Knight of Wessex Character Sheet 3/26 -> 3/27 [4th decade, before BOX and choices]
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[QUOTE="Alectai, post: 32466025, member: 391"]
[QUOTE="Alectai, post: 32466025, member: 391"]
Audrey Eotenslaga of Charmouth
Audrey Eotenslaga of Charmouth
Fortitude: (155/155) | Focus: (60/60) | Armour: (100/100) | Hama Field: (70/70)
Fortitude: (160/160) | Focus: (60/60) | Armour: (150/150) | Hama Field: (70/70)
Initiative: (3), Speed: (4), Stamina: (3), Capacity: (10)
Initiative: (4), Speed: (5), Stamina: (4), Capacity: (11)
Cultivation: No Beads, of the Third Decade (60/74)
Cultivation: No Beads, of the Fourth Decade
Fervour: 60/60 (Replenish: 20 | 40) | Zeal: 11
Fervour: 90/90 (Replenish: 30 | 60) | Zeal: 12
Knightly Armour: +14 Attack and Defense | Charges: (2/2) | Rebuke: 4 (7) [6 (10) with Hordebreaker],
Knightly Armour: +21 Attack and Defense | Charges: (3/3) | Rebuke: 5 (10) [7 (14) with Hordebreaker],
Grace: (19) (Yearly Gains: 38 + 3 Training*, 115 Zeal)
Grace: (19) (Yearly Gains: 38 + 4 Training*, 115 Zeal)
Soma: (7)
Soma: (7)
Psyche: (6)
Psyche: (6)
Hama: (7)
Hama: (7)
Combat Basics: Audrey rolls 12d4+21 on Basic Attacks and Defenses, not counting Meditations, adding +2 to +4 with Rotes and Feats
Combat Basics: Audrey rolls 12d4+28 on Basic Attacks and Defenses, not counting Meditations, adding +2 to +4 with Rotes and Feats
* 3 Training per year specific to Light Revelation and its associated Prayers
* 4 Training per year specific to Light Revelation and its associated Prayers
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Journal
Journal
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[B][U]Date of Birth:[/U][/B] Year of Our Lord 8979 (Current Age: 18)
[B][U]Date of Birth:[/U][/B] Year of Our Lord 8979 (Current Age: 19)
[U][B]Be-Knighted[/B][/U]
[U][B]Be-Knighted[/B][/U]
Your first quest—and some may say the most important of your life—is to stand amongst your iron-clad peers as a full Knight. While this often takes place at the age of 21, if you are a good and virtuous Squire, perhaps you may well make it before your second decade?
Your first quest—and some may say the most important of your life—is to stand amongst your iron-clad peers as a full Knight. While this often takes place at the age of 21, if you are a good and virtuous Squire, perhaps you may well make it before your second decade?
Rewards:
Rewards:
-A Knight's fee
-A Knight's fee
Unlockable:
Unlockable:
-???
-???
[B][U]Chancellery[/U][/B]
[B][U]Chancellery[/U][/B]
-"To Smite the Wicked" 0/?
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[B][U]Concluded Ideas[/U][/B]
[B][U]Concluded Ideas[/U][/B]
-"Head on a Swivel": Unlocked the "Web" Hama Shape and Strandsense
-"Head on a Swivel": Unlocked the "Web" Hama Shape and Strandsense
-"Slowing Down for the Commons": Gained a small bonus when interacting with non-Elites
-"Slowing Down for the Commons": Gained a small bonus when interacting with non-Elites
-"Red-Black Lightning": Unlocked the Black Scratch Rote and further research opportunities
-"Red-Black Lightning": Unlocked the Black Scratch Rote and further research opportunities
-"Read the Traveller's Guide to Britannia": Unlocked an additional adventure location and granted improved knowledge of local issues.[/SLIDE]
-"Read the Traveller's Guide to Britannia": Unlocked an additional adventure location and granted improved knowledge of local issues.
-"To Smite the Wicked": Raised Severance to level 2[/SLIDE]
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Traits
Traits
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[B][U]Lineage:[/U]
[B][U]Lineage:[/U]
Eotenslaga:[/B] Born of a long line of Giant-Slayers who challenged the primordial foes and laid them low through cunning tactics and sharp blades, rendering the Isles safe for Man. You have inherited those life-saving instincts, allowing you to better find the paths to survival in even the most deadly assaults. When turned to battle, you have an innate grasp of how to expose and exploit even the most subtle vulnerabilities—an effect that grows ever more acute the greater the difference in size between you and your foe. (Provides a small defensive bonus against all attacks, but scales with the power level of the attack in question, and will always allow for some defense even against the most powerful possible attacks that others might have no chance against at all. Grants access to the Hard-Fall Martial Style.)
Eotenslaga:[/B] Born of a long line of Giant-Slayers who challenged the primordial foes and laid them low through cunning tactics and sharp blades, rendering the Isles safe for Man. You have inherited those life-saving instincts, allowing you to better find the paths to survival in even the most deadly assaults. When turned to battle, you have an innate grasp of how to expose and exploit even the most subtle vulnerabilities—an effect that grows ever more acute the greater the difference in size between you and your foe. (Provides a small defensive bonus against all attacks, but scales with the power level of the attack in question, and will always allow for some defense even against the most powerful possible attacks that others might have no chance against at all. Grants access to the Hard-Fall Martial Style.)
[U][B]Virtue:[/B][/U]
[U][B]Virtue:[/B][/U]
[B]Fortitude:[/B] Audrey is fair of form, with a vessel formed from the finest of clay. Properly shaped and moulded, she will undoubtedly become a pillar of the Kingdom, able to stand against the heathen tides unbroken. (Your base in Soma is one rank higher by default, and you can advance it without counting this extra rank when calculating costs. Also increases the Combat Bonus of her Armour and has other benefits that can be unearthed with time.)
