City of Towers

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Cast

Naseer min Alrramh

Naseer min Alrramh
Attributes- Agi d8; Smt d4; Spt d8; Str d6; Vig d6

Pace 6; Cha +2; Parry 8; Tough 7(1)

Skills-
Fighting d8, Notice d6, Persuasion d8, Stealth d6, Streetwise d4, Taunt d6

Hindrances-
[M] Arrogant (Spear and stick use)- "Trained by the best"
[m] Enemy- "My father will have my head for this amulet. Let him send his dogs! Ha!"
[m] Big Mouth- "...sometimes...*hic!* I just.. ehh uh drink too much and thEN saaay too much... SHHhhh!"

  • Extra (no mechanical benefit; does not provide build points): Carouser- "Another round for the house!"

Edges-
• (Free) Light Armor Training: Parry +1 when in light or no armor
• (Free) Magnificent Physique (*Brawny): Toughness +1, 8x Str in carried weight
• Charismatic: Charisma +2
• 14 Winds style (Florentine): Fighting +1 vs single weapon and no shield. Gang up bonus reduced by 1 against you.
'The 14 winds distract attackers and obfuscate the true strike but beware the strong wall that prevents the flowing wind' -Master Hazm al-Hamed

Equipment-
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.

Special: Heirloom Necklace- Healing power d8, 10pp/day

Money-
100 brass coins

Advancement-
Free Human Edge: Sweep
From Hindrances: Spt d6->d8, Charismatic
5xp: Special (Heirloom necklace)


Borden

Attributes
Agility d8, Smarts d6 (+2 for tests of will),Spirit d6 (+2 for tests of will),Strength d10, Vigor d6
Charisma 0
Pace 6"
Parry 8
Toughness 6 (+1 armor)
Skills
Fighting d10
Intimidation d6+2
Notice d6
Stealth d6
Streetwise d6
Taunt d6+2
Edges
Strong-Willed (human bonus)
Brawny (free)
Light Armor Training (free)

Hindrances
Carouser (Minor)
Loyal (Minor)
Mercenary (Major)

Gear
War knife (Str+d6)
Tough vest and bracers (+1 armor)
Dice
Flint and steel
Pocket knife

~30 brass

Manu

Manu The Ghost

Attributes-
Agi d8[2]; Smt d4[0]; Spt d6[1]; Str d8[2]; Vig d6[1] [includes +1 advance from character creation]

Pace 6; Cha 0; Parry 7[2+4+1 light armour]; Tough 6[2+3+1 Brawny]

Skills-
Climbing d6[2], Fighting d8[3], Stealth d10[5], Healing d4[1], Notice d6[2], Throw d6[2]

Hindrances-
[M] Clueless "Slaves need to know nothing beyond their uses."
[M] Enemy "If the Witch Men Find me I am dead."

Edges-
[Free] Light Armor Training: Parry +1 when in light or no armor "Slaves need no armour!"
[Free] Brawny +1 Toughness, 8xStr for Enc. "Regular beatings make you stronger."
[Free: Human] Two Fisted "Kill or be killed, all or nothing!"
[2] Assassin "You slave are a knife in our hands, nothing more."
[2] Martial Artist "Anything is a weapon."

Equipment-
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).

Money-
100 brass coins

Advancement-
From Hindrances: Assassin, Martial Artist Edges
1 advance on stat die

Current Enc 6 lbs

Morous

Agility-d6 (1), Smarts- d8 (2), Spirit- d8(2), Strength- d4 (0), Vigor- d4 (0),
Pace-6”
Charisma:0
Toughness:4

Edges:
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
Arcane Background(Psionics)
Human Edge-

Hindrances:
Corruption- morally dubious and self-serving, +2 saves versus supernatural horror.

Skills: (15/15)
Fighting,d4(1), Investigation, d8(3), Notice, d6 (2), Persuasion, d4 (1), Psionics, d10 (5), Stealth,d4(1), Streetwise, d4(1), Survival, d4(1), Tracking, d4(1), Power Points:10
Powers:
-Bolt
-Mind Reading
-Elemental Manipulation

►►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

Equipment:
Worn Robes, close fitting hood to cover shaved head
Knife, Str+d4
Staff, Str+d4, Reach 1, Parry +1, 2 hands
Worn book and writing supplies
Backpack

Valia


Agility d8, Smarts d6, Spirit d6, strength d6<, Vigor d6

Fighting d8 , Gambling d6, Lockpicking d8,> Notice d6 (+2 from Edge), Shooting, Stealth d8, Streetwise d6,
Pace 6
Parry 7
Toughness 6
Charisma 0

Edges:
Alertness
Sleight of hand
Brawny (free)
Light armor training (free)

Hindrances:
Code of Honor (Major) - Honor among thieves, be a thief not a mugger, don't kick someone when they're down, etc. Largely, this is a vestige of her growing up in respectable society than any real concept that other thieves pay any more than lip service to.
Vengeful (Minor)
Loyal (Minor)

(+1 edge, +2 skill point from hindrances, +1 attribute from advance)

Short sword (str + 1d6)
Leather armor (1)
Sling (str + 1d4) w 20 stones
Lockpicks
Normal clothing
Flint & Steel
Crowbar
Torch


House Stuff

'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.

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 benny 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
  • 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.


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 contain all my collection, as well as that of all 
of my predecessors.GRAND VIZIER


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.