Politsyamekki Ndaikkuta

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Basic Information[edit]

Name: Politsyamekki Ndaikkuta ("Polly" for short) It's a perfectly ordinary name! Why do the folks in this world speak only in short tiny words?

Pronouns: she/her

Identity: Once: a Spoiled & Gifted bodyguard-turned-priestess. Now: a Troubled and Devout priestess-turned-bodyguard

Theme: Doubt -- Can she discover what happened to her world? Can she go back and undo the past? Does she really want to go back and undo this new world around her?

Origin: From the Past

Quirk: From a Distant World (See below)

Attributes & Status Effects[edit]

Dexterity: d6

Insight: d6 (d8 when merged with Arcanum of the Grimoire. See "Bind & Summon" below)

Might: d10

Willpower: d10

Status effects
Status Active? Stat Impacted (-1 die size)
Slow DEX
Enraged DEX + INS
Dazed INS
Weak MIG
Poisoned MIG + WLP
Shaken WLP

Hit Points + Derived Stats[edit]

HP - Current: 60 Max: 60 (total character level + five times character’s base Might die size + five points for Guardian class)

Crisis Score - Current: 30 Max: 30 (half maximum Hit Points, rounded down)

MP - Current: 60 Max: 60 (total character level + five times character’s base Willpower die size + five points for Arcanist class)

IP - Current: 6 Max: 6

Initiative Modifier: 0

Defense: 6

Magical Defense: 6

Class Information[edit]

Character Level: 5

Class Arcanist - level 2
Free Benefits: Permanently increase your maximum Mind Points by 5.
Skill Name Skill Description
Bind & Summon You may bind Arcana to your soul and summon them later. The Game Master will tell you the details of each binding process when you first encounter the Arcanum in question.

You may use an action and spend 40 Mind Points to summon an Arcanum you have bound: the details of this process are explained on the next page. If you take this Skill at character creation, you begin play with one Arcanum of your choice already bound to you, chosen from the list on the next pages. Other than that, you may only obtain new Arcana through exploration and story progression.

Initial bound Arcanum: Arcanum of the Grimoire:

  • Domains: knowledge, revelations, understanding.
  • Merge: You are able to read, write, speak and understand all languages. You treat your Insight as if it were one die size higher (up to a maximum of d12).
  • Dismiss: Oracle. You ask the Game Master a single question. The Game Master must answer truthfully, describing the vision shown to you by the Grimoire. Once used, this dismiss effect will not be available until the next dawn. Furthermore, the same question may never be asked more than once. The Game Master has final say on which questions are too similar to be asked again.
Ritual Arcanum You may perform Rituals of the Arcanism discipline, as long as their effects fall within the domains of one or more Arcana you have bound.

Arcanism Rituals use [WLP + WLP] for the Magic Check.


Class Guardian - level 3
Free Benefits:
  • Permanently increase your maximum Hit Points by 5.
  • Gain the ability to equip martial armor and martial shields
Skill Name Skill Description
Bodyguard If you perform the Guard action and choose to provide cover to another creature, that creature gains Resistance to all damage types until the start of your next turn.
Protect When another creature is threatened by an attack, spell or other danger, you may take their place (any Checks that are part of the danger will be performed against you; you may declare the use of this Skill before or after the Checks have been made). If the danger already affected you, it affects you twice (resolve both instances separately); you also cannot protect multiple creatures from the same danger. If you use this Skill during a conflict, you cannot use it again until the start of your next turn.
Dual Shieldbearer You may now equip a shield in your main hand slot. As long as you have two shields equipped, you gain the benefits of both items and may treat them as the following combined two-handed melee brawling weapon:

WEAPON: Twin Shields ACCURACY: [MIG + MIG] DAMAGE: [HR + 5] physical

Deals extra damage equal to your [SL] in Defensive Mastery. (A skill I have not purchased, so moot.)

Fabula Points[edit]

Points: 3

Gaining Fabula Points:

+1 if you have none at the start of a session.
+1 when a Villain makes an entrance.
+1 when you fumble a Check.
+2 if you surrender at zero HP.
+1 automatically when you participate in a conflict scene (Quirk)

Spending Fabula Points:

Spend 1 point after performing a Check to invoke a trait to reroll one or both dice.
Spend 1 point after performing a Check to invoke a bond and add its strength to the result.
Spend 1 point to alter the story. If you alter an existing element, you need permission from whoever introduced it.

Experience Points[edit]

XP: 0

At the end of each session, you automatically gain 5 XP. Then:

Gain X equal to (Fabula Points spent by the group / # of Player Characters).
Gain XP equal to (Ultima Points spent by Villains).
Finally, if you have 10 or more XP, lose 10 XP and gain 1 level.

Bonds[edit]

Only one emotion from each pair per Bond; a single emotion can be added or moved every time a Bond is updated.

Person Admiration or Inferiority? Loyalty or Mistrust? Affection or Hatred?
Placeholder

Equipment[edit]

Zenit: 150 left

Martial Armor Martial Shields Martial Melee Weapons Martial Ranged Weapons
May Equip: Yes Yes
Equipped Items
Slot Item Description
Accessory
Armor Brigandine (martial) Cost: 150; Defense: 10; Mag. Defense: INS size; Initiative: -2
Main Hand Bronze Shield Cost: 100; Defense: +2; Mag. Defense: n/a; Initiative: n/a
Off Hand Another Bronze Shield Cost: 100; Defense: +2; Mag. Defense: n/a; Initiative: n/a

Arcana & Spells[edit]

Name MP Targets Duration Description
Example 0 MP X Y Some spell.

Quirk[edit]

Quirk: "From a Distant World" in the Techno Fantasy and High Fantasy books:

Your presence here is an anomaly, an unexpected knot in the weave of destiny: the rules of this land sometimes fail to bind you. Do you come from a different planet, or perhaps a different time? How did you get here, and when? Do you think you still have a chance to go back, and would you do so? What terrible threat followed you?

When you participate in a conflict scene, you automatically gain 1 Fabula Point. Additionally, you can invoke a Trait to reroll dice even if you fumbled your Check (if you do so, you do not receive a Fabula Point for the fumble).

Backpack & Notes[edit]

Story:

Polly is from the very distant past when the world was "Natural Fantasy" rather than "Techno Fantasy". She was a proud fighter who decided to give up the sword and become a priestess at a well-known temple where she excelled in her studies of Arcana. But when she entered the temple inner sanctuary as part of the final rites of initiation, she saw a blinding flash of light. Suddenly the temple was gone, and she was standing on a weathered stone floor surrounded by a different temple built upon the ruins of her old one. And of course now there was this giant floating island above her. Later, she would learn she was at the temple on Matrado Island where the village chiefs meet yearly. Though there were only a handful of caretakers at the time of year she arrived. They helped her and fed her, but didn't seem too perturbed about her sudden appearance. They mentioned that their grandparents told tales of strangers appearing at the temple every few generations. So now the ex-priestess has taken up her old profession and travels around getting jobs as a bodyguard or soldier-for-hire while she tries to figure out what happened and if she can return to her time--or rather, if she should return to her own time.


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