[B]Fortitude:[/B] Audrey is fair of form, with a vessel formed from the finest of clay. Properly shaped and moulded, she will undoubtedly become a pillar of the Kingdom, able to stand against the heathen tides unbroken. (Your base in Soma is one rank higher by default, and you can advance it without counting this extra rank when calculating costs. Also increases the Combat Bonus of her Armour and has other benefits that can be unearthed with time.)
[U][B]Charismata:[/B][/U]
[U][B]Charismata:[/B][/U]
[B]Chastity:[/B] Although Audrey has the countenance of an angel, she has not allowed that to drive her into immoral behaviour, even as she begins approaching her majority. Such purity of spirit is worthy of no small amount of praise—and even heathens can appreciate this to some degree.
[B]Chastity:[/B] Although Audrey has the countenance of an angel, she has not allowed that to drive her into immoral behaviour, even as she begins approaching her majority. Such purity of spirit is worthy of no small amount of praise—and even heathens can appreciate this to some degree.
[B]Diligence: [/B]Audrey's determination and resolve is clear to all—one can count on her to pull her share of the weight and then some. This understanding gives her the potential to be an excellent leader, with a bit more polishing.
[B]Diligence: [/B]Audrey's determination and resolve is clear to all—one can count on her to pull her share of the weight and then some. This understanding gives her the potential to be an excellent leader, with a bit more polishing.
[B]Joy:[/B] Audrey possesses a sunny disposition, capable of dispelling the clouds of even the darkest of days with a smile and a few kind words. Such radiance is held both within and without, and can serve as a beacon even when the tides of war press in.
[B]Joy:[/B] Audrey possesses a sunny disposition, capable of dispelling the clouds of even the darkest of days with a smile and a few kind words. Such radiance is held both within and without, and can serve as a beacon even when the tides of war press in.
[B]Valour:[/B] Audrey displays valour beyond her years, standing tall in the little adventures and antics children invariably find themselves getting up to. Such courage will serve her well in the days to come.
[B]Valour:[/B] Audrey displays valour beyond her years, standing tall in the little adventures and antics children invariably find themselves getting up to. Such courage will serve her well in the days to come.
[B]Wisdom:[/B] Audrey shows great insight into the thoughts and hearts of her peers, rarely being led astray by tricks, pranks, or other little deceptions, should this talent blossom, such perception can aid her in being truly one of the great names in the Kingdom.
[B]Wisdom:[/B] Audrey shows great insight into the thoughts and hearts of her peers, rarely being led astray by tricks, pranks, or other little deceptions, should this talent blossom, such perception can aid her in being truly one of the great names in the Kingdom.
[U][B]Sins:[/B][/U]
[U][B]Sins:[/B][/U]
[B]Ira:[/B] Audrey has shown a wicked temper when provoked, her burning heart easily roused to harsh words and raised fists. While some degree of wrath is both healthy–and even desirable for those who must face the heathen tides–to allow this flame to rage out of control can lay ruin to even the greatest of nations, and thus must be tended with great care.
[B]Ira:[/B] Audrey has shown a wicked temper when provoked, her burning heart easily roused to harsh words and raised fists. While some degree of wrath is both healthy–and even desirable for those who must face the heathen tides–to allow this flame to rage out of control can lay ruin to even the greatest of nations, and thus must be tended with great care.
[B]Superbia:[/B] The Sin of Pride, the Original Sin itself. Particularly insidious in its nature–as taken in moderation, it can be a source of heroism, justice, and a source of strength even in the darkest times. And yet, there is a line that even the keenest eyes might miss, where what once granted strength can lead even a hero into the most unforgivable of acts and the greatest acts of hubris, simply because they could not bear to back down or lose face
[B]Superbia:[/B] The Sin of Pride, the Original Sin itself. Particularly insidious in its nature–as taken in moderation, it can be a source of heroism, justice, and a source of strength even in the darkest times. And yet, there is a line that even the keenest eyes might miss, where what once granted strength can lead even a hero into the most unforgivable of acts and the greatest acts of hubris, simply because they could not bear to back down or lose face
[U][B]Flaws:[/B][/U]
[U][B]Flaws:[/B][/U]
[B]Enemy:[/B] Audrey has a dire foe, who will not rest until her path has been brought to ruin… (You have a Mortal Foe, you will not know who this is at the start of play, but they will take any acts within their power to hurt or foil you. What has conceivably been done to warrant such a grudge?)
[B]Enemy:[/B] Audrey has a dire foe, who will not rest until her path has been brought to ruin… (You have a Mortal Foe, you will not know who this is at the start of play, but they will take any acts within their power to hurt or foil you. What has conceivably been done to warrant such a grudge?)
[B]Outsider:[/B] Simply due to being a woman Audrey has much to prove before she can be treated as a peer by more Orthodox cultivators–and faces the risk of many of her deeds being attributed to others until then. (Due to her excellent performance in the tournament and general successes, the disadvantages of this are largely suspended in Wessex and its surroundings...for now.)
[B]Outsider:[/B] Simply due to being a woman Audrey has much to prove before she can be treated as a peer by more Orthodox cultivators–and faces the risk of many of her deeds being attributed to others until then. (Due to her excellent performance in the tournament and general successes, the disadvantages of this are largely suspended in Wessex and its surroundings...for now.)
