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All the Creeping Things: An AIMhack Campaign


Lilith

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Vitaemancy kind of sticks in my craw too, but don't blame me, I didn't come up with the name.

 

Enchantment and Illusion have indeed been merged. I'd like to shake up the other schools at some point so that each school has a clearer focus and less overlap with others, but I think this campaign already has more than enough changes to the base rules as it is.

 

Originally Posted By: Nioca
Uh, something just occurred to me: We have the date and time of this pre-session, but not the location. Where is this supposed to take place? SpidwebRP?

 

Oh yeah, I should probably have thought of that. Let's go with swcreeping for the room.

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Originally Posted By: Lilith
Vitaemancy kind of sticks in my craw too, but don't blame me, I didn't come up with the name.


Lovely! Let's figure who made up the name and lead a mob against them! smirk

Meanwhile, there's got to be a better name, and since AIMHack is in some ways a community project, can we start brainstorming? Physiomancy? Animancy (or Animamancy)? Chelonomancy? Corporomancy? Sanguinamancy? Trophomancy? Zoamancy? Something else?
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i'd actually be pretty much cool with Biomancy personally

 

alternatively we can drop the pseudo-Latin entirely, jiggle the schools around a little and have Life Magic, Mind Magic, Force Magic and uh a few others i can't think of right now

 

this conversation probably belongs in the metathread though!

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Originally Posted By: Lilith
I thought the whole Vitaemancy was actually someone else's idea, as an attempt to shove healing spells out of Conjuration and into Necromancy and to then rename Necromancy to emphasise that it wasn't all about killing things. I think it might have been Nioca's doing.

I didn't come up with the name, but I did push for healing and the like to be put into Necromancy (since it was otherwise pretty much useless). That said, I like 'Vitaemancy'. It's fairly recognizable as having something to do with life, and covers all aspects of the school without being overly pretentious or obscure.

(On another note, isn't the meeting supposed to be in 3 minutes? Or did the time converter lead me astray?)
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Name, race, alignment, and skills. Haven't thought up a suitable backstory, though it's not like a complex one will be required.

 

Click to reveal..
Siegmunde

Human

Paladin

Lawful.

 

Melee (Spear): 8 (36)

Magic (Vitaemancy): 6 (57)

Acrobatics: 5 (67 +1 RB)

Athletics: 4 (77)

Composure: 3 (83)

Melee (Unarmed): 2 (86)

Stealth: 2 (89)

Perception: 2 (90 +1 RB)

 

HP: 30/30

STA: 10/10

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Click to reveal..

Creidne Warwick (Credge-ni)
Human


Melee: 7 (One-handed swords)

Acrob: 5 (+1 innate)
Athle: 4

Perce: 3 (+1 innate)
Compo: 4

Steal: 3
Thiev: 2

F.Aid: 3

Human Survival: You receive a +1 bonus to Perception checks, and also to any one of the following three skills: Stealth, Athletics or Acrobatics. You can make checks in any of the above four skills (even the ones you didn't choose to put a bonus point in) as if trained, even if you have no points invested.


Edit: Not got a solid backstory, but a bit of info:

Click to reveal..

Basically, Creidne is Bond with breasts. She sneaks about, steals evil plans, kills evil dudes, and is otherwise wonderful.
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I put in everything, but it's prolly best to ignore the spells and inventory for now.

 

Click to reveal.. (Character Sheet)
Name: Breaton Whistley

Occupation: "Mightie ande Powerfull Magicker of Unrivalled Efficasie", according to the sign.

Race: Human

Deity: Liea

Alignment: Exuberance

 

HP:22

 

Acrobatics: 2 (3 points)

Alchemy: 4 (10 points)

Arcana: 4 (10 points)

Artifice: 4 (10 points)

Athletics: 4[+1 to checks from perk] (10 points)

Magic(Evocation): 5 (15 points)

Magic(Conjuration): 4 (10 points)

Magic(Transmutation): 4 (10 points)

Magic(Abjuration): 2 (3 points)

Melee(Polearms): 3 (6 points)

Perception: 2[+1 to checks from perk] (3 points)

 

Human Survival: You receive a +1 bonus to Perception checks, and also to any one of the following three skills: Stealth, Athletics or Acrobatics. You can make checks in any of the above four skills (even the ones you didn't choose to put a bonus point in) as if trained, even if you have no points invested.

 

Click to reveal.. (Spell/Technique List)
Flight(Transmutation)(Free Slot)- Breaton changes his greatcoat into a large pair of wings, which allow him to fly, though rather clumsily. Drains Stamina when flying, but not when wings aren't being actively used.

Swarm(Conjuration)(Free Slot)- Breaton summons a large, varied swarm of insects and small animals that attack and pester nearby enemies. Might have difficulty identifying "enemies" if someone insists on wading right into the swarm.

Fireball(Evocation)- Breaton throws a head-sized ball of flame that explodes on impact.

Telekinesis(Evocation)- Breaton creates a force with his mind up to medium range. In combat, this can't do anything directly useful other than a strong concussive force on a single enemy, but can manipulate all manner of objects in all manner of ways. Heavier items or prolonged usage can drain Stamina.

Lightning Spray(Evocation)- Breaton shoots lightning out of his hands, frying enemies in an area at short or medium range.

Doppelganger(Conjuration)- Breaton summons an imp that takes his shape. It can follow commands and convincingly impersonate him, but may not be entirely friendly or reliable, and is not very useful in combat.

Summon Steed(Conjuration)- Breaton conjures a magical construct that he can ride, though no guarantees as to what animal it actually is. He can try for a specific one, but the spell is notoriously unreliable. The steed will not do anything at all unless Breaton is somehow touching it.

Scintillation(Transmutation)- Breaton casts the spell, and the object in question begins to glow brightly, and will flash and spark whenever struck, or used to strike something else.

Rot(Transmutation)- Breaton ruins the equipment of a group of enemies, weakening or rusting metal and rotting wood, leather, or clothing.

Orb of Protection(Abjuration)- Breaton creates an almost completely transparent shield around himself or another that deflects or dulls the impact of missiles or melee attacks.

Impale(Polearms)- Breaton uses the point on his weapon to impale an enemy, and then lifts them into the air, dealing heavy damage and incapacitating the enemy. Costs two Stamina.

Threaten(Polearms)- Breaton uses the superior range of his weapon to keep an enemy at bay for a turn.

 

Click to reveal.. (Inventory)
25 gold coins

Heavy double-headed poleaxe

Small knife

Small hatchet

Needle and thread

Leather pack of blacksmithing tools (Pliers, file, tongs, small hammer, enchanting stuff, etc.)

Alchemy kit

Jeweler's kit (wire, tweezers, solder, snips, magnifying glass, engraving tools, enchanting stuff, etc.)

Small vial of healing potion x3

Small vial of stamina potion

Heavy, long greatcoat

Leather gloves and boots

Large, ratty wizard hat

Heavy clothing

Whetstone

Flint & Steel

Compass

Food and water

Bedroll

Ring of Mystical Warning - A bland copper ring that warns its wearer of active magic around him. Breaton can easily alter it to not warn him about magic of a certain type or magic cast by specific people.

 

Click to reveal.. (Backstory)
Breaton Whistley owns and operates a good-sized, successful magic shop on Briar Street in the city of Roaln. He's well-known around the city for being an honored veteran, assisting the city guard with periodic goblin raids, and being quite a character. He looks more like a lumberjack than a wizard - he's huge and strong, with an enormous bushy red beard and a wild mane of hair. The fact that he uses a double-headed poleaxe as a staff has more than a few people convinced that he's playing a character or just enjoys the confusion.

 

But Breaton's well-acquainted with that ax - the campaign that he had been in - against an city-state looking to expand - had gone sour fast, and the normally enviable position of battlemage lost its luster when Breaton lost his general, most of the army, and more importantly, his uncle and two cousins. The Whistleys are a large, skilled clan of wizards that try to make a point of being active in the world through (nominally) ethical mercenary work, and that Breaton was the only one of four to survive spoke well of him when he returned years later, leading the tattered but victorious remnants of the army behind him, adding another city to the kingdom he had been chosen to support.

