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− | [[File:DnD_desert_campaign_-_Zar.jpg||right|| | + | [[File:DnD_desert_campaign_-_Zar.jpg||right||225x250px]] |
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+ | ==Cast== | ||
=== Naseer min Alrramh === | === Naseer min Alrramh === | ||
+ | '''Naseer min Alrramh'''<br/> | ||
Attributes- | Attributes- | ||
Agi d8; Smt d4; Spt d8; Str d6; Vig d6<br/> | Agi d8; Smt d4; Spt d8; Str d6; Vig d6<br/> | ||
− | Pace 6; Cha +2; Parry | + | Pace 6; Cha +2; Parry 8; Tough 7(1)<br/> |
Skills-<br/> | Skills-<br/> | ||
− | Fighting | + | Fighting d8, Notice d6, Persuasion d8, Stealth d6, Streetwise d4, Taunt d6<br/> |
Hindrances-<br/> | Hindrances-<br/> | ||
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• 14 Winds style (Florentine): Fighting +1 vs single weapon and no shield. Gang up bonus reduced by 1 against you. <br/> | • 14 Winds style (Florentine): Fighting +1 vs single weapon and no shield. Gang up bonus reduced by 1 against you. <br/> | ||
'The 14 winds distract attackers and obfuscate the true strike but beware the strong wall that prevents the flowing wind' -Master Hazm al-Hamed<br/> | 'The 14 winds distract attackers and obfuscate the true strike but beware the strong wall that prevents the flowing wind' -Master Hazm al-Hamed<br/> | ||
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Equipment-<br/> | Equipment-<br/> | ||
− | + | Spear (dmg: Str+d6; Parry +1, Reach 1, Two Hands), Light leather armor (Armor +1), Heirloom necklace (worn but hidden under shirt), travel worn and ratty (once colorful but now dull) silk clothing, bedroll, leaky water skin, dwindling rations. <br/> | |
Special: Heirloom Necklace- Healing power d8, 10pp/day<br/> | Special: Heirloom Necklace- Healing power d8, 10pp/day<br/> | ||
− | Money | + | Money-<br/> |
− | + | 100 brass coins <br/> | |
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Advancement-<br/> | Advancement-<br/> | ||
− | Free Human Edge: | + | Free Human Edge: Sweep<br/> |
From Hindrances: Spt d6->d8, Charismatic<br/> | From Hindrances: Spt d6->d8, Charismatic<br/> | ||
5xp: Special (Heirloom necklace)<br/> | 5xp: Special (Heirloom necklace)<br/> | ||
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− | + | === Borden === | |
− | + | '''Attributes'''<br/> | |
− | + | Agility d8, Smarts d6 (+2 for tests of will),Spirit d6 (+2 for tests of will),Strength d10, Vigor d6 <br/> | |
− | + | Charisma 0<br/> | |
− | + | Pace 6"<br/> | |
− | + | Parry 8<br/> | |
+ | Toughness 6 (+1 armor)<br/> | ||
+ | '''Skills'''<br/> | ||
+ | Fighting d10<br/> | ||
+ | Intimidation d6+2<br/> | ||
+ | Notice d6<br/> | ||
+ | Stealth d6<br/> | ||
+ | Streetwise d6<br/> | ||
+ | Taunt d6+2<br/> | ||
+ | '''Edges'''<br/> | ||
+ | Strong-Willed (human bonus)<br/> | ||
+ | Brawny (free)<br/> | ||
+ | Light Armor Training (free)<br/> | ||
− | + | '''Hindrances'''<br/> | |
− | + | Carouser (Minor)<br/> | |
− | + | Loyal (Minor)<br/> | |
− | + | Mercenary (Major)<br/> | |
− | + | '''Gear'''<br/> | |
− | + | War knife (Str+d6)<br/> | |
− | + | Tough vest and bracers (+1 armor)<br/> | |
− | + | Dice<br/> | |
− | + | Flint and steel<br/> | |
− | + | Pocket knife<br/> | |
− | + | <br/> | |
+ | ~30 brass | ||
− | + | ===Manu=== | |
− | + | '''Manu The Ghost'''<br/> | |
− | + | <br/> | |
− | + | '''Attributes-'''<br/> | |
− | + | Agi d8[2]; Smt d4[0]; Spt d6[1]; Str d8[2]; Vig d6[1] [includes +1 advance from character creation]<br/> | |
− | + | Pace 6; Cha 0; Parry 7[2+4+1 light armour]; Tough 6[2+3+1 Brawny]<br/> | |
− | + | '''Skills-'''<br/> | |