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Temple
Temple
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[U][B]Foundations[/B][/U]
[U][B]Foundations[/B][/U]
Wood (3/3)
Wood (3/4)
- Quickbeam Rowan (2 Slots, +1 Speed)
- Quickbeam Rowan (2 Slots, +1 Speed)
- Sage's Hazel (1 Slot, +1 Success on Tactics)
- Sage's Hazel (1 Slot, +1 Success on Tactics)
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Stone (3/3)
Stone (3/4)
- Bargate Ironstone (3 Slots, +10 damage on all attacks, not included in attack listings)
- Bargate Ironstone (3 Slots, +10 damage on all attacks, not included in attack listings)
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[B][U]Decorations[/U][/B] (2/6)
[B][U]Decorations[/U][/B] (2/6)
-Everlasting Yew Tree (Adds Decade x 5 to Fortitude and, once per year, when Zeal is spent to activate an Armour Charge, repairs Decade x 10 additional Armour)
-Everlasting Yew Tree (Adds Decade x 5 to Fortitude and, once per year, when Zeal is spent to activate an Armour Charge, repairs Decade x 10 additional Armour)
-Radiant Stained Glass (Adds +1 Capacity, for those with a Light Revelation adds Decade in additional Training per Year on the Light Revelation and its associated Rotes and Meditations and reduces the Fervour cost of of Light Meditations by 1)
-Radiant Stained Glass (Adds +1 Capacity, for those with a Light Revelation adds Decade in additional Training per Year on the Light Revelation and its associated Rotes and Meditations and reduces the Fervour cost of of Light Meditations by 1)
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Equipment
Equipment
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[B][U]Audrey's Knightly Armour:[/U][/B]
[B][U]Audrey's Knightly Armour:[/U][/B]
-[U]Armour Value:[/U] This suit of plate has an Armour Value of 100.
-[U]Armour Value:[/U] This suit of plate has an Armour Value of 150.
-[U]Combat Bonus:[/U] The armour provides a +14 Equipment Bonus to all actions taken in combat while worn.
-[U]Combat Bonus:[/U] The armour provides a +21 Equipment Bonus to all actions taken in combat while worn.
-[U]Rebuke:[/U] No attack with less than 4 Fervour invested in it can harm her while she wears the armour. This number may be increased to 7 Fervour for the cost of 3 Zeal for an entire combat. If using Hordebreaker Style, this is increased to 6, 10 if Zeal is spent.
-[U]Rebuke:[/U] No attack with less than 5 Fervour invested in it can harm her while she wears the armour. This number may be increased to 10 Fervour for the cost of 3 Zeal for an entire combat. If using Hordebreaker Style, this is increased to 7, 14 if Zeal is spent.
-[U]Increased Replenish:[/U] While Audrey wears her Knightly Armour her Fervour Replenish is doubled.
-[U]Increased Replenish:[/U] While Audrey wears her Knightly Armour her Fervour Replenish is doubled.
-[U]Armour Charges:[/U] 2/2 – Twice per year, Audrey can spend Zeal to repair her Knightly Armour, at a rate of 1 Zeal per 10 Armour healed.
-[U]Armour Charges:[/U] 3/3 – Twice per year, Audrey can spend Zeal to repair her Knightly Armour, at a rate of 1 Zeal per 10 Armour healed.
-[U]Two Armour Traits:[/U]
-[U]Three Armour Traits:[/U]
-[I]Purity of Body[/I] (To be sullied by none, to reject all that would corrode her form and see it rendered to nothing. On a mechanical level, Audrey is highly resistant to poisons, diseases, and physical debuffs of all sorts. This does not protect against damage to Fortitude, but will work against being stunned, having bones broken, and similar things.)
-[I]Purity of Body[/I] (To be sullied by none, to reject all that would corrode her form and see it rendered to nothing. On a mechanical level, Audrey is highly resistant to poisons, diseases, and physical debuffs of all sorts. This does not protect against damage to Fortitude, but will work against being stunned, having bones broken, and similar things.)
-[I]Sanctity of Motion[/I] (To be inviolate not only in form but in function, for no grasp or magic to prevent you from moving and acting as needed. On a mechanical level Audrey is highly resistant to any effect that would impair her movement in proportion to how much it would do that, so she is somewhat resistant to being grappled and held in place in any way, and even more resistant to paralysis effects and similar things. This does not generally apply to purely mental effects, but does apply partially to physical stun effects, where it stacks with Purity of Body.)
-[I]Sanctity of Motion[/I] (To be inviolate not only in form but in function, for no grasp or magic to prevent you from moving and acting as needed. On a mechanical level Audrey is highly resistant to any effect that would impair her movement in proportion to how much it would do that, so she is somewhat resistant to being grappled and held in place in any way, and even more resistant to paralysis effects and similar things. This does not generally apply to purely mental effects, but does apply partially to physical stun effects, where it stacks with Purity of Body.)
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[B][U]Personal Equipment: [/U][/B]
[B][U]Personal Equipment: [/U][/B]
-Sunder, Sword of Sharpness (Grand Quality Longsword, +20 damage when used while wearing Knightly Armour, +6 to offense and +10 damage when used outside Knightly Armour. Once per day when landing a Giant-Killing Blow or any Severance Rote may gain bonus damage scaling to the strength of the foe, but generally a minimum of +30 damage to any foe not killed outright.)
-Sunder, Sword of Sharpness (Grand Quality Longsword, +20 damage when used while wearing Knightly Armour, +6 to offense and +10 damage when used outside Knightly Armour. Once per day when landing a Giant-Killing Blow or any Severance Rote may gain bonus damage scaling to the strength of the foe, but generally a minimum of +30 damage to any foe not killed outright.)
-Silver Wire (Wrapped around sword hilt, the first time you would suffer a blow that will reduce you to half of your Fortitude or less, negate it. The trinket is destroyed afterwards.)
-Silver Wire (Wrapped around sword hilt, the first time you would suffer a blow that will reduce you to half of your Fortitude or less, negate it. The trinket is destroyed afterwards.)
-Good Dagger (Must usually be used one-handed for half damage, +3 to offense when used outside Knightly Armour)
-Good Dagger (Must usually be used one-handed for half damage, +3 to offense when used outside Knightly Armour)
-Good Francisca (Can be thrown, but that counts as one-handed use for half damage, +3 to offense when used outside Knightly Armour)
-Good Francisca (Can be thrown, but that counts as one-handed use for half damage, +3 to offense when used outside Knightly Armour)
-Good Gambeson (+40 Armour. Does not stack with Knightly Armour)
-Good Gambeson (+40 Armour. Does not stack with Knightly Armour)
-Ordinary-Looking Boots (Actually of Superior Quality. These boots are a family heirloom, and magically store up speed over time spent walking or running in them and can release it to give a significant movement speed boost, allowing darting at superhuman speed, outracing others, and so on.)
