Talk:Mirland Quest: Difference between revisions
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:Stealth: d10 | :Stealth: d10 | ||
:Perception: d7 | :Perception: d7 | ||
:Mechanical Engineering: d12 wits, d9 knowledge | :Mechanical Engineering: d12 wits, d9 knowledge (d15 with Cairn tools) | ||
:Traps: d12 | :Traps: d12 (d15 with Cairn tools) | ||
:Dodge: d6 (d11 with Athletics stunt) | :Dodge: d6 (d11 with Athletics stunt) | ||
:Charisma (hot rogue): d9 | :Charisma (hot rogue): d9 | ||
Line 160: | Line 160: | ||
Chapter 26 - Bizarro Japanese Alterland Part One: 1<br> | Chapter 26 - Bizarro Japanese Alterland Part One: 1<br> | ||
Chapter 27 - Bizarro Japanese Alterland Part Two: 1<br> | Chapter 27 - Bizarro Japanese Alterland Part Two: 1<br> | ||
Chapter 28 - Bizarro Japanese Alterland Part Three: 1<br> | |||
Spare Chargen Point: 1<br> | Spare Chargen Point: 1<br> | ||
Total Gained: | Total Gained: 31<br> | ||
Total Used: 30<br> | Total Used: 30<br> | ||
Total Banked: | Total Banked: 2<br> | ||
:Traps to 2 (2) | :Traps to 2 (2) | ||
Line 185: | Line 186: | ||
8th level ward | 8th level ward | ||
*40 CP | *40 CP | ||
* | *31 XP gained | ||
*23 XP spent | *23 XP spent | ||
* | *8 XP stocked | ||
* | *6/10 HP | ||
===Stats=== | ===Stats=== | ||
*Strength 1 (1 CP) | *Strength 1 (1 CP) | ||
Line 319: | Line 320: | ||
*Golems/Automatons: | *Golems/Automatons: | ||
:*Golem's Heart (silver | :*Golem's Heart (silver) | ||
:*Golem's Heart (adamantine) | :*Golem's Heart (adamantine) | ||
:*Golem's Heart (copper) | :*Golem's Heart (copper) | ||
Line 354: | Line 355: | ||
::Small! (also cute) | ::Small! (also cute) | ||
'''Advancement''': | '''Advancement''': 30XP, 27XP used | ||
:Energy Drain (Living Creatures) +1 (2XP) | :Energy Drain (Living Creatures) +1 (2XP) | ||
:Arete +1 ; current Arete: 6 (4XP) | :Arete +1 ; current Arete: 6 (4XP) | ||
Line 371: | Line 372: | ||
'''Player''': Mal<br> | '''Player''': Mal<br> | ||
'''Class''': Fighter<br> | '''Class''': Fighter<br> | ||
'''Exp''': | '''Exp''': 8/31<br> | ||
'''HP''': 10/10 (Armour 6)<br> | '''HP''': 10/10 (Armour 6)<br> | ||
'''Keywords''': ''Regard''<br> | '''Keywords''': ''Regard''<br> | ||
Line 542: | Line 543: | ||
'''Exp'''<br> | '''Exp'''<br> | ||
26/ | 26/31<br> | ||
'''Health'''<br> | '''Health'''<br> |
Latest revision as of 16:29, 30 November 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)
Statistics
Stats (40):
- Strength: 3 (3+3XP)
- Dexterity: 5 [3+1Class+1XP] (6+4)
- Knowledge: 3 (6)
- Wits: 6 [5+1Class] (15)
- Charisma: 4 (10)
- Specialties
- Throwing 3 [2+1Equip] (3)
- Dodging: 1 (1)
- Poisons 2 (3)
- Stories 1 (1)
- Traps 2 (1+2XP)
- Mechanical Engineering 2 (3XP)
- Perception 1 (1)
- Languages 1 (1)
- 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: +5
Special: Poisons (Enemies suffer +2 damage on hit)
Useful Roll References
- Danger Sense: d5
- Throwing Rolls: d8
- Melee rolls: d5
- Athletics: d10 (d12 jumping)
- Stealth: d10
- Perception: d7
- Mechanical Engineering: d12 wits, d9 knowledge (d15 with Cairn tools)
- Traps: d12 (d15 with Cairn tools)
- Dodge: d6 (d11 with Athletics stunt)
- Charisma (hot rogue): d9
- Performance: d12
- Black Daggers
- d9 attack roll (+3 Damage roll)
- Whip