 

While surviving and excelling when three family members had died inevitably led to some tension in his extensive family, the Whistleys are practical wizards, and consider the bonds of magic and blood to be sacrosanct. Some shouting and property damage left the matter resolved, and Breaton continues to enjoy the collaboration and company of the Whistley clan whenever he or they choose to visit.

 

Well-paid for his exploits and with a sparkling new reputation to boot, Breaton traveled a bit, and though still quite young, opened his magic shop, which he's successfully managed for a few years, learning much of his trade in the process. When he received the letter from Lady Arielle, though, the combination of ominous implications and wanderlust piqued his interest, and he got one of the Whistley aunts to take care of his store while he set out on an adventure.

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Lilith requested we post our character ideas in the thread, so here's mine. I'm bringing back Lephista from CoH:

 

Click to reveal.. (Lephista)
Lephista

Race: Dragonborn

Occupation: Priestess

Alignment: Righteous

 

Magic (Conjuration): 9 [45]

First Aid: 6+1 [66]

Martial (Aikido): 3

Crafting (Alchemy): 3

Composure: 3 [84]

Arcana: 2 [87]

Athletics: 1

Perception: 1

Stealth: 1 [90]

 

Perk: Emergency Medical Response

When you use First Aid or healing magic on a character who is at 25% of their maximum HP or less, they receive an additional 2 points of healing.

EDIT: Also, spells and techniques:

Click to reveal..
Conjuration Spells:

* Brafdyk's Mystic Succor: Heals a single target.

* Roulsk's Patent Curative: Cures poison and disease.

* Firin's Limitless Resources: Summons a basic, no-frills version of most any object. May cost stamina, depending on the object.

* Lephista's Enhanced Avian: Summons a bird, of a species of Lephista's choice, intelligent and capable of speech.

* Solid Shot: Summons several lead slingstones and hurls them at a target.

* Tirge's Bound Foe: Causes a net of rope-like vines to appear around the target, immobilizing it.

* Choking Cloud: Covers the battlefield in opaque black smoke. Enemies will lose stamina over time if they remain in the cloud, but party members and their friends will not. All attacks aimed into or out of the cloud suffer a penalty to hit. Anyone inside gets a bonus to stealth and a penalty to perception.

 

Aikido Techniques:

* Forearm hold: Lephista grabs the elbow and wrist of an opponent and forces their arm down, making it difficult for them to attack or move until they break the grip. An exceptional success may also cause them to drop anything they were holding with that arm. Costs 1 stamina, and may require more to maintain the hold against a determined attempt to break free

* Hip throw: Lephista grabs an opponent and throws them backwards over her shoulder. They take more damage than a normal attack, and land on their back on the square behind her. Costs 1 stamina.

EDIT EDIT: Also, inventory and backstory.

Click to reveal.. (Inventory)
Symbol of Mariona (worn around neck)

Poncho (worn)

 

Alchemy kit

Healing potion x3

Stamina potion x3

Stimulant

Featherfall Brew

Protective Oil

Purgative

Sleeping Draught

5 of each reagent

 

Balbus the horse

Tent and bedroll

Lantern

4 days' rations

Waterskin

 

50 gold pieces

Click to reveal.. (Backstory)
After the events of City of Hope, Lephista stayed in Elpis. She helped its inhabitants build new homes and adjust to life on land, and eventually became the town's full-time healer and priestess of Mariona. Just as she was getting used to the idea of settling down, she received Lady Arielle's strange letter. After three anxious days, she decided that it sounded like she was needed more in Pelinora than at her current post. A week later, her affairs were in order, Acolyte Finlis had the keys to the shrine, her congregation had persuaded her to accept the money that they'd collected to help her on her way. Soon after, she was in Pelinora.
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On Rowen's behalf:

 

Click to reveal..
Name Owec

 

Skill Points 90

Skill points not used 0

 

Race Human

Age 26

Sex Male

Ocupation Body Guard

 

Health 26

Stamina 10

Speed 5

 

Acrobatics 5

Arcana 4

Artifice 1

Athletics (+1) 6

First Aid 2

Melee (Longsword) 5

Nature 5

Perception (+1) 6

Stealth 1

 

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Click to reveal.. (Lucia)
Name: Lucia Hannel
Race: Human Female
Age: 26
Occupation: Mage
Alignment: Cheerful

HP: 11 / 11
STA: 10 / 10

Acrobatics: 4
Arcana: 3
Nature: 5
Athletics: 1
Magic (Evocation): 8
Perception: 6

Skill Points banked: 1

Perks:
Human Survival: +1 to perception rolls, +1 to acrobatics rolls. May roll perception, stealth, athletics, or acrobatics as trained even if untrained.

Description:
5 foot, 6 inches, fair skin and curly blond hair typically worn loose that falls to just below the shoulder. Blue eyes. Favors light colored robes and dresses. Always wears a brass pendant on a necklace. The pendant has the words “love conquers all” inscribed on it.

Backstory:
On the western side of Laessos, between Dilegad and Ylesk, there is a small village named Telemin which few mapmakers bother to make note of. That tiny village, at the borders of foothills and forests, is where the young mage Lucia Hannel hails from. She was the fourth child, after three boys, born to a blacksmith. She never expected her life to be anything but what she knew in the village, though she often dreamed of an exciting life in foreign lands. She would frequently play out her fantasies in the woods and hills near her home.
When Lucia was 16, a dwarf named Amos Viksman came traveling through her village. Amos was a wealthy, traveling mage of more than some renown, and he immediately recognized Lucia’s talent for magic. No one had suspected that Lucia could be a powerful mage, least of all Lucia herself. Amos offered to make Lucia his apprentice. Her father was against the idea, but Lucia, with the help of her mother, convinced him to let her go. After that, Amos and Lucia traveled around Laessos for several years, with a few trips to Tanan and Koros.
3 years ago, Ylesk experienced a rash of kidnappings. The victims would disappear and then reappear weeks later, brutally murdered. The local government was unable to find the culprits, though not from lack of trying. When Amos and Lucia arrived, a young boy had just been taken. After learning about the murders, Amos and Lucia decided they had to act quickly before the boy turned up dead. The pair searched high and low, and eventually tracked the murders back to a cult dedicated to Hurak based on the outskirts of town. Judging that they had little time to inform the authorities, they took matters into their own hands. They rescued the boy and later informed the authorities about the cult and where it could be found. The locals praised the pair as heroes, but this just embarrassed Amos and Lucia to the point where they left early.
Then, one year ago, Amos and Lucia arrived in Dilegad during a massive fire. The flames had already engulfed a large section of the city and were continuing to spread. The pair immediately volunteered to help suppress the flames. At one point, Amos ran into a building after learning there were people trapped inside. The whole building collapsed only a few moments later. Lucia had been across town keeping the fire at bay at the time of Amos’s death. It was days after the fire had gone out that his body was found.
Lucia, mournful and feeling more than a little guilty, turned homeward. Her parents welcomed her with open arms. She decided to stay in Telemin, helping the locals any way she could. Lucia was starting to feel content and peaceful again when she received the most peculiar letter…

Click to reveal.. (Spells)
Illumine – Sheds light in a 10-foot radius.

Flashbang – Fires a small energy blast that, on impact, lets loose with a blinding flash and deafening crack, stunning anyone nearby.

Energize – Charges magical objects, auras, and effects with additional energy. Useful for recharging dormant artifacts or enhancing buffs.

Tyinian Sunbeam – Fires a beam of hyper-concentrated sunlight at the target. Does less damage, but is more accurate and has a considerably longer range. As an added bonus, the spell is quiet, making it good in stealthy situations. The caster can fire multiple beams at the cost of 1 stamina per additional target.

Solar Flare – (1 stamina) Bombards an area with intense heat and light. The AoE is small, but anyone caught inside takes moderate damage and a penalty to their next combat roll.

Blazing Orbits – Creates up to three spheres of concentrated energy that revolve around the caster at blinding speed. Anyone trying to engage at melee range will almost invariably get hit by one and take damage. This spell can be cast on others, but stamina is required to do so.