-Ordinary-Looking Boots (Actually of Superior Quality. These boots are a family heirloom, and magically store up speed over time spent walking or running in them and can release it to give a significant movement speed boost, allowing darting at superhuman speed, outracing others, and so on.)
-Fine Strength-of-Stone Ring (Grants a bonus to one feat of raw strength once before needing to be recharged. On direct combat rolls, this mostly only works when directly overpowering the foe is a valid option, which is usually only for grapples, but more indirect uses are possible. Can be recharged by burying it for a full day.)
-Fine Strength-of-Stone Ring (Grants a bonus to one feat of raw strength once before needing to be recharged. On direct combat rolls, this mostly only works when directly overpowering the foe is a valid option, which is usually only for grapples, but more indirect uses are possible. Can be recharged by burying it for a full day.)
-1 Blessed Rosary Bead (+1 Zeal per year)
-1 Blessed Rosary Bead (+1 Zeal per year)
-Decent Ark Ring (10 Storage Slots, each slot can contain one item, during combat these items take an attack action to retrieve.)
-Decent Ark Ring (10 Storage Slots, each slot can contain one item, during combat these items take an attack action to retrieve.)
-- Camping Gear
-- Camping Gear
-- Supply of Rations
-- Supply of Rations
-- Traveller's Guide to Britannia
-- Traveller's Guide to Britannia
-- Eotenslaga Records
-- Eotenslaga Records
-- Fine Longsword (+10 damage when used while wearing Knightly Armour, +4 to offense when used outside Knightly Armour)
-- Fine Longsword (+10 damage when used while wearing Knightly Armour, +4 to offense when used outside Knightly Armour)
-- Sealed Box
-- Sealed Box
-- (Empty Slot)
-- (Empty Slot)
-- (Empty Slot)
-- (Empty Slot)
-- (Empty Slot)
-- (Empty Slot)
-- (Empty Slot)
-- (Empty Slot)
[B][U]Owned Property:[/U][/B]
[B][U]Owned Property:[/U][/B]
Ancient Low Quality Copper
Ancient Low Quality Copper
Eotenslaga Stipend - +1 Unit of Wealth per year
Eotenslaga Stipend - +1 Unit of Wealth per year
5 Units of Wealth
5 Units of Wealth
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Soma
Soma
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[B]Soma 7[/B] (0/64 Zeal)
[B]Soma 7[/B] (0/64 Zeal)
[U][B]Skills:[/B][/U]
[U][B]Skills:[/B][/U]
[B]Athleticism 3[/B] (0/8 Zeal)
[B]Athleticism 3[/B] (0/8 Zeal)
[B]Combat 6[/B] (0/64 Zeal)
[B]Combat 6[/B] (0/64 Zeal)
[U]Mastered:[/U]
[U]Mastered:[/U]
Vanguard's Prayer (5 Fervour per turn): This Meditation speeds and strengthens the user's advance and steadies their strikes. On a mechanical level, this grants +1 Speed and a +4 bonus on attacks. As mastery rises, the combat bonus increases and the cost goes down slightly. (0/81 Perfected)
Vanguard's Prayer (5 Fervour per turn): This Meditation speeds and strengthens the user's advance and steadies their strikes. On a mechanical level, this grants +1 Speed and a +4 bonus on attacks. As mastery rises, the combat bonus increases and the cost goes down slightly. (0/81 Perfected)
[U]Refined:[/U]
[U]Refined:[/U]
Darting Strike (3 Fervour): This Rote, designed to allow the cultivator to enter combat quickly and easily, allows for the cultivator to instantly draw a weapon and charge into battle immediately, moving a significant distance and ending with an attack for 30 Damage. When used to open a fight, this Rote provides +1 Initiative on the first round. (0/27 Mastered)
Darting Strike (3 Fervour): This Rote, designed to allow the cultivator to enter combat quickly and easily, allows for the cultivator to instantly draw a weapon and charge into battle immediately, moving a significant distance and ending with an attack for 30 Damage. When used to open a fight, this Rote provides +1 Initiative on the first round. (0/27 Mastered)
Prayer For Perseverance (5 Fervour per turn): This nearly ubiquitous Meditation among Knights allows for them to fight for hours without rest. On a mechanical level, any turn this is used does not count towards Stamina for purposes of fatigue penalties. At Rough, when you stop using this Meditation the accumulated fatigue hits you all at once, while at Mastered the cost is reduced substantially. (0/27 Mastered)
Prayer For Perseverance (5 Fervour per turn): This nearly ubiquitous Meditation among Knights allows for them to fight for hours without rest. On a mechanical level, any turn this is used does not count towards Stamina for purposes of fatigue penalties. At Rough, when you stop using this Meditation the accumulated fatigue hits you all at once, while at Mastered the cost is reduced substantially. (0/27 Mastered)
[B]Horsemanship 3[/B] (0/8 Zeal)
[B]Horsemanship 3[/B] (0/8 Zeal)
[U][B]Martial Styles:[/B][/U]
[U][B]Martial Styles:[/B][/U]
[B]Hard-Fall Style 4[/B] (0/16 Training)
[B]Hard-Fall Style 4[/B] (0/16 Training)
[U]Passive Bonus:[/U] This Style adds its ranking to Tactics rolls to size up opponents and provides a bonus to taking advantage of any weaknesses or openings spotted. This Style is designed to work in concert with Severance, Severance Rotes may use Hard-Fall's bonus on their rolls and the two Style's Passive Bonuses may both be used at the same time.
[U]Passive Bonus:[/U] This Style adds its ranking to Tactics rolls to size up opponents and provides a bonus to taking advantage of any weaknesses or openings spotted. This Style is designed to work in concert with Severance, Severance Rotes may use Hard-Fall's bonus on their rolls and the two Style's Passive Bonuses may both be used at the same time.