- d5, +3 entangle
- Glass Rapier
- d7, d8 vs. Iron armour
- Magic Dagger
- d9 once per battle
Gear
Equipped (6 slots):
- Head: Spider-silk Scarf - Stylish Drow Scarf, gleaming silver spidersilk with drow letters woven into it. Trails dramatically. (+2 Hot Rogue)
- Torso: Red armour - Red, skintight ninja jumpsuit, with flexible armour plates. (+5 armour, +1 charisma, invisibility at will, infiltration-related powers)
- 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: Entangling Whip - a magical whip that ties up opponents (+3 entanglement)
- Weapon: Black Throwing Knives - ornate magical throwing knives (+1 Knife Throwing, +1 Accuracy, +3 Damage)
- 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)
- Misc: Toolkit - For tinkering with traps and other cool things. (+1 Mechanics)
- Misc: Dagger - A perfectly balanced Main Gauche. (+4 damage once a session)
- Misc: Grappling Hook - mechanized hook and line (+4 to relavent roll once per session)
- Misc: Spring-loaded Heels - modifies boots with jumping power (+2 to jumping)
- Misc: Boot knives - modifies boots with flip-out knife blades (no game effect; stunt fuel)
- Misc: Cairn Tools - superior cairn tools (+3 tool-related skills)
Bag:
- Gear
- Glass Rapier - A Fae Rapier of gleaming glass. Something is engraved into its blade. +2 Enchantment +3 against foes using iron weapons or armour
- Catgirl Throwing Knives - Blades designed to be hurled at a rapid rate. (+1 Knife Throwing, +1 Enhancement)
- Throwing Knives: Blades designed to be hurled at a rapid rate. (+1 Knives)
- Short sword. Found in the social philosophy puzzle room.
- Scarf - Stylish purple scarf that trails behind dramatically in combat. (+1 Hot Rogue)
- Magic Chalice: Multiplies any liquid poured into it. Wash out after poison.
- Potion of Sleep: Puts people to sleep. Works in gaseous state.
- Platinum Breastplate (+5 armour +3 charisma spec -1 to initimidation rolls)
- a silver arm
- Parasite Arquebus: Long tube-like weapon that uses firedust to fire projectives (Rifle!)
- 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)
- Dark Opal Blade (+2 Enhancement when attack first in combat, +1 Enhancement otherwise)
- Outfits
- 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.
- 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.
- Shadow-folk Outfit: Black outfit and hat found in Cairn to replace damaged clothes. Swashbuckly enough for Ceilie.
- Money (52500 silver total)
- 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
- Share from Ogre Bandit Loot
- Share from Armour Cairn (20650)
- Share from Liquidation Armour Cairn (22850)
- Share in silk caravan (22850 in assets, not included above due to pending sale)
- Charms
- Queen's Charm: Given to Ceilie by the Queen, as a token of affection and as a prayer for her safety.
- Shopkeep's Charm: Given to Ceilie by a catgirl shopkeeper and her roommate, for her stories of weapons and society of Mirland.
- Archmage's Charm: Given to Ceilie by the Archmage Isendra, a gift of affection and gratitude.
- Demon's Charm: Given to Ceilie by...the page is blank.
- Captain's Charm: Given to Ceilie, a bracelet depicting a fierce duel of swords.
- 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.