Click to reveal.. (Inventory)
Knapsack
Walking Stick
Spare Robes x 2
Spellbook
Brass Pendant
Soft Leather Boots
Small Knife with Sheath (strapped to the lower leg at all times)
Bedroll
Fruitcake x 2 (1 cake is enough for two days)
Waterskin
Bottle of Whisky
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What they said. Wrapping in spoilers:

Click to reveal..
Originally Posted By: Character
Name: Weimin Jian

Sex/Race: Male Lacewing

Occupation: Revolutionary

Alignment: Determined

 

Skills:

 

Acrobatics: 2

Arcana: 0, +1 Racial

Artifice: 4

Athletics: 2

Composure: 4

Melee (Swords): 7

Missile (Knives): 4

Perception: 2

Stealth: 4

Streetwise: 2

Thievery: 4

 

Techniques:

 

Techniques:

 

Lacewing Flight (Racial): Your wings allow you to glide short distances or briefly propel yourself up through the air, giving you a +4 bonus on checks to jump, break a fall or perform other feats of physical prowess that involve being airborne. 0 Stamina.

 

Wings of Fury (Melee, Compendium): Leaps and takes wing, either flinging the character upward and attacking a low-altitude foe or hurtling over obstacles (or creatures) and slashing at a chosen enemy. After the maneuver, the character's defense is reduced for one round to recover footing. Depending on the distance involved, the technique may require more than 1 stamina to perform. 1 Stamina.

 

Hurricane Spin (Melee, Compendium): Lashes out at multiple targets around the character, making attacks against each one. The character takes a penalty to defense the next round equal to the number of additional targets. 0 Stamina.

 

Duelist's Counter (Melee, Compendium): Targets a single enemy, focusing on countering their attacks. Provides a bonus to defenses against the target's attacks, and if the target misses with a melee attack, automatically counterattacks. However, defenses against attacks from all other enemies receive a slight penalty. This ability lasts until either the target is defeated or a counterattack is made. 1 Stamina.

 

Coordinated Strike (Melee, Original): You launch a sequence of complicated attacks, causing your opponent to focus too much on you and not enough on your allies. This attack deals less damage, but grants your allies a bonus on their next attack against the target. 0 Stamina.

 

Distracting Strike (Melee, Original): You step between an opponent and a beleaguered ally, taking the brunt of the next attack while your ally escapes. The attack deals damage normally, and the target cannot attack anyone else but you for its next turn. 1 Stamina.

 

Palmed Weapon (Missile, Original): You keep a small melee or thrown weapon hidden behind hand and forearm, then attack when your opponents least expect it. You attack with a small weapon that has previously been hidden with a successful Thievery check. The attack has bonuses to hit and damage. 0 Stamina.

 

Shoot from the Shadows (Missile, Original): You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment. 0 Stamina.

 

Interrupting Shot (Missile, Original): A painful attack breaks your opponent's concentration. In addition to dealing damage, the target saves to continue its current action (if applicable); otherwise, it takes a penalty to its next action. Examples include making the target drop a heavy object, disrupt a ritual, or fail to connect on its next attack. 1 Stamina.

 

Inventory:

 

Small Sword

Brace of Throwing Knives (8)

Dried Rations (4)

Waterskin

Torches (2)

Flint and Steel

Whetstone

Rope with Grappling Hook

Crowbar

Lockpicks

Originally Posted By: Backstory
Bandit. Spy. Criminal. Saboteur. Assassin. Dissident. Thief. Insurrectionist. Outlaw. That was what they called Weimin Jian, and that was all they ever called him, because no one outside his band had ever put a name to his face. Until now.

 

He had no idea how this noblewoman had tracked him down on Selos. Neither did his companions (he ignored the request for secrecy in the letter; he shared everything with his comrades). A couple of them speculated that he was identified after the failed prison break on Ona.

 

It went without saying that he would have to leave the band for a time. After all, if one person was able to identify and track him down, more could have done the same. Their operation on Sarden had gone too far to risk any threat; he would have to lay low for the next few months. He could only hope that none of the others had been identified -- they hadn't been mentioned in the letter, after all.

 

And if he had to leave the band for a time, why not take up this strange noblewoman's offer? After all, it would be novel to work for the establishment for once.

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Posting here. Just the basics and backstory, since otherwise it'd be huge.

 

Click to reveal.. (AMADAN RAYTON)
AMADAN RAYTON

Male Human

Alchemical Hunter/Archer of Liea

Pragmatic

 

HEALTH: 21/21

STAMINA: 10/10

SPEED: 5/5

SKILL POINTS: 00/90

 

Missile (Archery): 7 (28)

Melee (Knives): 2 (3)

Magic (Transmutation): 6 (21)

Alchemy: 3 (6)

Acrobatics: 3 (6)

Arcana: 2 (3)

Artifice: 2 (3)

Athletics: 1 (1)

Nature: 2 (3)

Perception: 5 (10+RB)

Stealth: 4 (6+RB)

 

HUMAN SURVIVAL (RACIAL) - You receive a +1 bonus to Perception checks, and also to STEALTH. You can make checks to Stealth, Athletics or Acrobatics as if trained.

 

LIEA'S BLESSING (PERK) - In the Bloodmarsh, whilst fighting the cultists of Yunelias, Amadan inadvertently forged a deeper connection with Liea. All fire-based attacks gain a +2 bonus to accuracy.

 

NEGATIVE ANIMAL MAGNETISM (WEAKNESS) - Animals are inherently drawn to Amadan, mainly for the express purpose of trying to maul him. In combat, animals have an elevated chance of targeting Amadan, and animals that cross Amadan's path, whether wild or domesticated, have a small chance of going inexplicably hostile and attacking Amadan on sight.

 

Click to reveal.. (Transmutational Spells (3+2))
Energetic Arrow: Charges an arrow with energy on launch, which effects the way it behaves. Requires a Move-Action or 1STM to cast, and will always consume 1 arrow.

-Fire Arrow: Can burn through armor or hard surfaces that normal arrows can't, partially bypassing DR and armor. Can easily ignite flammable substances and materials.

-Light Arrow: Partially transmutes the arrow into a bolt of light; the arrow flies faster and further, providing an accuracy and range bonus, and does increased damage to undead and incorporeal beings. Also makes a good signaling arrow.

-Electric Arrow: Electrocutes whatever it impacts, causing a penalty to actions and potentially stunning the target. Can also send an electrical jolt into liquids or metals.

-Impact Arrow: Strikes with abnormal force and momentum, doing additional damage and knocking the target back or down.

 

Ameliorate: Seamlessly mends a damaged or broken object, or heals a wounded being. Requires being adjacent to the target. Casting on a creature costs 1STM.

 

Hunter's Jump: Teleports the caster and anything he's carrying to a location within his Line of Sight. Anything longer than a short hop requires stamina, the amount depending on distance and any heavy loads the caster is carrying.

 

Detrimentum: Disintegrates a targeted creature or object.

 

Pyrokinesis: Takes control of fire, bending it to the caster's will. The caster can move, intensify, shape, or put out targeted flames. Bigger and more complicated tasks cost stamina, and the more fire that's available for the caster to use, the greater the chance of success. Magical flames are harder to manipulate than mundane ones, and are more likely to cost stamina.

Click to reveal.. (Archery Techniques (3))
Multi-Shot: Nocks and fire up to three arrows simultaneously. Each arrow counts as its own individual attack, at a -3 accuracy penalty for each additional arrow.

 

Arterial Break (1STM): An attack at a -2 penalty that attempts to strike and sever a major blood vessel within the target. If successful, the target will bleed, taking minor damage each round until the wound is healed or treated. Note that this technique only works if the target actually needs blood of some sort and the attacker has some idea of where to strike. (Particularly nasty if coupled with Bloodlet Toxin)

 

Sniper's Garrote (1STM): Takes careful aim and fires a shot at the target's throat. A successful hit will puncture the windpipe, preventing or strongly inhibiting the victim from casting spells, speaking, or using breath weapons until the arrow is removed and the wound healed. Useful for putting a spellcaster out of action or preventing a foe from sounding an alarm. Requires that the creature has a throat or similar portion of anatomy, and inflicts a -4 penalty to hit due to the shot's difficulty.

