Talk:Mirland Quest: Difference between revisions
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:Bear-Clockwork | :Bear-Clockwork | ||
:Wizard's workshop contents | :Wizard's workshop contents | ||
:10 kilograms of explosives (plus cart) | |||
:Golem construction manual | |||
:Dark Opal Heart (given to her by Karuya!) | |||
:Finances: | |||
::Perhaps something she pocketed in the bank vault | |||
::Everything else she spent on 10 kilograms of explosives (plus cart) | |||
Advancement: 13 XP, 1 spare (14XP total) | Advancement: 13 XP, 1 spare (14XP total) |
Revision as of 14:40, 12 April 2011
Ceilie
Name: Ceilie
Concept: Bard
Skills: Music, Singing, Dancing, Acrobatics, Knife-throwing, Knife-fighting, Dueling, Lockpicking, Larceny, Burglary, Being Lovable
Misc Equipment: rapier and main gauche, flashy clothes, feather hat, fiddle, songbook, awesome perfume
Class: Rogue (+1 Dexterity, +1 Wits, Athletics)
Stats (40):
- Strength: 3 (3+3XP)
- Dexterity: 5 [3+1Class+1XP] (6+4)
- Throwing 3 [2+1Equip] (3)
- Dodging: 1 (1)
- Knowledge: 2 (3)
- Poisons 2 (3)
- Stories 1 (1)
- Wits: 4 [3+1Class] (6)
- Traps 2 (1+2XP)
- Perception 1 (1)
- Mechanical Engineering 2 (3XP)
- Charisma: 4 (10)
- Hot Rogue 5 [2+3Equip] (1+2XP)
Skills (3+class+1XPbought):
- Athletics (The ability to run, jump, climbing and so on.) +2 Athletic Specialty from Equipment
- Performance (The ability to perform by dance, singing, musical instruments, and so on)
- Stealth (Improves stealth, allowing a character to become all but invisible.)+2 Stealth Specialty from Equipment
- Mechanics (The art of lockpicking, disarming, building, and setting traps, etc)+1 Mechanics Specialty from Equipment
- Danger Sense (The art of detecting trouble and hazards and a sixth-sense for one's surroundings)
Protection: +2
Special: Poisons (Enemies suffer +2 damage on hit)
Equipment (6 slots):
- Head: Spider-silk Scarf - Stylish Drow Scarf, gleaming silver spidersilk with drow letters woven into it. Trails dramatically. (+2 Hot Rogue)
- Torso: Black Leather Armour (Enchanted: Protect) - Black Leather swashbuckler's armour with silver buttons and details, was redesigned with enchantment for swashbuckling-style armour to go with silk cravat shirt. Found in the chest in the social philosophy puzzle room. Vital component of ZR. Enchanted for protection by Drow and style reskin. Original: Tight, black, with a short skirt (Fanservice to perpetuate stereotype: +2 protection, +1 hot rogue charisma specialty, regenerating)
- Legs: Dark Thigh-highs: Catgirl-styled garb used by scouts. A vital component of ZR. (+2 Stealth)
- Feet: Heel Boots - stylish high-heeled boots that (somehow) aid in acrobatics (+2 Athletics)
- Weapon: Dark Opal Blade (+2 Enhancement when attack first in combat, +1 Enhancement otherwise)
- Weapon: Catgirl Throwing Knives - Blades designed to be hurled at a rapid rate. (+1 Knife Throwing, +1 Enhancement)
- Accessory: Poisons - A wide variety of toxins, designed to be used with weapons or dripped into food items. For all your poisoning needs (Enemies suffer +2 damage on hit)
- Miscellaneous: Toolkit - For tinkering with traps and other cool things. (+1 Mechanics)
- Miscellaneous: Dagger - A perfectly balanced Main Gauche. (+4 damage once a session)
- Miscellaneous: Grappling Hook - mechanized hook and line (+4 to relavent roll once per session)
Bag:
- Throwing Knives: Blades designed to be hurled at a rapid rate. (+1 Knives)
- Articulated Leather Armour: flexible and defensive studded leather in a fashionable magenta. (Fanservice to perpetuate stereotype: +1 protection, +1 hot rogue charisma specialty)
- Silk clothes: Rogue-styled exquisite silk clothing. Found in the chest in the social philosophy puzzle room.
