Difference between revisions of "SHoD PC06"

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(Brook Moonglitter)
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==Brook Moonglitter==
 
==Brook Moonglitter==
  
[[File:BrookMoonglitter.png|250px]]
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[[File:BrookMoonglitter.jpg|250px]]
  
 
==Ancestry | Mundane Pixie | Seasoned/4 Adv==
 
==Ancestry | Mundane Pixie | Seasoned/4 Adv==

Revision as of 11:12, 24 June 2024

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Brook Moonglitter

BrookMoonglitter.jpg

Ancestry | Mundane Pixie | Seasoned/4 Adv

Pos Traits: Diminutive; Low Light Vision; Agile; Skill Bonus: Notice +1

Neg Traits: Common Knowledge Untrained; Vulnerable to Cold Iron; -1 Pace; Mild Mannered; Curious

Attributes

Agility D8a.png || Smarts D10a.png || Spirit D6a.png || Strength D4a.png || Vigor D6a.png

Derived Stats

Pace D4b.png / Running D4a.png || Parry D2b.png || Size - D4a.png || Toughness D5b.png (4)

Core Skills

Athletics D4a.png || Notice D10a.png + D1b.png || Persuasion D4a.png || Stealth D4a.png

Other Skills

Infusion D10a.png || Occult D10a.png || Riding D10a.png || Repair D10a.png

Languages

Sylvan (Native) | Common D6a.png | Elven D6a.png | Draconic D6a.png | Undercommon D6a.png | Druidic D6a.png

Hindrances

Heroic (Major) - Having survived such a harrowing ordeal, Brook wants to bring the gentle summer light, warmth, and joy to the world that she remembers from her time before.
Elderly (Major) - When the magic was wrenched from Brook, body and soul, it damaged something; leaving her weaker than she once was. Her Pace is reduced by 1, and she subtracts 1 from running rolls (minimum 1). She also suffers a −1 penalty to Agility, Strength (including damage), and Vigor rolls, but not linked skills.
Driven (Minor) - The dark wizard who stole Brook's magic, and those like her, must be stopped.

Traits

Tiny - Tiny races (Size −4) have a maximum Strength of d4. They subtract 4 from their Toughness and damage rolls (melee, ranged, magic, etc.) Gear made for Tiny characters weighs and costs a tenth the listed value. Reduce the Min Str for Tiny Armor four die types (minimum d4).
Phosphorescence - Via arcane, divine, or natural means, the character's body can generate light. This eliminates up to two points of illumination penalties in a Small, Medium, or Large Blast Template around her and subtracts 4 from her Stealth rolls if they’re based on sight. The being's light may be activated or deactivated as a free action.

Edges

Arcane Background [Artificer] (10 pp)
Arcane Background [Tinkerer] Wandsmith (15 pp)
Homunculus: Caster crafts a small pet that grants her 5 Power Points and other abilities.
Craft Magic Items: can create temporary Arcane Devices and craft more permanent magical items.
Wand Mastery: The crafter has become adept at eking out power from wands. When wielding a wand, the crafter has a +2 bonus to skill rolls to activate the power.

Artificer Powers

Trappings: All infusions require touch, and must be placed within an object, construct, or living construct. Once imbued, the object remains pleasantly warm to the touch and smell faintly of summer flowers.


HASTE! Speed | PP (1) +1 to arcane skill roll | Range (Touch) | Duration (5 Minutes)
Additional Trappings: The item infused seems to vibrate with energy;
Limitations:Speed only, Range: Touch
Description: Speed doubles the target’s movement (Pace and running). With a raise the character also ignores the −2 running penalty.
Modifier: Quickness (+2): character’s total Multi-Action penalty each turn is reduced by 2 (she can do two actions at no penalty or three at −2 each)
BOOST! Boost Trait | PP (1) | Range (Touch) | Duration (5 minutes)
Additional Trappings: None;
Limitations:Boost only, Range: Touch
Description: Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.
BLOCK! Barrier | PP (1) | Range (Touch) | Duration (5 minutes)
Additional Trappings: A wall of dense stone rises up, originating from the spot touched.;
Limitations:Range: Touch
Description: Creates wall 5″ (10 yards) long, 1″ (2 yards) tall, Hardness 10 barrier (12 with a raise).
Modifiers:
DAMAGE (+0/+1): The barrier causes 2d4 damage to anyone who contacts it. If the barrier is Immaterial, this modifier costs +0 instead of +1.
HARDENED (+1): The wall is Hardness 12 (or 14 with a raise).
SHAPED (+1): The barrier forms a circle, square, or rectangle. It can’t have a roof or floor, and can’t Bind or Entangle anything within (use the entangle power for that).
SIZE (+1): The length and height of the barrier doubles.