Click to reveal.. (Knife Techniques (1))
Flick Step: Does a quick slash or jab at a sensitive area with a melee weapon; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.

Click to reveal.. (Alchemical Recipes)
PRIMARY RECIPES (1 REAGENT)

Healing Tonic (Water) – Heals 6 HP when drunk.

 

Hawkeye Brew (Air) – A lightweight and simple brew that temporarily improves one's eyesight, providing a +3 Perception and an ancillary +1 Missile Weapons for 30 minutes.

 

Alchemical Fire (Fire) – Catches fire when exposed to air.

 

Stamina Potion (Earth) – Recovers 3 STM.

 

Aerolyzer (Air) – A clear liquid that, when mixed with a potion, poison, or other liquid, renders it aerosol. This reduces its potency, but enables the effect to be spread across a moderate area-of-effect. Note that this does not work on all potions (and is just a generally bad idea with others).

 

SECONDARY RECIPES (2 REAGENTS)

Kath Inhibitor (Earth + Fire) – The smoky-clear Kath Inhibitor is a simple and effective antidote, capable of curing a wide variety of mild-to-moderate poisons and toxins, and inhibiting the effects of stronger toxins. If you are pregnant or may become pregnant, contact a certified healer before taking.

 

Potion of Defensive Insight (Air + Earth) - This thin grey brew enhances the imbiber's self-preservation instincts and reflexes, providing a +2 bonus to physical/magical defenses and saves. While active, if the imbiber takes a hit that would knock him to-or-below 0 HP, this potion enables the character to partially avoid the hit, stablizing at 1 HP. This also terminates the potion's effects. Side-effects include mild paranoia and a sense of impending doom.

 

Paralytic (Air + Fire) - This slimy violet poison causes the victim's muscles to freeze up, forcing a save. If the victim passes, it takes a penalty to-act for a short time. If the victim fails, they're paralyzed for a few rounds. Can be imbibed or absorbed through an open wound.

 

Bloodlet Toxin (Fire + Water) - This poison acts as an anticoagulant, causing even minor wounds to bleed profusely. Those affected by this poison take more damage from any attack or harm that draws blood until the toxin is purged.

 

Primal Philter (Earth + Fire) – This red translucent potion shuts down the higher functions of the mind and taps into the imbiber's primal instincts; the drinker gains large bonuses to fighting unarmed or with natural weapons (teeth, claws, breath) and small bonuses to all other forms of mundane combat. However, until the potion wears off, spellcasting, complex combat techniques, composure, and anything beyond basic knowledge all take heavy penalties. The effects last 30 minutes.

Click to reveal.. (INVENTORY)
CURRENCY

10 Gold, 11 Silvers, 17 Coppers (11.27 Gold)

EQUIPPED/WORN

Ricochet Bow – A magical bow etched with transmutational runes. Provides a flat +1 accuracy bonus. Upon missing, a second d20 is rolled; a roll above a 10 ricochets towards the nearest logical foe with the amount above 10 added to-hit. A roll below 10 ricochets towards the nearest logical ally with the amount below 10 added to-hit. A 10 causes the arrow to disappear in a puff of apathy.

Quiver – A standard quiver for holding arrows.

__10x Wood Arrows – Standard, cheap arrows that could be whittled from long sticks.

__0x Iron Arrows – Well-crafted iron-tipped arrows. +1 Bonus when firing, less likely to break.

__10x Steel Arrow – High-quality steel-tipped arrows. +2 Bonus when firing, less likely to break.

Athame – A small athame, typically used for utility or alchemical purposes. In a pinch, it can also be used to poke holes in an enemy.

Leather Armor (Armor?) – Bog-standard leather armor.

Buckler (Armor?) – Your typical buckler with a wrist strap.

Prosthetic Gauntlet – A gauntlet that replaces Amadan's missing right middle finger, enabling him to fire a bow right-handed. (I can elaborate more on how it works if needed)

Pendent of Liea – A holy symbol of Liea. Has no powers, but identifies the person as a follower of Liea.

 

PACK

Alchemy Kit – A small kit with all the essentials to perform alchemy. It also has a small pouch for reagents.

__4x Empty Vials – Necessary for holding potions or more dangerous (or messy) reagents

__2x Air Reagents - Alchemical reagents, embodying motion and creativity. Usually consists of an animal's sensory organs or meteorites.

__2x Earth Reagents - Alchemical reagents, embodying stability and protection. Usually consists of animal bones and crystalline materials.

__3x Fire Reagents - Alchemical reagents, embodying destruction and change. Usually consists of caustic substances and animals' natural defenses (claws, teeth, venom).

__2x Water Reagents - Alchemical reagents, embodying persistence and restoration. Usually consists of fossils and animals' vital organs.

__Amadan's Recipe Book – A book of alchemical recipes. Has blank pages for storing new recipes learned in his travels.

Hawkeye Brew – Improves eyesight for 30 minutes, providing +3 perception and +1 Missile Weapons.

Kath Inhibitor – A smoky-clear antidote capable of curing mild-to-moderate poisons and toxins, and inhibiting the effects of stronger ones.

4x Jerky – Portions of dried meat. The tastier alternative to hardtack.

2x Waterskins – Bags capable of holding two days of water each.

25ft. Rope – A rope of 25 feet. Useful for chasm crossing, cliff climbing, or cattle catching.

Click to reveal.. (BACKSTORY)
"I haven't heard from you for a while." A lean figure spoke softly, staring into a gently-burning campfire. The firelight seemed to shine brightly off of a golden pendent in the figure's hand, though whether it was magic or a trick of the light was unclear. It was also unclear to whom the figure spoke to; he was alone on this night, on a little-traveled road toward Pelinora. "Not since Risis. Not since..."

 

The figure's voice trailed off into the night, his left hand subconsciously running over his gauntlet-covered right. "I don't doubt you. I still think that you're guiding me, even if only from a distance, but... I can't help but wonder. Why me? What makes me different, what sets me apart? Do I possess some unknown gift for being in the right place at the right time, or am I merely a magnet for chaos and turmoil? I mean... First the cult of Yunelias, then the time beetle on Aldathin. When I return home to contemplate and study, I find my hometown in chaos and Brahman authority there in ruin... And then, just when things quiet down, this letter shows up..."

 

The figure pulled a letter from his pack nearby and held it in front of him. "Every time it seems the world is right for even a few moments, something else falls apart in front of me." The figure, standing up, tossed the letter into the fire. For a few moments, he watched the inked paper burn to ash, small glowing embers rising from the fire and being carried on the gentle breeze toward the lightening sky of very early dawn. "I'm not really in a position to complain though, am I? I could very well just walk away. Just return to Mirus, settle down, have a quiet life..."

 

At this, the figure's words and posture seemed to draw on some reserve of resolve and confidence. "But someone has to care. Someone needs to set things right, and if that honor falls to me, then so be it. Even if it means sacrificing my chance for happiness, sanity, or even costing my life, I won't hesitate." The figure gathered up his pack, along with a bow and quiver. "All I ask is that you stay by me, Liea, for I am still in your service."

 

The figure turned to leave, waving his hand once. The campfire abruptly extinguished, leaving naught but a small trail of smoke leading up to the heavens.

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Click to reveal.. (Derl Kempal)
Name: Derl Kempal
Alignment: Dedicated
Race: Dragonborn
Occupation: Bladesman

Skill Points: 6

Martial (Blades): 8
First Aid: 6
Composure: 7


Click to reveal.. (backstory)
Derl Kempal has always been very focused. When he was young, he determined that he would become an expert swordmaster, and left home to start working on it. Unfortunately, he didn’t last long on his own before he fell in with a band of thieves. He was able to exploit his charisma and natural healing abilities to gain a position in their ranks and started a long, slow road of learning what he’d dedicated himself to.
There were many more after that; he had no particular loyalty to any of the groups he passed through, though he did make sure to always finish anything he’d promised before moving on. Young and alone, he understood the wisdom of not upsetting everyone he came across.
Years passed. Derl moved from island to island, sometimes with a group, sometimes on his own. He progressed, slowly but surely, toward his ultimate goal, taking any position or any job that could help him to advance…

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Question about defenses: Is there a base constant to which a character's defense score is added to, or is a character's defense just a flat measurement of Martial/Acrobatics (plus synergy and armor)? I bring it up, because the latter seems wrong (basically, each member of the party could hit any other member on a 1 as-is), yet the rules state nothing to indicate the former.