[U]Mastered:[/U]
[U]Mastered:[/U]
Clever Deflection (1 Fervour): This defensive Rote allows the cultivator to parry or dodge an enemy's blow in such a way that it leaves the enemy open for a reprisal if the defense is successful. At Mastered, the opening is generally larger than it was at lower ranks. (0/81 Perfected)
Clever Deflection (1 Fervour): This defensive Rote allows the cultivator to parry or dodge an enemy's blow in such a way that it leaves the enemy open for a reprisal if the defense is successful. At Mastered, the opening is generally larger than it was at lower ranks. (0/81 Perfected)
Giant-Killing Blow (15 Fervour): This mighty blow deals 200 Damage (with 50 damage to armour, assuming that much damage hits the armour) and is intended for use once you have made an opening. This Rote never goes down in price, with mastery instead resulting in increased damage. (0/81 Perfected)
[U]Refined:[/U]
[U]Refined:[/U]
Giant-Killing Blow (15 Fervour): This mighty blow deals 120 Damage (with 30 damage to armour, assuming that much damage hits the armour) and is intended for use once you have made an opening. This Rote never goes down in price, with mastery instead resulting in increased damage. (0/27 Mastered)
Slip Free (3 Fervour): Taking advantage of your knowledge of your opponent's weaknesses and leveraging their strength against them with uncanny speed, this Rote allows slipping free from a grapple once per round without costing an attack action, and provides a modest bonus to doing so. It may be repeated, but doing so costs an action like a normal attempt to escape a grapple. (0/27 Mastered)
Slip Free (3 Fervour): Taking advantage of your knowledge of your opponent's weaknesses and leveraging their strength against them with uncanny speed, this Rote allows slipping free from a grapple once per round without costing an attack action, and provides a modest bonus to doing so. It may be repeated, but doing so costs an action like a normal attempt to escape a grapple. (0/27 Mastered)
[B]Hordebreaker 3 [/B](0/8 Training)
[U]Rough:[/U]
Superlative Counter (19 Zeal at 4th Decade): This Finale can only be used in response to another Finale or similar level of effect, in which case, unless overpowered, it defends and counters perfectly that other Finale in a moment of perfect synchronization and superhuman battle prowess, leaving the opponent who dared to attempt such a thing defeated and usually slain outright. Or, at least, that's what it's supposed to do once it's ready to use. (2/6 Refined)
[B]Hordebreaker 4 [/B](0/16 Training)
[U]Passive Bonus:[/U] This style specializes in fighting groups, and allows for defending against two attacks simultaneously. It also adds 1/2 its rating (rounded up) to the Rebuke of those wearing Knightly Armour (add full rating instead if using Zeal)
[U]Passive Bonus:[/U] This style specializes in fighting groups, and allows for defending against two attacks simultaneously. It also adds 1/2 its rating (rounded up) to the Rebuke of those wearing Knightly Armour (add full rating instead if using Zeal)
[U]Refined:[/U]
[U]Refined:[/U]
Horde-Breaking Charge (4 Fervour): This rote allows the cultivator to charge forward, providing significant movement, and body-checks one or more opponents, doing 20 Damage and knocking them prone. The number of opponents effected depends entirely on how close they are standing together, with actual formations being able to effect several. (0/27 Mastered)
Horde-Breaking Charge (4 Fervour): This rote allows the cultivator to charge forward, providing significant movement, and body-checks one or more opponents, doing 20 Damage and knocking them prone. The number of opponents effected depends entirely on how close they are standing together, with actual formations being able to effect several. (0/27 Mastered)
Sweeping Slash (8 Fervour): Attacks up to three nearby opponents simultaneously for 40 Damage each (with 20 damage to armour, assuming that much damage hits the armour) . One attack roll is made, and each defense is rolled separately. (0/27 Mastered)
Sweeping Slash (8 Fervour): Attacks up to three nearby opponents simultaneously for 40 Damage each (with 20 damage to armour, assuming that much damage hits the armour) . One attack roll is made, and each defense is rolled separately. (0/27 Mastered)
[B]Fyrdsman yt Wol 3 [/B](0/8 Training)
[B]Fyrdsman yt Wol 3 [/B](0/8 Training)
[U]Passive Bonus:[/U] This Style allows the practitioner to avoid harming their allies (specifically, anyone else on their side using this Style and any companions of Carolingians using it), even accidentally, eliminating the chance of friendly fire. It also synchronises well with most other Martial Styles and this bonus may thus be used alongside one other Martial Style bonus other than Severance. This Style, like all grappling Styles also passively adds its rating to all basic attacks and defences in a grapple.
[U]Passive Bonus:[/U] This Style allows the practitioner to avoid harming their allies (specifically, anyone else on their side using this Style and any companions of Carolingians using it), even accidentally, eliminating the chance of friendly fire. It also synchronises well with most other Martial Styles and this bonus may thus be used alongside one other Martial Style bonus other than Severance. This Style, like all grappling Styles also passively adds its rating to all basic attacks and defences in a grapple.
[U]Refined:[/U]
[U]Refined:[/U]
Limb-Breaking Hold (5 Fervour): This wrestling moves grabs ahold of one of an enemy's limbs and twists it in the wrong direction, doing 20 Damage and disabling the limb in question. Generally speaking, Armour, Shields, and Hama Field do not apply to attacks of this nature. (0/27 Mastered)
Limb-Breaking Hold (5 Fervour): This wrestling moves grabs ahold of one of an enemy's limbs and twists it in the wrong direction, doing 20 Damage and disabling the limb in question. Generally speaking, Armour, Shields, and Hama Field do not apply to attacks of this nature. (0/27 Mastered)
Stunning Blow (5 Fervour): This unarmed attack must be done while extremely close to your opponent, though not necessarily in a grapple, and does 40 damage and stuns the target momentarily. (0/27 Mastered)
Stunning Blow (5 Fervour): This unarmed attack must be done while extremely close to your opponent, though not necessarily in a grapple, and does 40 damage and stuns the target momentarily. (0/27 Mastered)
[B]Severance 1[/B] (Not raised through Training or Zeal)
[B]Severance 2[/B] (Not raised through Training or Zeal)
[U]Passive Bonus:[/U] Attacks made while using this Style can do an extra 10 damage to ablative magical defenses like a Hama Field that only take 10 damage normally, they also reduce the Rebuke of those wearing Knightly Armour by rating in Severance for purposes of getting through it. They also have a similar effect of lowering the required prerequisites for getting through other magical defenses by an amount based on Severance.