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
Chapter 15 - The Valley of Mists Journey: 1
Chapter 16 - The Valley of Mists Vampire: 1
Chapter 17 - The Road and the Cairns: 1
Chapter 18 - The Armour Cairn: Slimestravaganza: 1
Chapter 19 - The Armour Cairn: Ceilie is Drunk (Midbosses die while she's absent): 1
Chapter 20 - The Road: Murky Secrets and Army Disruption): 1
Chapter 21 - The Weapon Cairn: The Battle: 1
Chapter 22 - The Insect Ship and the War Machine Cairn: 1
Chapter 23 - Weapon Cairn 2: 1+1 puzzle boss kill
Chapter 24 - The Village - Possession: 1
Chapter 25 - Automaton Cairn and ????: 1
Chapter 26 - Bizarro Japanese Alterland Part One: 1
Chapter 27 - Bizarro Japanese Alterland Part Two: 1
Chapter 28 - Bizarro Japanese Alterland Part Three: 1
Spare Chargen Point: 1
Total Gained: 31
Total Used: 30
Total Banked: 2
- 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)
- Wits to 5 (4)
- Knowledge to 3 (3)
- Wits to 6 (5)
- Languages 1 (1)
Quests
- owes a Drow shopkeeper/enchanter a favour
Liya
8th level ward
- 40 CP
- 31 XP gained
- 23 XP spent
- 8 XP stocked
- 6/10 HP
Stats
- Strength 1 (1 CP)
- Dexterity 3 (6 CP)
- Evasion 1 (1 CP)
- Knowledge 6 (15 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 3 (3 CP +1)
- Villainy 5 (3 CP +3)
- Arete 8 (21 CP +2)
- Force Creation 1 (0 CP +1)
- Force Redirection 1 (0 CP +1)
- Necromancy 1 (free)
- Dream D
Skills
- Archaeology
- Enigmas
- Magical Theory
- Sorcery (Powers: Mari)
- Style
Equipment
- Head: EBONYHAT (+2 integrity)
- Torso: SHADEROB (+1 villainy, +1 force creation)
- Legs: STYLSTCK (+2 armour, +1 cute)
- Feet: KTRNBOOT (+2 villainy)
- Weapon: PLATBRCR (+1 force redirection)
- Accessory: TURNRING (40% spell turning)
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 x2
- +1 Perception chain
- Sack of precious metals ($24885)
- Silk & spice shares ($22500)
- SPDRDRES (magic channeling)
- HEELSHOE
- Demon Bottle
- Sweets and cakes ($500)
- +2 fire gauntlet
- Shadow mage gear
- DRDRSTCK (+2 cute)
- Cube of Force
- SPELBOOK (+3 magic 1/session)
- Summon censer (fire & air)
- Demonic copper
- Tome of Metamagic Skill
Learned Spells
- Gust of Wind
- Shadow Bolt
- Conjure Flame
- Conjure Bolt
- HYPNOSIS
- COUNTERMAGIC
- Continual Light
- Feather Fall
- Whirlwind
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 (3 XP)
- Alchemical Theory (3 XP)
- Enchant Armour (3 XP)
- Magical Theory (3 XP)
CP: 40
- Strenght: 2 (3)
- Endurance: 3 (6)
- Dexterity: 2 (3)
- Dodging (Consequences): 1 (1)
- Knowledge: 6 (4+1+1; 10)
- Treating Wounds: 1 (1)
- Magical Law: 1 (0)
- Wits: 2 (1+2XP)
- 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: 2 (1+1)
- Magic Detection: 1
- Magic Resistance: 1
Equipment:
- Gas Mask (protects against all bad air)
- Heavy Protective Outfit (Protects against all poisonous or other environmental effects) + flexible armour inserts (+2 damage resistance)
- A Book of Spells (Fire-Proofed) (+3 Magic per adventure)
- Magical Sword (lightning-enchanted) (+1 to hit +4 damage (elemental) )
- Liquids of Dubious Nature (Mana Source; +1 to Alchemy rolls)
- Bandages and Salves (+1 Knowledge (Treating Wounds))
- Grenades (+8 damage on throwing attack?)
Stuff:
- Alchemy:
- Red, Blue, Green and Yellow reagents
- Vial of Embalming Fluid
- Three bags of fire powder
- Flasks of mageliquid (two versions)
- Flask of golem blood
- Ingredients gained from demon bodies (two versions)
- Wizard's workshop contents
- 10 kilograms of explosives (plus cart)
- Golems/Automatons:
- Golem's Heart (silver)
- Golem's Heart (adamantine)
- Golem's Heart (copper)
- Golem's Heart (dark opal)
- Bear-Clockwork
- Golem construction manual
- Other:
- Mage's Mask (+1 magic detection +1 magic resistance)
- Crystal Ball (allows scrying magic)
- Eyeglass (identifies things)
- 6 bars of adamantium (100,000 silver each)
- Fire-Proof Clothing (+4 Resist Fire)
- Steel Mask (+1 Charisma (Hides Burns))
- Channeling Bracer (Mana Source)
- Sword (Shadow People)
- Finances:
- Silver: 43495 + 22850 in shares
- Expense List:
- 5 Silver: a bath
Golems:
- Basic Iron Golem
- Name: Aleph
- 26 successes on creaction, 6 successes spent on special powers
- Grenade launcher (4 successes)
- Alchemical flamethrower (2 successes)
- Enchantment Assistant Golem
- Name: Vet
- Can assist in enchantment process
- Has hammers for hands
- Small! (also cute)
Advancement: 30XP, 27XP used
- Energy Drain (Living Creatures) +1 (2XP)
- Arete +1 ; current Arete: 6 (4XP)
- Integrity 1 (1XP)
- Golem Creation (3XP)
- Alchemical Theory (3XP)
- Wits +1; current Wits: 2 (2XP)
- Enchant Armour (3XP)
- Magical Theory (3XP)
- Knowledge +1 (6XP)
Sidequests:
- Map found in elven bank
Karuya
Player: Mal
Class: Fighter
Exp: 8/31
HP: 10/10 (Armour 6)
Keywords: Regard
Cheatsheet
- Gains +4 to all rolls in Desert.
