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  1. Sister Maria HP: 10/10 || FP: 13/13 || PI: 5/5 Conditions/Effects: N/A Maria tried to make small talk with the other party members along the route, asking about their experiences and abilities, and generally just getting to know them. She tried to keep an eye out for potential threats, (paying specific attention to the area Kelvan seemed worried about). OOC: If there was some obvious logistical reason to leave Sunday behind Maria would have arraigned temporary stabling. Otherwise she was riding. Maria makes Perception (vs 18), Navigation [Land] (vs 17), Riding [Equines] (vs 11) and or Hiking (vs 11) checks as required.
  2. Richard HP: 10/10 || FP: 7/10 Conditions/Effects: None Richard will use the newly formed ledge to shimmy across, offering a hand to help Harolde (should he wish it) before crossing on his own. OOC:
  3. Sister Maria HP: 10/10 || FP: 13/13 || PI: 5/5 Conditions/Effects: N/A Maria had nothing specific she wanted to get, but was willing to chip in an equal share in terms of purchasing any excavation gear that was needed. As they talked logistics she reminded the group that Sunday was also able to carry some of their supplies with them to the Sinkhole. Sister Maria was ready to go. OOC: How much was spend on excavation gear?
  4. Sister Maria HP: 10/10 || FP: 13/13 || PI: 5/5 Conditions/Effects: N/A "I'm not sure how effective I would be at mining, but I do know the Purify Air spell, which might come in handy if we are planning on going deep underground." Maria said. Then, since they were going to be working together for a while, Maria went over a brief overview of the other spells she had access to. OOC:
  5. Character Basics Name: Sister Maria Archetype: Cleric Origins: Flan Race: Human Gender: Female Age: Mid to Late 20s Height: 5'8" Weight: 120lbs Religion: Follower of Myhriss Specialties: Healing and Diplomacy Sister Maria Background Maria grew up in an orphanage managed by followers of Myhriss. She was always an outgoing and friendly child, and took very easily to the teachings of her faith. She enjoyed stories of adventuring and travelling and never had any doubt that she would one day become a cleric, travelling the world seeking out love and beauty wherever she could find it. In fact, so strong was her faith, that when she came of age she was blessed by Myhriss herself, and found herself able to hear the whispers of the Goddess, giving out hints about what was to come. She was charged with interpreting these whispers, heading Myhriss's warnings and protecting those in need. She spent years listening to the whispers of Myhriss, travelling Flanaess and acting out her divine will. Sometimes life was good. She understood Myhriss's warnings, arrived in time and was able to help. Other times life was hard. She arrived too late, or was unable to understand the whisper. Each success strengthened her devotion, and each failure pushed her to improve so that she could do better next time. Throughout the years she never lost her faith and continued striding forward, proud of what she had done. Recently another whisper steered her towards Southern Keoland to meet up with a particular adventuring party. Only Myhriss knows what awaits her there. Personality Sister Maria is very intelligent and outgoing. She is quick to make friends and quicker to forgive an offence. She dislikes being alone and will often seek out others and pry into their business on the flimsiest of pretenses. She prefers not to fight if it can possibly be avoided and always prefers it when everyone find away to get along and work out their differences peacefully. She is a terrible liar and even though her faith doesn't forbid consuming alcohol she will avoid