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Old 06-08-2009, 07:24 PM   #21
younglorax
 
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Default Re: [OOC] Shattered Magic -- GURPS 4e High magic fantasy -- RECRUITING!

@BigPhut

I just looked closely at your character sheet, and it all looks in order.

I do want to make sure you know that your character is quite hard to get along with, though. Bad Temper, a quirk that triggers Bad Temper, and Loner... he's not the friendliest fellow.
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Old 06-08-2009, 08:34 PM   #22
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Default Re: [OOC] Shattered Magic -- GURPS 4e High magic fantasy -- RECRUITING!

@Wild Bill

Overall, it looks like almost everything is in order.

There are a couple issues with Attributes:
(1) Why is your HP significantly higher than your ST? It's technically a little too much higher according to RAW (B16), but if you're wanting to be built pretty stocky (or are just be tall but not skinny), then I'm OK with it. If you're small and scrawny, then it's a little odd.

(2) Your FP is more than 30% above your HT, which is not OK by RAW (B16). I'd be fine with it if you take Usable Only For Spellcasing -10% (M15) for your FP that exceeds 13. (If you're wanting it for other things, buy up HT or buy (Very) Fit.)

(3) I'm still wondering what's up with Striking ST. Yes, I mentioned that, but I'm putting it here again in case you skip the earlier post : ).

ETA: You didn't pick a sense to go with Magery 0 (and in fact didn't count Magery 0 as separate from Magery 1 on your sheet).

Last edited by younglorax; 06-08-2009 at 10:30 PM.
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Old 06-08-2009, 09:20 PM   #23
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Default Re: [OOC] Shattered Magic -- GURPS 4e High magic fantasy -- RECRUITING!

Korbinian (hereafter Korbin) was a 3rd generation village hedge wizard, who also dabbled in Herbal elixirs. While searching a grotto for rock lichens used in making the Endurance elixir, he encountered a spirit long bound by an ancient wizard, long dead. Without the wizard to release him, the spirit, Ortavahn, could only agonize through the centuries, stewing in it's own ectoplasmic discharges, sealed by magical wards. It was in agony.

Korbin found within him the courage to channel the bound spirit through himself and from there to the spirit realm it had long been parted from. In addition, Korbin found instructions for many spells

However, a bit of him went with the spirit, and a bit of the spirit remains in him. They are essentially soulmates. He found he and the Spirit could communicate and that he could even call it to him. Between the wizard's books and the Spirit's knowledge, he became far greater a wizard than either his Grandmother or his Uncle had ever been.

Time passed, Korbin took a wife and had three children, two sons and a daughter.

Recently, Korbin's daughter Alycia all of eight summers was playing in a tree house 'Fortress' and had gotten into a 'swordfight with her playmates. She missed a step and tumbled from the tree, injuring her brain.

Healing elixirs had been losing potency for some time and the more advanced ones failed utterly. Following Ortavahn's advice, he's left his wife and sons to take his daughter with him, hoping to find healing magic that might restore the girl's mind.


Name: Korbinian Poldi
Race: Human

Attributes [60]
ST 10
DX 10
IQ 13 [60]
HT 10

HP 10
Will 13
Per 13
FP 10

Basic Lift 20
Damage 1d-2/1d

Basic Speed 5
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities: Medieval (Native) [0].
Languages: Anglish (Native) [0].