- Short sword. Found in the social philosophy puzzle room.
- Scarf - Stylish purple scarf that trails behind dramatically in combat. (+1 Hot Rogue)
- Mechanics outfit: Goggles, apron, overalls, ponytail, not much else. Good for greasemonkeying and tinkering.
- Trap Outfit: Thong and bikini top, the only thing Ceilie could find. Fans always select this in the menu
- Dancer's outfit: Skimpy doesn't begin to describe it. + 2 Seduction if it's the only thing worn.
- Magic Chalice: Multiplies any liquid poured into it. Wash out after poison.
- Potion of Sleep: Puts people to sleep. Works in gaseous state.
- Money
- Silver Bracelets: A whole whack of silver bracelets taken from fanged zombies. Might be good to sell.
- Bag of sapphires: Loot from vault
- Bag of gems: Loot from vault
- Bag of Drow Silver: Loot from Trap
Special Items
Mechanical Pigeon: A clockwork bird that can travel back to Mirland, and report to the Queen.
Admin Rights to Layered Reality Bank: Full access to a magical console in the elven sanctum's bank, allowing us to alternate between the different rooms (to the main vault) and control the stairs to the building proper.
Queen's Charm: Given to Ceilie by the Queen, as a token of affection and as a prayer for her safety.
Archmage's Pendant: Given to Ceilie by the Archmage Isendra, a gift of affection and gratitude.
XP
Prologue - Departure: 0
Chapter 1 - Barrow Part 1: 1
Chapter 2 - Barrow Part 2: 1
Chapter 3 - The Orc Camp: 1
Chapter 4 - Kitty Camp: 1
Chapter 5 - Tomb of Catman, Part 1: 2
Chapter 6 - Tomb of Catman, Part 2: 1
Chapter 7 - Tomb of Catman, Part 3: 1
Chapter 8 - Tomb of Catman, Part 4: 1
Chapter 9 - Drow City Shopping Trip: 1
Chapter 10 - The Elfin Sanctum: 1 + 1 Lesson
Chapter 11 - The Elfin Sanctum: Trapped: 1
Chapter 12 - The Elfin Sanctum: Elf Damsel in Distress: 1
Chapter 13 - The Search for a Priestess Part 1: 1
Chapter 14 - The Search for a Priestess Part 2: 1
Spare Chargen Point: 1
Total Gained: 16
Total Used: 16
Total Banked: 0
- Traps to 2 (2)
- Strength to 3 (3)
- Danger Sense (3)
- Mechanical Engineering to 1 (1)
- Hot Rogue to 2 (2)
- Mechanical Engineering to 2 (2)
- Dexterity to 5 (4)
Quests
- owes a Drow shopkeeper/enchanter a favour
Liya
8th level ward
- 40 CP
- 15 XP gained
- 11 XP spent
- 4 XP stocked
- 10/10 HP
Stats
- Strength 1 (1 CP)
- Dexterity 3 (6 CP)
- Evasion 1 (1 CP)
- Knowledge 5 (10 CP +1)
- Magical Law 1 (0 CP +1)
- Power of Legend 3 (6 CP)
- Wits 3 (6 CP)
- Rituals 1 (0 CP +1)
- Integrity 2 (0 CP +2)
- Charisma 1 (1 CP)
- Cute 4 (3 CP +2)
- Villainy 5 (3 CP +3)
- Arete 7 (15 CP +2)
- Force Creation 1 (0 CP +1)
- Force Redirection 1 (0 CP +1)
- Dream D
Skills
- Archaeology
- Enigmas
- Magical Theory
- Sorcery (Powers: Mari)
- Style
Equipment
- Head: EBONYHAT (+2 integrity)
- Torso: SHADEROB (+1 villainy, +1 force creation)
- Legs: DRDRSTCK (+2 cute)
- Feet: KTRNBOOT (+2 villainy)
- Weapon: PLATBRCR (+1 force redirection)
- Accessory: SPELBOOK (+3 magic 1/session)
Inventory
- Bone wand (smite undead wizard)
- Conjuration gem (gust of wind)
- Corpse worm vial
- Funeral ritual book
- Shadow scroll (shadow bolt)
- Shadow gate poles
- Dusty Notebook
