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The Bloodstained Sky: A Virtual Tabletop RPG Campaign


Lilith

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Remote Control, a shiny new Ammat-Xan perk

 

 

Bekora Tiquo Human Mechanic

XP: 55 (Advancement 11)

Wounds: 0

Fatigue: 0

Power Points: 10/10

 

[spoileralt=Skills and Derivatives]

Agility: d10

Smarts: d10

Spirit: d6

Strength: d4

Vigor: d4

 

Investigation: d10

Knowledge (Engineering): d10

Knowledge (Geography): d8

Notice: d8

Repair: d10

Riding: d10

Shooting: d10

Spellcasting: d10

Streetwise: d6

 

Parry: 2

Toughness: 4

Charisma: +0

Pace: 6

 

Arcane Background (Magic): 10 PP, 3 powers

MacGyver: May improvise temporary gadgets

Scholar: +2 to two different Knowledge skills

Steady Hands: Ignore unstable platform penalty; Running penalty reduced to -1

Gadgeteer: Once per session, can create Weird Science object from spare parts

Machine Empathy: Can touch structure or mechanical device to get flash of insight into creator's intentions. +2 bonus to all Repair or Knowledge (Engineering) with device. Once per session, may hold a device and learn something about creator (draw card, Signs and Portents in Horror Companion)

Ageless: All negative effects of Elderly nullified. No need to sleep, can make natural healing rolls (1 p/d), receive +2 Vigor rolls to hunger/thirst/env rolls.

Remote Control: Target tool, machine or other artificial device within 2*Smarts and roll Repair; on success, you can operate it as if you were holding it, even if not in possession of tools normally needed to make it work. Complex devices may impose a penalty, if machine has a Smarts score it can make an opposed Smarts roll to resist. Can only cause a device to do things it was designed to do.

Trademark Weapon - Giken Nomang: See Gear, below

 

Elderly: Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts

Loyal: Bekora tries to never betray or disappoint her friends

Stubborn: Bekora always wants her way

Parasited: Bekora is host to an Ammat-Xan parasite, and may have to roll Spirit to avoid Compulsions.

[/spoileralt]

 

[spoileralt=Gear]

Horse

Crowbar

Hammer

20 yards of rope

Iron spikes (10)

Shortbow

Quiver

Barbed arrows (19)

Revolver Ammo (19)

[spoileralt=Giken Nomang]Weird Science Artifact Revolver: 10PP - Effect: For 2PP per shot, Giken Nomand charges the bullet with electrical force, creating an arc between the target and the weapon. This causes +4 bonus electrical damage (+2AP versus metallic clothing or armour)

 

A revolver, a long-lost artifact from ancient times. Giken Nomang has been faithfully restored and modified by the mechanic Bekora Tiquo of Eressos. All components of the six-shot weapon have been reblued and the grip has been replaced by wood carved from a branch of a Halitarn Noble Tree. Fine copper wires are inlaid elaborately throughout the device, winding around the barrel, throughout the receiver, and into the wood of the grip.

 

Charged with the spirit of electricity, the gun tingles the hand of anyone touching it. This can be uncomfortable for people not experienced with electrical energy or magic in general. To someone not familiar with Giken Nomang, it operates just as a standard revolver. Only in the hands of an expert does it unleash its true power: As the shot is fired, the spirit within the revolver charges the bullet passing through the barrel with electrical force, and the result is spectacular.

 

The copper tendrils covering the weapon flash a brilliant white-blue as the shot is fired. Its target will be struck simultaneously by lead and lightning, with arcing electricity linking the bullet back to the revolver's spirit.

 

This weapon is not known for its subtlety.

[/spoileralt]

[/spoileralt]

 

[spoileralt=Spells]

[spoileralt=Chain Lightning (custom power, based loosely on Bolt)]

Rank: Novice

Power Points: 3

Range: 12/24/48 (+special)

Duration: Instant

Trappings: Electrical arc

An electric current originates from the caster and passes through a series of enemies. A normal success hits two targets, which must be within 4 units of each other; each raise adds another target, which must be within 4 units of the previous target. All targets take 2d6 damage, and Chain Lightning ignores up to 2 points of Armour.

[/spoileralt]

[spoileralt=Forcecage (based on Damage Field)]

Rank: Seasoned

Power Points: 4

Range: Touch

Duration: 3 (2 PP/round maintenance after duration expires)

Trappings: Electrical field

An electric field envelops the target, dealing 2d6 (2d8 with raise) damage (2 AP) to anyone who contacts them in close combat. If the target attacks unarmed, add Str+2d6 (Str+2d8 with raise) damage (2 AP). Target can also touch (+2 Fighting) to do 2d6/2d8 damage (2 AP). Grappled opponents take field damage every attacker's round. If target becomes very wet (as in heavy rain or having a bucket thrown on them) field will short out, disappear, and deal 2d6 (2d8 with raise) damage (2 AP) to target.

[/spoileralt]

[spoileralt=Summon Elemental (Summon Ally)]

Rank: Novice

Power Points: 3+

Range: Smarts

Duration: 3 (1 PP/round maintenance after duration expires)

Trappings: Creates an elemental servant under the control of the caster.

