Tithe

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Of Amor, Armor, and Alchemy

Back Story/Concept

As a baby, Tithe was given up by his parents as a gift to a holy order of the Stone Elves. It is unknown to Tithe whether this was to compensate for some transgression, or for some other reason. Upon reading his auspice signs, it was decided to send Tithe to the Temple of the Forge at Caminus, for it seemed he had some destiny there. Once he reached toddling age, he was given off to a band of Stone Elf warriors led by a well-known soldier named Tolmen. Most of his childhood was spent with this band, on the road, learning the way of the warrior, and his cradle was a heater shield, carried by his countrymen or laid on the hard ground.

Tolmen and his band eventually were sent to Caminus, at least in part to offer some defensive training to the city's troops for fighting off the vicious blood elf raids that plagued the island, and to establish some political ties for the Stone Elves amongst the inner isles. Tolmen approached the temple with two gifts: a suit of finely wrought Stone Elf armor, and Tithe, then old enough to hold his own shield, albeit barely. The band stayed on for many months, training soldiers - specifically the guardians of the temple - in certain Stone Elf strategies, then headed off to explore the surrounding regions, leaving Tithe behind.

As of the present, Tithe - now 17 - has lived on the temple grounds for a number of years. Though he has always been a bit of an outsider (the temple authorities did not know quite what to do with the gift of a young elf), Tithe has made something of a place for himself as a guardian of the temple and bodyguard of its priests. Although the temple was at first reluctant to encourage this activity, as Tithe has matured into a relentlessly dedicated warrior, they have welcomed his presence a bit more. Still, Tithe has few close ties. Tolmen - the only parental figure in Tithe's life - stops by sporadically to continue Tithe's training, and then disappears again. The only real friend Tithe has is Daenerys, who has gone out of her way from the beginning to be kind to him and include him in conversations and activities. Tithe treasures this friendship greatly. Indeed, in truth, he has a persistent and hidden crush on her.

Tithe is tall, lithe, and wiry, with grey skin, a shaved head, and a blue-inked tattoo of the sign of the forge at the base of his neck. He is patient, quiet, and prone to standing still for long periods of time, which makes him a potent watchmen. Though quiet, he isn't dour, he enjoys riddlelike jokes, and has a noticeable laugh, though his sense of humor is a bit odd to most. He is also a bit of a sensate, particularly enjoying sounds. He can sometimes be found simply listening to the wind for long stretches of time. Seemingly uncharacteristically, Tithe also enjoys games of chance, and is usually keen to play any of the various gambling games that are popular, though he isn't particularly fond of money and likes to play the games for stones or other worthless items.

Tithe jointly worships two dieties: Amor (in the pure form generally respected by Stone Elves) and the Goddess of the Forge. He reveres both as dual-faceted aspects of creation. Amor represents the bedrock of creation, the natural, and the spiritual connections between all things. The Goddess of the Forge represents the creative abilities given to the sentient races, the synthetic, and the material forces out of which all are made. Tithe has also been known to be civil to Jaksan, giving offerings to him when trekking through the wilderness, especially in the mountains.

Tithe fights defensively, a one-man phalanx in hoplite style with spear and shield or shield and short sword/dagger. He was fairly recently earned the right (according to Tolmen) to actually wield a shield in battle.

Character (150pts.)

Characteristics (58pts.)

Tithe
Val Char Cost Roll Notes
18 STR 8 13- HTH damage 3 1/2 d6 END [2]
17 DEX 21 12- OCV: 6/DCV: 6
15 CON 10 12-
13 BODY 6 12-
10 INT 0 11- PER Roll 11-
10 EGO 0 11- ECV: 3
10 PRE 0 11- PRE Attack: 2d6
10 COM 0 11-
9 PD 5 Total: 8/10 PD (0/2 rPD)
8 ED 5 Total: 7/9 ED (0/2 rED)
3 SPD 3 Phases: 4, 8, 12
7 REC 0
30 END 0
30 STUN 0
6" Run 0
2" Swim 0
4" Leap 0

Str: 18 [8pts.]

Dex: 17 [21pts.]

Con: 15 [10pts.]

Body: 13 [6pts.]

Com: 10

Int: 10

Ego: 10

PD: 9 [5pts.]

ED: 8 [5pts.]

SPD: 3 [3pts.]

Skills (13pts.)

WF: Common Weapons [2pts.]

AF: Shields [1pts.]

Stealth [3pts.] 11-

Language: Human, no literacy

Language: Faerie, literate [1pt.]

Climbing 8-

Conversation 8-

Deduction 8-

Paramedics 8-

Shadowing 8-

Survival (Mountainous AND Forest) 8-

High society 8-

Trading 8-

PS (Bodyguard) 11- [2pts.]

KS (Elvish History) 8- [1pts.]

