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Step Five: What's Available

 
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Marrowlight
Devourer of Worlds


Joined: 15 Feb 2009
Posts: 2541
Location: Atlanta

PostPosted: Wed May 13, 2009 4:26 am    Post subject: Step Five: What's Available Reply with quote

Going in a chaotic order, as it is how I have my books sorted, in reverse.


Wolfen Empire
Nothing to speak of, class or race wise.

LotD2: Eternal Torment
None of the new stuff is available for you all

LotD1: Chaos Lands
Lots of really interesting races, but a bit too powerful for this campaign...initially, anyway.

Northern Hinterlands
Available Classes - these aren't the most glamorous classes ever, but they are some of my favorite. Artisan, Blacksmith, Fletcher, and the infamous Lumberjack, along with Miner, Trapper, and the Barbarians. Cyber, the Barbarian you'll be using is actually in a Rifter...I'll have to do some digging.

Library of Bletherad
Fantastic book, nothing in it that really helps you all, however.

Eastern Territories
Available Classes - the Master Collector is the only really viable class, and it's an awesome one. The Uber-Detective, essentially.

Mount Nimro
Stay away from Giants, it's just smart.
As for Available Classes, the Were-Shaman (basically the first edition Druid) is a perfectly valid choice, although a bit unusual for a city game.

Baalgor Wastelands
The Gosai, a tree dwelling Jungle people, make for excellent assassins and thieves.
Otherwise, not much in the book fits.

Western Empire
Standard Imperial Soldiers or elite Imperial Janissary are both perfectly viable classes for this campaign. In fact, this is pretty likely what Al will be playing.

Yin-Sloth Jungles
Ignoring the necessary conversion from 1st edition to 2nd...
Beastmasters, Nomadic Tribesmen, Slavers (aka Enforcers aka Bounty Hunters), and Spies all work great. Undead Hunters (Undead are HATED in the Western Empire) and Witch Hunters are a bit tough to work in, but are possible. Otherwise, ignore the other classes.
Race wise, none of them really fit.

Island at the End of the World
Nothing in it of use.

Original Wolfen Books
Meh, skip 'em

Adventure on the High Seas
omg the extra classes....lol
Acrobat/Tumbler, Actor, Bard, Gladiator, Juggler/Knife-Thrower, Mariner, Minstrel, Necromancer, Pirate, Prestidigitator/Stage Magician, Sailor, Shaman...pretty much all viable selections.

The Old Ones
The illusionist psychic class is perfectly viable. I wouldn't really recommend the Monk or Minotaur...but if someone really wants to play one.


OK, and that covers all of the books save D&G, Monsters & Animals, and the Main Book. If anyone needs info from them, let me know. M&A will take a while, so I'll hate you if you want info from it. Very Happy
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Jesterzzn
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PostPosted: Fri May 15, 2009 1:55 am    Post subject: Reply with quote

I am debating the merits of the various magic users.

Anyone have a suggestion? There are so many flavors of magic in Palladium Fantasy that I want to take some ideas from the peanut gallery first.
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Marrowlight
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PostPosted: Fri May 15, 2009 1:58 am    Post subject: Reply with quote

I can promise that if you go Warlock, you'll get a crap ton more spells per level than is normally allowed.
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Jesterzzn
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PostPosted: Fri May 15, 2009 2:04 am    Post subject: Reply with quote

Marrowlight wrote:
I can promise that if you go Warlock, you'll get a crap ton more spells per level than is normally allowed.
Alright, points for warlock.

Other ideas?
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Mark Hall
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PostPosted: Fri May 15, 2009 2:13 am    Post subject: Reply with quote

Jesterzzn wrote:
Marrowlight wrote:
I can promise that if you go Warlock, you'll get a crap ton more spells per level than is normally allowed.
Alright, points for warlock.

Other ideas?


Warlocks and Wizards are tops for flexibility; wizards can do a few more things, but they're behind warlocks in the power curve... like comparing a Swiss Army knife to a Bowie... both are useful tools, but one is hella flexible, if not, necessarily, a good weapon.

Diabolists KNOW SHIT. Their magic is very useful with creativity (especially since you're immune to your own wards), but it takes a lot of set up.

Summoners have power. If you know what you're looking for, a summoner can summon up a minion to deal with it. They are, however, wicked expensive to play. They also might be interesting in a brothel... sex magic would be a possibility, and, if you want to go really nasty, using abortions to fuel summonings or barter with demons.

Life Force Wizards (from Mt. Nimro) are pretty nasty, and suited to an evil campaign, but they can also wind up pretty fragile.

Gimmee and OCC, I'll give you an evaluation.
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Marrowlight
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PostPosted: Fri May 15, 2009 2:33 am    Post subject: Reply with quote

as a random aside, I'm also open to mage classes from other lines, as long as they're not too exotic (no techno wizards for example). Necromancers could certainly work in this environment, to boot.
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Jesterzzn
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PostPosted: Fri May 15, 2009 2:37 am    Post subject: Reply with quote

Well, my thoughts on the few I'm considering. Mark you seem to know alot more about the classes than I do, so please give me your take.

Diabolist - Seems to me that every high dollar Brothel would have one on staff, much like every high dollar strip club has a guy that can get you audio/video feeds on every corner of the club on demand. Their utility is obvious.

Summoner - Circles of certain types would be useful for the stage performers, and stage shows might include freaky sex with demon and the like. But as a player? Probably better for an NPC.