[spoileralt=Lightning Elemental (Veteran-rant lightning elemental)]

Agility d12+1, Smarts d6, Spirit d8, Strength d8, Vigor d6

Fighting d8, Spellcasting d8

Pace 8, Parry 6, Toughness 6

Attack: d4+Str

Powers: Blast, Chain Lightning (unlimited PP)

plus all the innate abilities of the other elementals

[/spoileralt]

[spoileralt=Lightning Spirit (Seasoned-rank lightning elemental)]

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d6

Pace: 8, Parry: 7, Toughness: 5

Skills: Fighting d8, Shooting d6

 

Special Abilities

Elemental: Having no discernible body parts, the lightning spirit normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison.

Assault and Battery: The lightning spirit can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage with 1 point of armour piercing. Anything that strikes the spirit with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack.

Capacitance: The lightning spirit is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken.

Chain Lightning: With a successful Shooting roll, the lightning spirit can launch a ranged attack equivalent to the Chain Lightning spell.[/spoileralt]

[spoileralt=Lightning Wisp (Novice Rank lightning elemental)]

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d4

Pace: 10, Parry: 6(+2), Toughness: 4

Skills: Fighting d8

 

Special Abilities

Elemental: Having no discernible body parts, the lightning wisp normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison.

Assault and Battery: The lightning wisp can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage. Anything that strikes the wisp with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack.

Hover: The lightning wisp levitates several feet above surfaces and is therefore unaffected by most terrain. It can also hover across any gap that it can cover in a single turn's movement.

Capacitance: The lightning wisp is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken.

Small (Size -2): The lightning wisp is a pulsating orb that grows no more than one foot in diameter. All attacks against it suffer a -2 penalty, giving it an effective Parry of 8 against melee attacks and meaning that missile attacks must roll a 6 or better to hit at short range.

[/spoileralt]

[/spoileralt]

[spoileralt=Charge (Smite, modified with increased range and PP cost)]

Rank: Novice

Power Points: 3 per target

Range: Smarts

Duration: 3 (1 PP/round maintenance after duration expires)

Trappings: Charges a weapon with electricity

 

Increases the target weapon's damage by +2, or +4 with a raise. May affect up to five targets.

[/spoileralt]

[/spoileralt]

 

 

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im-feeling-lucky.jpg

 

 

 

Jered

Human

Insolent Hunter

XP: 55

Wounds: 0

Fatigue: 0

 

Agility: d10

Smarts: d8

Spirit: d8

Strength: d6

Vigor: d6

 

Shooting: d10

Stealth: d10

Survival: d8

Tracking: d8

Healing: d8

Notice: d6

Swimming: d6

Climbing: d4

Fighting: d4

 

Parry: 4

Toughness: 8 (5 base, 2 natural armour, 1 leather armour)

Charisma: -2 (+0 vs humans)

Pace: 5

 

Edges:

Woodsman

Alertness

Marksman

Double Shot

Trademark Weapon (Braidvine Bow)

Elan

Untouchable (parasite edge)

Unbreakable (parasite edge)

Lucky

 

Hindrances:

Curious

Illiterate

Outsider

Parasite

 

Gear:

Dagger

Braidvine Bow

Leather armour

Quiver

Barbed arrows (a dozen-ish)

20 yards of rope

3 silver coins (?)

 

Untouchable:

Simply by willing it, you may teleport to any location currently visible to you. Make a Vigor roll when you do this: if you fail, you still teleport but gain a Fatigue level in the process, which recovers with at least 6 hours of sleep.

 

Unbreakable:

Your flesh begins to take on a stone-like consistency, protecting you from harm but hindering your movements. You gain 2 points of Armour, but your Pace is reduced by 1.

 

Braidvine Bow:

This bow -- stave and string -- is made from living braidvine, a hardy vine that grows in woven "cables". It functions as a regular bow (page 54) and is a minor artifact with two powers (arcane 1d8e, 10 PP).

 

Entangle

The wielder can pull a cordon off the bowstave and fire it at a target or group of targets within 12"/24"/48", rolling arcane versus Agility with a penalty of 0/-2/-4. On a success, the target is wrapped up in braidvine cables. It takes a -2 penalty to Pace and skills linked to Agility and Strength. On a raise, the target is completely bound and rooted to the ground. It cannot move or use skills linked to Agility or Strength.

 

Each following round, a target may make a Strength or Agility roll to break free. Other characters may attempt to free a target by making a Strength roll at -2.

 

This power entangles a single target for 2 PP. Instead of affecting a single target, the cordon may be fired at the ground and affect everyone in a Medium Burst for 4 PP.

 

(This is the Entangle power, page 113).

 

Vine Bridge

The wielder can pull a cordon off the bowstave and fire it to create, on a successful arcane roll, a network of vines over a given area. The network extends 12"/24"/48" when taking a penalty of 0/-2/-4 to the roll. This can create a makeshift ladder on a cliff face, or a narrow bridge rooted on both edges of a chasm. The vines can support one armoured humanoid at a time, moving at a Pace of half their Strength die. Using this power cost 3 PP.

 

Backstory/Personality:

A lanky human barely out of his teens, Jered is a hunter who spends his time wandering the uncivilized patches of Eressos searching for game. His visits to Port Jynt and the island's other villages for trade are brief. The townsfolk view him with disdain and suspicion. He's not only a human, but a boorish, uncivilized one at that. For his part, Jered has little regard for the niceties of society, and is more than happy to trade the narrow streets for the wide open sky.