- Desk Contents x2
- Parasite Book
- Magical Theory tome
- Bag of Blue Sands Tea
- +1 Perception chain
- Sack of platinum
- SPDRDRES (magic channeling)
- HEELSHOE
Learned Spells
- Gust of Wind
- Shadow Bolt
- Conjure Flame
- Conjure Bolt
- HYPNOSIS
- COUNTERMAGIC
- Continual Light
- Feather Fall
- Whirlwind
Saria
Name: Saria
Concept: Fire and Ice and Third Degree Burns
Class: Mage (+1 Knowledge, +1 Knowledge (Magical Law), +1 Wits (Dealing with Magical Rituals); Arete: +2)
Skills:
- Class: Sorcery
- Endurance (Temperatures) (can withstand extreme temperatures, be they cold or hot)
- (Al)Chemistry (great knowledge of chemistry and chemical formulas; also extends to alchemy)
- Feel No Pain (the body itself is deadened to pain, making it easier to ignore large amounts of it)
- Golem Creation
- Alchemical Theory
CP: 40
- Strenght: 2 (3)
- Endurance: 3 (6)
- Dexterity: 2 (3)
- Dodging (Consequences): 1 (1)
- Knowledge: 5 (4+1; 10)
- Treating Wounds: 1 (1)
- Magical Law: 1 (0)
- Wits: 1 (1)
- Mental Speed: 2 (3)
- Cool On Fire: 1 (1)
- Magical Rituals: 1 (0)
- Integrity: 1 (1)
- Charisma: 1 (1; 1)
- People Person: 2 (3)
- Arete: 6 (4+2; 6)
- Energy Drain (Living Creatures): 2 (1+1; 2 XP)
- Magic Detection: 1
- Magic Resistance: 1
Equipment:
- Fire-Proof Clothing (Might Include Asbestos): a set of clothes, complete with the obligatory robe and gloves, tough and resistant against the Elements. As well as being set on fire. (you can even clean it that way!) Might include what was once, potentially, if you looked at it with boundless generosity, a wizard hat. Might also cause cancer after prolonged wear. (+4 Resist Fire)
- Bandages and Salves: for dealing with the inevitable. (+1 Knowledge (Treating Wounds))
- Liquids Of Dubious Nature: a variety of chemical substances that can be used to prepare various concoctions. Some of them highly flammable. (Mana Source) (+1 on Alchemy-related rolls - Catgirl Upgraded version)
- Steel Mask: to cover what was once a pretty face before she started playing with fire. (the bitter and jealous would call it a blast shield) (+1 Charisma (Hides Burns))
- A Book of Spells (Fire-Proofed): a tough, somewhat worn-out spellbook, containing a variety of powerful formulas, both magical and (al)chemical in nature. Highly resistant to hostile environmental conditions, especially fire, thanks to the minor enchantments cast on it. (it is not Saria’s first spellbook) (+3 Magic/Adventure - Catgirl Upgraded version)
- Channeling Bracer: given to Saria by Liya! (in drunken haze) (Mana Source)
- Sword: picked up in the Shadow People tomb.
Loot:
- Red, Blue, Green and Yellow reagents
- Vial of Embalming Fluid
- Silver Heart
- Mage's Mask (+1 magic detection +1 magic resistance)
- Three bags of fire powder
- Flasks of mageliquid (two versions)
- Flask of golem blood
- Ingredients gained from demon bodies (two versions)
- Crystal Ball (allows scrying magic)
- Eyeglass (identifies things)
- Golem's Heart (adamantine)
- Golem's Heart (copper)
- Bear-Clockwork
- Wizard's workshop contents
- 10 kilograms of explosives (plus cart)
- Golem construction manual
- Dark Opal Heart (given to her by Karuya!)