Mind Mage - Probably my favorite class that I've never played, and definately high on the power and utility catagories. Seems that every brothel would want one, should they be able to afford one.

I'm not familar with Life Force wizards, so I'll see if I can read up on them later tonight.

And then there are the old trusty Wizards and Warlocks. I like them both, and already have some decent ideas for either one, but I'm not really sold on them.
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Marrowlight
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PostPosted: Fri May 15, 2009 2:38 am    Post subject: Reply with quote

Jesterzzn wrote:
Well, my thoughts on the few I'm considering. Mark you seem to know alot more about the classes than I do, so please give me your take.



Which is why he wrote Mysteries of Magic and we didn't. Laughing Laughing

I'm also 100% cool with you going Mind Mage -- would be very handy to have one in the party.
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Jesterzzn
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PostPosted: Fri May 15, 2009 2:49 am    Post subject: Reply with quote

Marrowlight wrote:
Jesterzzn wrote:
Well, my thoughts on the few I'm considering. Mark you seem to know alot more about the classes than I do, so please give me your take.



Which is why he wrote Mysteries of Magic and we didn't. Laughing Laughing

I'm also 100% cool with you going Mind Mage -- would be very handy to have one in the party.
The big downside to the Mind Mage is that if the party needs info or to use a magic item or similar, I'm no more use than your average warrior.
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Marrowlight
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PostPosted: Fri May 15, 2009 2:54 am    Post subject: Reply with quote

we've still got Nexx.
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Prettz
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PostPosted: Fri May 15, 2009 3:26 am    Post subject: Reply with quote

Mmmghhhh....urge to play Quillback rising...
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Marrowlight
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PostPosted: Fri May 15, 2009 3:28 am    Post subject: Reply with quote

lol, really?
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Prettz
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PostPosted: Fri May 15, 2009 3:33 am    Post subject: Reply with quote

Marrowlight wrote:
lol, really?
I had a cool Quillback Scavenger once. Played him all the way to level 4. Was pretty amusing being close to worthless in the party.

I think I'd just rather do it in a live game.
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Mark Hall
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PostPosted: Fri May 15, 2009 3:46 am    Post subject: Reply with quote

Jesterzzn wrote:
Well, my thoughts on the few I'm considering. Mark you seem to know alot more about the classes than I do, so please give me your take.

Diabolist - Seems to me that every high dollar Brothel would have one on staff, much like every high dollar strip club has a guy that can get you audio/video feeds on every corner of the club on demand. Their utility is obvious.


Useful, but not necessary for a brothel. They lack healing abilities, and their powers lack discretion. They're very useful for making sure certain areas aren't breached by outsiders, but they've got a lot more "boom" than "block".

Quote:

Mind Mage - Probably my favorite class that I've never played, and definately high on the power and utility catagories. Seems that every brothel would want one, should they be able to afford one.


Probably one of the most useful for a brothel. They're versatile... they can heal "talent" who gets beat up, subdue rowdy clients, and condition their talent with Hypnotic Suggestions and Memory powers. Their main limitation is ISP... lots of powers eat it like candy, and it comes back slowly. Get Advanced Trance state, definitely.
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Prettz
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PostPosted: Fri May 15, 2009 4:42 am    Post subject: Reply with quote

Mind Mages are gay. Don't be crampin' my style.

lol go with gromek life force wizard. Razz
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Alejandro
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PostPosted: Fri May 15, 2009 4:49 am    Post subject: Reply with quote

Going to go with Human Master Collector.
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Jesterzzn
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PostPosted: Fri May 15, 2009 4:51 am    Post subject: Reply with quote

Mark Hall wrote:
Jesterzzn wrote:
Well, my thoughts on the few I'm considering. Mark you seem to know alot more about the classes than I do, so please give me your take.

Diabolist - Seems to me that every high dollar Brothel would have one on staff, much like every high dollar strip club has a guy that can get you audio/video feeds on every corner of the club on demand. Their utility is obvious.


Useful, but not necessary for a brothel. They lack healing abilities, and their powers lack discretion. They're very useful for making sure certain areas aren't breached by outsiders, but they've got a lot more "boom" than "block".
My thoughts were along the lines of safty precautions. Like a stool that is brought out when an Ogre client wants to get a private show from the top girl. That's a big risk even with tons of muscle around, but a simple stool with inflict paralysis makes things much easier. Ogre gets his lap dance and the girl is safe from any "Oops, these humans are so fragile," moments.

Things like that...but I might be forgetting something about how wards work.
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Marrowlight
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PostPosted: Fri May 15, 2009 4:53 am    Post subject: Reply with quote

Prettz wrote:
Mind Mages are gay. Don't be crampin' my style.

lol go with gromek life force wizard. Razz


Gromek in the Western Empire? Dangerous idea, there, even for an evil game.

And this is all just a big hint that you need to go be a proper changeling assassin! Very Happy
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Prettz
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PostPosted: Fri May 15, 2009 6:02 am    Post subject: Reply with quote

Marrowlight wrote:
Prettz wrote:
Mind Mages are gay. Don't be crampin' my style.

lol go with gromek life force wizard. Razz


Gromek in the Western Empire? Dangerous idea, there, even for an evil game.

And this is all just a big hint that you need to go be a proper changeling assassin! Very Happy
Assassins suck in Palladium. Rolling Eyes
No cool abilities.
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Marrowlight
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PostPosted: Fri May 15, 2009 6:06 pm    Post subject: Reply with quote

I concur -- if you've got ideas, I'm open to hearing them.
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