real warmth. It was in Tanchico that Ashar changed his fortune, leaving his master’s service in favour of the military. It was here he began to blossom, learning how to give a blow instead of just how to take one and how to form friendships as an equal. His musical talents and extroverted nature helped him fit in, but at times that served to agitate people as readily as it won over. After four years he was a proficient soldier and in line for promotion to lead his own squad. It was at this point he ‘left’. When asked why the story he tells is rarely the same twice, but he found himself with nothing but the clothes on his back, a pair of broken drums, a shattered dulcimer, not a single coin to his name and a face so bruised that tumbling down the Dragonmount face first would have failed to account for it. Any attempt to wallow in pity was sabotaged by a very real need to be able to eat regularly. Dock work as a laborer was preferable to begging, but within a couple of months, he was a teamster. Within a year working as a caravan guard and nearing his 23rd birthday after a disagreement with the head of the caravan he struck out as a mercenary in his own right. He searches for work where he can, alternating between safe jobs as he looks for work that may change his fortunes. Character Reputation Anywhere Ashar stays for a time he tends to develop a reputation for being friendly but occasionally intemperate where a more cautious man might have avoided conflict. Beyond that he has no major standing or preceding reputation at this time. Connections He has met and become familiar with numerous merchants, mercenaries and, as loathe as he may be to mention it, the army of Tarabon. Character Goals To do something more with his life, to have something he owns and holds himself. Money is nice but a means to an end, he wants substance and reputation as well.
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