- Finances:
- Perhaps something she pocketed in the bank vault
- Everything else she spent on 10 kilograms of explosives (plus cart)
Advancement: 13 XP, 1 spare (14XP total)
- Energy Drain (Living Creatures) +1 (2XP)
- Arete +1 ; current Arete: 6 (4XP)
- Integrity 1 (1XP)
- Golem Creation (3XP)
- Alchemical Theory (3XP)
Karuya
Player: Mal
Class: Fighter
Exp: 3/16
HP Max: 10
Appearance
Tall, statuesque woman with waist-length dark brown hair and tanned skin. She wears a darkly exotic armour set in the style of the Blue Sands Catgirls. Once in a while, a striking and seductive fragrance can be detected as she passes.
Background
A knight born as a lowly commoner who rose up through the ranks due to personal competence. She was formerly in service of a northern baron and is now in service of the crown. Has a bit of a bad court reputation due to being known more for prowess and effectiveness than knightly etiquette or moral quams.
Stats
Strength: 5 (10cp)
- Savage Blows: 1 (1xp)
Dexterity: 6 (15cp)
Knowledge: 1 (1cp)
Wits: 4 (10cp)
- Streetwise (1xp)
- Integrity (1xp)
Charisma: 2 (3cp)
- Tall Dark Bishoujo: 2 (1cp+2xp)
Skills
Athletics (+3 Athletics)
Seduction (+3 Seduction)
Weapon Mastery (+2 Attack)
Dodge Mastery (+2 Dodge)
Riposte (Counterattacks on each successful defense.)
Cat Agility (Applies for falling and balance (+5). Halves falling damage.)
Gear
WEAPN1: Expert Noble Jade Defender's Scimitars (+3 Parry, +4 Counterattack)
WEAPN2: Throwing Axe of Elite Mirlandian Soldier (+2 Called Shot; once per session)
TORSO: Exotic Leather Armor of Blue Sands Catgirl (+3 Damage Resistance)
ARMS: Exotic Armsleeves of Blue Sands Catgirl (+1 Damage Resistance, +1 Tall Dark Bishoujo)
LEGS: Exotic Stockings of Blue Sands Catgirl (+1 Tall Dark Bishoujo)
FEET: Exotic Boots of Blue Sands Catgirl (+1 Desert Mastery, +1 Climb)
Non-Slot Weapons
Bow of Strength-5 Archer
Lightning Javelin x6
+1 Guided Javelin x8
Crown of +1 Charisma
Non-Slot Charms
Exotic Headband of Blue Sands Catgirl (+1 Perception, +1 Desert Mastery)
Hazuki's Secret Dark Fragrance (+3 Tall Dark Bishoujo; once per session)
Uncanny Crystal Earring (Newtype Flash; once in a while)
Minor Charms
Mary's Good Luck Token
Melody's Catgirl Chain
Jial's Dark Elf Charm
Inventory
Adventuring Gear
Huge Ruby
Formal Clothes (+1 Charisma)
400 gold
12000 silver
Demon Chains
Demon Sword
-Bracers (2 slots; +1 damage)
-Silver Coins
-fancy shortsword (anti-armor)
-anti-magic chains
Ser Katlyn de Montaine
Born to a family of knights that swore loyalty to the Church of the Goddess, Ser Katlyn de Montaine youngest daughter and sworn knight of the Holy Brethen of Swords, was a gift from the Church to the Crown, when the Crown requested aid for its trip across the savanna. Being the youngest de Montaine, she was at once a highly visible symbol of loyalty as well the most expendable scion of that family. Previously she served as an aide and squire to the Castellan of Holy Rock Fortress in the North, and as a vice-commander of a detachment of malefactor hunters in the capital city.
