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[table=1,12][r=1,1][url=http://www.myth-weavers.com/sheetview.php?sheetid=237153][SIZE=4][B]Kaze[/B][/SIZE][/url] [B]Windpriest[/B] [r=1,2][B]Race:[/B] Human [r=1,3][b]Attributes:[/b] Agility d6, Smarts d8, Spirit d10, Strength d4, Vigor d6 [r=1,4][b]Skills:[/b] Boating (Ag) d8, Faith (Sp) d12, Fighting (Ag) d6, Healing (Sm) d8, Knowledge: Religion (Sm) d6, Knowledge: Winds (Sm) d8, Notice (Sm) d6, Survival d6 [r=1,5][b]Languages:[/b] Skyspeak, Ancient, Dwarven, Orcish, Goblin [r=1,6][b]Pace:[/b] 6, [b]Parry:[/b] 5 (6), [b]Toughness:[/b] 5 (7), [b]Charisma:[/b] 0 [r=1,7][b]Edges:[/b] [ooc=Arcane Background: Miracles][b]Arcane Skill:[/b] Faith (Spirit) [b]Starting Power Points:[/b] 10 [b]Starting Powers:[/b] 2 Those who draw on miracles are priestly types or holy champions. Their power comes from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals. [b]Protector:[/b] Those who cast miracles are champions of their particular religions. Good priests vow to protect the innocent, fight evil, and obey all other tenets of their particular religion. Evil priests typically vow to defeat those who oppose their religion, or simply to cause as much misery and strife as possible. The player and Game Master should come up with a simple list of what is important to the character's religion and use this as a guide. Champions who violate their beliefs are temporarily or permanently forsaken by their chosen deity. Minor sins give the character a –2 to his Faith rolls for one week. Major sins rob him of all arcane powers for one week. Mortal sins cause the character to be forsaken until the penitent hero completes some great quest or task of atonement to regain his lost powers.[/ooc], [ooc=Arcane Expertise][b]Requirements:[/b] Arcane Background [b]Benefit:[/b] The penalty to your arcane skill roll is now one third the power's usual Power Point cost (round down), instead of one half. You may take this edge multiple times, but only once per rank. Each additional selection reduces the power cost by one (one fourth normal coast, one fifth, and so on).[/ooc], [ooc=Healer]A character with this Edge adds +2 to all Healing rolls, whether natural or magical in nature. Up to five companions traveling with a Healer add the bonus to their natural healing rolls as well.[/ooc], [ooc=New Power]#1 Gain new power(s) (Gaze of the Matriarch).[/ooc], [ooc=New Power]#2 Gain new power(s) (Succor, Voice on the Wind).[/ooc], [ooc=Wind Blessed][b]Requirements:[/b] Novice, Arcane Background (Miracles), Spirit d8+, Faith d8+, Knowledge (Winds) d8+, priest of The Lady of the Winds. Pious Windpriests are able to bless any sail powered ship upon which they travel. The winds of the Skies are always favorable to the ship, reducing base travel times by a quarter, rounded down. This Edge can be used alongside the Astronomer Edge, in which the benefits stack.[/ooc], [ooc=God Kissed][b]Requirements:[/b] Novice, Arcane Background (Miracles) You spend the first year of the campaign particularly blessed by your god. In order to regain this blessing you must complete a ritual on a day holy to your god, as detailed below. The Lady of the Winds: You attended the holy ceremony dedicated to the aspect of the Lady that you venerate above the others. You must attend the next dedicated ceremony to keep the benefits of this Edge for another year, but the ceremony is almost a year away yet. Those who favor the Mother attend the Rain Days, and can spend a Power Point to ensure their localized area is bathed in rain.[/ooc], [ooc=Holy Warrior][B]Requirements:[/B] Novice, Arcane Background (Miracles), Spirit d8+, Faith d6+ Acolytes, clerics, paladins, holy slayers, and other avatars of the gods are frequently tasked with battling the forces of evil in the mortal world. This Edge gives them a slight advantage against such foes. As an action, a priest or other holy person may call upon his chosen deity to repulse supernaturally evil creatures, such as the undead, demons, and the like. It also works on evil characters with the Arcane Background (Miracles) Edge. Repulsing evil costs 1 Power Point and has a range of the character's Spirit. Targeted creatures within that range must make a Spirit roll. Failure means the creature is Shaken; a 1 means it is destroyed. Wild Cards suffer an automatic Wound instead. A character may also be an Unholy Warrior working for the forces of evil. In this case, he repulses good creatures, such as angels, paladins, or good characters with Arcane Background (Miracles).