Advantages [55]
Ally (Familiar) (75% of starting points) (9 or less; Special Abilities) [5]
Magery (3) [30]
Magery 0 [5]
Social Regard (Feared) (1) [5]
Spirit Empathy [10]

Disadvantages [-45]
Code of Honor (Professional) [-5]
Dependent (Brain Injured Daughter) (No more than 25%) (12 or less; Loved one) [-40]

Quirks [-5]
Careful [-1]
Horrible Hangovers [-1]
Incompetence (Tracking) [-1]
Nosy [-1]
Proud [-1]

Skills [41]
Area Knowledge (town/village) IQ/E - IQ+0 13 [1]
Current Affairs/TL3 (local region) IQ/E - IQ+0 13 [1]
Fast-Talk IQ/A - IQ-1 12 [1]
First Aid/TL3 (Human) IQ/E - IQ+1 14 [2]
Hazardous Materials/TL3 (Magic) IQ/A - IQ-1 12 [1]
Herb Lore/TL3 IQ/VH - IQ+1 14 [12]
Hidden Lore (Spirit) IQ/A - IQ+0 13 [2]
Innate Attack (Projectile) DX/E - DX+2 12 [4]
Naturalist (Known World) IQ/H - IQ-2 11 [1]
Occultism IQ/A - IQ+1 14 [4]
Pharmacy/TL3 (Herbal) IQ/H - IQ-1 12 [2]
Savoir-Faire (High Society) IQ/E - IQ+0 13 [1]
Staff DX/A - DX-1 9 [1]
Streetwise IQ/A - IQ-1 12 [1]
Teaching IQ/A - IQ+0 13 [2]
Thaumatology IQ/VH - IQ+0 13 [1]
includes: +3 from 'Magery'
Whip DX/A - DX+1 11 [4]

Spells [69]
Breathe Water IQ/H - IQ+2 15 [2]
Clouds IQ/H - IQ+2 15 [2]
Control Air Elemental IQ/H - IQ+2 15 [2]
Create Air IQ/H - IQ+2 15 [2]
Create Air Elemental IQ/H - IQ+2 15 [2]
Create Fire IQ/H - IQ+1 14 [1]
Create Spring IQ/H - IQ+2 15 [2]
Create Water IQ/H - IQ+1 14 [1]
Destroy Air IQ/H - IQ+1 14 [1]
Destroy Water IQ/H - IQ+1 14 [1]
Devitalize Air IQ/H - IQ+1 14 [1]
Dry Spring IQ/H - IQ+2 15 [2]
Earth to Air IQ/H - IQ+2 15 [2]
Fog IQ/H - IQ+1 14 [1]
Great Voice IQ/H - IQ+2 15 [2]
Ignite Fire IQ/H - IQ+1 14 [1]
Lightning IQ/H - IQ+2 15 [2]
Lightning Whip IQ/H - IQ+2 15 [2]
Mystic Mist IQ/H - IQ+2 15 [2]
Predict Weather IQ/H - IQ+2 15 [2]
Purify Air IQ/H - IQ+2 15 [2]
Purify Water IQ/H - IQ+1 14 [1]
Rain IQ/H - IQ+2 15 [2]
Seek Earth IQ/H - IQ+1 14 [1]
Seek Water IQ/H - IQ+1 14 [1]
Sense Danger IQ/H - IQ+1 14 [1]
Sense Foes IQ/H - IQ+1 14 [1]
Shape Air IQ/H - IQ+2 15 [2]
Shape Earth IQ/H - IQ+1 14 [1]
Shape Water IQ/H - IQ+2 15 [2]
Silence IQ/H - IQ+2 15 [2]
Sound IQ/H - IQ+2 15 [2]
Spark Cloud IQ/H - IQ+2 15 [2]
Summon Air Elemental IQ/H - IQ+2 15 [2]
Thunderclap IQ/H - IQ+2 15 [2]
Voices IQ/H - IQ+2 15 [2]
Walk on Air IQ/H - IQ+2 15 [2]
Wall of Silence IQ/H - IQ+2 15 [2]
Watchdog IQ/H - IQ+2 15 [2]
Weather Dome IQ/H - IQ+2 15 [2]
Windstorm IQ/H - IQ+2 15 [2]

Stats [60] Ads [55] Disads [-45] Quirks [-5] Skills [41] Spells [69] = Total [175]