Fighter Cheat Sheet: Attack: 9 Parry: 9
Stats
- Strength 5 (10 CP +1)
- Dexterity 4 (6 CP +1)
- Swording 1 (1xp)
- Parrying 1 (1xp)
- Knowledge 2 (3 CP)
- Church Doctrine 1 1xp)
- Healing 1 (1 CP)
- Wits 3 (6 CP)
- See Through Lies 1 (1 CP)
- Charisma 3 (6 CP)
- Knight in Shining Armour 2 (1 CP +1)
- Gnosis 4 (6 CP) (10xp)
Skills
- Athletics
- Endure
- Theology
- Weapon Master
Equipment
- Torso and Legs: Guardian Armour: +6 (damage resistance) +1 (hot knight) -1 (agility) [equipped]
- Torso: Sanctified Mail (-1 agility, +3 damage reduction, +1 knight in shining armour)
- Legs: Armour Skirt (+1 zettai ryouiki)
R Hand: Not So Budget Holy Avenger+1 against anything unholy +4 holy smite once per session
- Sword of the Sky Father: Blue Sword(+2 Sword +5 holy smight once per session)
(not equipped) Budget Holy Avenger (+3 smite evil 1/session)
- L Hand: Mavian's Shield (+2 Parry)
Kite Shield (+1 parrying)
- Accessory: Salve of the Maiden of Mercy (+3 healing 1/session)
- Accessory: Charm of Sylphi
- Accessory: Choker of Maivan (+1 any roll/ 1 session)
XP
1/14
1XP swording
1XP church doctrine
1XP Parrying
10 Gnosis 4
Mirabelle
Class: Shrine Maiden +1 Charisma, +1 Knowledge (Religious Lore), +1 Charisma (Public Speaking), Theology, +2 Gnosis.
Appearance
A Shrine Maiden-y priestess.
Background
Exp
10/16
Health
10/10
Stats
- Strength: 3 (6)
- Dexterity: 5(4+1 equip.) (10)
- Staving: 1(1)
- Dodging: 1(1)
- Knowledge: 3 (6)
- Religious Lore 2 (1)
- Wits: 4 (10)
- Integrity 1 (1)
- Charisma: 3 (3)
- Lush Priestess: 1(1)
- Public Speaking 1 (0)
- Gnosis 7(6+1 equip.) (10)
- Barriers 1 (1)
- Scrying 1(1)
Skills
- Theology
- Animal Friendship
- Ritualist (Can boost Gnosis with extended rituals.)
- Uncanny Throw (+3 Throwing)
Gear
- Holy Paper Charms (Allows magic to be thrown.)
- Sacred Ink, Chalk and Holy Water (Grants 1 instant free turn of ritual preparation once per session.)
- Amulet of Faith (Grants +3 to Wits (Integrity) once per session.)
- Improved
FloppyTent-likeIncredible Shrinking Tunic of Sacred Shrine Maiden (Self-regenerating at end of session. Absorbs a single hit of damage 5 or less. Grants +2 Dexterity (Dodge) and +2 Charisma (Exposed Skin) when drained.) - Improved Short Skirt of Sacred Shrine Maiden (Self-regenerating at end of session. Absorbs a single hit of damage 4 or less. Grants +2 Dexterity (Dodge) and +2 Charisma (Exposed Skin) when drained.)
- Improved Thigh Highs of Sacred Shrine Maiden (Self-regenerating at end of session. Absorbs a single hit of damage 3 or less. Grants +2 Dexterity (Dodge) and +2 Charisma (Exposed Skin) when drained.)
- Awesome shoes of Sacred Shrine Maiden(+1 Dexterity)
- Silver Holy Symbol (+1 Gnosis)
- Gleaming Silver Staff (+1 hand to hand, +1 throwing, +1 healing)
Inventory
- Silver Holy Symbol of Catgirl
- Throwing staff(+1 Throwing)
- Mundane Staff
Current Effects
4 extra soak barrier
Expenditures
Total exp: 15
Spent: 11
- Gnosis 5->6: 4 exp
- Staving 0->1: 1 exp
- Dodging 0->1: 1 exp
- Integrity 0->1: 1 exp
- Religious Lore 1->2: 1 exp
- Barriers 0->1: 1 exp
- Scrying 0->1: 1 exp
- Lush Priestess 0->1: 1 exp
Game Formula
To hit: Roll dex
Damage: (number of success over the enemy defense roll x 2) +strength + modifiers - armor
Init: d10+Wits+Dex