[/ooc], [ooc=New Power]#3 Gain new power(s) (Lady's Fury, Telekinesis, Teleport).[/ooc], [ooc=Comon Bond]This Edge signifies a special link between close companions—such as a typical party. It doesn't matter whether or not the characters get along perfectly or not, they've just formed a close and common bond during their epic adventures. A character with this Edge may freely give his Bennies to any other Wild Card he can communicate with. This represents the character giving his verbal or spiritual support to the ally. The player should say what his character is doing to give the support. The gesture could be as complex as a rousing speech, or as simple as a knowing nod.[/ooc], [ooc=Wind Seeker] [B]Requirements:[/B] Seasoned, Arcane Background (Miracles), Spirit d8+, Faith d6+, Knowledge (Winds) d6+, priest of the Lady of the Winds. Pious windpriests are able to bless any sail powered ship upon which they travel, speeding the vessel to its destination. Increase the ship’s Handling by +1, and Acceleration and Top Speed by 25%.[/ooc] [r=1,8][b]Hindrances:[/b] [ooc=Code of Honor]Honor is very important to your character. He keeps his word, won't abuse or kill prisoners, and generally tries to operate within his world's particular notion of proper gentlemanly or ladylike behavior.[/ooc], [ooc=Loyal]Your character may not be a hero, but he'd give his life for his friends. This character can never leave a man behind if there's any chance at all he could help.[/ooc], [ooc=Heroic]This noble soul never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.[/ooc] [r=1,9][b]Powers:[/b] [ooc=Cutting Winds (Burst)][B]Rank:[/B] Novice [B]Power Points:[/B] 2 [B]Range:[/B] Flame Template [B]Duration:[/B] Instant [B]Trappings:[/B] A cone of flesh stripping wind. [I]Burst[/I] produces a large fan of energy that bathes its targets in red-hot fire or other damaging energy. When cast, place the thin end of the Cone Template at the character's front. Targets within the template may make Agility rolls versus the caster's arcane skill roll to avoid the blaze. Those who fail suffer 2d10 damage. This counts as a Heavy Weapon.[/ooc], [ooc=Soothing Rain (Healing)][B]Rank:[/B] Novice [B]Power Points:[/B] 3 [B]Range:[/B] Touch [B]Duration:[/B] Instant [B]Trappings:[/B] Life giving waters rain from Kaze's open palm, healing wounds as the water evaporates instantly. [I]Healing[/I] repairs recent bodily damage. It must be used within the “golden hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, and two with a raise. The roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead (see Aftermath). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease if used within 10 minutes of the event.[/ooc], [ooc=Gaze of the Matriarch][B]Rank:[/B] Novice [B]Power Points[/B]: Special [B]Range:[/B] Sight [B]Duration:[/B] 10 minutes (1/10) [B]Trappings:[/B] Reaching out and grabbing at the image of the ship. [I]Gaze of the Matriarch[/I] affects a single sail powered skyship of any size, halving its Top Speed and Acceleration for the duration. Multiple castings of this spell may affect a ship, though neither Top Speed or Acceleration may ever be reduced below 1. [I]Gaze of the Matriarch[/I] also adds +2 to a crews' Boating rolls in a windstorm, whether magical or natural. The cost in Power Points is equal to one fifth of the vessel's base Toughness (ignore Armor). A ship with a base Toughness of 16, for example, cost 3 Power Points to becalm using this power.[/ooc], [ooc=Succor][B]Rank:[/B] Novice [B]Power Points:[/B] 1 [B]Range:[/B] Touch [B]Duration:[/B] Instant [B]Trappings:[/B] Prayer, laying on hands. Succor removes one Fatigue level, two with a raise. It can also remove a character’s Shaken status. Succor may be used to restore consciousness to those who have been Incapacitated due to wounds as well, though the wounds remain. It does not stop bleeding or otherwise stop mortal wounds from worsening, however.