Hand Weapons
1 Large Knife LC:4 $40 Wgt:1
swing Dam:1d-2 cut Reach:C,1 Parry:-1 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
thrust Dam:1d-2 imp Reach:C Parry:-1 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1]
1 Long Knife LC:4 $120 Wgt:1.5
knife swing Dam:1d-1 cut Reach:C, 1 Parry:0 ST:7 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
knife thrust Dam:1d-2 imp Reach:C, 1 Parry:0 ST:7 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
shortsword swing Dam:1d-1 cut Reach:1 Parry:0 ST:7 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3
shortsword thrust Dam:1d-2 imp Reach:C, 1 Parry:0 ST:7 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3

Ranged Weapons
1 Large Knife LC:4 Dam:1d-2 imp Acc:0 Range:8 / 15
RoF:1 Shots:T(1) ST:6 Bulk:-2 Rcl: $40 Wgt:1

Armor & Possessions
1 Backpack, Small $60 Wgt:3 Location:
1 Cloth Armor Suit $150 Wgt:12 Location:all
8 Copper Farthing $8 Wgt:.16 Location:
1 Lantern $20 Wgt:2 Location:
5 Oil (per pint) $10 Wgt:5 Location:
1 Personal Basics $5 Wgt:1 Location:
1 Powerstone (Energy 4) $425 Wgt:0 Location:
10 Silver Penny $40 Wgt:.04 Location:
1 Tent, 2-Man $80 Wgt:12 Location:
21 Traveler's Rations $42 Wgt:10.5 Location:


Name: Ortavahn
Race: Human Spirit
5'7" zombie looking ghost. (his spirit's "physical" form decayed until his corpse reached -10 x HT and the connection to it was severed.)

Attributes [109]
ST 0 (ST includes -10 from 'Reduced ST')
DX 10
IQ 14 [80]
HT 10

HP 10 [20]
Will 14
Per 14
FP 13 [9]

Basic Lift 0
Damage 1d-6/1d-5

Basic Speed 5
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities:
Languages:

Advantages [152]
Doesn't Breathe [20]
Doesn't Eat or Drink [10]
Doesn't Sleep [20]
Illuminated [15]
Illusion [25]
Illusion Talent (2) [10]
Insubstantiality (Always On) [40]
Unaging (Accessibility (Only in Normal or better mana) (+2)) [12]

Disadvantages [-141]
Appearance (Hideous) [-16]
Code of Honor (Gentleman's) [-10]
Discipline of Faith (Asceticism) [-15]
Reduced ST (-10) (Affects displayed ST score) [-100]

Skills [21]
Connoisseur (Ancient Literature) IQ/A - IQ-1 13 [1]
Hidden Lore (Demon Lore) IQ/A - IQ-1 13 [1]
Hidden Lore (Spirit Lore) IQ/A - IQ+1 15 [4]
History (Ancient Known World) IQ/H - IQ+0 14 [4]
Intimidation Will/A - Will+2 16 [2]
includes: +2 from 'Appearance'
Literature IQ/H - IQ-2 12 [1]
Naturalist (Known World) IQ/H - IQ-2 12 [1]
Occultism IQ/A - IQ-1 13 [1]
Philosophy (Transmogrification) IQ/H - IQ-2 12 [1]
Savoir-Faire (Magical) IQ/E - IQ+0 14 [1]
Thaumatology IQ/VH - IQ-1 13 [4]

Stats [109] Ads [152] Disads [-141] Quirks [0] Skills [21] = Total [141]


Name: Alycia Poldi
Race: Human

Attributes [80]
ST 10
DX 13 [60]
IQ 6 (IQ includes -4 from 'Reduced IQ')
HT 10

HP 10
Will 6
Per 9 [15]
FP 10

Basic Lift 20
Damage 1d-2/1d

Basic Speed 6 [5]
Basic Move 6

Ground Move 6
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities:
Languages:

Advantages [38]
Appearance (Attractive) [4]
Luck [15]
Magic Resistance (2) [4]
Serendipity (1) [15]