 

Those willing to put up with him find him frank and carefree, albeit rash. But his insatiable wanderlust means he's never among company for long. It would have to take some momentous event for that to change.

 

 

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  • 3 weeks later...

+1 Vigor

 

፨ Audrey Martel

Race: Goblin

Occupation: Hedge Witch, Sheriff, Former Pirate

Alignment: Bitter

Rank: Veteran

XP: 55

 

Attributes

Agility: d4

Smarts: d12

Spirit: d8

Strength: d4

Vigor: d10

 

Derived Statistics

Charisma: -4

Pace: 4

Parry: 3

Toughness: 6

Power Points: 15

 

Skills

Boating: d6

Climbing: d4

Intimidation: d6

Knowledge(Arcana): d4

Knowledge(Alchemy): d4

Knowledge(History): d6

Notice: d6

Riding: d4

Spellcasting (Smarts): d12

Streetwise: d6

Swimming: d4

Taunt: d6

 

Hindrances

One Leg (Major): With a prosthetic, One Leg acts exactly like the Lame Hindrance, reducing Pace by 2 and running rolls are now a d4. Without a prosthetic, the character’s Pace is 2 and she can never run. She also suffers –2 to Traits that require mobility, such as Climbing and Fighting. A character with one leg also suffers a –2 penalty to her Swimming skill (and Pace).

Mean (Minor): This woman is ill-tempered and disagreeable. No one really likes her, and she has trouble doing anything kind for anyone else. She must be paid for her troubles and doesn’t even accept awards graciously. Your character suffers –2 to her Charisma.

Ugly (Minor): Unfortunately, this individual hit more than a few ugly sticks on her way down the tree of life. Her Charisma is lowered by 2, and she is generally shunned by members of the opposite sex.

 

Edges

Resilient: +2 bonus to Vigor rolls to endure environmental hazards such as severe heat, cold, exhaustion, hunger, thirst, natural poisons and diseases.

Keen Nose +2 bonus to Notice, Tracking or Survival checks where a sense of smell could help.

Arcane Background (Smarts): This is the Edge your character must purchase to have any sort of magical, psionic, or other supernatural ability. See Chapter Five for a complete description of Arcane Backgrounds.

Strong Willed: Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as her Spirit and Smarts rolls when resisting Test of Wills attacks.

New Power x1: An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). She may choose from any powers normally available to her particular Arcane Background.

Power Points x1: Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank.

Hard to Kill: This adventurer has more lives than a truckload of cats. When forced to make Vigor rolls due to Incapacitation, she may ignore her wound modifiers. This only applies to Vigor rolls called for to resist Incapacitation or death. She still suffers from wound modifiers for other Trait rolls normally.

 

Powers:

Mind Reading

Rank: Novice

Power Points: 3

Range: Smarts

Duration: 1

Trappings: Mental invasion.

Audrey forcefully enters another person's mind, looking for something. This is an opposed roll versus the target’s Smarts. A success allows her to gain one truthful answer from the subject. The target is aware of the mental intrusion unless Audrey gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.

 

Burrow

Rank: Novice

Power Points: 3

Range: Smarts x 2

Duration: 3 (2/round)

Trappings: Rapid tunnelling.

Audrey stomps her foot and shatters the earth, rapidly tunnelling to wherever she wants. She can remain underground or burrow to anywhere with a Pace equal to the power’s Range. When she emerges, it is in an explosion of dust and debris that gives a -4 penalty to trait rolls in a Small Burst Template centered on her for one turn, unless the target passes an Agility roll at -2.

Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.

 

Concussion

Rank: Novice

Power Points: 2

Range: 10/20/40

Duration: Instant

Trappings: Telekinetic, sonic.

Audrey snaps her fingers, and a sudden explosion of invisible (but very loud) force occurs around her target's body. The damage of the spell is 3d6, and it applies a level of Bumps and Bruises.

Additional Damage: The caster may instead create a single 4d6 explosion for 3 Power Points. The more focused blast does not apply Bumps and Bruises.

 

Havoc

Rank: Seasoned

Power Points: 3

Range: Smarts x 2

Duration: Instant

Trappings: Telekinetic.

Audrey waves her arm, and invisible hands drag and throw people in random directions. With a success, she places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, they are Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1–2), stays level (3–4), or is moved away from the ground (5–6).

Additional Effects: For double the Power Points, Havoc affects a Large Burst Template.

 

Gear

$95

Peg Leg (Reduces One Leg penalties)

Cane (Parry +1, Str+d4)

Knife (Str+d4)

Horse

Saddle

Manacles

Lantern

20' Rope

 

Backstory

Audrey was born in Dilegad, to a carpenter and a boatmaker, and had a decent upbringing. With two working professionals, her family was able to afford a small bit of education for their children, which Audrey in particular excelled at. Not that Audrey ever took much interest in learning, preferring to hang around the docks and with the shady alchemist's kids. When she became an adult, maybe unsurprisingly, she decided that honest work was for fools and joined a privateer ship as their mage's apprentice, managing to impress the older witch with her intellect and the few bits of alchemy she'd picked up. She and her mistress sailed with various pirate or privateer crews for a long while, and Audrey eventually became a formidable witch in her own right.