it when she is able. She is happy to speak about her faith and her religion to anyone who is interested but tries not to be too pushy about it. Description A beautiful Flan woman with copper skin, wavy black hair and brown eyes. She often wears beautiful clothing and jewelry and even during a potentially dangerous job she is usually more concerned about maintaining her appearance than the functionality of her armor. Character Sheet Points Point Total: 312 Points Earned: 12 Points Spent: 2 Points Unspent: 10 Attributes Basic Attributes: [160] ST: 10 DX: 10 IQ: 18 [160] HT: 10 Secondary Characteristics: [9] HP: 10 Will: 18 Per: 18 FP: 13 [9] Basic Speed: 5 Dodge: 8 Basic Move: 5 Advantages, Perks, Languages And Cultural Familiarity Tertiary Characteristics: [18] Appearance: Beautiful [12] Language: Common (Native), Flan (Native) [6] Wealth: Average Advantages: [54] • Lifting Strength x3 [9] • Power Investiture x4 [40] • Precognition (Limited Use 1/Day -40%, Divine -10%, Unconscious Only -20%, Uncontrollable -10%) [5] Perks: [6] • Animal Target [Daze] [1] • Animal Target [Mental Stun] [1] • Animal Target [Sleep] [1] • Attribute Substitution [Singing Based on IQ] [1] • Deep Sleeper [1] • Weapon Bond [Magic Staff] [1] Disadvantages And Quirks Disadvantages: [-50] • Charitable SC:12 [-15] • Chummy [-5] • Easy to Read [-10] • Pacifism [Self-Defense Only] [-15] • Sense of Duty[Party] [-5] Quirks: [-6] • Alternative Sexuality [Bisexual] [-1] • Broad-Minded [-1] • Dislike [Spiders] [-1] • Imaginative [-1] • Nosy [-1] • Religious [-1] Skills Skills: [43] Skill Controlling Attribute Effective Skill Cost Animal Handling [Equines] IQ/A 17 [1] Area Knowledge [Southern Keoland] IQ/E 18 [1] Artist [Calligraphy] IQ/H 16 [1] Body Language Per/A 17 [1] Cooking IQ/A 17 [1] Detect Lies Per/H 16 [1] Diplomacy IQ/H 16 [1] Gesture IQ/E 18 [1] Herb Lore IQ/VH 15 [1] Hiking HT/A 11 [4] Lip Reading Per/A 17 [1] Meditation Will/H 16 [1] Melee Weapon [Staff] DX/A 15 [12] Naturalist IQ/H 16 [1] Navigation [Land] IQ/A 17 [1] Observation Per/A 17 [1] Performance IQ/A 17 [1] Public Speaking IQ/A 17 [1] Religious Ritual [Myhriss] IQ/H 16 [1] Riding [Equines] DX/A 11 [4] Singing *IQ/E 18 [1] Survival [Woodlands] Per/A 17 [1] Swimming HT/E 11 [2] Thaumatology IQ/VH 15 [1] Theology [Myhriss] IQ/H 16 [1] Spells Skills: [68] Spell Controlling Attribute Effective Skill Cost Affect Spirits IQ/H 20 [1] Alter Visage IQ/H 20 [1] Astral Vision IQ/VH 20 [2] Aura IQ/H 20 [1] Awaken IQ/H 20 [1] Beast Link IQ/H 20 [1] Beast Speech IQ/H 20 [1] Beast-Soother IQ/H 20 [1] Body-Reading IQ/H 20 [1] Bravery IQ/H 20 [1] Clean IQ/H 20 [1] Cleansing IQ/H 20 [1] Command IQ/H 20 [1] Compel Truth IQ/H 20 [1] Coolness IQ/H 20 [1] Daze IQ/H 20 [1] Detect Magic IQ/H 20 [1] Dispel Magic IQ/H 20 [1] Ecstasy IQ/VH 20 [2] Emotion Control IQ/H 20 [1] Gift of Letters IQ/VH 20 [2] Gift of Tongues IQ/VH 20 [2] Healing Slumber IQ/H 20 [1] Light IQ/H 20 [1] Major Healing IQ/VH 20 [2] Mental Stun IQ/H 20 [1] Might IQ/H 20 [1] Mind-Reading IQ/H 20 [1] Minor Healing IQ/H 20 [1] Oath IQ/H 20 [1] Odor IQ/H 20 [1] Peaceful Sleep IQ/H 20 [1] Purify Air IQ/H 20 [1] Purify Food IQ/H 20 [1] Purify Water IQ/H 20 [1] Recover Energy IQ/H 20 [1] Relieve Madness IQ/H 20 [1] Relieve Sickness IQ/H 20 [1] Resist Cold IQ/H 20 [1] Resist Fire IQ/H 20 [1] Resist Pain IQ/H 20 [1] Restore Memory IQ/H 20 [1] Seeker IQ/H 20 [1] Sense Emotion IQ/H 20 [1] Sense Life IQ/H 20 [1] Silver Tongue IQ/H 20 [1] Sleep IQ/H 20 [1] Soilproof IQ/H 20 [1] Spasm IQ/H 20 [1] Strengthen IQ/H 20 [1] Strike Blind IQ/H 20 [1] Strike Dumb IQ/H 20 [1] Strike Numb IQ/H 20 [1] Suspend Curse IQ/H 20 [1] Tickle IQ/H 20 [1] Truthsayer IQ/H 20 [1] Vigil IQ/VH 20 [2] Vigor IQ/H 20 [1] Warm IQ/H 20 [1] Warmth IQ/H 20 [1] Watchdog