[/ooc], [ooc=Voice on the Wind][B]Rank:[/B] Novice [B]Power Points:[/B] 2 [B]Range:[/B] Smarts in base week’s worth of travel. [B]Duration:[/B] Instant [B]Trappings:[/B] Whispered words, carried by a gust of wind. [B]Available to:[/B] Windpriests The Windpriest can instantaneously transmit a short message to one named person within range of the spell. The mage does not have to know the person’s exact location, but he must know his full name. Trying to send a message to “the nearest Steampriest,” for instance, would cause the spell to fail. The length of the message cannot exceed 10 words per Rank of the caster, to a maximum of 50 words at Legendary. Other spells cannot be cast via this power, it only carries messages.[/ooc], [ooc=Lady's Fury][B]Rank:[/B] Seasoned [B]Power Points:[/B] 8 [B]Range:[/B] Special [B]Duration:[/B] 2d6 hours [B]Trappings:[/B] Arms outspread in supplication, chanting in ancient tongue. The Mistress of Storms directs her anger at the enemy. The winds shriek in rage as they tear at the targets. Lady’s fury summons a small, powerful windstorm that can destroy skyships or send them off course. It takes four full rounds of concentration to cast, during which time the winds become chaotic and unpredictable (–1 to all Boating rolls). If successful, the winds form many small vortices and reach hurricane speeds over an area of one mile square, centered on the caster. The effects of the storm are listed under Hazards in the Game Master section (see page 154). In general, crews should expect limited visibility and severe damage to ships.[/ooc], [ooc=Telekinesis][b]Rank:[/b] Seasoned [b]Power Points:[/b] 5 [b]Range:[/b] Smarts [b]Duration:[/b] 3 (1/round) [b]Trappings:[/b] A wave of the hand, object borne aloft by omni-directional wind. Telekinesis is the ability to move a single object or creature (including one's self) with arcane will. The weight a caster can lift is equal to 10 lbs times his Spirit die type, or 50 lbs times his Spirit with a raise. [B]Lifting Creatures:[/B] Living targets may resist with an opposed Spirit roll. If the roll is greater than the caster's skill total, the victim is unaffected. If the creature loses, however, it is lifted as usual and does not get another attempt to break free. Occasionally a victim might manage to grab onto something solid to prevent itself from being lifted. When this happens, the victim may make an opposed Strength roll versus the caster's arcane skill. If the victim is successful, he manages to grab onto whatever was available and is not moved, bashed, or otherwise affected that round. [B]Telekinetic Weapons:[/B] A caster can use telekinesis to wield a weapon. When this occurs, the weapon's Fighting is equal to his arcane skill, and its damage is based on the caster's Spirit instead of his Strength. A sword that does Strength+d6 damage, for example, does Spirit+d6 when wielded by telekinesis. The weapon otherwise functions normally, including granting bonus damage when it strikes with a raise. [B]Dropping Things:[/B] Particularly ruthless characters often use telekinesis to drop their foes or bash them into walls and the like. A creature affected by this power can be moved up to the caster's Smarts in inches per turn in any direction. Dropped creatures suffer falling damage as usual. Victims who are bashed into walls or other solid objects suffer the caster's Spirit+d6 as damage. If a caster with a d12 Spirit smashes an orc into a wall, for example, the orc suffers d12+d6 damage.