 

However, the seas of Mote are always dangerous, and it's only a matter of time before any sailor has to face a horrible ship-eating monster. In the middle of the open ocean, a colossal shrimp attacked their vessel, and was driven off only after a desperate battle. Audrey survived, at least, though with one fewer leg and a lot more scars and burns. Her mistress had covered the shrimp in a grease fire, which became a lot less helpful when it got Audrey in its burning jaws. Her left leg had to be amputated at the knee, and most of her body, including her face, is covered in burns and scars from the monster's teeth and poisonous feelers. Better-off than most of the crew, maybe, including her mistress and the captain, but more than bad enough for Audrey to swear off piracy forever. She returned to Laessos and made a living as a wandering witch for a while, until her fearsome reputation got her a job as a sheriff in Wireld, where her hideous disfigurement is both an occasional asset and a perfect representation of her cruelty in her exercise of power. Her reputation for petty tyranny might have something to do with why Eshi is sending her away with the party as a representative of Wireld.

 

Audrey is almost forty, and is a relatively tall, thick, tough-looking goblin woman. She has many serious scars over all parts of her body, including withered skin from the giant shrimp's poison and burns around her left leg, arm, and side of her face. Her left eye is permanently bloodshot, she's missing a chunk of her nose, and her mouth is permanently twisted and scowling. A portion of her greying black hair no longer grows, due to her burns, and the rest is wild and frizzy, held back by a simple headscarf. She wears heavy black clothing and thick, well-worn robes open at the front. To compensate for her missing leg, she wears a simple peg-leg and uses a cane.

 

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i'm really, really sorry about this but i'm not feeling well right now and i dunno if i'll recover in time to run a good session so my instincts are telling me to postpone

 

can we do the same time next week instead? that'd be Wednesday April 1st for all of you, which means you'd have a socially acceptable excuse to plot petty revenge on me for delaying the session

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New Power: Environmental Protection. (It protects you even when your environment is space!)

 

 

 

Rokhsana

Race: Human

Occupation: Scholar

Alignment: Grouchy

 

Agi d4

Sma d8

Spi d12

Str d4

Vig d4

 

Skills:

Faith d12

Fighting d4

Healing d8

Knowledge (Arcana) d10

Knowledge (Eressos history) d6

Knowledge (Ammat-Xan) d6

Persuasion d8

Streetwise d8

 

Edges:

Arcane Background (Magic)

Connections (Wireldi Intelligence)

Elan

Power Points x3

Healer

Luck

New Power x4

Soul Drain

 

Hindrances:

Elderly

Vow (minor- to serve Wireld above all else)

Wanted (minor- Rokhsana’s connection to Wireld’s spy agency might be known to the authorities in other cities.)

 

Powers:

Summon Ally

Bolt w/ Fire

Telekinesis

Healing

Dispel

Greater Healing

Environmental Protection

 

Inventory:

Staff- Rokhsana’s personal walking stick, carved with elaborate geometric patterns. Enchanted to give +1 to Faith rolls. Functions as a weapon equivalent to a rapier (str+d4 damage, one handed, +1 parry). Also handy for climbing up hills.

Leather Armor

Horse- a mare named Hydaspes. Likes apples. -currently in Halitarn

Bedroll

Normal Clothing

Waterskin

Broken Valkyrie Parts

 

Derived Stats:

Charisma: 0

Pace: 5

Parry: 5 (4 natural +1 from equipment)

Toughness: 5 (4 natural +1 from equipment)

Power Points: 25

 

Backstory:

Rokhsana is a priestess of Tanann and one of the librarians at Wireld’s official archives. Since the appearance of the bloodstained sky she’s devoted herself to researching Ammat-Xan. After learning of the events surrounding Iskania’s fall from power, she’s decided that the threat of Ammat-Xan requires a more urgent response.

 

At least, that’s what she tells people. Unbeknownst to the party, she is actually analyst for Wireld’s intelligence service, specializing in Eressian affairs. Eshi has ordered her to join the party to observe Port Jynt’s most dangerous and unpredictable agents, and to steer their efforts to Wireld’s benefit.

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  • 2 weeks later...

Okay, so as you know, last session ended in a party split. I think trying to manage two separate groups simultaneously at the climax of the campaign would be a huge mess, so I'm going to propose two options.

 

Option 1: We schedule the session as normal, but alternate between one half of the party and the other on a scene-by-scene basis. For example, if one group gets into a fight, I'd resolve the fight before switching focus back to the other group. This would make it easier to handle any attempts to reunite the party or any actions one half of the party takes that might affect the other, but it could mean each of you spends half the time watching what the other group's doing and waiting your turn.

 

Option 2: We schedule two separate sessions, one for each half of the party, but they might have to end early if one party tries to reunite with the other or takes action that would significantly affect or depend on the other.

 

I'm leaning slightly toward Option 1, but if anyone has strong opinions one way or the other now's the time to speak up.

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I don't mind watching Bekora and Leila try to be useful, and I certainly wouldn't want to deprive anyone the chance of watching Jered and the Wireldi be awesome. Yeah, that's right. I said it. Team Ammat-Xan is better than Team Hyperborea. It's on.