IQ/H 20 [1] Wisdom IQ/H 20 [1] Inventory On Person: Clothing, Ornate +3Clothing with DR 0 is customary in civilized settlements, and even the poorest hero starts with one set for free; this weighs 2 lbs. Each complete new outfit in your favorite colors and style is $120, 2 lbs. Ornate: Dress to impress, exactly as for the weapon modifier (p. 106). Any armor or clothing: +3 to reactions for +9 CF. $1200 (2 lbs) Balanced Holy Spirit Wood Magic StaffWeapon: Quarterstaff // Damage: sw+2 cr or thr+2 cr // Reach: 1,2 // Parry: +2 // Base Cost: $10 // Weight: 4lbs // Strength: 7 (Two Handed) Balanced: +1 to skill with a melee weapon +14 CF Holy: The weapon is inlaid with religious imagery and text, using spiritually significant materials, then blessed. Counts as a holy attack, causing additional damage to beings with a specific weakness or vulnerability to holy attacks. The weapon’s final value (after all modifiers, including this one) must be at least $250. All weapons: +4 CF. Spirit Wood: Spirit wood weapons won’t break. Non-spiritwood weapons have +2 to their odds of breakage when parrying heavy spirit-wood ones. Any wooden or mostly wooden weapon: +29 CF. A “magic staff” is any wand or staff imbued with the power to extend your reach for the purpose of casting spells (see Staff, p. 70). It gives three main benefits: •Touching a subject with your staff lets you cast spells on that subject at no distance penalty. This is useful in situations where you must cast a spell on a subject you cannot touch with your hand (e.g., a healing spell on someone trapped under rubble). This also allows a wizard to tap a Powerstone set into his staff. • Pointing with a staff reduces the range to a distant subject by the length of the staff. This is valuable for Regular spells, as a one-yard wand shaves -1 off distance penalties, while a two-yard quarterstaff eliminates -2! You can point as part of the ritual to cast a spell. Tell the GM you are pointing at the subject when you start concentrating. (This might warn an unwilling subject!) • A staff can carry Melee spells. This gives them more reach, letting you strike and parry without putting your hand in harm’s way. A magic staff can be any length up to two yards. A wand is Reach C, too light to do damage, and uses Knife or Main-Gauche skill. A long wand or short staff is Reach 1, functions as a baton in combat, and uses Shortsword or Smallsword skill. A full-length staff is Reach 2, counts as a quarterstaff in combat, and uses Staff or Two-Handed Sword skill. In most game worlds, a suitable ordinary item can be enchanted as a magic staff for $30, but it must be made from once-living materials (wood, bone, ivory, coral, etc.). $510 (4lbs) Backpack: Quick-Release BackpackHolds 40 lbs. of gear. Dropping it is a free action. Items liable to break if dropped must check for this (1 on 1d if unsure). $300 (3 lbs) Canteen [w/ Water]Holds 1 quart of liquid (1 lb empty, 3 lbs if filled with water). $10 (3 lbs) Chalk, 4x PiecesEnough to mark a trail through a single typical dungeon level. $4 (1 lb) Hand MirrorGlass-covered bronze or lead. Hand mirror, useful for peering around corners. $15 (1 lb) Holy Symbol, HighSanctified by head of religious order. Gives +2 to rolls for Exorcism, Turning, and other tests of faith. $1000, (1 lb) Paper, 20x SheetsHeavy papyrus or similar, suitable for maps (one sheet per typical dungeon level) or magical writings. $20 (1 lb) Scribe’s KitQuills, inkbottles, and penknife. $50, (2 lbs) Cash $207 Horse: SundayAn ordinary riding horse. ST 21; DX 9; IQ 3; HT 11 // Will 10; Per 12; Speed 5; Dodge 8 // Move 6. SM +1 (3 hexes) // Weight: 1,200 lbs. //Traits: Domestic Animal; Enhanced Move 1 (Ground Speed 12); Hooves; Peripheral Vision; Quadruped; Weak