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Originally Posted By: Nioca
Question about defenses: Is there a base constant to which a character's defense score is added to, or is a character's defense just a flat measurement of Martial/Acrobatics (plus synergy and armor)? I bring it up, because the latter seems wrong (basically, each member of the party could hit any other member on a 1 as-is), yet the rules state nothing to indicate the former.


The base number needed to hit is 10, modified by the attacker's attack skill and other bonuses, and by the defender's defence.

Characters will be up as soon as I have everybody's perks and final stats confirmed. Just waiting for one more person now!
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hey guess what

 

characters, that's what

 

i really hope i didn't screw these up somehow because i am going to sleep right after this

 

***

 

Lephista is back from the City of Hope with whatever the opposite of a vengeance is! A gratitude, I suppose!

 

Player: Sarachim

Name: Lephista

Race: Dragonborn (F)

Occupation: Priestess

Alignment: Righteous

 

HP: 17/17

Stm: 10/10

Spd: 5/5

 

Skills:

 

Click to reveal..
Magic (Conjuration): 9

First Aid: 6 (+1 racial)

Melee (Aikido): 3

Alchemy: 3

Composure: 3

Arcana: 2

Athletics: 1

Perception: 1

Stealth: 1

 

Perks:

 

Click to reveal..
Dragonborn Breath (Fire): You can produce a short-ranged stream of fire for 1 stamina, receive a +1 bonus on First Aid checks and can always make them as if trained.

 

Emergency Medical Response: When you use First Aid or healing magic on a character who is at 25% of their maximum HP or less, they receive an additional 2 points of healing.

 

Spells/Techs:

 

Click to reveal..
Conjuration spells:

 

* Brafdyk's Mystic Succor: Heals a single target.

* Roulsk's Patent Curative: Cures poison and disease.

* Firin's Limitless Resources: Summons a basic, no-frills version of most any object. May cost stamina, depending on the object.

* Lephista's Enhanced Avian: Summons a bird, of a species of Lephista's choice, intelligent and capable of speech.

* Solid Shot: Summons several lead slingstones and hurls them at a target.

* Tirge's Bound Foe: Causes a net of rope-like vines to appear around the target, immobilizing it.

* Choking Cloud: Covers the battlefield in opaque black smoke. Enemies will lose stamina over time if they remain in the cloud, but party members and their friends will not. All attacks aimed into or out of the cloud suffer a penalty to hit. Anyone inside gets a bonus to stealth and a penalty to perception.

 

Aikido techniques:

 

* Forearm Hold (1 STM): Lephista grabs the elbow and wrist of an opponent and forces their arm down, making it difficult for them to attack or move until they break the grip. An exceptional success may also cause them to drop anything they were holding with that arm. Costs 1 stamina, and may require more to maintain the hold against a determined attempt to break free.

* Hip Throw (1 STM): Lephista grabs an opponent and throws them backwards over her shoulder. They take more damage than a normal attack, and land on their back on the square behind her.

 

Alchemical recipes:

 

Click to reveal..
Stamina Potion. Requires Earth reagents only. This drink relieves minor aches and pains and banishes exhaustion, restoring some of the drinker's Stamina.

 

Alchemical Fire. Requires Fire reagents only. This sticky liquid bursts into flame on contact with air, causing fire damage to anything it splashes on.

 

Stimulant. Requires Air reagents only. A tonic that temporarily increases the drinker's physical and mental agility, giving increased Speed and a bonus on the next few rolls, although at the cost of reduced Stamina once its effects wear off.

 

Healing Salve. Requires Water reagents only. A balm that can be used to treat wounds, recovering lost hit points.

 

Contact Poison. Requires Earth and Fire reagents. A toxic liquid that can be absorbed through an open wound or less efficiently through unbroken skin, causing gradual loss of Hit Points and Stamina and a penalty to all statistics.

 

Featherfall Brew. Requires Earth and Air reagents. A mysterious fluid that lightens the drinker's body, allowing them to glide down gently from great heights without injury.

 

Protective Oil. Requires Earth and Water reagents. A soothing oil that protects the user's skin from extreme conditions such as heat, cold and acids.

 

Toxic Gas. Requires Fire and Air reagents. This unstable mixture rapidly becomes a noxious gas on exposure to air, causing eye irritation and violent coughing. While it does not usually cause serious damage, its effects can be highly incapacitating in the short term.

 

Purgative. Requires Fire and Water reagents. A potent brew that purges the body of poisons and diseases, although it may have unpleasant side effects, causing a loss of Stamina points.

 

Sleeping Draught. Requires Air and Water reagents. A potion that quickly brings restful sleep to anyone who drinks it. While the drinker experiences the restorative effects of a full night's sleep in only a few hours, nothing short of violent shaking is likely to awaken them before that time.

 

Inventory:

 

Click to reveal..
Symbol of Mariona (worn around neck)

Poncho (worn)

 

Alchemy kit

Healing potion x3

Stamina potion x3

Stimulant

Featherfall Brew

Protective Oil

Purgative

Sleeping Draught

5 of each reagent

 

Balbus the horse

Tent and bedroll

Lantern

4 days' rations

Waterskin

 

50 gold pieces

 

Backstory:

 

Click to reveal..
Growing up, Lephista was known for two things: a bad temper, and the strength to back it up. That changed suddenly sometime around her 18th birthday. Local gossips disagreed about just what happened, and Lephista would not discuss it, but it was about then that she announced to a shocked neighborhood that she was leaving Dilegad to study the healer's art.

 

Lephista travelled up and down Laessos for two years, offering her services to those few poor souls who wanted them, but began to fear that she was not cut out to be a healer. Desperate for guidance, she travelled to the newly-risen island of Elpis, said to have once been a place of miracles. There she found the descendants of the island's original inhabitants, turned into monsters by an ancient curse and ruled by an ageless king who would do anything to maintain his hold on power.

 

After foiling a scheme to build an undersea empire and restoring the people of Elpis to their original forms, Lephista stayed on the island. She helped its inhabitants build new homes and adjust to life on land, and eventually became the town's full-time healer and priestess of Mariona. Just as she was getting used to the idea of settling down, she received Lady Arielle's strange letter. After three anxious days, she decided that it sounded like she was needed more in Pelinora than at her current post. A week later, her affairs were in order, Acolyte Finlis had the keys to the shrine, her congregation had persuaded her to accept the money that they'd collected to help her on her way. Soon after, she was in Pelinora.

 

***

 

Amadan's turn-ons include fire, archery, and worshippers of Liea! His turn-offs include injustice, large carnivores, and being called Amanda!

 

Player: Nioca

Name: Amadan

Race: Human (M)

Occupation: Alchemical Hunter/Archer of Liea

Alignment: Pragmatic

 

HP: 21/21

Stm: 10/10

Spd: 5/5

 

Skills:

 

Click to reveal..
Missile (Archery): 7

Magic (Transmutation): 6

Perception: 3 (+1 racial)

Stealth: 3 (+1 racial)

Alchemy: 3

Acrobatics: 3

Arcana: 2

Melee (Knives): 2

Artifice: 2

Nature: 2

Athletics: 1

 

Perks:

 

Click to reveal..
Human Survival - You receive a +1 bonus to Perception and Stealth checks, and can make Perception, Stealth, Acrobatics and Athletics checks as if trained.

 

Liea's Blessing - In the Bloodmarsh, whilst fighting the cultists of Yunelias, Amadan inadvertently forged a deeper connection with Liea. All fire-based attacks gain a +2 bonus to hit.

 

Negative Animal Magnetism (Anti-Perk) - Animals are inherently drawn to Amadan, mainly for the express purpose of trying to maul him. In combat, animals have an elevated chance of targeting Amadan, and animals that cross Amadan's path, whether wild or domesticated, have a small chance of going inexplicably hostile and attacking Amadan on sight.