 

Also, hate to pester again, but any chance of logs being posted? Even if they're just raw logs from MapTool, my converter should be able do most of the work. What I'm most afraid of is that no one will believe us when we say that last session we sent someone into the Matrix to convince Viking Space Hitler to fire his Orbital Space Cannon on the Eldritch Abomination The Size Of A Small Moon.

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Also, hate to pester again, but any chance of logs being posted? Even if they're just raw logs from MapTool, my converter should be able do most of the work. What I'm most afraid of is that no one will believe us when we say that last session we sent someone into the Matrix to convince Viking Space Hitler to fire his Orbital Space Cannon on the Eldritch Abomination The Size Of A Small Moon.

 

sorry sorry! i still have all the logs except the one that i don't have, i'll try and get them fixed up over the next few days

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Speaking of, Vigor +1

 

 

፨ Audrey Martel

Race: Goblin

Occupation: Hedge Witch, Sheriff, Former Pirate

Alignment: Bitter

Rank: Heroic

XP: 60

 

Attributes

Agility: d4

Smarts: d12

Spirit: d8

Strength: d4

Vigor: d12

 

Derived Statistics

Charisma: -4

Pace: 4

Parry: 3

Toughness: 6

Power Points: 15

 

Skills

Boating: d6

Climbing: d4

Intimidation: d6

Knowledge(Arcana): d4

Knowledge(Alchemy): d4

Knowledge(History): d6

Notice: d6

Riding: d4

Spellcasting (Smarts): d12

Streetwise: d6

Swimming: d4

Taunt: d6

 

Hindrances

One Leg (Major): With a prosthetic, One Leg acts exactly like the Lame Hindrance, reducing Pace by 2 and running rolls are now a d4. Without a prosthetic, the character’s Pace is 2 and she can never run. She also suffers –2 to Traits that require mobility, such as Climbing and Fighting. A character with one leg also suffers a –2 penalty to her Swimming skill (and Pace).

Mean (Minor): This woman is ill-tempered and disagreeable. No one really likes her, and she has trouble doing anything kind for anyone else. She must be paid for her troubles and doesn’t even accept awards graciously. Your character suffers –2 to her Charisma.

Ugly (Minor): Unfortunately, this individual hit more than a few ugly sticks on her way down the tree of life. Her Charisma is lowered by 2, and she is generally shunned by members of the opposite sex.

 

Edges

Resilient: +2 bonus to Vigor rolls to endure environmental hazards such as severe heat, cold, exhaustion, hunger, thirst, natural poisons and diseases.

Keen Nose +2 bonus to Notice, Tracking or Survival checks where a sense of smell could help.

Arcane Background (Smarts): This is the Edge your character must purchase to have any sort of magical, psionic, or other supernatural ability. See Chapter Five for a complete description of Arcane Backgrounds.

Strong Willed: Characters with strong willpower use their voice, steely stares, or quick wits to unnerve their opponents. Strong Willed adds +2 to a character’s Intimidation and Taunt rolls, as well as her Spirit and Smarts rolls when resisting Test of Wills attacks.

New Power x1: An arcane character may learn a new power by choosing this Edge (which may be taken multiple times). She may choose from any powers normally available to her particular Arcane Background.

Power Points x1: Wizards, weird scientists, and other arcane types always want more power. This Edge grants them an additional 5 Power Points. Power Points may be selected more than once, but only once per Rank.

Hard to Kill: This adventurer has more lives than a truckload of cats. When forced to make Vigor rolls due to Incapacitation, she may ignore her wound modifiers. This only applies to Vigor rolls called for to resist Incapacitation or death. She still suffers from wound modifiers for other Trait rolls normally.

 

Powers:

Mind Reading

Rank: Novice

Power Points: 3

Range: Smarts

Duration: 1

Trappings: Mental invasion.

Audrey forcefully enters another person's mind, looking for something. This is an opposed roll versus the target’s Smarts. A success allows her to gain one truthful answer from the subject. The target is aware of the mental intrusion unless Audrey gets a raise. The GM may apply modifiers based on the subject’s mental Hindrances or current state of mind.

 

Burrow

Rank: Novice

Power Points: 3

Range: Smarts x 2

Duration: 3 (2/round)

Trappings: Rapid tunnelling.

Audrey stomps her foot and shatters the earth, rapidly tunnelling to wherever she wants. She can remain underground or burrow to anywhere with a Pace equal to the power’s Range. When she emerges, it is in an explosion of dust and debris that gives a -4 penalty to trait rolls in a Small Burst Template centered on her for one turn, unless the target passes an Agility roll at -2.

Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets.

 

Concussion

Rank: Novice

Power Points: 2

Range: 10/20/40

Duration: Instant

Trappings: Telekinetic, sonic.

Audrey snaps her fingers, and a sudden explosion of invisible (but very loud) force occurs around her target's body. The damage of the spell is 3d6, and it applies a level of Bumps and Bruises.

Additional Damage: The caster may instead create a single 4d6 explosion for 3 Power Points. The more focused blast does not apply Bumps and Bruises.

 

Havoc

Rank: Seasoned

Power Points: 3

Range: Smarts x 2

Duration: Instant

Trappings: Telekinetic.

Audrey waves her arm, and invisible hands drag and throw people in random directions. With a success, she places a Medium Burst Template anywhere within range. Any character touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked 2d6” in a random direction (roll a d12 and read the result as a clock facing) and becomes prone. If the target strikes an inanimate object, they are Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll. Additionally, roll a d6 to see if the flyer is moved toward the ground (1–2), stays level (3–4), or is moved away from the ground (5–6).

