| Post/Author/DateTime | Post |
|---|---|
| Azzedar06-10-04, 03:02 AM | Next time you start a campaign....consider making your character have the handicap of having lost the majority of his digits, and a gnomish inventor type puts in some pseudomechanical blade-like implants at the beginnings of fingers. These would be in place for the earliest adventures (it could be a personal goal of the player to raise money to purchase a casting or two of regeneration...or he may grow fond of them). Of course they would cause numberous impedements and advantages...functioning as permenant katars (or claw bracers....either way...the character would automatically gain proficiency assuming they'd be in place for awhile). Diligent tasks would take sever penalties however, (open lock, disable device etc.....although he may learn to work with the handicap...) and of course....reactions may be changed (for better or for worse) with NPCs... (tip: go for the hair too!) |
| Larus06-10-04, 12:49 PM | I really like that "gnome mad scientist" -part. Perhaps he could mess up other limbs as well. Creating an adventure where you travels to the gnomes laboratory, and enconters all kinds of horrible hybrids.... Good ides |
| Lincoln Hills06-10-04, 01:41 PM | I thought you were proposing a character who was a rather unworldly, "spent most of my life on a marble slab" construct. I like that concept - in particular the notion of this guy who's liable to have superhuman strength, the usual construct immunities... and absolutely no idea how to interact with people socially. There ARE some low-Charisma folks who aren't crude loudmouths, 'cha know? |