 

Spells/Techs:

 

Click to reveal..
Transmutation spells:

 

* Energetic Arrow: Charges an arrow with energy on launch, which affects the way it behaves. Requires a Move-Action or 1STM to cast, and will always consume 1 arrow.

-Fire Arrow: Can burn through armor or hard surfaces that normal arrows can't, partially bypassing DR and armor. Can easily ignite flammable substances and materials.

-Light Arrow: Partially transmutes the arrow into a bolt of light; the arrow flies faster and further, providing an accuracy and range bonus, and does increased damage to undead and incorporeal beings. Also makes a good signaling arrow.

-Electric Arrow: Electrocutes whatever it impacts, causing a penalty to actions and potentially stunning the target. Can also send an electrical jolt into liquids or metals.

-Impact Arrow: Strikes with abnormal force and momentum, doing additional damage and knocking the target back or down.

 

* Ameliorate: Seamlessly mends a damaged or broken object, or heals a wounded being. Requires being adjacent to the target. Casting on a creature costs 1STM.

 

* Hunter's Jump: Teleports the caster and anything he's carrying to a location within his Line of Sight. Anything longer than a short hop requires stamina, the amount depending on distance and any heavy loads the caster is carrying.

 

* Detrimentum: Disintegrates a targeted creature or object.

 

* Pyrokinesis: Takes control of fire, bending it to the caster's will. The caster can move, intensify, shape, or put out targeted flames. Bigger and more complicated tasks cost stamina, and the more fire that's available for the caster to use, the greater the chance of success. Magical flames are harder to manipulate than mundane ones, and are more likely to cost stamina.

 

Archery techniques:

 

* Shoot From The Shadows: You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

* Arterial Break (1STM): An attack at a -2 penalty that attempts to strike and sever a major blood vessel within the target. If successful, the target will bleed, taking minor damage each round until the wound is healed or treated. Note that this technique only works if the target actually needs blood of some sort and the attacker has some idea of where to strike. (Particularly nasty if coupled with Bloodlet Toxin)

 

* Sniper's Garrote (1STM): Takes careful aim and fires a shot at the target's throat. A successful hit will puncture the windpipe, preventing or strongly inhibiting the victim from casting spells, speaking, or using breath weapons until the arrow is removed and the wound healed. Useful for putting a spellcaster out of action or preventing a foe from sounding an alarm. Requires that the creature has a throat or similar portion of anatomy, and inflicts a -4 penalty to hit due to the shot's difficulty.

 

* Take Aim (1STM): Spends a full round observing a target and setting up a shot at its vitals; Amadan may not move, attack or use items during the round he spends taking aim. If he fires at his target in the following round, his attack has a bonus to hit and inflicts triple damage.

 

Knife techniques:

 

* Flick Step: Does a quick slash or jab at a sensitive area with a melee weapon; if it connects, it briefly staggers the opponent, enabling the character to disengage and move away that turn without provoking an AoO.

 

Alchemical recipes:

 

Click to reveal..
Healing Tonic (Water) – Heals 6 HP when drunk.

 

Hawkeye Brew (Air) – A lightweight and simple brew that temporarily improves one's eyesight, providing a +3 Perception and an ancillary +1 Missile Weapons for 30 minutes.

 

Alchemical Fire (Fire) – Catches fire when exposed to air.

 

Stamina Potion (Earth) – Recovers 3 STM.

 

Aerolyzer (Air) – A clear liquid that, when mixed with a potion, poison, or other liquid, renders it aerosol. This reduces its potency, but enables the effect to be spread across a moderate area-of-effect. Note that this does not work on all potions (and is just a generally bad idea with others).

 

Kath Inhibitor (Earth + Fire) – The smoky-clear Kath Inhibitor is a simple and effective counter to poisons; it provides a moderate boost to saves versus most poisons and toxins, and reduces the effects of any poisons that get through in its duration. Note that exotic or extremely potent poisons or toxins may be unaffected. The inhibitor lasts roughly 2 hours, but receiving heavy doses of poisons may reduce its duration.

 

Potion of Defensive Insight (Air + Earth) - This thin grey brew enhances the imbiber's self-preservation instincts and reflexes, providing a +2 bonus to physical/magical defenses and saves. While active, if the imbiber takes a hit that would knock him to-or-below 0 HP, this potion enables the character to partially avoid the hit, stablizing at 1 HP. This also terminates the potion's effects. Side-effects include mild paranoia and a sense of impending doom.

 

Paralytic (Air + Fire) - This slimy violet poison causes the victim's muscles to freeze up, forcing a save. If the victim passes, it takes a penalty to-act for a short time. If the victim fails, they're paralyzed for a few rounds. Can be imbibed or absorbed through an open wound.

 

Bloodlet Toxin (Fire + Water) - This poison acts as an anticoagulant, causing even minor wounds to bleed profusely. Those affected by this poison take more damage from any attack or harm that draws blood until the toxin is purged.

 

Primal Philter (Earth + Fire) – This red translucent potion shuts down the higher functions of the mind and taps into the imbiber's primal instincts; the drinker gains large bonuses to fighting unarmed or with natural weapons (teeth, claws, breath) and small bonuses to all other forms of mundane combat. However, until the potion wears off, spellcasting, complex combat techniques, composure, and anything beyond basic knowledge all take heavy penalties. The effects last 30 minutes.

 

Inventory:

 

Click to reveal..
CURRENCY

8 Gold, 11 Silvers, 17 Coppers (9.27 Gold)

 

EQUIPPED/WORN

Ricochet Bow – A magical bow etched with transmutational runes. Provides a flat +1 accuracy bonus. Upon missing, a second d20 is rolled; a roll above a 15 ricochets towards the nearest logical foe with the amount above 15 added to-hit. A roll below 6 ricochets towards the nearest logical ally with the amount below 6 added to-hit. Anything between misses as normal.

Quiver – A standard quiver for holding arrows.

__10x Wood Arrows – Standard, cheap arrows that could be whittled from long sticks.

__0x Iron Arrows – Well-crafted iron-tipped arrows. +1 Bonus when firing, less likely to break.

__10x Steel Arrows – High-quality steel-tipped arrows. +2 Bonus when firing, less likely to break.

Athame – A small athame, typically used for utility or alchemical purposes. In a pinch, it can also be used to poke holes in an enemy.

Leather Armor (+1ARM) – Bog-standard leather armor. Relatively light-weight, quiet, and good for protecting those squishy vital organs.

Buckler (+1DEF) – Your typical buckler with a wrist strap. Used to help deflect attacks without weighing the wielder down.[/b]

Prosthetic Gauntlet – A gauntlet that replaces Amadan's missing right middle finger, enabling him to fire a bow right-handed; a series of wires connected to the right ring finger enable him to bend the artificial middle finger to a limited extent via bending his ring finger.

Leather Boots – An important feature of any rugged ensemble.

Dark Cotton Pants & Dark Cotton Undershirt – Motians generally frown upon undressed people in public, especially if they're mammals.

Pendent of Liea – A holy symbol of Liea. Has no powers, but identifies the person as a follower of Liea.

Pack – An adventurer would be nothing without his or her trusty pack.

 

PACK

Alchemy Kit – A small kit with all the essentials to perform alchemy. It also has a small pouch for reagents.

__4x Empty Vials – Necessary for holding potions or more dangerous (or messy) reagents

__2x Air Reagents - Alchemical reagents, embodying motion and creativity. Usually consists of an animal's sensory organs or meteorites.

__2x Earth Reagents - Alchemical reagents, embodying stability and protection. Usually consists of animal bones and crystalline materials.

__3x Fire Reagents - Alchemical reagents, embodying destruction and change. Usually consists of caustic substances and animals' natural defenses (claws, teeth, venom).

__2x Water Reagents - Alchemical reagents, embodying persistence and restoration. Usually consists of fossils and animals' vital organs.

__Amadan's Recipe Book – A book of alchemical recipes. Has blank pages for storing new recipes learned in his travels.

Hawkeye Brew – Improves eyesight for 30 minutes, providing +3 perception and +1 Missile Weapons.