Additional Effects: For double the Power Points, Havoc affects a Large Burst Template.

 

Gear

$95

Peg Leg (Reduces One Leg penalties)

Cane (Parry +1, Str+d4)

Knife (Str+d4)

Horse

Saddle

Manacles

Lantern

20' Rope

 

Backstory

Audrey was born in Dilegad, to a carpenter and a boatmaker, and had a decent upbringing. With two working professionals, her family was able to afford a small bit of education for their children, which Audrey in particular excelled at. Not that Audrey ever took much interest in learning, preferring to hang around the docks and with the shady alchemist's kids. When she became an adult, maybe unsurprisingly, she decided that honest work was for fools and joined a privateer ship as their mage's apprentice, managing to impress the older witch with her intellect and the few bits of alchemy she'd picked up. She and her mistress sailed with various pirate or privateer crews for a long while, and Audrey eventually became a formidable witch in her own right.

 

However, the seas of Mote are always dangerous, and it's only a matter of time before any sailor has to face a horrible ship-eating monster. In the middle of the open ocean, a colossal shrimp attacked their vessel, and was driven off only after a desperate battle. Audrey survived, at least, though with one fewer leg and a lot more scars and burns. Her mistress had covered the shrimp in a grease fire, which became a lot less helpful when it got Audrey in its burning jaws. Her left leg had to be amputated at the knee, and most of her body, including her face, is covered in burns and scars from the monster's teeth and poisonous feelers. Better-off than most of the crew, maybe, including her mistress and the captain, but more than bad enough for Audrey to swear off piracy forever. She returned to Laessos and made a living as a wandering witch for a while, until her fearsome reputation got her a job as a sheriff in Wireld, where her hideous disfigurement is both an occasional asset and a perfect representation of her cruelty in her exercise of power. Her reputation for petty tyranny might have something to do with why Eshi is sending her away with the party as a representative of Wireld.

 

Audrey is almost forty, and is a relatively tall, thick, tough-looking goblin woman. She has many serious scars over all parts of her body, including withered skin from the giant shrimp's poison and burns around her left leg, arm, and side of her face. Her left eye is permanently bloodshot, she's missing a chunk of her nose, and her mouth is permanently twisted and scowling. A portion of her greying black hair no longer grows, due to her burns, and the rest is wild and frizzy, held back by a simple headscarf. She wears heavy black clothing and thick, well-worn robes open at the front. To compensate for her missing leg, she wears a simple peg-leg and uses a cane.

 

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Jered

Human

Insolent Hunter

XP: 60

Wounds: 0

Fatigue: 0

 

Agility: d10

Smarts: d8

Spirit: d8

Strength: d6

Vigor: d6

 

Shooting: d10

Stealth: d10

Survival: d8

Tracking: d8

Healing: d8

Notice: d6

Swimming: d6

Climbing: d4

Fighting: d4

 

Parry: 4

Toughness: 8 (5 base, 2 natural armour, 1 leather armour)

Charisma: -2 (+0 vs humans)

Pace: 5

 

Edges:

Woodsman

Alertness

Marksman

Double Shot

Trademark Weapon (Braidvine Bow)

Elan

Untouchable (parasite edge)

Unbreakable (parasite edge)

Lucky

Great Luck

 

Hindrances:

Curious

Illiterate

Outsider

Parasite

 

Gear:

Dagger

Braidvine Bow

Leather armour

Quiver

Barbed arrows (a dozen-ish)

20 yards of rope

3 silver coins (?)

 

Untouchable:

Simply by willing it, you may teleport to any location currently visible to you. Make a Vigor roll when you do this: if you fail, you still teleport but gain a Fatigue level in the process, which recovers with at least 6 hours of sleep.

 

Unbreakable:

Your flesh begins to take on a stone-like consistency, protecting you from harm but hindering your movements. You gain 2 points of Armour, but your Pace is reduced by 1.

 

Braidvine Bow:

This bow -- stave and string -- is made from living braidvine, a hardy vine that grows in woven "cables". It functions as a regular bow (page 54) and is a minor artifact with two powers (arcane 1d8e, 10 PP).

 

Entangle

The wielder can pull a cordon off the bowstave and fire it at a target or group of targets within 12"/24"/48", rolling arcane versus Agility with a penalty of 0/-2/-4. On a success, the target is wrapped up in braidvine cables. It takes a -2 penalty to Pace and skills linked to Agility and Strength. On a raise, the target is completely bound and rooted to the ground. It cannot move or use skills linked to Agility or Strength.

 

Each following round, a target may make a Strength or Agility roll to break free. Other characters may attempt to free a target by making a Strength roll at -2.

 

This power entangles a single target for 2 PP. Instead of affecting a single target, the cordon may be fired at the ground and affect everyone in a Medium Burst for 4 PP.

 

(This is the Entangle power, page 113).

 

Vine Bridge

The wielder can pull a cordon off the bowstave and fire it to create, on a successful arcane roll, a network of vines over a given area. The network extends 12"/24"/48" when taking a penalty of 0/-2/-4 to the roll. This can create a makeshift ladder on a cliff face, or a narrow bridge rooted on both edges of a chasm. The vines can support one armoured humanoid at a time, moving at a Pace of half their Strength die. Using this power cost 3 PP.