Disadvantages [-80]
Reduced IQ (-4) (Affects displayed IQ score) [-80]

Skills [5]
Climbing DX/A - DX-1 12 [1]
Games (Hide and Seek) IQ/E - IQ+0 6 [1]
Games (Rope Skipping) IQ/E - IQ+0 6 [1]
Gardening IQ/E - IQ+0 6 [1]
Singing HT/E - HT+0 10 [1]

Stats [80] Ads [38] Disads [-80] Quirks [0] Skills [5] = Total [43]
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Old 06-09-2009, 05:15 AM   #24
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Default Re: [OOC] Shattered Magic -- GURPS 4e High magic fantasy -- RECRUITING!

Congratulations Younglorax, what degree did you get? What was your last big paper about?

I'm going to post now about the numbers, and write up some words a little later.

About HT, ST and age, how about I add two years, some more pounds and a half a foot or so, and take off one HP? That sound fair? It will save me a fair bit of headache. That would also assume a normal size instead of a size of -1.

I agree that using Will for magic presents a balance problem. Paying three times listed price for Will doesn't seem as good to me as paying double and adding on an unusual background. Or just doing the whole thing with one larger unusual background. If Will goes up in price I'll probably raise magery one and lower Will one to offset a bit of the added cost. It's your call.

I'll change Flashbacks to Phantom Apparitions. The idea isn't to have "one messed up kid" so much as to have a kid who has a little trouble distinguishing dreams from reality. I'm looking forward to roleplaying this, reaction penalties should be easy enough to find reason for.

As far as skills are concerned... I was up late last night and got really sleepy. I was also doing most of it on paper and had to erase things a few time, I think the mistake with fast talk was due to sloppiness in erasing mixed with really needing sleep. I'll be sure to put in the relative values when I redo all the numbers again after hearing back from you.

And also talents, the athletics skills that I chose are thematically consistent in that they are the ones that would be needed for something like parkour, those plus swimming. What about dropping swimming and calling it "Parkour"? I like the idea of adding observation to "Street Urchin", it's a skill I thought about adding but didn't. I'll sink a point into it. It seems fitting.

I'm also going to add the disadvantage, Wounded. It was part of the idea awhile ago but got cut. I remember reading that it could be the result of a backfired healing spell, which seemed to fit your ideas for Shattered Magic quite well as well as give me great motivation to go on this quest. It will also do a little to offset the pain of paying to fix the admittedly unbalanced problem with Will.

Oh yeah, I also forgot to choose a sense for magery 0. Let's go with sight.

Okay. Now time to describe the character in words.
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Last edited by hari; 06-09-2009 at 05:22 AM.
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Old 06-09-2009, 06:35 AM   #25
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Default Re: [OOC] Shattered Magic -- GURPS 4e High magic fantasy -- RECRUITING!

That's really frustrating. I just wrote it all up and then lost it. I should be doing this in word... The forums logged me out and I lost everything when I tried to submit it. I don't have the time and energy to rewrite it again right now. I'm sorry to say it will have to wait until tomorrow. And I liked what I had too!!! Arrghhh.....
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Old 06-09-2009, 08:19 AM   #26
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Default Re: [OOC] Shattered Magic -- GURPS 4e High magic fantasy -- RECRUITING!

@Younglorax: Congratulations from me, too!

@hari: yeah, these "submit"-problems really suck...
my solution is that after writing longer texts in web-formulars I do a quick "select all & copy to ram" (ctrl+a & ctrl+c) before pressing the submit-button. this way I'm safe if something goes wrong.
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Old 06-09-2009, 10:25 AM   #27
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Default Re: [OOC] Shattered Magic -- GURPS 4e High magic fantasy -- RECRUITING!

Quote:
Originally Posted by younglorax View Post
@BigPhut

I just looked closely at your character sheet, and it all looks in order.