[U]Passive Bonus:[/U] Attacks made while using this Style can do an extra 10 damage to ablative magical defenses like a Hama Field that only take 10 damage normally, they also reduce the Rebuke of those wearing Knightly Armour by rating in Severance for purposes of getting through it. They also have a similar effect of lowering the required prerequisites for getting through other magical defenses by an amount based on Severance.
[U]Refined:[/U]
[U]Refined:[/U]
Black Scratch (5 Fervour): Channeling the black-red lightning of your bloodline, you strike out dealing 40 Damage (with 30 damage to armour, assuming that much damage hits the armour) and destroying most mundane objects. (0/27 Mastered)
Black Scratch (5 Fervour): Channeling the black-red lightning of your bloodline, you strike out dealing 40 Damage (with 30 damage to armour, assuming that much damage hits the armour) and destroying most mundane objects. (0/27 Mastered)
Francisca Toss (6 Fervour): Tosses a Francisca or similar throwing weapon at an opponent for 40 Damage, aiming to foul and destroy their shield. If this attacks hits an opponent with a shield, instead of doing damage it costs them three shield uses. Grants +1 initiative for the round if done as the first thing in a combat. (0/27 Mastered)
Francisca Toss (6 Fervour): Tosses a Francisca or similar throwing weapon at an opponent for 40 Damage, aiming to foul and destroy their shield. If this attacks hits an opponent with a shield, instead of doing damage it costs them three shield uses. Grants +1 initiative for the round if done as the first thing in a combat. (0/27 Mastered)
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[SLIDE_HEADER]
Psyche
Psyche
[/SLIDE_HEADER]
[/SLIDE_HEADER]
[SLIDE]
[SLIDE]
[B]Psyche 6[/B] (0/64 Zeal)
[B]Psyche 6[/B] (0/64 Zeal)
[U][B]Skills:[/B][/U]
[U][B]Skills:[/B][/U]
[B]Administration 2[/B] (0/4 Zeal)
[B]Administration 2[/B] (0/4 Zeal)
[B]Diplomacy 4[/B] (0/16 Zeal)
[B]Diplomacy 4[/B] (0/16 Zeal)
[U]Refined:[/U]
[U]Refined:[/U]
Litany of Resolve (No Cost): An essential tool in some courts and battlefields alike, this Meditation provides significant, though not perfect, mental defenses against any supernatural attempt to influence the cultivator's mind. This also helps against mundane persuasion, including that performed with the inhuman skills of an advanced cultivator, though there are limits to how much any Prayer may defend against purely mundane social manipulation and trickery, so the effect is somewhat less impressive than it is against supernatural powers. (0/27 Mastered)
Litany of Resolve (No Cost): An essential tool in some courts and battlefields alike, this Meditation provides significant, though not perfect, mental defenses against any supernatural attempt to influence the cultivator's mind. This also helps somewhat against mundane persuasion, including that performed with the inhuman skills of an advanced cultivator. (0/27 Mastered)
The Gift of Tongues (No Cost): This Meditation allows the cultivator to speak and understand all languages. At Rough, this understanding is somewhat rudimentary and nuances may be lost, though this issue goes away quickly as mastery of this Prayer improves. At Refined they speak all languages fluently and without accent and can read any that use Latin, Greek, or Hebrew scripts. (0/27 Mastered)
The Gift of Tongues (No Cost): This Meditation allows the cultivator to speak and understand all languages. At Rough, this understanding is somewhat rudimentary and nuances may be lost, though this issue goes away quickly as mastery of this Prayer improves. At Refined they speak all languages fluently and without accent and can read any that use Latin, Greek, or Hebrew scripts. (0/27 Mastered)
[B]Scholarship 3[/B] (0/8 Zeal)
[B]Scholarship 3[/B] (0/8 Zeal)
[B]Scouting 3[/B] (0/8 Zeal)
[B]Scouting 3[/B] (0/8 Zeal)
[U]Refined:[/U]
[U]Refined:[/U]
Through Their Eyes (No Cost): This Meditation allows for Audrey to perceive through the senses of one of her bonded animal companions, and vice versa. At Refined this is no longer disorienting if used simultaneously with her own senses, and the range extends for several miles. (0/27 Mastered)
Through Their Eyes (No Cost): This Meditation allows for Audrey to perceive through the senses of one of her bonded animal companions, and vice versa. At Refined this is no longer disorienting if used simultaneously with her own senses, and the range extends for several miles. (0/27 Mastered)
[B]Tactics 4[/B] (0/16 Zeal) (+1 Success on all Tactics Rolls)
[B]Tactics 4[/B] (0/16 Zeal) (+1 Success on all Tactics Rolls)
[U][B]Revelations:[/B][/U]
[U][B]Revelations:[/B][/U]
[B]Light 4[/B] (1/16 Training)
[B]Light 4[/B] (1/16 Training)
[U]Refined:[/U]
[U]Refined:[/U]
Cloak of Invisibility (7 Fervour per turn): Causes the cultivator to become invisible and unnoticeable as long as they remain relatively inconspicuous, doing anything attention-grabbing, including attacking, breaks this, and people can generally keep decent track of you if you remain near them after becoming visible, but it may be rapidly reestablished if you relocate. Outside of combat this Meditation makes the cultivator extremely hard to notice, aiding in scouting and stealth. In combat, can allow for surprise attacks, provides a +2 to all defense rolls as you vanish from sight and can make you difficult to find if practicing hit and run tactics. (0/27 Mastered)
Cloak of Invisibility (7 Fervour per turn): Causes the cultivator to become invisible and unnoticeable as long as they remain relatively inconspicuous, doing anything attention-grabbing, including attacking, breaks this, and people can generally keep decent track of you if you remain near them after becoming visible, but it may be rapidly reestablished if you relocate. Outside of combat this Meditation makes the cultivator extremely hard to notice, aiding in scouting and stealth. In combat, can allow for surprise attacks, provides a +2 to all defense rolls as you vanish from sight and can make you difficult to find if practicing hit and run tactics. (0/27 Mastered)
Innocuous Blows (2 Fervour per turn): This Meditation dulls the presence of, and thus conceals the true nature of, the cultivator's attacks, making them all appear as basic attacks to those with the senses to tell the difference. This does not prevent people from noticing their effects, merely any Fervour costs or 'wind up'. (0/27 Mastered)
Innocuous Blows (2 Fervour per turn): This Meditation dulls the presence of, and thus conceals the true nature of, the cultivator's attacks, making them all appear as basic attacks to those with the senses to tell the difference. This does not prevent people from noticing their effects, merely any Fervour costs or 'wind up'. (0/27 Mastered)