− | + | Climbing d6[2], Fighting d8[3], Stealth d10[5], Healing d4[1], Notice d6[2], Throw d6[2]<br/> | |
− | + | '''Hindrances-'''<br/> | |
− | + | [M] Clueless "Slaves need to know nothing beyond their uses."<br/> | |
− | + | [M] Enemy "If the Witch Men Find me I am dead."<br/> | |
− | + | '''Edges-'''<br/> | |
− | + | [Free] Light Armor Training: Parry +1 when in light or no armor "Slaves need no armour!"<br/> | |
− | + | [Free] Brawny +1 Toughness, 8xStr for Enc. "Regular beatings make you stronger."<br/> | |
− | + | [Free: Human] Two Fisted "Kill or be killed, all or nothing!"<br/> | |
− | + | [2] Assassin "You slave are a knife in our hands, nothing more."<br/> | |
− | + | [2] Martial Artist "Anything is a weapon."<br/> | |
− | + | '''Equipment-'''<br/> | |
− | + | Daggers [3] (dmg: Str+d4; Range 3/6/12, Rof 1) (3lbs), Rough spun shirt and britches, Heavy wool grey robe (1lb), Heavy leather belt (1lb), Large belt pouch (1lb). <br/> | |
− | + | Money-<br/> | |
− | + | 100 brass coins <br/> | |
− | + | Advancement-<br/> | |
− | + | From Hindrances: Assassin, Martial Artist Edges<br/> | |
− | + | 1 advance on stat die<br/> | |
− | + | <br/> | |
− | + | Current Enc 6 lbs | |
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− | === | ||
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===Morous=== | ===Morous=== | ||
− | + | Agility-d6 (1), | |
− | Agility d6 (1), Smarts d8 (2), Spirit d8 (2), Strength d4 (0), Vigor d4 (0) | + | Smarts- d8 (2), |
+ | Spirit- d8(2), | ||
+ | Strength- d4 (0), | ||
+ | Vigor- d4 (0), | ||
− | Pace 6” | + | Pace-6”<br/> |
+ | Charisma:0<br/> | ||
+ | Toughness:4<br/> | ||
− | '''Edges'''<br/> | + | '''Edges:'''<br/> |
− | Light armour training | + | Light armour training : N, Ag d6. Your warrior has trained from youth to fight dexterously wearing light (+1 ) or no armour and without a shield. When so equipped they effectively gain +1 to Parry. - Free Edge<br/> |
− | Arcane Background (Psionics)<br/> | + | Arcane Background(Psionics)<br/> |
− | + | Human Edge- <br/> | |
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− | '''Hindrances'''<br/> | + | '''Hindrances:'''<br/> |
− | Corruption | + | Corruption- morally dubious and self-serving, +2 saves versus supernatural horror. <br/> |
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− | + | Skills: (15/15)<br/> | |
− | Fighting d4(1) | + | Fighting,d4(1), |
− | Investigation d8(3) | + | Investigation, d8(3), |
− | Notice d6 (2) | + | Notice, d6 (2), |
− | Persuasion d4 (1) | + | Persuasion, d4 (1), |
− | Psionics | + | Psionics, d10 (5), |
− | Stealth d4 (1) | + | Stealth,d4(1), |
− | Streetwise d4 (1) | + | Streetwise, d4(1), |
− | Survival d4 (1) | + | Survival, d4(1), |
− | Tracking d4 (1) | + | Tracking, d4(1), |
+ | Power Points:10<br/> | ||
+ | '''Powers:'''<br/> | ||
+ | -Bolt<br/> | ||
+ | -Mind Reading<br/> | ||
+ | -Elemental Manipulation<br/> | ||
− | + | ►►Brainburn: When a psionic character rolls a 1 on his | |
− | + | Psionics die (regardless of his Wild Die), he is automatically | |
− | + | Shaken. On a critical failure, the psi lets out a psychic scream | |
− | + | that causes him to be Shaken along with all allies in a Large | |
− | + | Burst Template who fail a Spirit roll. This can cause a wound | |
− | + | <br/> | |
− | ►►Brainburn: When a psionic character rolls a 1 on his Psionics die (regardless of his Wild Die), he is automatically Shaken. On a critical failure, the psi lets out a psychic scream that causes him to be Shaken along with all allies in a Large Burst Template who fail a Spirit roll. This can cause a wound | + | Money:100 brass Pieces<br/> |