Kath Inhibitor – A smoky-clear inhibitor that boosts the imbiber's resistance to poisons and toxins, and reduces their effects for 2 hours.

4x Jerky – Portions of dried meat. The tastier alternative to hardtack.

2x Waterskins – Bags capable of holding two days of water each.

25ft. Rope – A rope of 25 feet. Useful for chasm crossing, cliff climbing, or cattle catching.

Dragonfly Signet – It's a signet of a dragonfly! Used to identify oneself as a servant of Lady Arielle, but keep out of sight at all other times...

 

Backstory:

 

Click to reveal..
"I haven't heard from you for a while." A lean figure spoke softly, staring into a gently-burning campfire. The firelight seemed to shine brightly off of a golden pendent in the figure's hand, though whether it was magic or a trick of the light was unclear. It was also unclear to whom the figure spoke to; he was alone on this night, on a little-traveled road toward Pelinora. "Not since Risis. Not since..."

 

The figure's voice trailed off into the night, his left hand subconsciously running over his gauntlet-covered right. "I don't doubt you. I still think that you're guiding me, even if only from a distance, but... I can't help but wonder. Why me? What makes me different, what sets me apart? Do I possess some unknown gift for being in the right place at the right time, or am I merely a magnet for chaos and turmoil? I mean... First the cult of Yunelias, then the time beetle on Aldathin. When I return home to contemplate and study, I find my hometown in chaos and Brahman authority there in ruin... And then, just when things quiet down, this letter shows up..."

 

The figure pulled a letter from his pack nearby and held it in front of him. "Every time it seems the world is right for even a few moments, something else falls apart in front of me." The figure, standing up, tossed the letter into the fire. For a few moments, he watched the inked paper burn to ash, small glowing embers rising from the fire and being carried on the gentle breeze toward the lightening sky of very early dawn. "I'm not really in a position to complain though, am I? I could very well just walk away. Just return to Mirus, settle down, have a quiet life..."

 

At this, the figure's words and posture seemed to draw on some reserve of resolve and confidence. "But someone has to care. Someone needs to set things right, and if that honor falls to me, then so be it. Even if it means sacrificing my chance for happiness, sanity, or even costing my life, I won't hesitate." The figure gathered up his pack, along with a bow and quiver. "All I ask is that you stay by me, Liea, for I am still in your service."

 

The figure turned to leave, waving his hand once. The campfire abruptly extinguished, leaving naught but a small trail of smoke leading up to the heavens.

 

***

 

Creidne fixes people's problems! If by "fixes" you mean "kills" and by "problems" you mean "enemies"!

 

Player: Nikki

Name: Creidne Warwick

Race: Human (F)

Occupation: Fixer

Alignment: Pragmatic Good

 

HP: 28/28

Stm: 10/10

Spd: 5/5

 

Skills:

 

Click to reveal..
Melee (1H Swords): 7

Acrobatics: 5 (+1 racial)

Athletics: 4

Perception: 3 (+1 racial)

Streetwise: 3

First Aid: 3

Stealth: 3

Composure: 2

Thievery: 2

Spare Pts: 1

 

Perks:

 

Click to reveal..
Human Survival: You receive a +1 bonus to Perception and Acrobatics checks. You can make checks in Perception, Acrobatics, Athletics and Stealth as if trained, even if you have no points invested.

 

Always Prepared - Once per session, you may add a small object of low value to your inventory that's relevant to solving a problem you're currently faced with.

 

Spells/Techs:

 

Click to reveal..
- Lunging Slash (1 STM): Allows Creidne to leap forward and bring her sword down on an enemy that isn't close enough to melee ordinarily, but that is up to 5 spaces away. If successful, Creidne ends up directly next to her target.

 

- Lightning Swipe (1 STM): With her impeccable timing, Creidne manages to get two attacks in on her target instead of the usual one (at a slight penalty to accuracy, of course).

 

- Disarm (0 STM): Creidne attempts to grasp the weapon-bearing arm of an enemy, and tucks it under arm so that it cannot move. Due to the close proximity this places the two in, both attacker and victim must roll to move away without opening themselves to attack.

 

- Sidestep (0 STM): Creidne waits for her enemy to attack, before standing aside at the very last moment and attempting to bring her blade across the target's back.

 

- Targeted Blow (0 STM): Her knowledge of first aid allows Creidne to target a foe where it's going to hurt most. She can make a called attack at a particular part of her target, increasing her chance to hit and damage caused, but putting her at greater risk from attack whilst she focuses.

 

- Challenge Foe (0 STM): By calling out a particular foe in combat, Creidne recieves bonuses to hit, and to dodge, that particular enemy.

 

Inventory:

 

Click to reveal..
- steel longsword

- steel short Sword

- leather brigandine

- sturdy boots w/ concealed knife

 

- 1 spyglass

- 1 set of lockpicks

- 50 feet of rope

- 1 first aid kit (bandages, needle and thread, scissors, sterilising salve)

- 1 pair of pliers

 

- 2 healing tonics

 

Backstory:

 

Click to reveal..
Creidne had almost made it back to town when the letter had arrived. Almost, but not quite - she still wasn't out of the woods yet. She had contemplated killing the messenger where he stood for not only drawing attention to her, but for also calling her by name, but thought better of it once she'd seen the seal on the parchment he gave her. Still, it did not do well to have people blunder up to you whilst you are on the run from two dozen goblins who want revenge for the assassination of their chief.

 

She pulled the messenger under a thick hedge as the goblins drove by, but pushed him out again before reading the letter. Memorising the contents, and storing the ring in a pocket, she tore the letter up and ate it, before dashing out, calling for the goblins that she was "over here!" Payment for killing Gubthar the Magnificent could wait - this was important. With all haste, she made for Pelinora.

 

***

 

Everybody loves Weimin! Except for despotic rulers, who want him dead!

 

Player: Dintiradan

Name: Weimin Jian

Race: Lacewing

Occupation: Revolutionary

Alignment: Determined

 

HP: 28/28

Stm: 10/10

Spd: 5/5

 

Skills:

 

Click to reveal..
Melee (Swords): 7

Missile (Knives): 4

Artifice: 4

Composure: 4

Stealth: 4

Thievery: 4

Streetwise: 2

Perception: 2

Athletics: 2

Acrobatics: 2

Arcana: 0 (+1 racial)

 

Perks:

 

Click to reveal..
Lacewing Flight: Your wings allow you to glide short distances or briefly propel yourself up through the air, giving you a +4 bonus on checks to jump, break a fall or perform other feats of physical prowess that involve being airborne. You also receive a +1 bonus on Arcana checks and can always make them as if trained.

 

Leave No One Behind: Whenever you spend Stamina on an action while an ally is at or below 0 HP, the action is treated as if you spent 1 more Stamina than you did.

 

Spells/Techs:

 

Click to reveal..
Sword techniques:

 

Wings of Fury (1 STM): Leaps and takes wing, either flinging the character upward and attacking a low-altitude foe or hurtling over obstacles (or creatures) and slashing at a chosen enemy. After the maneuver, the character's defense is reduced for one round to recover footing. Depending on the distance involved, the technique may require more than 1 stamina to perform.

 

Hurricane Spin (0 STM): Lashes out at multiple targets around the character, making attacks against each one. The character takes a penalty to defense the next round equal to the number of additional targets.

 

Duelist's Counter (1 STM): As a minor action, targets a single enemy, focusing on countering their attacks. Provides a bonus to defenses against the target's attacks, and if the target misses with a melee attack, automatically counterattacks. However, defenses against attacks from all other enemies receive a slight penalty. This ability lasts until either the target is defeated or a counterattack is made.

 

Coordinated Strike (0 STM): You launch a sequence of complicated attacks, causing your opponent to focus too much on you and not enough on your allies. This attack deals less damage, but grants your allies a bonus on their next attack against the target.

 

Distracting Strike (1 STM): You step between an opponent and a beleaguered ally, taking the brunt of the next attack while your ally escapes. The attack deals damage normally, and the target cannot attack anyone else but you for its next turn.