[/ooc], [ooc=Teleport][B]Rank:[/B] Seasoned [B]Power Points:[/B] 3+ [B]Range:[/B] Special [B]Duration:[/B] Instant [B]Trappings:[/B] The priest loses his physical form, becoming wind himself. He is blown to the target location, where he reforms Teleport allows a character to disappear and instantly reappear up to 10” distant for each 3 Power Points spent, or 15” with a raise. This counts as his movement for the round. Adjacent opponents do not get a free attack against the teleporting character. If the hero wishes to teleport somewhere he can’t see, he must make a Smarts roll at –2. If it is an unknown area he has never seen, the roll is at a –4 penalty. Failure of either roll means the teleporter hit an object of some sort. He returns where he came from and is Shaken. A roll of 1 on the casting die (regardless of the Wild Die) indicates a more serious disaster — in addition to being Shaken he also suffers 2d6 damage. The teleporter can never enter a solid space even if he tries. The power instantly returns him to his starting location as above. Carrying Others: The hero can carry other beings with him at the cost of a level of Fatigue per additional “rider.” More than two may be carried at once, but causes instant Incapacitation. One Fatigue level is regained for each full hour of rest.[/ooc], [ooc=Bolt Lightning][b]Rank:[/b] Novice [b]Power Points:[/b] 1 per missile [b]Range:[/b] 12/24/48 [b]Duration:[/b] Instant [b]Trappings:[/b] Lightning bolts, called down from the sky (outside) or fired from the tip of Kaze's spear Storm Lance. Bolt is a standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6. [b]Additional Bolts:[/b] The character may cast up to 3 bolts by spending a like amount of Power Points. The bolts may be spread among targets as the character chooses. This is rolled just like fully-automatic weapons fire but without the full-auto penalty the character rolls a spellcasting die for each bolt and compares each to the Target Number separately. If the caster is a Wild Card, he also rolls a Wild Die, which may replace any of the casting dice. [b]Additional Damage:[/b] The caster may instead cast a single 3d6 bolt for 2 Power Points. He may not cast multiple bolts when using this ability.[/ooc] [r=1,10][b]Minor Arcana:[/b] [ooc=Air Manipulation][b]Rank:[/b] Novice [b]Power Points:[/b] 1 [b]Range:[/b] Smarts x 2 [b]Duration:[/b] 3 (1/round) [b]Trappings:[/b] A few simple gestures. A character who chooses this power can perform basic “tricks” using the air element. The GM is the final arbiter on what effects can be performed (nothing that mimics another power), but some examples are listed below. The caster can create lesser air currents to blow out a candle, fan a flame, lift a skirt, or cool his body in oppressive heat (+1 to a single Fatigue roll caused by heat).[/ooc], [ooc=Cleanse][B]Rank:[/B] Novice [B]Power Points:[/B] 1 [B]Range:[/B] Smarts [B]Duration:[/B] Instant [B]Trappings:[/B] Gentle cleansing rain bathes target. Cleanse instantly removes any filth, soil, rust, and tarnish from an inanimate object or creature. When cast on an object this spell instantly removes any tarnish, rust, or dirt but it does not repair any damage done to the item. When cast on a person the target is instantly cleaned, bathed, and groomed to the target's preference.[/ooc], [ooc=Ghost Sound][B]Rank:[/B] Novice [B]Power Points:[/B] 1 [B]Range:[/B] Smarts [B]Duration:[/B] Instant [B]Trappings:[/B] Air vibrations cause phantom sounds. Ghost sound allows you to create a volume of sound in a Small Burst Template that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.[/ooc], [ooc=Guidance][b]Rank:[/b] Novice [b]Power Points:[/b] 1 [b]Range:[/b] Smarts or Touch [b]Duration:[/b] 10 minutes [b]Trappings:[/b] Bless and item, brief prayer, helper elemental. Guidance grants momentary insight into the task at hand. The target may add +1 to his next trait roll, after which this spell ends.[/ooc], [ooc=Legerdemain][b]Rank:[/b] Novice [b]Power Points:[/b] 1 [b]Range:[/b] Smarts [b]Duration:[/b] Instant [b]Trappings:[/b] A mimicking action which is performed by the air itself. Legerdemain allows the character to perform a single action at range he would normally be capable of doing in person. If the action would require a Trait roll, then the caster rolls the lower of that Trait or his arcane skill to both activate the power and determine the results of the action. If the action does not require a Trait roll, then his arcane skill is used normally. Casting legerdemain is a normal action, but the action performed through the use of it is considered a free action (existing free actions like speaking are unchanged). However the caster is still limited to not duplicating the same action in a round, so it is impossible to cast another spell via legerdemain. The power does not create or duplicate the effects of any gear or magical effects upon the caster, but in all other ways, the action is treated exactly as if the caster were performing the action himself at the location. For example, a Fighting attack does his normal unarmed Strength damage, even if the caster is holding a dagger with smite on it.