Difference between revisions of "Bree"

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(Words and Gifts)
(Facts)
 
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*Profession: Brupek noble
 
*Profession: Brupek noble
 
*Relationship: strained relationship with family & aristocracy as she left/abandoned her inheritance/claim OR other resistance/rebellious sects
 
*Relationship: strained relationship with family & aristocracy as she left/abandoned her inheritance/claim OR other resistance/rebellious sects
 +
*Lead Knights of _____
 +
*(in progress)
 +
* (another?)
  
 
==Attributes==
 
==Attributes==
*Strength  
+
*Strength 14 +1
*Dexterity  
+
*Dexterity 13 +1
*Constitution  
+
*Constitution 16 +2
*Intelligence  
+
*Intelligence 10 +0
*Wisdom
+
*Wisdom 13 +1
*Charisma  
+
*Charisma 16 +2
  
 
==Skill Rolls==
 
==Skill Rolls==
*Strength  
+
*Strength 7
*Dexterity  
+
*Dexterity 8
*Constitution  
+
*Constitution 5
*Intelligence  
+
*Intelligence 11
*Wisdom
+
*Wisdom 8
*Charisma  
+
*Charisma 5
  
 
==Saving Throws==
 
==Saving Throws==
*Hardiness:
+
*Hardiness: 10
*Evasion:
+
*Evasion: 11
*Spirit:
+
*Spirit: 10
  
 
==Power==
 
==Power==
*Effort:
+
*Effort: 5
*Influence:
+
*Influence: 5
*Dominion:
+
*Dominion: 16 (6 free)
 +
**Train Implausible Mob - Elite
 +
*Experience: 18
  
 
==Combat==
 
==Combat==
*AC:
+
*AC: 1
*HP:
+
*HP: 25
*Armor:
+
*Armor: Heavy with Shield, affects Hardiness(?)
*Weapon:
+
*Attack Bonus: +4
 +
*Weapon: Sword
 +
**+6 to Hit with Charisma, flashy & witty banter while dueling
 +
**+6 to hit with Constitution, defensive and stalwart style
 +
**1d10+3 damage
 +
*Fray: 1d8
  
 
==Words and Gifts==
 
==Words and Gifts==
  
 +
*Apotheosis
 +
**Receive the Incense of Faith
 +
***Constant
 +
***Capable of receiving worship
 +
***Begin to form a cult
 +
**Sanctify Shrine
 +
***Action
 +
***Costs 1 Wealth per Level
 +
***Can target a gift or miracle at any person within the sacred grounds
 +
**Smite the Apostate
 +
***Instantly kill offending worshiper or less
 +
***Action
 +
**Hear Prayer
 +
***Constant
 +
***capable of hearing prayer
 +
***can communicate
 +
***can listen for particular people or topics
 
*Command
 
*Command
 
**Basic abilities
 
**Basic abilities
Line 46: Line 73:
 
***does not guarantee obedience
 
***does not guarantee obedience
 
**Gifts
 
**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
 +
***Guards! Seize Him!
 +
****Up to a Small Mob can be made to appear at the current location, provided within ten (10) miles of you.  Only formally-pledged followers can be summoned.
 +
****Action
 
*Sun
 
*Sun
 
**Basic abilities
 
**Basic abilities
Line 55: Line 94:
 
***vision can pierce blindfolds or survive physical removal of the eyes
 
***vision can pierce blindfolds or survive physical removal of the eyes
 
**Gifts
 
**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
 +
***Creation's First Light
 +
****Commit Effort
 +
****On Turn
 +
****Vision penetrates any non-magical barrier.  Allows you to see anything and everything out to the horizon.
 +
****Automatically penetrates illusions and sees the true shape of shape-shifters.
 +
****Cannot pierce Deception gifts.
 
*Sword
 
*Sword
 
**Basic abilities
 
**Basic abilities
***all weapon or unarmed attacks are magicial
+
***all weapon or unarmed attacks are magical
 
***cannot be disarmed
 
***cannot be disarmed
 
***can summon any melee weapon ever used to hand as an Instant Action
 
***can summon any melee weapon ever used to hand as an Instant Action
 
**Gifts
 
**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
 +
***Shattering Hand
 +
****Commit Effort
 +
****On Turn
 +
****Melee damage rolls and Fray dice are always maximum. Destroy barriers up to five (5) feet thick in one action.  Magical substances may resist this power.
 +
*Apotheosis
 +
**Receive the Incense of Faith - Constant
 +
***Able to be worshiped.
  
 
[[https://wiki.rpg.net/index.php/Cyllian_Sea Main Page]]
 
[[https://wiki.rpg.net/index.php/Cyllian_Sea Main Page]]

Latest revision as of 06:38, 15 February 2020

[Main Page]

Facts[edit]

  • 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)
  • (another?)

Attributes[edit]

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

Skill Rolls[edit]

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

Saving Throws[edit]

  • Hardiness: 10
  • Evasion: 11
  • Spirit: 10

Power[edit]

  • Effort: 5
  • Influence: 5
  • Dominion: 16 (6 free)
    • Train Implausible Mob - Elite
  • Experience: 18

Combat[edit]

  • AC: 1
  • HP: 25
  • Armor: Heavy with Shield, affects Hardiness(?)
  • Attack Bonus: +4
  • Weapon: Sword
    • +6 to Hit with Charisma, flashy & witty banter while dueling
    • +6 to hit with Constitution, defensive and stalwart style
    • 1d10+3 damage
  • Fray: 1d8

Words and Gifts[edit]

  • Apotheosis
    • Receive the Incense of Faith
      • Constant
      • Capable of receiving worship
      • Begin to form a cult
    • Sanctify Shrine
      • Action
      • Costs 1 Wealth per Level
      • Can target a gift or miracle at any person within the sacred grounds
    • Smite the Apostate
      • Instantly kill offending worshiper or less
      • Action
    • Hear Prayer
      • Constant
      • capable of hearing prayer
      • can communicate
      • can listen for particular people or topics
  • 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
      • Guards! Seize Him!
        • Up to a Small Mob can be made to appear at the current location, provided within ten (10) miles of you. Only formally-pledged followers can be summoned.
        • Action
  • 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
      • Creation's First Light
        • Commit Effort
        • On Turn
        • Vision penetrates any non-magical barrier. Allows you to see anything and everything out to the horizon.
        • Automatically penetrates illusions and sees the true shape of shape-shifters.
        • Cannot pierce Deception gifts.
  • 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
      • Shattering Hand
        • Commit Effort
        • On Turn
        • Melee damage rolls and Fray dice are always maximum. Destroy barriers up to five (5) feet thick in one action. Magical substances may resist this power.
  • Apotheosis
    • Receive the Incense of Faith - Constant
      • Able to be worshiped.

[Main Page]