[U]Rough:[/U]
Blinding Beam (5 Fervour): Shoots out a bright beam of burning light as a ranged attack, dealing 30 damage and blinding the target if they fail to defend. Duration of blindness varies by whether they actually took damage and how much, but is always at least one action barring things like immunity to blindness. Blindness duration scales somewhat with mastery if blinded for longer than an action. (0/27 Mastered)
Blinding Beam (9 Fervour): Shoots out a bright beam of burning light as a ranged attack, dealing 30 damage and blinding the target if they fail to defend. Duration of blindness varies by whether they actually took damage and how much, but is always at least one action barring things like immunity to blindness. (0/6 Refined)
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Hama
Hama
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[SLIDE]
[SLIDE]
[B]Hama 7[/B] (0/128 Zeal)
[B]Hama 7[/B] (0/128 Zeal)
[U][B]Skills:[/B][/U]
[U][B]Skills:[/B][/U]
[B]Insight 3[/B] (0/8 Zeal)
[B]Insight 3[/B] (0/8 Zeal)
[B]Precision 3[/B] (0/8 Zeal)
[B]Precision 3[/B] (0/8 Zeal)
[U][B]Shapes:[/B][/U]
[U][B]Shapes:[/B][/U]
[B]Ground Shape 3[/B] (0/8 Training)
[B]Ground Shape 4[/B] (0/16 Training)
[U]Refined:[/U]
[U]Refined:[/U]
Perfect Footing (No Cost): This Feat enables the cultivator to use their own Hama to cover the ground, making for a perfectly flat surface with slight give overlaying the true ground. They need never fear accidentally tripping or losing their footing, and attempts to trip them or interfere with the ground around them are vastly more difficult. (0/27 Mastered)
Perfect Footing (No Cost): This Feat enables the cultivator to use their own Hama to cover the ground, making for a perfectly flat surface with slight give overlaying the true ground. They need never fear accidentally tripping or losing their footing, and attempts to trip them or interfere with the ground around them are vastly more difficult. (0/27 Mastered)
Faulty Ground (5 Fervour): The cultivator extends their Hama-based ground overlay under their opponents feet and twists it, tripping them and dealing 20 Damage, which ignores Armour, Shields, and Hama Field, and rendering them prone and vulnerable. Larger enemies may take more damage from this Feat, and it never goes down in price, with mastery instead resulting in increased damage. This is considered a one-handed weapon for purposes of things like Zeal that increase its damage. (0/27 Mastered)
Faulty Ground (5 Fervour): The cultivator extends their Hama-based ground overlay under their opponents feet and twists it, tripping them and dealing 20 Damage, which ignores Armour, Shields, and Hama Field, and rendering them prone and vulnerable. Larger enemies may take more damage from this Feat, and it never goes down in price, with mastery instead resulting in increased damage. This is considered a one-handed weapon for purposes of things like Zeal that increase its damage. (0/27 Mastered)
[U]Rough:[/U]
Bouncing Leap (5 Fervour): This Rote allows the cultivator to leap a significant distance in whatever direction they desire providing significant mobility, and while it must be performed as part of an action, it does not take up that action and may thus be freely used on the same action as other Rotes. At Refined or better, this can bring along willing allies who are standing very close, such as a mount. (0/27 Mastered)
Bouncing Leap (7 Fervour): This Rote allows the cultivator to leap a significant distance in whatever direction they desire providing significant mobility, and while it must be performed as part of an action, it does not take up that action and may thus be freely used on the same action as other Rotes. At Refined or better, this can bring along willing allies who are standing very close, such as a mount. (0/6 Refined)
[B]Web Shape 2[/B] (0/4 Training)
[B]Web Shape 2[/B] (0/4 Training)
[U]Refined:[/U]
[U]Refined:[/U]
Strandsense (No Cost): Can feel the presence of other people through a web of Hama strands surrounding her, getting general locations and shapes. At Refined, some finer details can be perceived (though not things like colours or writing), and this may be used fairly casually, and can thus be assumed to be available to spot things in the vicinity. It still requires Capacity to have running in combat, of course. (0/27 Mastered)
Strandsense (No Cost): Can feel the presence of other people through a web of Hama strands surrounding her, getting general locations and shapes. At Refined, some finer details can be perceived (though not things like colours or writing), and this may be used fairly casually, and can thus be assumed to be available to spot things in the vicinity. It still requires Capacity to have running in combat, of course. (0/27 Mastered)
Pulling The Web (1 Fervour): Can use the strands of the Hama web to relocate an unattended object weighing 20 pounds or less within its area to another place within said area. This can be done simultaneously with other things, meaning this is not an attack and does not take an action unless moving a large number of objects, and happens relatively quickly. This control is now decently precise. Not enough for true detail work, but enough to carefully lift fragile objects, subtly lift things without people noticing, and similar things. (0/27 Mastered)
Pulling The Web (1 Fervour): Can use the strands of the Hama web to relocate an unattended object weighing 20 pounds or less within its area to another place within said area. This can be done simultaneously with other things, meaning this is not an attack and does not take an action unless moving a large number of objects, and happens relatively quickly. This control is now decently precise. Not enough for true detail work, but enough to carefully lift fragile objects, subtly lift things without people noticing, and similar things. (0/27 Mastered)
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[SLIDE_HEADER]
Companions
Companions
[/SLIDE_HEADER]
[/SLIDE_HEADER]
[SLIDE]
[SLIDE]
[spoiler=Crowley (Greater Stormcrow)]
[spoiler=Crowley (Greater Stormcrow)]
Fortitude 70/70, Focus 60/60,
Fortitude 70/70, Focus 60/60,
Soma 7, Psyche 6,
Soma 7, Psyche 6,
No Beads of the 3rd Decade
No Beads of the 4th Decade
Initiative 3, Stamina 3, Speed 3, Capacity 9
Initiative 4, Stamina 4, Speed 4, Capacity 10
Skills: Athleticism 4, Combat 6, Administration 3, Diplomacy 4, Scholarship 3, Scouting 6, Tactics 5,
Skills: Athleticism 4, Combat 6, Administration 3, Diplomacy 4, Scholarship 3, Scouting 6, Tactics 5,
Attacks 12d4+21, Defences 12d4+30, +3 on offense for trickery
Attacks 12d4+28, Defences 12d4+38, +4 on offense for trickery
[B]Special:[/B]
[B]Special:[/B]
[U]As One:[/U] Crowley shares Audrey's Wisdom and Diligence Charismata.