Bite. // Skills: Mount-11 // Cost: $1,200 $1200 (1200 lbs) HorseshoesShod horses get +2 HT on any rolls for stamina on long rides. $50 (4 lbs) Saddle and TackBasic equipment for Riding skill. $150 (15 lbs) Saddlebag, 2xHold 40 lbs. each $200 (6 lbs) Saddlebags: BlanketA warm bedroll. $20 (4 lbs) Elven Rations, 30x MealsTasty wafers of light-but-nourishing food. $150 (5 lbs) Giant-Spider Silk Cord, 20x YardsSupports 360 lbs. $200 (1lb) Group BasicsBasic equipment for Survival skill for a group of 3-8 campers: cook pot, rope, hatchet, etc. $50 (20 lbs) Light Cloth Armor [4 Pieces; Fine, Ornate +2]DR 1 Arms: Shoulder, upper-arm, elbow, and forearm protection for both arms but not the hands. $350 (2.25 lbs.) Body: Sleeveless jacket, hauberk, back-and-breast, corselet, or similar armor for the neck, torso, vitals, and groin hit locations. Includes a collar and extends below the belt. $742 (4.725 lbs.) Feet: Boots for both feet, laced high enough to protect when wading knee-deep and to act as a holster for an item that weighs under two pounds. Anything with DR 2 or more (for split DR, use the higher value) gives +1 damage with kicks. $238 (1.575 lbs.) Legs: Thigh, knee, and upper shin protection for both legs. Doesn’t include the feet. $528 (3.375 lbs.) Fine: Expertly fitted, with no waste material. Offers full DR at 3/4 of the usual weight. Only fits wearers whose height and weight match the original owner’s! Any armor: +9 CF. Ornate: Dress to impress, exactly as for the weapon modifier (p. 106). Any armor or clothing: +2 to reactions for +4 CF. $1858 (11.9lbs) Personal BasicsMinimum gear for camping; ‑2 to Survival rolls without it. Includes utensils, tinderbox, and flint and steel. $5 (1 lb) Change Log Feb 23rd 2023: Initial Character Complete Feb 27th 2023: Added Canteen April 21st 2023: 2 Points (left unspent) March 14th 2024: 10 Points (left unspent) + $199 April 6th 2024: Lower Phobia [Spiders] to Quirk, Added Sense of Duty[Party], Added Universal Animal Target Perks for Daze, Mental Stun, and Sleep.
  6. Character Basics Name: Richard Archetype: Rogue Origins: A small unnamed village several days from Greyhawk Race: Tiefling Gender: Male Age: 18 Height: 6'0" Weight: 120 lbs. Religion: Kurell (Non-practicing) Specialties: Lying, Thievery, and playing the Lute *WARNING: Do not let Richard play the lute. Richard Background Richard was raised by a single human mother in a small village several days journey from Greyhawk. He had a peaceful happy life for the most part until he reached puberty and started growing into his Tiefling features. The other human villagers began getting shunning him and he started getting picked on by the other kids. To make him feel better his mother told him stories about his father who was a charming Tiefling rogue she met when she lived in Greyhawk and he started idolizing his father and acting out by making up outrageous lies. When he came of age he set out to seek his fortune and experience the life of an adventurer. He also secretly hoped he might be able to track down his father somewhere along the way, which was part of why he decided to make Greyhawk his first stop. Personality Richard is a compulsive liar who constantly makes up stories about his daring exploits. He idolizes his father and will find it difficult to pass up easy money. He is particularly impulsive, broad-minded, and imaginative. He (wrongly) believes he is an expert at playing the Lute, and in addition to wanting to experience the adventurer's life he desperately wants to find any information he can about his father (A Tiefling Rogue who lived in Greyhawk eighteen years ago.) Description Richard has light skin, brown eyes, and messy brown hair. He looks like a young adult human except for his