Nathan’s Story
Nathan wants to drink stuff and know things like a certain character in popular novels.
- Right off the bat, Nathan knows this character needs to be smart, so he chooses the Wit Approach as his starting approach. Since he wants to be very smart, he decides to make it Expert.
- He decides that his character needs to be at least an Expert at the Discipline of Lore. Right now, it is a toss-up between Urth, History, Magic, and Artifice. Artifice seems like the best fit for now, but Urth is a solid backup, especially if he chooses to branch out into Survival skills later.
- Kin gives extra skills (those will always come in handy).
- Dwarves have abilities that deal with understanding how things work and they imbibe spirits (almost perfect).
- Gnomes are a type of dwarf more bent on inventions, so that might work.
- Boggles have a similar ability in reverse (they understand things, so they can take them apart, but they seem strange and Nathan wants drinking buddies in the tavern).
- Wandrakin possess the ability to discover and take advantage of situational aspects which might be interesting since it named Eureka.
- Elves have their Timeless skill which is just what a ‘know it all’ would love to have.
- Finding the Discipline of Detection, Nathan feels like that is key. How can he pontificate about stuff if he isn’t the first to find it? This needs to be Expert level!
- Thinking about how he wants to deliver his effects, Alchemy is a natural choice for his love of spirits, Arcane seems to have a scholarly bent as well and then he could always use gadgets, mechanisms, and traps through a physical style. Gadgets and Traps seem like a good fit since Nathan wants to be a bit of an odd ball. He chooses the Physical Ranged Style.
- This leads to the idea that he should pick up the Discipline of Traps.
- Envisioning his ranged weapons employing things like flashbangs and his equipment having technological lanterns, Nathan decides that Discipline of Illumination will be a nice fit, but he needs an Expert level to accomplish Restrict Offense which will blind his foes.
- Being able to eventually make things that can help him overcome problems sounds like just the thing. Nathan decides that he will rely on components to help him make the things he wants, so he picks up the Discipline of Craft- Artificer and Discipline of Harvesting- Physical\Cogs skills.
- Now that he has made some decisions, Nathan comes back to his choice of Ancestry and chooses Gnome. This will give him the DEVOTION OF RESISTANCE [ARCANE], allowing him to better resist magical effects. It will give him the Ancestral ability of REPAIR [ALL] at a Skilled rank. But most of all it will give him Gnomish Invention which will allow him to cobble together interesting and wild new mechanical inventions.
Feldan Myrsdown
High Concept | Gnomish Gadgeteer | Cost |
Trouble | Know it All | |
Skills | ||
Starting Approach Wit | Expert | 1 Standard |
Starting Style Physical Ranged | Skilled | |
Discipline of Damage | Skilled | |
Discipline of Defense | Skilled | |
Discipline of Lore- Artifice | Expert | 2 Standard |
Discipline of Detection [Social] | Expert | 2 Standard |
Discipline of Traps | Skilled | 1 Standard |
Discipline of Illumination | Expert | 2 Standard |
Discipline of Crafting [Artificer] | Skilled | 1 Standard |
Discipline of Harvesting- Cogs | Skilled | 1 Standard |
Discipline of Harvesting- Ore and Tools | 2 Minor | |
Discipline of Repair [ALL] | Skilled | Ancestral |
Total | 10 Standard | 2 Minor |
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