KS (Stone Elves) 11- [3pts.]

Powers (35pts.)

Life support (1600 years; 4pts.)

Nightvision (5pts.)

Sphere of Silence: Darkness to Hearing Group 2" radius, Personal Immunity (+1/4), Ranged (+1/2), Usable As Attack (+1) (27 Active Points); Activation Roll 13- (-3/4), Gestures (-1/4) 13pts. ; 3 END)

Fearless (+10 PRE (20 Active Points); Only Usable Against Fear-Based Attacks (-2) 3pts.)

Martial Arts (14 pts.)

Martial Block (1/2 Phase, +2 OCV, +2 DCV, Block, Abort 4pts.)

Counterstrike (1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block 4pts.)

Defensive Strike (1/2 Phase, +1 OCV, +3 DCV, Weapon Strike 5pts)

Weapon Element (Able to use shield for maneuvers in addition to spears 1pt.)

Equipment (31pts.)

Bag of Stuff [5pts.]

"Vengeant" - Attuned Short Spear [13pts.] w/ Smite (+4 OCV) 1x/day [4pts.]

Daenerys-forged Dagger (+1 DC; FREE BITCHES!)

Large Shield (+3 DCV; 7pts.)

Medium Leather Armor 2PD/2ED [2pts.]

Disadvantages (50 pts.)

Normal Characteristic Maxima (0)

Distinctive Features (Greyish-blue skin, white hair, pointed ears, & tall, slender build; -5pts.)

Social Limitation (No permanent settlements, high respect for "guest rights"; Frequently, Severe Consequences, not limiting in Stone Elf cultures; -15pts.)

Psychological Limitation: Dogmatic (generally refuses to break established laws/principles/precepts, usually for no other reason than because they are laws/principles/precepts; Common; Strong; -15 pts.)

Psychological Limitation: Obstinate (once Tithe chooses a course of action, it is very difficult to persuade him to do otherwise; Common; Strong; -15 pts.)

Tithe's Plans

Questions for GM

Ben, and everyone, tell me your thoughts on these two powers. Each of them is designed to hold someone still, and for both I'm currently having my shield be a necessary focus (I aim the power through the shield). I'm leaning towards Entangle, because I think it makes the most sense character-wise (it stops gestures, so is a good anti-spellcaster power, plus I see it as a really useful ability for temple guardians. Sometimes thieves, intruders, and the like won't just stop when you yell "Halt!"). But suppress vs. run is pretty sick, though 8d6 is probably overkill for most enemies. They both require attack rolls:

Hold of Stone: Suppress 8d6 - vs. Run (40 Active Points); OAF Shield (-1), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) [14 real points, costs 4 END, and is a constant power)

Hold of Stone v.2 : Entangle 5d6, 0 DEF, Takes No Damage From Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4) (75 Active Points); No Defense (-1 1/2), OAF Shield (-1), Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4), Gestures (-1/4), Incantations (-1/4), Beam (-1/4) [15 real points, costs 7 END, and is an instant power].

The entangle version, as it stands, I believe exceeds the Active Point Maximum Cap.

The other possibility is to spend some points getting ranged weapons, as we talked about yesterday.


BEN: my comments are as follows:
1.) Anything that is a spell must fall into one of the classes of magic: true magic/hag magic have RSR, druidic magic is limited by the local spirits who can do the tasks, while priest magic has an activation roll dependent on a psychological limitation. If your effects are magical things, I won't make exceptions for these powers just because it would make them "better". Innate/creature magic is different, so there are justifiable reasons to skirt them (or magic items, for instance), but they need to be well thought out.
2.) I am waiving the active points cap between this session and the next. Powers still require GM approval and must fall in the range of reasonable
3.) A + to PRE for the purpose of getting someone to stop would work well and be very cheap (max of 40, still). This would have limited utility, but a presence attack doesn't necessarily take an action either.
4.) Mind control could also be appropriate.
5.) what I always thought you were going to do was a classic tank power: as in, your character's fighting style is designed to pin down opponent(s) that threaten someone/something else more than actually killing/crushing one's foes. As such, you could buy an entangle, selective target change environment, suppress, whatever, that works only in HtH combat, requires your spear and shield as a focus, and just represents your ability to "corral" your foe and limit their maneuverability due to your fighting style. Just a thought (this wouldn't necessarily have to have RSR, gestures, or incantations, though RSR *might* be appropriate)

--Brandon 01:19, 14 October 2008 (MST) Ok. I like all of these thoughts, and have been kicking them around (including Ed's idea of just getting a net). But, talk to me more about the rules for divine/priest magic. My plan has always been to slowly incorporate some significant spell-like abilities (like the Entangle and Dispel Magic) as part of the spell-breaker archetype. Assuming that the sphere of silence is some mixture of innate and divine (which is why it doesn't require a skill roll; I'm happy to change that by the way, I wasn't thinking that it might need one when I made it in the first place) - the other powers will likely be categorized as magic. Divine magic makes the most sense, but I don't yet follow exactly how the activation roll works as tied to the psychological limitation.

