Worry not, you have lots of time. The missions themselves aren't quite done yet.oh woo, here I am again.
I am super busy with the rl stuff for the next two days: Tonight is writing papers and tomorrow is writing more papers. I can probably get started on Friday, though writing up a CS takes time. I'll try to get something going on Friday but it might certainly spill over into the weekend.
Be aware that you already have 20 in Fortitude. Adding more magic resistance on via armour or other enchanted items will make it harder to use magic. Giving you this warning so you can change it if you'd like instead.Runic Steel II: A special set of plate armour that Yuri had made after the events in Tuleria, it serves two purposes. Firstly, it protects her from the sun. Secondly, it's resistant to magic, shielding her from both hostile and friendly magic alike.
The Blood Sea, or the Eastern Oceans? Cuz' if it's the Eastern Oceans, they're probably not coming home.driving his and Kattalin's younger brother to leave across the sea in search of adventure and to find his own way.
No nation has default male inheritance. It could be this way for a noble family in particular, but just be aware that no royal family would default to this.This continued for several years until very recently, when she received word that her younger brother had returned from his travels overseas. Worried that he would try to impose male inheritance, she declared him acting Lord before he even arrived and left to join the Queen's Blades, hoping that by preemptively granting him a temporary title it would undermine any attempts to remove her from her position of power.
Quick warning: This only works if you aren't causing damage, threatening, or attacking people. Your character's other stats seem to direct him specifically to attack people, constantly, so this will only help at the very beginning of a fight. After that, it won't mean much for the rest of the fight unless you use it to attempt to disengage from a fight.Cloak of Innocence: 40
Achievements don't mean anything anymore. You can remove them.Achievements
- Weaponized Stick: You're particularly good at taking everyday objects or pieces of nature and turning them into horrifying weapons. Booze? Flammable! Sticks? Stabbable! Boring politicians? Perfect for annoying neighbors! (Minor bonus to improvised tools and weapons.)
- Teamwork I: You work well with others, and are growing accustomed to doing so. You have a greater chance of success in any action if you perform it with an ally, rather than alone. (Minor bonus to anything when done with a compatriot, to a reasonable degree.)
Mikan + Liked: I fell for her but my time away has cleared my mind.
Oh, well in that case i'm putting +10 in Heavy Hitter and +30 in Repositioning.Quick warning: This only works if you aren't causing damage, threatening, or attacking people. Your character's other stats seem to direct him specifically to attack people, constantly, so this will only help at the very beginning of a fight. After that, it won't mean much for the rest of the fight unless you use it to attempt to disengage from a fight.
=P
The rest is fine.
Be aware that you already have 20 in Fortitude. Adding more magic resistance on via armour or other enchanted items will make it harder to use magic. Giving you this warning so you can change it if you'd like instead.
The Blood Sea, or the Eastern Oceans? Cuz' if it's the Eastern Oceans, they're probably not coming home.
No nation has default male inheritance. It could be this way for a noble family in particular, but just be aware that no royal family would default to this.
Once that stuff is clarified, I'll be happy to approve both characters.
Nope. Any magic resistance at all can interfere. The only reason magic-breakers work is because they don't actually stop passive kinds of magic and they do their thing in a single, controlled burst. Consistent magic resistance over most of your body would interfere with your ability to cast magic, period, unless it didn't exceed a total of 20 fortitude.Ah, I was hoping the way I set up Bloodied Clothe would help alleviate that. Would it work if I made it more clear that the armour's magic resist wouldn't apply to her forearms+hands if she was struck there?
It's fine. I hadn't spoken much of that area up until this point, so you couldn't know anything.Didn't know the Eastern Sea had been altered slightly, my bad. What if I changed it to the Dark Forest? Not something on the nonexistent other side, just the Dark Forest itself.
Again, no immediate rush. Can take your time.Can fix CS next week.
Yes, he would be safe in the Imperium, so long as he kept his head down until the war was over. Even then, he'll probably need to watch his back for the rest of his life to a certain extent... Depending on how this war ends.Think I'll be retiring Gremlock and putting in a new character. Yeah I could just edit out the stuff that's been giving me trouble, but he would need an extensive revamp and I still have no idea how to play him. Will be making a new character (or rather, expanding the backup I have started), probably this weekend.
Speaking of retiring, would he be safe to seek refuge in the Imperium? I figure he'll be accepted there, but I know Brovo had said the characters were unsafe outside of Renalta's capital due to demons wanting to wreck them.
Nope. Flatly denied.-Ironclad Bargains (Rank 2): Another strange facet of Kria's odd heritage is that he simply cannot go back on a bargain struck of his free will. For a deal to count as a true bargain it must be an exchange of mutually beneficial acts that can be reasonably fulfilled: bets on the outcomes of an action are not bargains, agreements on the price of wares are not bargains, and bargains with infinite terms (such as "never kill orcs") do not count. Should Kria try to get out of fulfilling a bargain, intentionally work against fulfilling a bargain, or become utterly incapable of fulfilling a bargain, then he will die instantly. On the plus side, when working to fulfill the terms of a specific act agreed upon in a bargain he is supernaturally made much better at accomplishing those actions than he otherwise would be. "Help me build a barn" would get this boost, but "help me become king" would be too vague and require too many intermediary steps to get the boost. (Deadly bargains, bonus to success chance of actions when working to fulfill specific act of a bargain.)
Keep in mind that maintaining any spell drains on one's concentration to a certain extent, so this might interfere with some of his higher level spell casting if he wants it to remain effective. It is easily approvable in this state though.Reactive Water Shield: A dead mage is a worthless mage, so any worth their salt prepare defensive measures before venturing out from whatever hiding place they spent the night in. Or, well, at least that was the case in Kria's timeline, and he learned such behavior from mages who knew how to stay alive. Every morning, before doing anything else, he always sets up his personal wards that will activate a defensive shield of water magic whenever they detect a threat coming his way. The ward does not require Kria to notice the danger himself, since part of the spell is magical vigilance for such things, but it can be circumvented by things moving too quickly for the shield to block them, attacks powerful enough to shatter the shield with little effort, or anti-magic to disable the ward entirely. The warding spell does not drain Kria at all to remain active, but it will dissipate if he loses consciousness or falls asleep and the creation of the water shield itself does pull on his magical reserves, using easily twice as much power as it would require for him to consciously make a water shield of the same dimensions and potency manually. (A spell that watches out for incoming threats and automatically creates a water shield around Kria if any danger to his person is detected.)