Difference between revisions of "Tithe"

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==Experience Points (0)==
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==Experience Points (1)==
  
 
(9 sessions)(15pts.) = 135 points
 
(9 sessions)(15pts.) = 135 points
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-2 (Armorer ?)
 
-2 (Armorer ?)
 
-5 (1d6 Luck)
 
-5 (1d6 Luck)
 +
+1 XP Award
  
=30 points spent (137/137)
+
=30 points spent (137/138)
  
= 0 points to spend
+
= 1 points to spend
  
 
==Thoughts for Future Development==
 
==Thoughts for Future Development==

Revision as of 15:55, 8 January 2009

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 (211pts.)

Characteristics (71pts.)

Tithe
Val Char Cost Roll Notes
18 STR 8 13- HTH damage 3 1/2 d6 END [2]
18 DEX 24 13- 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-
10 PD 6 Total: 10/16 PD (0/6 rPD)
10 ED 6 Total: 10/16 ED (0/6 rED)
3 SPD 3 Phases: 4, 8, 12
7 REC 0
30 END 0
30 STUN 0
10" Run 8
2" Swim 0
4" Leap 0

Str: 18 [8pts.]

Dex: 18 [24pts.]

Con: 15 [10pts.]

Body: 13 [6pts.]

Com: 10

Int: 10

Ego: 10

PD: 10 [6pts.]

ED: 10 [7pts.]

SPD: 3 [2pts.]

Run: 10" [8pts.]

Skills (26pts.)

WF: Common Weapons [2pts.]

WF: Javelins and Thrown Spears [1pt.]

AF: Shields [1pts.]

Stealth [3pts.] 11-

Defensive Maneuver: I (no attacks count as from behind) [3pts.]

CSL: +2 DCV (only against armor penalties) [5pts.]

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 (Templar) 11- [2pts.]

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

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

Weaponsmith (Muscle-Powered Ranged) 11- [2pts.]

Armorer 11- [2pts.]

Powers (56pts.)

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)

Hold of Stone (Entangle 2d6, 2 DEF, Takes No Damage From Physical Attacks (+1/4), Works Against EGO, Not STR (+1/4), Area Of Effect (One Hex; +1/2) (40 Active Points); Activation Roll 13- (-3/4), 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) 12pts. ; 4 END)

Fearless: +16 PRE (16 Active Points); Usable only against fear (-2) 5pts.)

Templar Armor-Bearing (+10 DEX (30 Active Points); Only Against Armor Penalties (-1), No Figured Characteristics (-1/2) 12pts.)

Amor's Favor (Luck 1d6 (5 Active Points) 5pts.)

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 (44pts.)

Bag of Stuff [5pts.]

Spear of Hamun-Derabi, all slots: Unique (-3), OAF (-1) [22pts. TOTAL] (Note: + STR = 1 1/2d6 dmg.)

(1) Short Spear: Killing Attack - Hand-To-Hand 1d6 +1 (plus STR) (vs. PD), Range Based on STR (+1/4), Reduced Endurance 0 END (+1/2) (35 Active Points); STR Minimum (8) (-1/2), Fantasy Book Modifier (?) (-1/2), Real Weapon (-1/4) [6pts.]

(2) Long Weapon: Stretching 1", Reduced Endurance 0 END (+1/2) (7 Active Points); Only To Cause Damage (-1/2), Linked to Short Spear (-1/2), No Velocity Damage (-1/4), No Noncombat Stretching (-1/4), Always Direct (-1/4) [1pt.]

(3) +1 OCV: +1 with All Combat (8 Active Points) [2pts.]

(4) Dispel Magic 20d6 (60 Active Points); 1 Charges (-2), Gestures (-1/4), Incantations (-1/4) [8pts.]

(5) +10 Mental Defense (12 points total) (10 Active Points) [2pts.]

(6) Power Defense (5 points) (5 Active Points) [1pt.]

(7) Detect Magic 11- (5 Active Points) [1pt.]

(8) Detect Lies 11- (5 Active Points) [1pt.]

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

Large Shield (+3 DCV; 7pts.)

Banded Armor 6PD/6ED [6pts.] attuned with Missile Deflection [4pts.]

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.)

Psychological Limitation: Code of Conduct (Twinfold Path) 13- [Common; Total; 20pt. limitation - must pay 10 if I want to gain pts. from it in the future]

Tithe's Plans

Questions for GM

Experience Points (1)

(9 sessions)(15pts.) = 135 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)

= 17 points spent (17/136)

-14 (Martial Arts w/ weapon element) -1 (Faerie Literacy)

= 15 points spent (32/136)

-6 (DEX +3) -3 (STR +3) -4 (Smite)

=13 points spent (45/136)

-6 (DEX +3) -2 (BODY +1) -1 (PD +1) -1 (ED +1) -1 (KS: Elvish History) -3 (KS: Stone Elves)

=14 points spent (59/136)

-5 (Nightvision) -3 (Improvement to Sphere of Silence + Activation Roll) -8 (+4 Run)

=16 points spent (75/136)

-1 (WF: Javelins and Thrown Spears) -2 (Weaponsmith: Muscle-powered Ranged Weapons) -12 (Hold of Stone) -1 [+1 PD] -0 (Psychological Limitation: Twinfold Path) +1 (XP reward)

=16 points spent (91/137)

-5 (Spear of Hamun Durabi w/ Vengeant loss Rebate) -3 (Def. Maneuver I] -6 (Banded Armor)

=14 points spent (105/137)

+2 (Leather Armor Rebate) -4 (Armor Attunement: Missile Deflection)

=2 points spent (107/137)

-5 (+2 DCV against armor penalties) -2 (+1 DEX - w/ speed rebate) -2 (+2 ED) -12 (+10 DEX against armor penalties) -2 (+6 PRE to Fearless) -2 (Armorer ?) -5 (1d6 Luck) +1 XP Award

=30 points spent (137/138)

= 1 points to spend

Thoughts for Future Development

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

Dispel (vs. magic spells/effects)

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)

"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]. 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].

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]

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

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).