I do want to make sure you know that your character is quite hard to get along with, though. Bad Temper, a quirk that triggers Bad Temper, and Loner... he's not the friendliest fellow.
I'm ok with rping that, and it fits with the genral theme of the character, but i'll take a look and see if i can change some stuff around to make it work better.

EDIT: Bad Temper is now quirk level and has been replaced by can't harm innocents which i felt was appropriate for a priest.
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Old 06-09-2009, 11:27 AM   #28
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Default Re: [OOC] Shattered Magic -- GURPS 4e High magic fantasy -- RECRUITING!

@ Captain-Captain

Ghosts aren't really a feature of the world. Any sort of afterlife is the realm of religion -- faith, not faith-powers.

That said, the Possession spell is possible, so a living human's spirit can move about.. my thought right now is to say that if you drop the physical manifestations of Ortavahn (i.e. he can cast spells, but he can only be seen as an aura of magic or something), then it should be OK.

I'll get back to you with a more complete answer.

----

In the mean-time, there are a couple of things I want to mention with Korbin:
-I like the character, and I always approve of having dependents around.

-Will is separate from IQ -- it shouldn't be raising automatically for Korbin, or lowering automatically for Alycia.
-Language and Culture should be Veroldian and East Verold, respectively
-Thaumatology will only get its Magery 3 bonus when you're dealing with Spells.
-You get to add a sense (see Magic Senses on the prospectus) to your Magery 0


---
ETA

Okay, so, I've decided that if you remove his humanoid appearance (and thus his Intimidation skill), it should be fine.

Social Regard (Feared) makes a lot of sense. Anything that people think is related to necromancy usually gets a reaction penalty, but if you have the power to back yourself up (and you do), they will react to you accordingly.

My thoughts on the Ally and Dependent:

-I'm going to modify the Ally's character sheet slightly, but not by much. He is a long, long dead wizard, so it would make sense that Korbin doesn't know quite everything about him.
-The Dependent's sheet is fine.
-You can play for the Dependent most of the time, the exceptions being when she's in a lot of trouble. If you want me to control her full time, that's fine as well.
-How would you feel about me controlling the Ally everytime he shows up? I will of course take direction from you -- you invented the character, afterall. If you have a problem with that, we can work out a compromise.
-How exactly does the Illusion power work? I'd also like to know the general sorts of illusions Ortavahn tends to produce.

Last edited by younglorax; 06-09-2009 at 12:05 PM.
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Old 06-09-2009, 11:45 AM   #29
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Default Re: [OOC] Shattered Magic -- GURPS 4e High magic fantasy -- RECRUITING!

@ hari
Thanks! I studied linguistics. My last paper was addressing how to predict stress on the words him and one for a speech synthesizer.

What do you think about a +100% enhancement on Will and a 10cp UB?

Wound sounds fine, and does fit the theme. Bad timing to be getting a healing spell cast on you.

Decreasing HP, and increasing size and age solves the problem perfectly.


Talents aren't supposed to be "I want to be good at this sport/character class, I'm going to design a Talent for it!" The idea is that there's something innate to all of them, a certain underlying ability that allows it. Artificers can say "I have a deep understanding of how physical objects fit together", Animal Friends can say "Animals like me", Outdoorsmen can say "I've spent enough of my life outdoors that the natural world is intuitive to me".

So, I'm OK with Street Urchin becuase it says "I have lived on the streets, and the way things work here is a part of me". I'll allow Athlete if you drop Climbing (because it's about precise hand movements) and Swimming (because it doesn't rely on quickly moving your body, usually). You should add Body Sense and Dancing -- and Aerobatics and Freefall, but since it's doubtful those last two would ever be relevant, I won't require them. The result is that Athlete says something like "I know where my body is with relation to itself, and I can move it quickly while maintaining that awareness".

@ BigPhut

Those changes are good. It looks like it keeps the concept intact, while making it a little more playable in a party. Thanks!

