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Replaced content with "LibDem is stuffed with bigots, yet even minor criticism toward them is a group attack. When will you Libs decide that dissing Nazis is bad because "Not all Nazis", I wonder?"
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LibDem is stuffed with bigots, yet even minor criticism toward them is a group attack.
[[https://wiki.rpg.net/index.php/Cyllian_Sea Main Page]]


When will you Libs decide that dissing Nazis is bad because "Not all Nazis", I wonder?
==Facts==
*Background: noble who took up the cause(s) of the downtrodden peasants & serfs as a reluctant fighter
*Profession: Brupek noble
*Relationship: strained relationship with family & aristocracy as she left/abandoned her inheritance/claim OR other resistance/rebellious sects
*Lead Knights of _____
*(in progress)
 
==Attributes==
*Strength 14 +1
*Dexterity 13 +1
*Constitution 16 +2
*Intelligence 10 +0
*Wisdom 13 +1
*Charisma 16 +2
 
==Skill Rolls==
*Strength 7
*Dexterity 8
*Constitution 5
*Intelligence 11
*Wisdom 8
*Charisma 5
 
==Saving Throws==
*Hardiness: 12
*Evasion: 13
*Spirit: 12
 
==Power==
*Effort: 3
*Influence: 3
*Dominion: 3 (1 free)
**Train Implausible Mob - Elite
*Experience: 5
 
==Combat==
*AC: 5 or 3
*HP: 10
*Armor: Light with Shield or Medium with Shield, affects Hardiness(?)
*Attack Bonus: +4
*Weapon: Sword
**+2 to Hit with Charisma, flashy & witty banter while dueling
**+2 to hit with Constitution, defensive and stalwart style
**1d10+3 damage
*Fray: 1d8
 
==Words and Gifts==
 
*Command
**Basic abilities
***Charisma up to 16 or 18
***Communicate with ANY intelligent creature (Understanding and being understood)
***does not guarantee obedience
**Gifts
***The Lines of Rule
****No Effort
*****spot true leader in any group or social context
****Commit Effort
*****group of NPCs of lesser foes will instinctively obey
*****if strangeness is brought up then NPCs may get Spirit saving throw
***Soldier's Faithful Heart
****Constant
****Creature of equal or fewer hit dice than level finds oath totally binding if oath is made freely
****Only magical coercion can force them to disobey or betray
****Can only affect one hundred (100) people per level
*Sun
**Basic abilities
***May shed daylight up to 200 feet
***Cannot be blinded or vision impaired by darkness or mists
***invincible defense against fire damage
***vision can pierce blindfolds or survive physical removal of the eyes
**Gifts
***Body of Burning Light
****Commit effort
****gives AC 3 against creatures with sight
****weapons & attacks count as magical, 1d10 minimum damage, range of 200 feet
****sunlight for susceptible creatures
***Hope of the Dawn
****Commit Effort
****you and allies gain Morale 12 and invincible defense against magical emotional influence
****Allied NPCs gain +1 hit die and +1 to hit
****allies aware of your wishes
*Sword
**Basic abilities
***all weapon or unarmed attacks are magical
***cannot be disarmed
***can summon any melee weapon ever used to hand as an Instant Action
**Gifts
***Steel Without End
****Constant
****all weapons do 1d10+1, may use any attribute if relevant to style
***Thirsting Razor
****Commit Effort
****On Turn
****always hit lesser foes with melee attack, but only actual melee
****no need to roll to hit
***Contempt of Distance
****Constant
****move towards enemy as long as attack
****move full movement anywhere, without navigating path (such as to a rooftop or in the sky)
***Nine Iron Walls
****Instant
****Commit Effort for scene
****Invincible defense against all physical attacks until the next round
****does not apply to environmental hazards, spells, or other non-attack sources of harm
****Can be used after a successful hit
*Apotheosis
**Receive the Incense of Faith - Constant
***Able to be worshiped.
 
[[https://wiki.rpg.net/index.php/Cyllian_Sea Main Page]]

Revision as of 11:24, 7 January 2020

[Main Page]

Facts

  • Background: noble who took up the cause(s) of the downtrodden peasants & serfs as a reluctant fighter
  • Profession: Brupek noble
  • Relationship: strained relationship with family & aristocracy as she left/abandoned her inheritance/claim OR other resistance/rebellious sects
  • Lead Knights of _____
  • (in progress)

Attributes

  • Strength 14 +1
  • Dexterity 13 +1
  • Constitution 16 +2
  • Intelligence 10 +0
  • Wisdom 13 +1
  • Charisma 16 +2

Skill Rolls

  • Strength 7
  • Dexterity 8
  • Constitution 5
  • Intelligence 11
  • Wisdom 8
  • Charisma 5

Saving Throws

  • Hardiness: 12
  • Evasion: 13
  • Spirit: 12

Power

  • Effort: 3
  • Influence: 3
  • Dominion: 3 (1 free)
    • Train Implausible Mob - Elite
  • Experience: 5

Combat

  • AC: 5 or 3
  • HP: 10
  • Armor: Light with Shield or Medium with Shield, affects Hardiness(?)
  • Attack Bonus: +4
  • Weapon: Sword
    • +2 to Hit with Charisma, flashy & witty banter while dueling
    • +2 to hit with Constitution, defensive and stalwart style
    • 1d10+3 damage
  • Fray: 1d8

Words and Gifts

  • Command
    • Basic abilities
      • Charisma up to 16 or 18
      • Communicate with ANY intelligent creature (Understanding and being understood)
      • does not guarantee obedience
    • Gifts
      • The Lines of Rule
        • No Effort
          • spot true leader in any group or social context
        • Commit Effort
          • group of NPCs of lesser foes will instinctively obey
          • if strangeness is brought up then NPCs may get Spirit saving throw
      • Soldier's Faithful Heart
        • Constant
        • Creature of equal or fewer hit dice than level finds oath totally binding if oath is made freely
        • Only magical coercion can force them to disobey or betray
        • Can only affect one hundred (100) people per level
  • Sun
    • Basic abilities
      • May shed daylight up to 200 feet
      • Cannot be blinded or vision impaired by darkness or mists
      • invincible defense against fire damage
      • vision can pierce blindfolds or survive physical removal of the eyes
    • Gifts
      • Body of Burning Light
        • Commit effort
        • gives AC 3 against creatures with sight
        • weapons & attacks count as magical, 1d10 minimum damage, range of 200 feet
        • sunlight for susceptible creatures
      • Hope of the Dawn
        • Commit Effort
        • you and allies gain Morale 12 and invincible defense against magical emotional influence
        • Allied NPCs gain +1 hit die and +1 to hit
        • allies aware of your wishes
  • Sword
    • Basic abilities
      • all weapon or unarmed attacks are magical
      • cannot be disarmed
      • can summon any melee weapon ever used to hand as an Instant Action
    • Gifts
      • Steel Without End
        • Constant
        • all weapons do 1d10+1, may use any attribute if relevant to style
      • Thirsting Razor
        • Commit Effort
        • On Turn
        • always hit lesser foes with melee attack, but only actual melee
        • no need to roll to hit
      • Contempt of Distance
        • Constant
        • move towards enemy as long as attack
        • move full movement anywhere, without navigating path (such as to a rooftop or in the sky)
      • Nine Iron Walls
        • Instant
        • Commit Effort for scene
        • Invincible defense against all physical attacks until the next round
        • does not apply to environmental hazards, spells, or other non-attack sources of harm
        • Can be used after a successful hit
  • Apotheosis
    • Receive the Incense of Faith - Constant
      • Able to be worshiped.

[Main Page]