 

Backstory/Personality:

A lanky human barely out of his teens, Jered is a hunter who spends his time wandering the uncivilized patches of Eressos searching for game. His visits to Port Jynt and the island's other villages for trade are brief. The townsfolk view him with disdain and suspicion. He's not only a human, but a boorish, uncivilized one at that. For his part, Jered has little regard for the niceties of society, and is more than happy to trade the narrow streets for the wide open sky.

 

Those willing to put up with him find him frank and carefree, albeit rash. But his insatiable wanderlust means he's never among company for long. It would have to take some momentous event for that to change.

 

 

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nore spirit so maybe i dont have to bend over for the alien queen as much

 

 

 

Bekora Tiquo Human Mechanic

XP: 60 (Advancement 12)

Wounds: 0

Fatigue: 0

Power Points: 10/10

 

[spoileralt=Skills and Derivatives]

Agility: d10

Smarts: d10

Spirit: d8

Strength: d4

Vigor: d4

 

Investigation: d10

Knowledge (Engineering): d10

Knowledge (Geography): d8

Notice: d8

Repair: d10

Riding: d10

Shooting: d10

Spellcasting: d10

Streetwise: d6

 

Parry: 2

Toughness: 4

Charisma: +0

Pace: 6

 

Arcane Background (Magic): 10 PP, 3 powers

MacGyver: May improvise temporary gadgets

Scholar: +2 to two different Knowledge skills

Steady Hands: Ignore unstable platform penalty; Running penalty reduced to -1

Gadgeteer: Once per session, can create Weird Science object from spare parts

Machine Empathy: Can touch structure or mechanical device to get flash of insight into creator's intentions. +2 bonus to all Repair or Knowledge (Engineering) with device. Once per session, may hold a device and learn something about creator (draw card, Signs and Portents in Horror Companion)

Ageless: All negative effects of Elderly nullified. No need to sleep, can make natural healing rolls (1 p/d), receive +2 Vigor rolls to hunger/thirst/env rolls.

Remote Control: Target tool, machine or other artificial device within 2*Smarts and roll Repair; on success, you can operate it as if you were holding it, even if not in possession of tools normally needed to make it work. Complex devices may impose a penalty, if machine has a Smarts score it can make an opposed Smarts roll to resist. Can only cause a device to do things it was designed to do.

Trademark Weapon - Giken Nomang: See Gear, below

 

Elderly: Pace –1, –1 to Strength and Vigor die types; +5 skill points for any skill linked to Smarts

Loyal: Bekora tries to never betray or disappoint her friends

Stubborn: Bekora always wants her way

Parasited: Bekora is host to an Ammat-Xan parasite, and may have to roll Spirit to avoid Compulsions.

[/spoileralt]

 

[spoileralt=Gear]

Horse

Crowbar

Hammer

20 yards of rope

Iron spikes (10)

Shortbow

Quiver

Barbed arrows (19)

Revolver Ammo (19)

[spoileralt=Giken Nomang]Weird Science Artifact Revolver: 10PP - Effect: For 2PP per shot, Giken Nomand charges the bullet with electrical force, creating an arc between the target and the weapon. This causes +4 bonus electrical damage (+2AP versus metallic clothing or armour)

 

A revolver, a long-lost artifact from ancient times. Giken Nomang has been faithfully restored and modified by the mechanic Bekora Tiquo of Eressos. All components of the six-shot weapon have been reblued and the grip has been replaced by wood carved from a branch of a Halitarn Noble Tree. Fine copper wires are inlaid elaborately throughout the device, winding around the barrel, throughout the receiver, and into the wood of the grip.

 

Charged with the spirit of electricity, the gun tingles the hand of anyone touching it. This can be uncomfortable for people not experienced with electrical energy or magic in general. To someone not familiar with Giken Nomang, it operates just as a standard revolver. Only in the hands of an expert does it unleash its true power: As the shot is fired, the spirit within the revolver charges the bullet passing through the barrel with electrical force, and the result is spectacular.

 

The copper tendrils covering the weapon flash a brilliant white-blue as the shot is fired. Its target will be struck simultaneously by lead and lightning, with arcing electricity linking the bullet back to the revolver's spirit.

 

This weapon is not known for its subtlety.

[/spoileralt]

[/spoileralt]

 

[spoileralt=Spells]

[spoileralt=Chain Lightning (custom power, based loosely on Bolt)]

Rank: Novice

Power Points: 3

Range: 12/24/48 (+special)

Duration: Instant

Trappings: Electrical arc

An electric current originates from the caster and passes through a series of enemies. A normal success hits two targets, which must be within 4 units of each other; each raise adds another target, which must be within 4 units of the previous target. All targets take 2d6 damage, and Chain Lightning ignores up to 2 points of Armour.

[/spoileralt]

[spoileralt=Forcecage (based on Damage Field)]

Rank: Seasoned

Power Points: 4

Range: Touch

Duration: 3 (2 PP/round maintenance after duration expires)

Trappings: Electrical field

An electric field envelops the target, dealing 2d6 (2d8 with raise) damage (2 AP) to anyone who contacts them in close combat. If the target attacks unarmed, add Str+2d6 (Str+2d8 with raise) damage (2 AP). Target can also touch (+2 Fighting) to do 2d6/2d8 damage (2 AP). Grappled opponents take field damage every attacker's round. If target becomes very wet (as in heavy rain or having a bucket thrown on them) field will short out, disappear, and deal 2d6 (2d8 with raise) damage (2 AP) to target.

