Exploring the Halls of Arden Vul:Talia WWN

From RPGnet
Jump to: navigation, search

Back to main page

Talia[edit]

Talia is a young Thorcin cleric, twenty-one years old, who has worshiped Mitra all her life, being born into the role practically. Her family were clerics of Mitra going back at least four generations. Her parents instilled the virtues of justice and Mitra into her as she was growing up, and she took to it like a fish to water. The day she was fully invested as a cleric was a day of joyous celebration.

Unlike them, however, she took to politics. Her parents preferred to run their temple, administer justice and advise community. Talia looked to the larger world, saw the injustices there, and wanted to resolve them. It was a disagreement with how her family looked at things, but an amicable one. It was this attitude that led to her interest and support of the Thorcin Recovery League. She wants to help drive the empire from her people's lands, let them choose their own destiny. Her firm belief in justice demands no less.

She's travelled to Burdocks Valley specifically to explore Aurden Vul; she hopes to make use of her skills and talents to find and recover items, treasures or information that could be of use for the TRL.

Journal

  • Warrior/Healer L4
  • Background: Priest
  • Class Ability: Arcane Tradition - Healer
  • Languages: Archontean, Thorcin

~*~

  • Traits: Daring, Patient, Persistent
  • Secondary Skill: Bookbinder
  • Good, Alignment Goal: Help those in need at your own expense

~*~

  • XP: 12

Attributes[edit]

  • Strength 8 (0)
  • Intelligence 14 (+1)
  • Wisdom 15 (+1)
  • Dexterity 7 (-1)
  • Constitution 7 (-1)
  • Charisma 12 (0)

Skills[edit]

  • Administer-0
  • Connect-0
  • Heal-2
  • Pray-1
  • Stab-1

One point banked

Foci[edit]

  • Armored Magic-2: You can cast spells while wearing armor of any Encumbrance. You’ve also learned to cast spells while both your hands are full, though not bound.
  • Gifted Chirugeon-1: You have an unusual gift for saving Mortally Wounded allies and quickening the natural recovery of the wounded in your care. You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. You heal twice as many hit points as usual when applying first aid after a battle, as described on page 48.

Conflict[edit]

  • HP: 14
  • System Strain: 0/7
  • AC: 14 (Unarmored AC: 9)
  • Initiative Bonus: -1

Basic Attack Bonus: +4

  • Melee Attack Bonus: +4
  • Ranged Attack Bonus: +2

Weapons:

  • Long sword, +4, 1d8, shock 2/AC 13
  • Dagger, +4, 1d3, Shock 1/AC 15

Saving Throws[edit]

  • Physical: 12
  • Evasion: 11
  • Mental: 11
  • Luck: 12

Spells[edit]

  • Effort: 3
  • Effort committed:
    • Active: 0
    • Scene: 1
    • Day: 1

Arts[edit]

  • Healing Touch - Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied.
  • Empowered Healer - add your level to any healing
  • Purge Ailment - Commit Effort for the day as a Main Action. An ally you are touching is cured of one poison or disease. Creatures killed by poison can be revived by this art if it is used within six minutes of death. Magical poisons and diseases may require a Wis/Heal or Cha/Heal skill check against a difficulty of 8 or more. At seventh level, you need only Commit Effort for the scene to use this ability.
  • Refined Restoration - You and up to a dozen allies you tend before they sleep will all lose 2 System Strain from a good night’s rest instead of 1.

Equipment[edit]

Encumbrance: 6

Readied 4/4:

  • Pieced Armor
  • Long Sword
  • Large Shield
  • Dagger
  • Traveller's Clothing

Stowed, Backpack (7/9):

  • Holy Symbol (wood)
  • Tinder box and 3 torches
  • Vial of Ink
  • Bell (Miniature)
  • Quill
  • 10 sheets of paper
  • Bedroll

Stashed (where):

  • Rations, 7 days (Basil)

Wealth:

  • Coinpurse: 32 gold coins, 4 silver coins, 50 gp gems (2), *Orange-yellow topaz, *10"-tall tough porcelain ankh - 10 cn
  • Factor (which factor):

Hired Help[edit]

Retainers:

  • X

Mercenaries:

  • Y

Specialists:

  • Z

Notes[edit]