Last edited by younglorax; 06-09-2009 at 11:53 AM.
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Old 06-09-2009, 02:30 PM   #30
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Default Re: [OOC] Shattered Magic -- GURPS 4e High magic fantasy -- RECRUITING!

Quote:
Originally Posted by younglorax View Post
@ Captain-Captain

Ghosts aren't really a feature of the world. Any sort of afterlife is the realm of religion -- faith, not faith-powers.

That said, the Possession spell is possible, so a living human's spirit can move about.. my thought right now is to say that if you drop the physical manifestations of Ortavahn (i.e. he can cast spells, but he can only be seen as an aura of magic or something), then it should be OK.

I'll get back to you with a more complete answer.

----

In the mean-time, there are a couple of things I want to mention with Korbin:
-I like the character, and I always approve of having dependents around.

-Will is separate from IQ -- it shouldn't be raising automatically for Korbin, or lowering automatically for Alycia.
-Language and Culture should be Veroldian and East Verold, respectively
-Thaumatology will only get its Magery 3 bonus when you're dealing with Spells.
-You get to add a sense (see Magic Senses on the prospectus) to your Magery 0


---
ETA

Okay, so, I've decided that if you remove his humanoid appearance (and thus his Intimidation skill), it should be fine.

Social Regard (Feared) makes a lot of sense. Anything that people think is related to necromancy usually gets a reaction penalty, but if you have the power to back yourself up (and you do), they will react to you accordingly.

My thoughts on the Ally and Dependent:

-I'm going to modify the Ally's character sheet slightly, but not by much. He is a long, long dead wizard, so it would make sense that Korbin doesn't know quite everything about him.
-The Dependent's sheet is fine.
-You can play for the Dependent most of the time, the exceptions being when she's in a lot of trouble. If you want me to control her full time, that's fine as well.
-How would you feel about me controlling the Ally everytime he shows up? I will of course take direction from you -- you invented the character, afterall. If you have a problem with that, we can work out a compromise.
-How exactly does the Illusion power work? I'd also like to know the general sorts of illusions Ortavahn tends to produce.
sorry about the will. GCA does not do things that way and i didn't catch it.


As envisioned, Ortavahn was not a wizard: he has no magery nor any spells. He's a less cinematic version of the Dungeon Fantasy: Sages archetype of a Scholar. Other than being Illuminated and having Illusions - WTF moment! - He and Korbin were supposed to have a mind link! Did I pull up earlier exports of both characters from GCA and paste them??

Apparently I did. Stats as they were supposed to be below, mostly for FYI purposes since Ortavahn's stats will need a full rewrite and Korbin won't need the mindlink if Ortavahn is always in his head.

Anyway if he's a non-dominant possession, he's something akin to a Being of Pure Thought from 3rd edition and real expensive (250 pts 3rd edition is not going to be dirt cheap under 4th rules). There was Astral Entity from Blood Types, for -25 pts you got most of what you got with Being of Pure Thought and that was clearly broken. Rewriting him could be a challenge...

Will scores corrected below.

Quote:
Originally Posted by What the characters were supposed to be
Name: Korbinian Poldi
Race: Human

Attributes [60]
ST 10
DX 10
IQ 13 [60]
HT 10

HP 10
Will 10
Per 13
FP 10

Basic Lift 20
Damage 1d-2/1d

Basic Speed 5
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities: Medieval (Native) [0].
Languages: Anglish (Native) [0].