obvious Tiefling features, including horns (which prevent him from wearing a helmet or hat designed for a human), blunt claws and a tail. He wears a very ornate light cloak over his tan color cloth armor. He usually travels light if he can help it, often carrying around a lute rather than a weapon despite the fact that he is terrible with it. Character Sheet Points Point Total: 158 Points Earned: 15 Points Spent: 6 Points Unspent: 10 Attributes Basic Attributes: [80] ST: 10 [0] DX: 12 [40] IQ: 12 [40] HT: 10 [0] Secondary Characteristics: [0] HP: 10 Will: 12 Per: 12 FP: 10 Basic Speed: 5.5 Dodge: 8 Basic Move: 5 Advantages, Perks, Languages And Cultural Familiarity Tertiary Characteristics: [0] Appearance: Average Language: Common (Native) Wealth: Average Advantages: [56] • Acquaintance (Jalil) [1] • Blunt Claws [3] • Damage Resistance [Horns] x1 (Can't Wear Armor -40%, Hardened x1 +20%, Partial [Skull Only] -70%) [1] • Expert Backstabbing x10 (All-Out -25%) [10] • Extra Arm [Tail] x1 (Short -50%) [5] • High Manual Dexterity x1 [5] • Invisibility (Can Carry Objects [Light Encumbrance] +20%, Magic -10%, Maximum Duration [30 Sec] -75%, Nuisance Effect [Effect ends if you Attack or cast a spell] -5%, Switchable +10%, Temporary Disadvantage [Colorblindness] -10%, Visible Reflection -10%) [8] • Lifting ST x3 [9] • Striking ST x2 (One Attack Only [Tail] -60%) [4] • Talent [Charlatan] x1 [5] • Talent [Craftiness] x1 [5] Perks: [4] • Accessory [Lockpick] [1] • Ignition (Magic -10%) [1] • Sanitized Metabolism (Link +10%, Magic -10%) [1] • Sartorial Integrity (Link +10%, Magic -10%) [1] Disadvantages And Quirks Disadvantages: [-50] • Compulsive Liar (SC 12) [-15] • Cowardice (SC 12) [-10] • Greed (SC 12) [-15] • Social Stigma [Minority Group] [-10] Quirks: [-5] • Broad-Minded [-1] • Delusional Competence (Musical Instrument) [-1] • Imaginative [-1] • Incompetence (Musical Instrument) [-1] • Obsession (Find My Father) [-1] Skills Skills: [69] Skill Controlling Attribute Effective Skill Cost Acrobatics DX/H 12 [4] Acting IQ/A 15 [4] Body Language Per/A 13 [2] Brawling DX/E 14 [4] Camouflage IQ/E 13 [1] Climbing DX/A 12 [2] Cloak DX/A 12 [2] Detect Lies Per/H 12 [2] Disguise IQ/A 13 [2] Escape DX/H 12 [4] Fast-Talk IQ/A 13 [2] Filch DX/A 13 [2] Forced Entry DX/E 12 [1] Games [Cards] IQ/E 12 [1] Gesture IQ/E 12 [1] Hiking HT/A 9 [1] Holdout IQ/A 13 [2] Interrogation IQ/A 13 [2] Jumping DX/E 12 [1] Knot-Tying DX/E 13 [1] Lip Reading Per/A 12 [2] Lockpicking IQ/A 13 [2] Observation Per/A 12 [2] Pickpocket DX/H 13 [4] Scrounging Per/E 12 [1] Search Per/A 12 [2] Shadowing IQ/A 13 [2] Sleight of Hand DX/H 13 [4] Stealth DX/A 13 [2] Streetwise IQ/A 13 [2] Throwing DX/A 12 [2] Traps IQ/A 13 [2] Urban Survival Per/A 11 [1] Inventory Equipment: Backpack, Small $60 (3 lbs.) Canteen w/ Water $10 (3 lbs.) Chalk $1 (0.25 lbs.) Crowbar 3' $20 (3 lbs.) Deck of Playing Cards $25 (0.3 lbs.) Hank's Dagger $20 (0.25 lbs.) Light Cloak [Ornate x3] $200 (2 lbs.) Light Cloth Armor [4 Pieces] $132 (15.9 lbs.) Lute $250 (3 lbs.) Rations x1 $2 (0.5 lb.) Trap-Finder's Kit, Good $250 (2 lbs.) Remaining Money $125 2x Melted Together Chunks of Coins (0.5 lbs. each) 3x Unidentified Red Crystals (0.01 lbs. each) Change Log 221112 Character Approved [150] 221112 Reworded Background/Personality to make it so he idolized his father rather than idolizing the rogue profession. 221203 Added asterisk next to Body Language, Detect Lies, Interrogation, Observation, and Search (GM rolls those) 221207 Earned [3] points for S1E1. [1] into each of Acting, Hiking, and Urban Survival 230117 Earned [2] points for S1E2. 230118 Spent [1] on Acting and [1] to add Jalil as an Acquaintance. 230307 Earned [3] points for S1E3. 230311 Swapped Impulsive for Cowardice. (same point total) 230323 Purchased Canteen and Rations for $12, also added Hank's Dagger 230514 Increase wealth by $75, 2x Chunks of melted together coins, and 3x Red Crystals. -Added Letter from Jeran -Removed Off-Hand Training [Brawling] 230523 Earned [4] points for S1E4. 230927 Earned [2] for S1E5 230703 Spent [1] point to succeed in the musical trial for the Fey. 231105 Earned [1] for S2E1.1