My point is just that - at some point - I'd probably like to veer a bit into the magic stuff, and that there is no time like the present to start sending points that way. So, I'd like to know if it's feasible with the points I have to spend. Points points points points points.

For example, if I had to buy a magic skill, I could do the following before next session:

Hold of Stone, v. 3: Entangle 2d6, 0 DEF, Requires A Skill Roll (No Active Point penalty to Skill Roll +0), Takes No Damage From Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4) (30 Active Points); No Defense (-1 1/2), Mental Defense Adds To EGO (-1/2), Cannot Form Barriers (-1/4), Gestures (-1/4), Incantations (-1/4), Stops Working if Mentalist is Knocked Out (-1/4) [7pts., 3 END, Instant Power]

Skill: Divine Meditation 13- [7pts.]

But that looks like a "true" magic route. I would like to work out the divine magic route. Would I have to add a new psychological limitation, or is one of my existent limitations appropriate (Dogmatic, perhaps)?

Lastly, I like your physical "corraling" idea, but one of the reasons for going for this entangle is to give me a ranged "attack" that lets me both be effective from a distance and offers me a way to close distances. But, here is a crack at the power:

"Don't Move": Suppress 8d6, Area Of Effect (One Hex; +1/2) (60 Active Points); Gestures, Requires Gestures throughout (-3/4), Requires both hands (-1/4), OAF (-1), No Range (-1/2), Restrainable (-1/2), Requires A Skill Roll (PS: Bodyguard) (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4) [14pts. 6 END].

Also, do you think it makes sense to change my PS to "templar" or "temple guard" instead of "bodyguard?"

BEN: sure, change it if you think that is more appropriate. As for the "corraling": looks fine, although there are a LOT of different ways to do this (change environment, entangle, telekinesis...or even clinging, as examples).
As for magic. Your silence power should definitely have a roll associated with it: all magic does, and although your ability is innate, it isn't as innate as "creature magic" because not all stone elves have it. However, if it is more of a priest ability, then it requires the "activation roll" limitation. this roll is tied to a psychological limitation that is a code of honor: your dogmatic probably won't cut it. In short, it has to dictate things you can and can't do. your devotion to it must be "total", and how frequently it comes up dictates the max activation roll you can have (it tops out at 13-). There is NO WAY currently to increase your activation roll above that (there may be opportunities later in the game). If you want to go that route, you can take the additional disadvantage of the psych lim without paying points, but then you won't get bonus XP for having it either. Alternatively you can pay for it, in which case you get bonus XP when it comes up and affects the game.

--Brandon 01:38, 15 October 2008 (MST) Ok. Sounds good. I'm working on a plausible, and substantial enough, psych lim, and I'll change my silence power accordingly. What is the relationship between frequency and the die roll? Very common 13-, common 11-, uncommon 8- ? Or is it something different than this?

Experience Points (24)

(6 sessions)(15pts.) = 90 points - 2 (Medium Leather Armor) -1 (Miracle to suspect High Attendant) +1 (Reward for suspicion) -10 (Sphere of Silence) -1 (Swim +1", to return to normal) -3 (Fearless) -14 (Martial Arts w/ weapon element) -1 (Faerie Literacy) -6 (DEX +3) -3 (STR +3) -4 (Smite) -6 (DEX +3) -2 (BODY +1) -1 (PD +1) -1 (ED +1) -1 (KS: Elvish History) -3 (KS: Stone Elves) -5 (Nightvision) -3 (Improvement to Sphere of Silence + Activation Roll)

= 24 points to spend

Thoughts for Future Development

Silent Scream (Flash silencing power, 5d6; 15pts.) - likely obsolete

Dispel (vs. magic spells/effects)

Suppress (???)

Detect Truth (???)

Succor (or whatever this ability is called) to be able to give other people END (Aefra should like this possibility). (???)

Entangle

Notes

Language: Human, no literacy

Language: One other, no literacy

Climbing 8-

Conversation 8-

Deduction 8-

Paramedics 8-

Shadowing 8-

Survival (2 terrain types) 8-

Streetwise OR high society 8-

Trading 8-

One PS at 8-

Stone Elves: 24 Dex, 10 PD/ED Maxima, 23 INT, 25 EGO, 25 COM. Your other basic language is Faerie. 4 points of Life support (1600 years). Distinctive Features -5pts. Social Limitation (type varies by elf-type: for sea elves, as an example, this is their inability to live and/or settle on land for long periods of time)-15 pts. (Frequently, Severe consequences, not limiting in some cultures).