− | + | Equipment:<br/> | |
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Worn Robes, close fitting hood to cover shaved head<br/> | Worn Robes, close fitting hood to cover shaved head<br/> | ||
− | Knife | + | Knife, Str+d4<br/> |
− | Staff | + | Staff, Str+d4, Reach 1, Parry +1, 2 hands<br/> |
− | Worn book and writing supplies<br/> | + | Worn book and writing supplies <br/> |
− | Backpack | + | Backpack |
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+ | ===Valia<br/>=== | ||
+ | <br/> | ||
Agility d8, | Agility d8, | ||
Smarts d6, | Smarts d6, | ||
Spirit d6, | Spirit d6, | ||
− | strength d6, | + | strength d6<, |
− | Vigor d6 | + | Vigor d6<br/> |
Climbing d6+2, | Climbing d6+2, | ||
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Lockpicking d8+2, | Lockpicking d8+2, | ||
Notice d6+2, | Notice d6+2, | ||
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Shooting d6, | Shooting d6, | ||
Stealth d8+2, | Stealth d8+2, | ||
− | Streetwise d6 | + | Streetwise d6, |
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Pace 6<br/> | Pace 6<br/> | ||
Parry 7<br/> | Parry 7<br/> | ||
Toughness 6<br/> | Toughness 6<br/> | ||
− | Charisma | + | Charisma 0<br/> |
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Edges:<br/> | Edges:<br/> | ||
Alertness<br/> | Alertness<br/> | ||
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Light armor training (free)<br/> | Light armor training (free)<br/> | ||
Thief<br/> | Thief<br/> | ||
− | + | (Either Wealthy or Attractive)<br/> | |
− | + | <br/> | |
Hindrances:<br/> | Hindrances:<br/> | ||
Code of Honor (Major) - Honor among thieves, be a thief not a mugger, don't kick someone when they're down, etc. This is more a vestige of her growing up in respectable society than any real concept that other thieves pay any more than lip service to.<br/> | Code of Honor (Major) - Honor among thieves, be a thief not a mugger, don't kick someone when they're down, etc. This is more a vestige of her growing up in respectable society than any real concept that other thieves pay any more than lip service to.<br/> | ||
Vengeful (Minor)<br/> | Vengeful (Minor)<br/> | ||
Loyal (Minor)<br/> | Loyal (Minor)<br/> | ||
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(+1 edge, +2 skill point from hindrances, +1 attribute from advance)<br/> | (+1 edge, +2 skill point from hindrances, +1 attribute from advance)<br/> | ||
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Short sword (str + 1d6)<br/> | Short sword (str + 1d6)<br/> | ||
Leather armor (1)<br/> | Leather armor (1)<br/> | ||
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− | + | Estate: TBD | |
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+ | ==House Stuff== | ||
+ | ===House Rules=== | ||
− | + | *One or two BOONS start, regular refresh. | |
+ | *Common Knowledge (to save build points). NO dice should be spent in knowledge skills. The RAW Common Knowledge rule that characters use their smarts, at +2 when background is relevant, will serve universally. | ||
+ | *‘Natural’ skills (also to save build points). Most skills like climbing, stealth, throw, persuade can be attempted ‘unskilled’ at d4 (NOT the RAW d4-2) , provided the character has at least a d6 in the related attribute. | ||
+ | *Guts is not a skill (roll spirit instead) as in Deluxe rules. | ||
+ | * Tracking can be attempted with Survival or Notice -1 die type. | ||
+ | * Lockpicking can be attempted with Repair-1 die. | ||
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− | === | + | ==='Identifiable Hero'=== |