 

Knife techniques:

 

Palmed Weapon (0 STM): You keep a small melee or thrown weapon hidden behind hand and forearm, then attack when your opponents least expect it. You attack with a small weapon that has previously been hidden with a successful Thievery check as a minor action. The attack has bonuses to hit and damage.

 

Shoot from the Shadows (0 STM): You time your attacks so that your opponents cannot pinpoint their origins. Attack as normal, but make an additional Stealth check. If successful, you do not lose concealment.

 

Interrupting Shot (1 STM): A painful attack breaks your opponent's concentration. In addition to dealing damage, the target saves to continue its current action (if applicable); otherwise, it takes a penalty to its next action. Examples include making the target drop a heavy object, disrupt a ritual, or fail to connect on its next attack.

 

Inventory:

 

Click to reveal..
Small Sword

Brace of Throwing Knives (8)

Dried Rations (4)

Torches (2)

Waterskin

Whetstone

Flint and Steel

Pipe and Tobacco

Rope with Grappling Hook

Crowbar

Lockpicks

Plain Traveling Clothes

Reversible Cloak

 

Backstory:

 

Click to reveal..
Bandit. Spy. Criminal. Saboteur. Assassin. Dissident. Thief. Insurrectionist. Outlaw. That was what they called Weimin Jian, and that was all they ever called him, because no one outside his band had ever put a name to his face. Until now.

 

He had no idea how this noblewoman had tracked him down on Ona. Neither did his companions (he ignored the request for secrecy in the letter; he shared everything with his comrades). A couple of them speculated that he was identified after the failed prison break in Port Laz.

 

It went without saying that he would have to leave the band for a time. After all, if one person was able to identify and track him down, more could have done the same. Their operation in Delan had gone too far to risk any threat; he would have to lay low for the next few months. He could only hope that none of the others had been identified -- they hadn't been mentioned in the letter, after all.

 

And if he had to leave the band for a time, why not take up this strange noblewoman's offer? After all, it would be novel to work for the establishment for once.

 

***

 

Lucia is the most well-known mage in her hometown's history! In fact, she's the only well-known mage in her hometown's history!

 

Player: B.J. Earles

Name: Lucia Hannel

Race: Human (F)

Occupation: Mage

Alignment: Cheerful

 

HP: 11/11

Stm: 10/10

Spd: 5/5

 

Skills:

 

Click to reveal..
Magic (Evocation): 8

Perception: 6 (+1 racial)

Nature: 5

Acrobatics: 4 (+1 racial)

Arcana: 3

Athletics: 1

Spare Pts: 1

 

Perks:

 

Click to reveal..
Human Survival: +1 to Perception rolls, +1 to Acrobatics rolls. May roll Perception, Stealth, Athletics, or Acrobatics as trained even if untrained.

 

Defender of the Peace: Lucia gets a +4 bonus to her first roll in any combat encounter where the party is not the aggressor.

 

Spells/Techs:

 

Click to reveal..
Illumine – Sheds light in a 10-foot radius.

 

Flashbang – Fires a small energy blast that, on impact, lets loose with a blinding flash and deafening crack, stunning anyone nearby.

 

Energize – Charges magical objects, auras, and effects with additional energy. Useful for recharging dormant artifacts or enhancing buffs.

 

Tyinian Sunbeam – Fires a beam of hyper-concentrated sunlight at the target. Does less damage, but is more accurate and has a considerably longer range. As an added bonus, the spell is quiet, making it good in stealthy situations. The caster can fire multiple beams at the cost of 1 stamina per additional target.

 

Solar Flare – (1 stamina) Bombards an area with intense heat and light. The AoE is small, but anyone caught inside takes moderate damage and a penalty to their next combat roll.

 

Blazing Orbits – Creates up to three spheres of concentrated energy that revolve around the caster at blinding speed. Anyone trying to engage at melee range will almost invariably get hit by one and take damage. This spell can be cast on others, but stamina is required to do so.

 

Inventory:

 

Click to reveal..
Knapsack

Walking Stick

Spare Robes x 2

Spellbook

Brass Pendant

Soft Leather Boots

Small Knife with Sheath (strapped to the lower leg at all times)

Bedroll

Fruitcake x 2 (1 cake is enough for two days)

Waterskin

Bottle of Whisky

 

Backstory:

 

Click to reveal..
On the western side of Laessos, between Dilegad and Ylesk, there is a small village named Telemin which few mapmakers bother to make note of. That tiny village, at the borders of foothills and forests, is where the young mage Lucia Hannel hails from. She was the fourth child, after three boys, born to a blacksmith. She never expected her life to be anything but what she knew in the village, though she often dreamed of an exciting life in foreign lands. She would frequently play out her fantasies in the woods and hills near her home.

 

When Lucia was 16, a dwarf named Amos Viksman came traveling through her village. Amos was a wealthy, traveling mage of more than some renown, and he immediately recognized Lucia’s talent for magic. No one had suspected that Lucia could be a powerful mage, least of all Lucia herself. Amos offered to make Lucia his apprentice. Her father was against the idea, but Lucia, with the help of her mother, convinced him to let her go. After that, Amos and Lucia traveled around Laessos for several years, with a few trips to Tanan and Koros.

 

3 years ago, Ylesk experienced a rash of kidnappings. The victims would disappear and then reappear weeks later, brutally murdered. The local government was unable to find the culprits, though not from lack of trying. When Amos and Lucia arrived, a young boy had just been taken. After learning about the murders, Amos and Lucia decided they had to act quickly before the boy turned up dead. The pair searched high and low, and eventually tracked the murders back to a cult dedicated to Hurak based on the outskirts of town. Judging that they had little time to inform the authorities, they took matters into their own hands. They rescued the boy and later informed the authorities about the cult and where it could be found. The locals praised the pair as heroes, but this just embarrassed Amos and Lucia to the point where they left early.

 

Then, one year ago, Amos and Lucia arrived in Dilegad during a massive fire. The flames had already engulfed a large section of the city and were continuing to spread. The pair immediately volunteered to help suppress the flames. At one point, Amos ran into a building after learning there were people trapped inside. The whole building collapsed only a few moments later. Lucia had been across town keeping the fire at bay at the time of Amos’s death. It was days after the fire had gone out that his body was found.

 

Lucia, mournful and feeling more than a little guilty, turned homeward. Her parents welcomed her with open arms. She decided to stay in Telemin, helping the locals any way she could. Lucia was starting to feel content and peaceful again when she received the most peculiar letter...

 

***

 

i am so wired right now

 

why did i drink three cups of strong coffee at 11:30 PM

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Originally Posted By: Lilith
guys the campaign is called All the Creeping Things, not Everybody Creeping Me Out

...anyhow, before I go try and drown myself in a keg of alcohol to get rid of that lovely mental image, I noticed that Weimin has 2 Thievery instead of 4. Normally, I'd think this is deliberate, except that when Weimin's XP total is calculated, he's got precisely 7 XP unspent (which is the exact amount needed to boost Thievery to 4). A mistake, or a last minute change?
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I figure I need to give you a heads-up on this, since I just found out myself: I may wind up receiving a phone call tomorrow evening that I'll have to take. Hopefully it's not during the session, but since I've only got the one phone line and this call could wind up being extremely important, I may wind up having to step out for a short time.

 

The good news is, as anyone who's talked to me via chat may have figured out, I'm not much of a talker, and don't tend to get wrapped up in long conversations, so if I do wind up bowing out of the session for a while, it'll only be for 5-15 minutes. Maybe 30 minutes, but I highly doubt it'd go that long. But if I abruptly go non-responsive or log out suddenly, it's because I got the call (or because the cat yanked the phone line out of my modem, but that's resolved fairly quickly), and I should be back within about 10 minutes.

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Originally Posted By: Nikki.
Fun fact: I chose a Gaelic name for Creidne because of Sean Connery (also I like Gaelic names, but I mainly chose that name for this character because of Sean).

Whether this makes you more likely to imagine an "enhanced" Connery or not is ultimately up to you.


I choose to imagine her as Sean Connery in the man-thong bandolier he wears in that one movie. Y'know:

Click to reveal.. (AAUGH MY EYES)
3221939350_f235636894_o.jpg
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