Advantages [53]
Ally (Spirit Mentor) (75% of starting points) (9 or less; Special Abilities; Summonable) [8]
Magery (3) [30]
Magery 0 [5]
Mindlink (1 person) [5]
Spirit Empathy (Specialized (Human Spirits)) [5]

Disadvantages [-45]
Code of Honor (Professional) [-5]
Dependent (Brain Injured Daughter) (No more than 25%) (12 or less; Loved one) [-40]

Quirks [-5]
Careful [-1]
Horrible Hangovers [-1]
Incompetence (Tracking) [-1]
Nosy [-1]
Proud [-1]

Skills [43]
Area Knowledge (town/village) IQ/E - IQ+0 13 [1]
Current Affairs/TL3 (local region) IQ/E - IQ+0 13 [1]
Fast-Talk IQ/A - IQ-1 12 [1]
First Aid/TL3 (Human) IQ/E - IQ+1 14 [2]
Hazardous Materials/TL3 (Magic) IQ/A - IQ-1 12 [1]
Herb Lore/TL3 IQ/VH - IQ+1 14 [12]
Hidden Lore (Spirit) IQ/A - IQ+0 13 [2]
Innate Attack (Projectile) DX/E - DX+2 12 [4]
Knife DX/E - DX+1 11 [2]
Naturalist (Known World) IQ/H - IQ-2 11 [1]
Occultism IQ/A - IQ+1 14 [4]
Pharmacy/TL3 (Herbal) IQ/H - IQ-1 12 [2]
Savoir-Faire (High Society) IQ/E - IQ+0 13 [1]
Staff DX/A - DX-1 9 [1]
Streetwise IQ/A - IQ-1 12 [1]
Teaching IQ/A - IQ+0 13 [2]
Thaumatology IQ/VH - IQ+0 13 [1]
includes: +3 from 'Magery'
Whip DX/A - DX+1 11 [4]

Spells [69]
Breathe Water IQ/H - IQ+2 15 [2]
Clouds IQ/H - IQ+2 15 [2]
Control Air Elemental IQ/H - IQ+2 15 [2]
Create Air IQ/H - IQ+2 15 [2]
Create Air Elemental IQ/H - IQ+2 15 [2]
Create Fire IQ/H - IQ+1 14 [1]
Create Spring IQ/H - IQ+2 15 [2]
Create Water IQ/H - IQ+1 14 [1]
Destroy Air IQ/H - IQ+1 14 [1]
Destroy Water IQ/H - IQ+1 14 [1]
Devitalize Air IQ/H - IQ+1 14 [1]
Dry Spring IQ/H - IQ+2 15 [2]
Earth to Air IQ/H - IQ+2 15 [2]
Fog IQ/H - IQ+1 14 [1]
Great Voice IQ/H - IQ+2 15 [2]
Ignite Fire IQ/H - IQ+1 14 [1]
Lightning IQ/H - IQ+2 15 [2]
Lightning Whip IQ/H - IQ+2 15 [2]
Mystic Mist IQ/H - IQ+2 15 [2]
Predict Weather IQ/H - IQ+2 15 [2]
Purify Air IQ/H - IQ+2 15 [2]
Purify Water IQ/H - IQ+1 14 [1]
Rain IQ/H - IQ+2 15 [2]
Seek Earth IQ/H - IQ+1 14 [1]
Seek Water IQ/H - IQ+1 14 [1]
Sense Danger IQ/H - IQ+1 14 [1]
Sense Foes IQ/H - IQ+1 14 [1]
Shape Air IQ/H - IQ+2 15 [2]
Shape Earth IQ/H - IQ+1 14 [1]
Shape Water IQ/H - IQ+2 15 [2]
Silence IQ/H - IQ+2 15 [2]
Sound IQ/H - IQ+2 15 [2]
Spark Cloud IQ/H - IQ+2 15 [2]
Summon Air Elemental IQ/H - IQ+2 15 [2]
Thunderclap IQ/H - IQ+2 15 [2]
Voices IQ/H - IQ+2 15 [2]
Walk on Air IQ/H - IQ+2 15 [2]
Wall of Silence IQ/H - IQ+2 15 [2]
Watchdog IQ/H - IQ+2 15 [2]
Weather Dome IQ/H - IQ+2 15 [2]
Windstorm IQ/H - IQ+2 15 [2]

Stats [60] Ads [53] Disads [-45] Quirks [-5] Skills [43] Spells [69] = Total [175]

