Talk:Mirland Quest: Difference between revisions

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Player: Mal<br>
Player: Mal<br>
Class: Fighter<br>
Class: Fighter<br>
Exp: 4/6<br>
Exp: 3/6<br>


'''Appearance'''<br>
'''Appearance'''<br>
Line 191: Line 191:
'''Stats'''<br>
'''Stats'''<br>
Strength: 5 (10cp)<br>
Strength: 5 (10cp)<br>
:Savage Blows: 1 (1xp)
Dexterity: 6 (15cp)<br>
Dexterity: 6 (15cp)<br>
Knowledge: 1 (1cp)<br>
Knowledge: 1 (1cp)<br>

Revision as of 21:17, 13 January 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: 4 [3+1Class] (6)
Knife 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+1XP)
Perception 1 (1)
Charisma: 4 (10)
Hot Rogue 3 [1+2Equip] (1)

Skills (3+class):

Athletics (The ability to run, jump, climbing and so on.)
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

Protection: +1

Special: Poisons (Enemies must make strength check or suffer +2 damage on hit)

Equipment (6 slots):

Head: Scarf - Stylish purple scarf that trails behind dramatically in combat. (+1 Hot Rogue)
Torso: Leather Armour - Tight, black, with a short skirt. Found in the chest in the social philosophy puzzle room. (Fanservice to perpetuate stereotype: +1 protection, +1 hot rogue charisma specialty, regenerating)
Legs: None.
Feet: Sneak Boots - Sensible boots that aid in footpadding (+2 Stealth)
Weapon: Throwing Knives - Blades designed to be hurled at a rapid rate. (+1 Knife Throwing)
Accessory: Poisons - A wide variety of toxins, designed to be used with weapons or dripped into food items. For all your poisoning needs (Enemies must make strength check or suffer +2 damage on hit)
Miscellaneous: Toolkit - For tinkering with traps and other cool things. (+1 Mechanics)

Bag:

+1 Catgirl Throwing Daggers (+1 Knives, +1 Enchantment)
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.
Silver Bracelets: A whole whack of silver bracelets taken from fanged zombies. Might be good to sell.
Short sword. Found in the social philosophy puzzle room.

Special Items

Mechanical Pigeon: A clockwork bird that can travel back to Mirland, and report to the Queen.
Queen's Charm: Given to Ceilie by the Queen, as a token of affection and as a prayer for her safety.

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

Spare Chargen Point: 1 Total Gained: 6
Total Used: 5
Total Banked: 2

Traps to 2 (2)
Strength to 3 (3)

Liya

  • 40 CP
  • 6 XP gained
  • 5 XP spent
  • 1 XP stocked
  • 10/10 HP

Stats

  • Strength 1 (1 CP)
  • Dexterity 3 (6 CP)
Evasion 1 (1 CP)
  • Knowledge 4 (10 CP +1)
Magical Law 1 (0 CP +1)
Power of Legend 2 (3 CP)
  • Wits 3 (6 CP)
Rituals 1 (0 CP +1)
Integrity 1 (0 CP +1)
  • Charisma 1 (1 CP)
Cute 3 (3 CP +1)
Villainy 3 (3 CP +1)
  • Arete 7 (15 CP +2)
  • Dream D

Skills

  • Sorcery (Powers: Mari)
  • Enigmas
  • Style
  • Archaeology

Equipment

  • Head: WITCHHAT (+1 integrity)
  • Torso: SHADEROB (+1 villainy, +1 magic (force creation))
  • Legs: STRPSTCK (+1 cute)
  • Feet: HEELBOOT (+2 athletics)
  • Weapon: CHNLBRCR (use magic whenever)
  • Accessory: SPELBOOK (+2 magic 1/session)

Inventory

  • Bone wand (smite undead wizard)
  • Conjuration gem (gust of wind)
  • Corpse worm vial
  • Funeral ritual book
  • Silver jewellery
  • Shadow scroll (shadow bolt)
  • Shadow gate poles
  • Dusty Notebook
  • Desk Contents x2
  • Rune Jewelery x1
  • Parasite Book

Learned Spells

  • Gust of Wind
  • Shadow Bolt
  • Conjure Flame
  • Conjure Bolt

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)

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)
Charisma: 1 (1; 1)
People Person: 2 (3)
Arete: 5 (3+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)
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) (+2 Magic/Adventure)

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

Advancement: 2 XP

Energy Drain (Living Creatures) +1 (2XP)

Karuya

Player: Mal
Class: Fighter
Exp: 3/6

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)
Charisma: 2 (3cp)

Tall Dark Bishoujo: 2 (1cp+2xp)

Skills
Athletics (+3 Athletics)
Seduction (+3 Seduction)
Weapon Mastery (+2 Attack)
Dodge Mastery (+2 Dodge)

Gear
WEAPN1: Elite Shadowfolk Guardian's Dual Scimitars (+1 Parry, +1 Counterattack)
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 x5

Non-Slot Charms
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

Inventory
Metal Box
Torch
Dark Heart Opal
Rune Jewellery x2
WEAPN2: Throwing Axe of Elite Mirlandian Soldier (+2 Called Shot; once per session) [unequipped]
TORSO: Mirlandian Female Leather Armor (+2 Damage Resistance) [unequipped]

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

Stats

  • Strength 5 (10 CP +1)
  • Dexterity 4 (6 CP +1)
Swording 1
  • Knowledge 2 (3 CP)
Church Doctrine 1
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 3 (6 CP)

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: Budget Holy Avenger (+3 smite evil 1/session)
  • L Hand: Kite Shield (+1 parrying)
  • Accessory: Salve of the Maiden of Mercy (+3 healing 1/session)
  • Accessory: Charm of Sylphi

XP

0/2 1XP swording 1XP church doctrine

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
2/6

Health
10/10

Stats

Strength: 3 (6)
Dexterity: 4 (10)
Knowledge: 3 (6)
Religious Lore 2 (1)
Wits: 4 (10)
Integrity 1 (1)
Charisma: 3 (3)
Public Speaking 1 (0)
Gnosis 5 (6)
Barriers 1 (1)

Skills

Theology
Animal Friendship
Ritualist (Can boost Arete 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.)
Floppy Tunic of Sacred Shrine Maiden (Self-regenerating at end of session. Absorbs a single hit of damage 3 or less. Grants +1 Dexterity (Dodge) and +1 Charisma (Exposed Skin) when drained.)
Short Skirt of Sacred Shrine Maiden (Self-regenerating at end of session. Absorbs a single hit of damage 2 or less. Grants +1 Dexterity (Dodge) and +1 Charisma (Exposed Skin) when drained.)
Thigh Highs of Sacred Shrine Maiden (Self-regenerating at end of session. Absorbs a single hit of damage 1 or less. Grants +1 Dexterity (Dodge) and +1 Charisma (Exposed Skin) when drained.)

Inventory

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Game Formula

To hit: Roll dex
Damage: (number of success over the enemy defense roll x 2) +strength + modifiers - armor
Init: d10+Wits+Dex