  7. Richard HP: 10/10 || FP: 7/10 Conditions/Effects: None Richard remained quiet and invisible. His intention was still to enter behind the group when they opened the door looking for an opportunity to flank any potential enemies. OOC:
  8. Sister Maria HP: 10/10 || FP: 13/13 || PI: 5/5 Conditions/Effects: N/A Maria was a little late joining the others that morning, as she had spent some time in prayer recharging her staff. "I'll have to admit I did feel a little... unprepared... this time around." Maria began in response to Kelvan's query. "I studied and read a lot about a wide range of topics and thought that was enough, but while knowledge and theory are useful, actual adventuring requires experience which I was lacking. However, do feel that Myhriss has put me on this path for a reason, and I know that if I want to help people I need to actually get out and help them. I am interested if following along wherever your group goes for as long as you will allow me." Maria introduces herself to Quill when they meet and as the group discuss their plans she asks a few logistical questions about the Sinkhole, trying to gauge how far away it is and any additional supplies she will need to prepare. OOC:
  9. Richard HP: 10/10 || FP: 7/10 Conditions/Effects: None As Fili opened the door, Richard used the opportunity to turn invisible and follow in a few paces behind the others looking for an opportunity to flank any potential enemies. OOC:
  10. Sister Maria HP: 10/10 || FP: 11/13 || PI: 0/5 Conditions/Effects: N/A Maria expressed her gratitude toward Hinami (as well as anybody else who offered her a share of the reward), and used part of it to arrange a room for the night at the same inn as the others. Her expression showed some amount of disapproval at Kelvan's comment about altruism not being worth the effort but lets it slide. After the conversation was completed she spent some time see if she could find a church or shrine in town where she could recharge her staff, but otherwise had no immediate plans or suggestions for the future. OOC: Only one person has posted in-character that they are giving a portion of the reward money to Maria, so I haven't added anything to my sheet at this point in time.
  11. Richard HP: 10/10 || FP: 7/10 Conditions/Effects: None When Harolde asked Richard indicated that he was unhurt. He attempted to climb down the rope. OOC:
  12. Sister Maria HP: 10/10 || FP: 11/13 || PI: 0/5 Conditions/Effects: N/A Prior to setting off on this mission, Kelvan had described Maria's inclusion in the group as something akin to a 'tryout period' during which she would be unpaid. As such, Maria looks at the gold but does not immediately reach out to claim any of it. Instead, Maria broaches the subject of joining the party on a more permanent basis. She admitted that she had somewhat underestimated the perils of actual adventuring life and felt that entering a spider infected forest had not been the best venue to showcase of her abilities, but pointed out the few helpful things she had managed to do along the way, and expressed her resolve to improve herself and aid them in the future. She still did not know exactly why Myhriss had lead her to this place, but felt strongly that remaining with the group was important for some reason. OOC:
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