- Halves falling damage.
- Athletics: 9 (10 Climbing; 14 Falling/Balance)
- Seduction: 11+3 (6 vs non-TDB)
- Attack (Scimitars): 10 (16 Counterattack) (+6 Damage +1 DSux)
- Attack (Demonbane): 10 (13 Demons) (Ignores Armour; +6 Damage +1 DSux; +3 Damage Successes vs Demons)
- Attack (Kick): 8 (+7 Damage +1 DSux)
- Attack (Bow): 13 (+6 Damage +1 DSux; Can double damage with explosive arrows.)
- Parry (Scimitars): 15
- Parry (Demonbane): 10
- Dodge: 8 (Can stunt for ridiculous values.)
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. Charms and tokens of her romantic as well as martial conquests are woven in her hair, worn along with expensive beads and jewellery. She looks a bit like a pirate.
Background
Karuya is 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 fought on the opposite side of the war as everyone else in the party. After surviving the war however, she is now in service of the crown. Is loyal but has a bit of a bad court reputation due to being known more for prowess and effectiveness than knightly etiquette or moral quams. While off the battlefield, she spends most of her time prowling for food, drink, fights and sex (she is fine with either gender but in practice mostly winds up in bed with women). Due to her poor background, she loves gathering and hording money but sometimes displays a complete disregard for it as well (such as using a giant ruby as a weapon or a weight).
Stats
Strength: 5 (10cp)
Dexterity: 6 (15cp)
Knowledge: 1 (1cp)
Wits: 4 (10cp)
Charisma: 2 (3cp)
Specialties
Archery 2 (3xp)
Integrity 1 (1xp)
Money Matters 1 (1xp)
Savage Blows: 1 (1xp)
Streetwise 1 (1xp)
Swording: 2 (3xp)
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 with a threshold of at least 3.) (5xp)
Cat Agility (Applies for falling and balance (+5). Halves falling damage.) (3xp)
Leadership (+5 Leadership) (3xp)
Gear
LHAND: Expert Noble Jade Defender's Scimitars (+3 Parry, +4 Counterattack)
RHAND: Expert Scimitar of Blue Sands Catgirl (+2 Bonus to matched weapon.)
- A weapon of cat girl design, supposed to be used in the off hand with a second Scimitar.
WRISTS: 2-Slot Hearthstone Bracers ([Damage Sux +1][Parry +2])
HEAD: Exotic Headband of Blue Sands Catgirl (+1 Perception)
TORSO: Exotic Warrior Armor of Blue Sands Catgirl (+4 Damage Resistance, +1 Tall Dark Bishoujo)
ARMS: Exotic Warrior Armsleeves of Blue Sands Catgirl (+2 Damage Resistance, +1 Tall Dark Bishoujo)
LEGS: Exotic Thigh Highs of Blue Sands Catgirl (+2 Kicking, +2 Kick Damage, +1 Tall Dark Bishoujo)
FEET: Exotic Boots of Blue Sands Catgirl (+1 Desert Mastery, +1 Climb)
- Catgirl Set Bonus: +3 Desert Mastery
WEAP2: Greenwood Elven Bow (+3 Attack; Adjustable to strength.)
WEAP3: Demonbane (Ignores Armour; +3 Successes vs demons.)