[/spoileralt]

[spoileralt=Summon Elemental (Summon Ally)]

Rank: Novice

Power Points: 3+

Range: Smarts

Duration: 3 (1 PP/round maintenance after duration expires)

Trappings: Creates an elemental servant under the control of the caster.

[spoileralt=Lightning Spirit (Seasoned-rank lightning elemental)]

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d6, Vigor d6

Pace: 8, Parry: 7, Toughness: 5

Skills: Fighting d8, Shooting d6

 

Special Abilities

Elemental: Having no discernible body parts, the lightning spirit normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison.

Assault and Battery: The lightning spirit can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage with 1 point of armour piercing. Anything that strikes the spirit with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack.

Capacitance: The lightning spirit is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken.

Chain Lightning: With a successful Shooting roll, the lightning spirit can launch a ranged attack equivalent to the Chain Lightning spell.[/spoileralt]

[spoileralt=Lightning Wisp (Novice Rank lightning elemental)]

Attributes: Agility d12, Smarts d4, Spirit d8, Strength d4, Vigor d4

Pace: 10, Parry: 6(+2), Toughness: 4

Skills: Fighting d8

 

Special Abilities

Elemental: Having no discernible body parts, the lightning wisp normally suffers no additional damage from called shots. It is also immune to fear, intimidation, disease and poison.

Assault and Battery: The lightning wisp can batter itself against enemies to shock them. Treat this as a natural weapon inflicting Str+d4 damage. Anything that strikes the wisp with an unarmed attack, makes a successful grapple attempt, or otherwise touches it with an unprotected body part also automatically takes damage as if struck by this attack.

Hover: The lightning wisp levitates several feet above surfaces and is therefore unaffected by most terrain. It can also hover across any gap that it can cover in a single turn's movement.

Capacitance: The lightning wisp is animated by electrical energy. A very powerful shock can short it out, but lesser currents only energise it. It effectively has Improved Arcane Resistance against electrical attacks (+4 Toughness and +4 bonus to opposed rolls). In addition, any electrical damage that fails to inflict at least a Shaken result on the elemental will cause it to recover from Shaken status if it was already Shaken.

Small (Size -2): The lightning wisp is a pulsating orb that grows no more than one foot in diameter. All attacks against it suffer a -2 penalty, giving it an effective Parry of 8 against melee attacks and meaning that missile attacks must roll a 6 or better to hit at short range.

[/spoileralt]

[/spoileralt]

[spoileralt=Charge (Smite, modified with increased range and PP cost)]

Rank: Novice

Power Points: 3 per target

Range: Smarts

Duration: 3 (1 PP/round maintenance after duration expires)

Trappings: Charges a weapon with electricity

 

Increases the target weapon's damage by +2, or +4 with a raise. May affect up to five targets.

[/spoileralt]

[/spoileralt]

 

 

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Edge: Power Points

Rokhsana

Race: Human

Occupation: Scholar

Alignment: Grouchy

 

Agi d4

Sma d8

Spi d12

Str d4

Vig d4

 

Skills:

Faith d12

Fighting d4

Healing d8

Knowledge (Arcana) d10

Knowledge (Eressos history) d6

Knowledge (Ammat-Xan) d6

Persuasion d8

Streetwise d8

 

Edges:

Arcane Background (Magic)

Connections (Wireldi Intelligence)

Elan

Power Points x4

Healer

Luck

New Power x4

Soul Drain

 

Hindrances:

Elderly

Vow (minor- to serve Wireld above all else)

Wanted (minor- Rokhsana’s connection to Wireld’s spy agency might be known to the authorities in other cities.)

 

Powers:

Summon Ally

Bolt w/ Fire

Telekinesis

Healing

Dispel

Greater Healing

Environmental Protection

 

Inventory:

Staff- Rokhsana’s personal walking stick, carved with elaborate geometric patterns. Enchanted to give +1 to Faith rolls. Functions as a weapon equivalent to a rapier (str+d4 damage, one handed, +1 parry). Also handy for climbing up hills.

Leather Armor

Horse- a mare named Hydaspes. Likes apples. -currently in Halitarn

Bedroll

Normal Clothing

Waterskin

Broken Valkyrie Parts

 

Derived Stats:

Charisma: 0

Pace: 5

Parry: 5 (4 natural +1 from equipment)

Toughness: 5 (4 natural +1 from equipment)

Power Points: 25

 

Backstory:

Rokhsana is a priestess of Tanann and one of the librarians at Wireld’s official archives. Since the appearance of the bloodstained sky she’s devoted herself to researching Ammat-Xan. After learning of the events surrounding Iskania’s fall from power, she’s decided that the threat of Ammat-Xan requires a more urgent response.

 

At least, that’s what she tells people. Unbeknownst to the party, she is actually analyst for Wireld’s intelligence service, specializing in Eressian affairs. Eshi has ordered her to join the party to observe Port Jynt’s most dangerous and unpredictable agents, and to steer their efforts to Wireld’s benefit.

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