Hand Weapons
1 Large Knife LC:4 $40 Wgt:1
swing Dam:1d-2 cut Reach:C,1 Parry:-1 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
thrust Dam:1d-2 imp Reach:C Parry:-1 ST:6 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes:[1]
1 Long Knife LC:4 $120 Wgt:1.5
knife swing Dam:1d-1 cut Reach:C, 1 Parry:0 ST:7 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
knife thrust Dam:1d-2 imp Reach:C, 1 Parry:0 ST:7 Skill:Sword!, Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3
shortsword swing Dam:1d-1 cut Reach:1 Parry:0 ST:7 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3
shortsword thrust Dam:1d-2 imp Reach:C, 1 Parry:0 ST:7 Skill:Sword!, Shortsword, DX-5, Broadsword-2, Force Sword-4, Jitte/Sai-3, Knife-4, Saber-4, Smallsword-4, Tonfa-3

Ranged Weapons
1 Large Knife LC:4 Dam:1d-2 imp Acc:0 Range:8 / 15
RoF:1 Shots:T(1) ST:6 Bulk:-2 Rcl: $40 Wgt:1

Armor & Possessions
1 Backpack, Small $60 Wgt:3 Location:
1 Cloth Armor Suit $150 Wgt:12 Location:all
8 Copper Farthing $8 Wgt:.16 Location:
1 Lantern $20 Wgt:2 Location:
5 Oil (per pint) $10 Wgt:5 Location:
1 Personal Basics $5 Wgt:1 Location:
1 Powerstone (Energy 4) $425 Wgt:0 Location:
10 Silver Penny $40 Wgt:.04 Location:
1 Tent, 2-Man $80 Wgt:12 Location:
21 Traveler's Rations $42 Wgt:10.5 Location:

Name: Ortavahn
Race: Human Spirit

Attributes [109]
ST 0 (ST includes -10 from 'Reduced ST')
DX 10
IQ 14 [80]
HT 10

HP 10 [20]
Will 10
Per 14
FP 13 [9]

Basic Lift 0
Damage 1d-6/1d-5

Basic Speed 5
Basic Move 5

Ground Move 5
Water Move 1

Social Background
TL: 3 [0]
Cultural Familiarities:
Languages:

Advantages [152]
Doesn't Breathe [20]
Doesn't Eat or Drink [10]
Doesn't Sleep [20]
Illuminated [15]
Illusion [25]
Illusion Talent (1) [5]
Insubstantiality (Always On) [40]
Mindlink (1 person) [5]
Unaging (Accessibility (Only in Normal or better mana) (+2)) [12]

Disadvantages [-141]
Appearance (Hideous) [-16]
Code of Honor (Gentleman's) [-10]
Discipline of Faith (Asceticism) [-15]
Reduced ST (-10) (Affects displayed ST score) [-100]

Skills [21]
Connoisseur (Ancient Literature) IQ/A - IQ-1 13 [1]
Hidden Lore (Demon Lore) IQ/A - IQ-1 13 [1]
Hidden Lore (Spirit Lore) IQ/A - IQ+1 15 [4]
History (Ancient Known World) IQ/H - IQ+0 14 [4]
Intimidation Will/A - Will+2 16 [2]
includes: +2 from 'Appearance'
Literature IQ/H - IQ-2 12 [1]
Naturalist (Known World) IQ/H - IQ-2 12 [1]
Occultism IQ/A - IQ-1 13 [1]
Philosophy (Transmogrification) IQ/H - IQ-2 12 [1]
Savoir-Faire (Magical) IQ/E - IQ+0 14 [1]
Thaumatology IQ/VH - IQ-1 13 [4]

Stats [109] Ads [152] Disads [-141] Quirks [0] Skills [21] = Total [141]
__________________
...().0...0()
.../..........\
-/......O.....\-
...VVVVVVV
..^^^^^^^

A clock running two hours slow has the correct time zero times a day.
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