Wandsmith Powers

Trappings: All wandsmith powers require a wand-like object as a focus.


BOLT! Bolt | PP (1) | Range (Smarts) | Duration (instant)
Additional Trappings: A crack of lightning shoots out of the business end of the "wand";
Description: Sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage of the bolt is 2d6, or 3d6 with a raise.
Modifier: Damage (+2) The bolt causes 3d6 damage (4d6 with a raise).
ZAP! Stun | PP (2) | Range (Smarts) | Duration (instant)
Additional Trappings: A tremendous jolt of electricity briefly connects the caster's wand and the unfortunate victim, causing muscles to spasm and a complete loss of control;
Description: the victim must make a Vigor roll (at −2 with a raise on the arcane skill roll) or be Stunned.
Modifier: Area of Effect (+2/+3): For +2 points the power affects everyone in a Medium Blast Template. For +3 points the area of effect is increased to a Large Blast Template.
STUNNED: A Stunned character is Distracted (until end of next turn), Vulnerable (until recovery), and doesn’t count for Gang Up. He also falls prone, can’t take actions, or move. At the start of each of his turns, he makes a Vigor roll as a free action to revive. Success means he is no longer Stunned but remains Vulnerable until the end of his next turn; a raise means he stops being Vulnerable at the end of this turn.

Universal Power Modifiers

FATIGUE (+2) The modifier may be attached to any power that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause Incapacitation, however.
GLOW/SHROUD (+1) Glow creates soft light (caster’s choice of color) in a Small Blast Template centered on the target. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls.
HINDER/HURRY (+1) The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base Pace is reduced by 2. A caster can Hurry the recipient instead, granting increased energy, sure footing, or more powerful muscles. His Pace is increased by 2. Effects of either modifier aren’t cumulative.
RANGE (+1/+2) Double the power’s listed Range for +1 Power Point, or triple it for +2. This modifier may not be used on powers with a Range of Touch or the Cone or Stream Template.
HASTY (+2) The caster can activate the power as a limited free action instead of an action. The arcane skill roll is subject to multi-action penalties as usual, but doesn’t cause any itself

Equipment/Gear

Armor

Darkleaf Breastplate (+4) (light)

Weapons

Wand?

Gear

Repair Kit
Sewing Kit
Artificer's Kit: Various tools, vises, and equipment needed to enchant arcane devices (see page 109) and permanent magic items (page 169).
Tack, riding
Clothing (Light & Winter)
Tent & Bedroll
Healing Potion (1)

Magic Items

Ring of Sustenance: This ring provides its wearer with life-sustaining nourishment. It also refreshes the body and mind, so its wearer need only sleep two hours per day to gain the benefit of eight hours.

Backstory

Nguyen had no real notion how far the colony had fled, refugees in a land that tolerated them but didn't necessarily accept them. It had been far. Their native appearance seemed to inspire a gut reaction of primal fear, but once folk got to know them better, and their reputation caught them up, mistrust typically became the prejudice of choice.

Local thieves proved the most eager to form relationships with his folk.

Which made sense. Most of them were well suited to the work.

Nguyen himself was adept enough at certain aspects common to these jobs, but his heart wasn't in it. He wanted to discover things, to pry secrets from the earth, and to understand the beings that shared his time and place.

He wanted to be around folk who, upon seeing him, defaulted to kindness and acceptance - no matter how weird they were themselves.

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