[/ooc], [ooc=Obscure][b]Rank:[/b] Novice [b]Power Points:[/b] 1 [b]Range:[/b] Smarts [b]Duration:[/b] 3 (1/round) [b]Trappings:[/b] Dust Storm Obscure conjures a thick cloud of obscuring darkness or fog that makes all perception difficult. This spell creates a –6 obscurement penalty in a Large Burst Template for the duration of the power.[/ooc], [ooc=Purify][B]Rank:[/B] Novice [B]Power Points:[/B] 1 [B]Range:[/B] Smarts [B]Duration:[/B] Instant [B]Trappings:[/B] Gestures, prayer and vapor rising from target. Purify instantly removes all contaminates and rot from food and drink. This spell can instantly render one gallon of water or one pound of food perfectly safe for consumption. When used in conjunction with the Survival skill this spell grants a +2 bonus on the roll when foraging for food and water.[/ooc], [ooc=Water Manipulation][b]Rank:[/b] Novice [b]Power Points:[/b] 1 [b]Range:[/b] Smarts [b]Duration:[/b] Permanent [b]Trappings:[/b] Prayer. The caster can conjure up to a pint of water somewhere within his sight (not "inside" objects or people). A wave of his hand also purifies one gallon of water, whether it be poisoned or simply salt-water. Those who have been poisoned within the last minute also get a second chance to resist any remaining effects.[/ooc] [r=1,11][b]Gear:[/b] Dagger, Flint + steel, [ooc=Windrider Leathers][i]These leathers are extremely form fitting and include a cap with smoked quartz goggles. Feather patterns have been tooled into the leather and detailed with silver inlay. The clearly feature religious iconography important to the Lady of the Winds.[/i] Armor: +2; Weight: 10; Covers: torso, arms, head, legs [b]Properties:[/b] The wearer can fly at twice his regular Pace with a Climb of one-quarter his Pace (rounded down).[/ooc], Normal Clothing, [ooc=Storm Lance]Darkwood/Steel Spear; +2 Damage; +1 Parry; +1 Fighting; Deals 1d6 Lightning damage on a raise.)[/ooc], Waterskin, Whetstone, Whistle, Grappling hook w/ line (14 yds. / 7 sq.), [ooc=Argent Mantle]This mantle has been woven from pure silver thread and never seems to dirty or tarnish. A small emerald clasp keeps it firmly secured around the shoulders. Argent mantle's are prized by spellcasters of all types for the reduction of penalties they provide. [B]Game Effect:[/B]The penalty to your arcane skill roll is now one third the power's usual Power Point cost (round down), instead of one half. You may take this edge multiple times, but only once per rank. Each additional selection reduces the power cost by one (one fourth normal coast, one fifth, and so on).[/ooc], [ooc=Luckstone]This smooth river stone looks utterly ordinary, save for the small hole worn into the center. Yet when carried or worn it seems to bring the bearer great and uncanny luck. [B]Game Effect:[/B] Grants the Luck edge (or Great Luck if the character already has the Luck edge).[/ooc]. [r=1,12][B]Bennies:[/B] 4 of 4; [B]Injuries:[/B] -; [B]Fatigue:[/B] -[/table]
Notes
Gerlen Krisley was born the son of a sailor and grew up to become a sailor himself, working aboard trade vessels. It was during one of these voyages that Gerlen had a life changing experience; an intense storm formed around the ship he was working on and Gerlen was blown over-board, his tether snapped and he tumbled through the void, begging and earnestly pleading to the gods to spare his life. It was the Lady of the Winds who answered his pleas, her face formed of cloud spoke to him and commanded he devote his life to her service (an event that literally turned his hair white) and gave him a new name “Kaze” before depositing him gently on one of the underisles of Plenty.