Any character who fails thrown rolls three times in a row gets a boon. Being awarded the boon in that scene disallows the identifiable hero from doing anything flashily successful using boons in the same scene. All player characters would get it, balancing out with the fact that I generally only refresh at two boons. | Any character who fails thrown rolls three times in a row gets a boon. Being awarded the boon in that scene disallows the identifiable hero from doing anything flashily successful using boons in the same scene. All player characters would get it, balancing out with the fact that I generally only refresh at two boons. | ||
===Ritual magic=== | ===Ritual magic=== | ||
− | EDGE, RITUAL MAGIC, requires Corruption, Smarts d8. The sorcerer can perform a ritual to summon, foretell, etc using ritual magic. They must spend a boon to know the ritual required (unless used previously) and perform with the following cost: | + | EDGE , RITUAL MAGIC, requires Corruption, Smarts d8. The sorcerer can perform a ritual to summon, foretell, etc using ritual magic. They must spend a boon to know the ritual required (unless used previously) and perform with the following cost: |
− | * trivial (find object, see person, if local): roll psychic TN4, 5 power points | + | *trivial (find object, see person, if local) : roll psychic TN4, 5 power points |
− | * challenging (e.g. summon minor being, speak with dead, curse other): roll psychic TN4, TN6 to avoid harm, half full power points and a further benny | + | *challenging (e.g. summon minor being, speak with dead, curse other) : roll psychic TN4, TN6 to avoid harm , half full power points and a further benny |
− | * dangerous (e.g. summon major being, call plague, raise undead): roll psychic TN6, TN8 to avoid harm, all power points and two further bennies. | + | *dangerous (e.g. summon major being, call plague , raise undead ): roll psychic TN6, TN8 to avoid harm , all power points and two further bennies. |
+ | <br/> | ||
+ | Rituals require time, ceremonial robes, a lofty tower or other (in) auspicious location. Ritual-specific wands, rods, ancient tomes may reduce the cost/ difficulty. Sacrifices always reduce both. | ||
− | + | ===The White Card=== | |
+ | I will issue you with a White Card to use the secret rooms of the Royal Library. These <br/>contain all my collection, as well as that of all of my predecessors.GRAND VIZIER | ||
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Mechanically this will mean that, as long as you (=Morous) have time and are in the City to access the library, a new ritual can be learned by carrying out a successful Investigation roll (TN4) rather than paying the boon specified by the Ritual Magic rules. The TN for each level of spell difficulty can be reduced by 1 (maximum!) if shifts are gained on the same Investigation roll. The roll can be maxed (like taking 20 in DnD) if days are spent researching. | Mechanically this will mean that, as long as you (=Morous) have time and are in the City to access the library, a new ritual can be learned by carrying out a successful Investigation roll (TN4) rather than paying the boon specified by the Ritual Magic rules. The TN for each level of spell difficulty can be reduced by 1 (maximum!) if shifts are gained on the same Investigation roll. The roll can be maxed (like taking 20 in DnD) if days are spent researching. | ||
− | + | ==Naseer's Estate== | |
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[[File:Garden.png]] | [[File:Garden.png]] | ||
[[File:Garden quarter.png]] | [[File:Garden quarter.png]] |