Sounds good to me. Both of you thinking of taking Herb Garden resourse?
If my favoured character concept doesn't turn out to be a goer, or dies early, I will consider playing a medical character as a back-up. It may end up a variant of Mr Flay (Kazzy will know who I mean) if I do.
I'm planning to concentrate on ritual magic (Magician and Realm Lore 3), with a mana site. Was toying with specialising less and taking a couple of extra spells instead, but I like the specialist build better.
I'm thinking about maybe making a build based on the combat haranguing skills, which I just love the idea of, or possibly going non-combat mage for skills. I'm waiting until we have more complete information before deciding definitively.
It will probably come as no great surprise that I am thinking "business" for my resource.
Sounds cool, though having read the Holberg background now there's a medical college there where I imagine I was trained. But a medical section for the guild is a good idea, almalgamating the surgeons and alchemists.
Just trying to think of ways to add character. I'm thinking something like a shack where the injured fishermen got taken to recover, which kind of turned into a clinic, perhaps offering some basic healthcare for the locals (free clinic doesn't sound very Carta, but something along those lines). With several medical types might make sense to come up with something like this.
Well, payment could be in the way of tribute, or favours. Something like fishermen giving a fish basket in return for services, or merchants or peasants giving what they can. Something like that?
Love it. First big group for LRP I did was a field hospital at Shards. We're still going to have to find a way of providing an IC location for this. Currently I think we're short of IC canvas. Anyone live anywhere near Sussex (other thread with 12 by 8 tent with no poles for £100.00 collection only for details)
Yes, that's exactly the sort of thing, Mel. Thinking about it, we'd probably put injured stevedores there too, dockside accidents being a very common thing. It might have started with one of the spouses tending to injured workers and developed organically into something approaching a field hospital in complexity. Part of me mischievously wants to call it "the gutting room", perhaps because it was originally used for gutting fish, but it's all about what the medics think really.
Incidentally, I'm thinking of taking hero points and going all out surgeon after all, with fewer potions. That leaves more room for the alchemists to go crazy with their stuff.
Perhaps we could have a great big 'red cross' flag as our banner. 'Healers R Us', that sort of thing. It gives us a battlefield role, if nothing else. Something to set us apart from the mass of bravos and landschneckte and whatnot running around everywhere else
Not sure how I can fit 'personal resource: fleet' into our group. My brother, once he gets his character finalised, will have a forest. What can I say? He's from Temeschwar.
I'm kind of glad someone is taking fleet, as our historical origins are in fishing, it makes sense for someone to have seagoing vessels. Should be good for trade too.
Forests are very important. They provide vital raw materials. ;)
I'm liking this very much. Kazzy and Christi probably remember the Upholsterers Guild from Shards (Guild nomenclature in Shards tended to the slightly obscure - the Upholsterers put the stuffing back into people, the Tutors' Guild taught you lessons you never had a chance to forget'.
I was wondering about whether offering insurance policies to soldiers might work, or possibly some sort of system where people could register with us, and then a medic who healed them could then claim the money from us, and we would claim the money off the patient. Maybe each person would be given a reference number and the medic would only have to note it down and then come and make a claim. Further thoughts?
Maybe we should also start to lobby for an organisation to cover all healers in system, like the Bourse and the Synod.
I'm also thinking that our merry band of mercenaries, the Bellamarina Salvatores, might actually be there to defend the medics on the battlefield as part of their job. Probably quite boring, but may be necessary.
I'm thinking of taking ritual magic too, depending on how the rituals look when they come out. Might well take some healing magic too but I don't know if then we might be overkill on the healing!
A tad late in the day I know but I was a little undecided on a few points. I was definitely going to take magic, staff use and a point in rituals. However, in the three points left avaliable to me I'm thinking
- Entangle, as it strikes me as the most versatile battle spell, espcially for someone with a mere 2 hits and little fighting experience whose only advantage is range. Also useful for legging it from authorities.
- Mend, as there's precious few ways of mending broken weapons. And as a poor Mountabank and slave, fixing broken things will come up.
- Fast heal, for long range panic getting back up the real fighters, or Purify, as it seems like the cheapest way of getting rid of those annoying conditions.
but I'm not sure. I mean, extra mana? Or Night Pouch (but carrying around a bag that everyone can see but can't open is just asking for suspicion)? Or Repel?
For the more Bellamarina group end, which realm of ritual would be useful as a contributor to the Guild or friend's of the Guild? Night or Autumn I would assume, but either seems possible.
And ritual mastering wise, are we aiming to do any particular ones frequently, or aim at being able to do any of the higher ones? As a whimsical ex-Mountebank I can probably justify more or less any of them, so feel free to use me to add towards any you just couldn't quite reach (although I will admit Cast Off The Chain of Memory and Transmogrification of the Soul's Echo sound full of fun, and it feels like we should be experts at Riddle hides the Reward for some reason).
Personal resource wise, I'm tempted to take business, and say it's part of the Guild's ownings, so the signeura controls the votes. And the money I get is just my pay for my wonderful works. Or I could go for the obvious mana site, if we don't care too much about the votes.
Any advice from more experienced Larpers would be greatly appreciated!
I shall probably be taking Night Pouch. It's too useful for a guild head not to have.
I am currently leaning towards Autumn with a bit of Summer, but may need to look at Night as well.
Oddly I am rather interested in Rivers of Gold.
Much though I would love those juicy juicy votes, I'm saddened to think that it may make more sense for you to take ritual site. I'm already worrying about whether I will be at all effective magically without ready access to crystalised mana.
It's hard to know what the best strategy magically is with so many unknowns. My best suggestion to you would be to go with what most appeals and see how it all shakes down.
Righto, I think I shall go for Autumn with Rivers of Gold & The Chamber of Pallas, as that seems to be fairly useful and castable by myself with a potion or regio or whatever. Mana site, and I'll decide on spells later. Thanks!