MOUNT: Wyvern
Accessories
Crown of +1 Charisma
Ring of Spell Storing (5 x Arete 10 Fireballs)
Hazuki's Secret Dark Fragrance (+3 Tall Dark Bishoujo; once per session)
Uncanny Crystal Earring (Newtype Flash; once in a while)
Romance Charms
Mary's Good Luck Token
Melody's Catgirl Chain
Jial's Dark Elf Charm
Esmilda's Light Elf Charm
Firefolk Masseuse Charm
Thasela's Innocent Gateguard Charm
2 x Wolf Tribe Charm
One-Armed Necromancer's Skull Charm
Inventory
Adventuring Gear
Double Snake Charm
Anti-Magic Chains
Money
- 56915 silver
- silver from Liya betting scheme
- 57150 silk/spice shares
- 850 gold (8500)
- 14 gold bars (7000)
- 9 gemstones (4500)
- 1 huge ruby (???)
- 20000 in unspecified favors with caravan (shared)
Possible Pawn List
- 7x +1 Guided Javelin
- Bow of Strength-5 Archer
- Throwing Axe of Elite Mirlandian Soldier (+2 Called Shot; once per session)
- Hearthstone (+2 Armour)
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.
For man's only weapon is courage that flinches not from the gates of Hell itself, and against such not even the legions of Hell can stand.
Fighter
Cheat Sheet:
- Swording Attack: 13
- Direlance Attack: 11
- Parry: 11
- Armor Value: 13
Stats
- Strength 5 (10 CP +1)
- Dexterity 4 (6 CP +1)
- Swording 2 (1,3xp)
- Parrying 2 (1,3xp)
- 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
- Head: Tiara of Vision. Allows her to see in the dark
- Torso and Legs: Greater Guardian Plate (+7 damage resistance +1 charisma spec -1 agility (enchantment flawed))[equipped]
- Cape: Cape of Sneaking +2 on all sneak check
- Arms: Armband of Maivan: Does things
- R Hand: Sunrise: A golden long sword, painted with a blessing to the goddess in the old script. Legends tell that it was once the sword of a mighty knight, who will return some day in her peoples greatest hour of need.'
+4 enchantment +6 holy smite once per session +10 when fighting at sunrise or sunset
- L Hand: 1 Gleaming Blue Shield +3 Defence, +3 Armour Soak
- Accessory: Salve of the Maiden of Mercy (+3 healing 1/session)
- Accessory: Charm of Sylphi
- Accessory: Choker of Maivan (+1 any roll/ 1 session)
- On back: Dire Lance A long lance of yellow Jade and gold. It's wound around with Shadow people script, spelling out a curse against those who come against the bearer
+4 enchantment. Other things
- Money: 7680
Not Equpied:
- Guardian Armour: +6 (damage resistance) +1 (hot knight) -1 (agility)
- Sword of the Sky Father: Blue Sword(+2 Sword +5 holy smight once per session)
- Mavian's Shield (+2 Parry)
XP
7/26
1XP swording
1XP church doctrine
1XP Parrying
10XP Gnosis 4
3XP Swording 2
3XP Parrying 2
6xp Swording 3
1xp Lancing 1
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
26/31
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: 4 (6)
- Lush Priestess: 2(3)
- Public Speaking 1 (0)
- Robe Shrinkage: 1(0)
- Gnosis 10(8+2 equip.) (21)
- 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)
- Metal! Staff (+1 hand to hand, +1 throwing, +1 healing, +1 Gnosis)
Inventory
- Silver Holy Symbol of Catgirl(+4 Gnosis once per session)
- Gleaming Silver Staff ((+1 hand to hand, +1 throwing, +1 healing))
- 9 Lightning Javelins
Current Effects
References Attacks:
- Conventional: 4(Natural Dex) + 1(Boots Dex Bonus) 1(Staving) + 1(Staff H2H) = 7 attack die
- Throwing: 4(Natural Dex) + 1(Boots Dex Bonus) 1(Staving) + 1(Staff Throwing) + 3(Uncanny Throw) = 10 Attack die
- Gnosis: 10 or 13 once per session
Monies
100,000 Silver
Expenditures
Total exp: 27
Spent: 26
- 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
- Lush Priestess 1->2: 2 exp
- Gnosis 6->7: 5 exp
- Charisma 3->4: 3 exp
- Gnosis 7->8: 6 exp
Session tracking
- 25 - 10,000 silver found total to be split with the rest of the party
Game Formula
To hit: Roll dex
Damage: (number of success over the enemy defense roll x 2) +strength + modifiers - armor
Init: d10+Wits+Dex