[U]As One:[/U] Crowley shares Audrey's Wisdom and Diligence Charismata.
[U]Crow Cleverness:[/U] Adds +1/2 Decade (rounded up) successes on finding wealth, solving puzzles, or tricking people. Adds Decade to defences and trickery based combat rolls.
[U]Crow Cleverness:[/U] Adds +1/2 Decade (rounded up) successes on finding wealth, solving puzzles, or tricking people. Adds Decade to defences and trickery based combat rolls.
[B]Bird Companion Traits:[/B]
[B]Bird Companion Traits:[/B]
[U]Basic Bird Rules:[/U] Birds use Soma x10 to determine their Fortitude, but may add their Psyche as well as Soma to all dodge rolls. They have Combat Abilities equal to their Capacity, and Non-Combat Abilities equal to their Psyche, with one almost always allowing them to duplicate their Cultivator's Meditations.
[U]Basic Bird Rules:[/U] Birds use Soma x10 to determine their Fortitude, but may add their Psyche as well as Soma to all dodge rolls. They have Combat Abilities equal to their Capacity, and Non-Combat Abilities equal to their Psyche, with one almost always allowing them to duplicate their Cultivator's Meditations.
[U]Shared Soul:[/U] His Psyche and Cultivation are hard-linked to Audrey and will always equal hers. In practice, his Soma will also generally raise when Audrey's does. He benefits fully from Audrey's Knightly Armour bonus to attacks and defenses and shares her Armour Blessings.
[U]Shared Soul:[/U] His Psyche and Cultivation are hard-linked to Audrey and will always equal hers. In practice, his Soma will also generally raise when Audrey's does. He benefits fully from Audrey's Knightly Armour bonus to attacks and defenses and shares her Armour Blessings.
[U]Instinctive Skills:[/U] All Companions have Combat equal to their linked Cultivator and the other above listed skills at a rating of their associated stat -3. Birds also have Scouting equal to their Psyche and may pick one skills to receive a +2 bonus (Crowley has Tactics) and one to receive a +1 (Crowley has Diplomacy).
[U]Instinctive Skills:[/U] All Companions have Combat equal to their linked Cultivator and the other above listed skills at a rating of their associated stat -3. Birds also have Scouting equal to their Psyche and may pick one skills to receive a +2 bonus (Crowley has Tactics) and one to receive a +1 (Crowley has Diplomacy).
[B]Ability Lists:[/B]
[B]Ability Lists:[/B]
[U]Combat Abilities:[/U]
[U]Combat Abilities:[/U]
-Conjure Fog - Conjures a fog bank to blind opponents (and everyone else) in a significant area. Can be moved once created without spending an action.
[I]Active:[/I]
-Combat Meditations - Crowley benefits from all of Audrey's chosen Meditations in combat. He does not benefit from those not selected for the particular combat. This includes passive Hama effects like Perfect Footing if he is in Audrey's immediate presence.
-Lightning Bolt - Ranged low-powered lightning bolt attack dealing 10 damage (ignoring armour entirely, though not Hama) and stunning the foe.
-Lightning Bolt - Ranged low-powered lightning bolt attack dealing 10 damage (ignoring armour entirely, though not Hama) and stunning the foe.
-Lightning Claw - Melee attack enhanced with lightning dealing 20 damage (ignoring armour entirely, though not Hama) and stunning the foe.
-Lightning Claw - Melee attack enhanced with lightning dealing 20 damage (ignoring armour entirely, though not Hama) and stunning the foe.
-Perfect Awareness - Combines sonar with feeling movement in the air, allowing Crowley to perceive all nearby foes.
-Sound Manipulation - Can create and manipulate sounds in an area, causing distractions, moving perfectly silently, and similar feats. Can be used to deafen or confuse enemies as an action.
-Thunderclap - Creates basically a flashbang from combined lightning and thunder, blinding and deafening targets in an area.
-Thunderclap - Creates basically a flashbang from combined lightning and thunder, blinding and deafening targets in an area.
-Wind Dash - Moves a significant distance as conjured wind carries him without expending an action, can be used reflexively as part of a dodge or as part of another attack.
-Wind Gust - Ranged attack with a gust of wind, dealing 10 damage, and knocks enemies prone or forces movement on their part. Can target a single opponent or small group.
-Wind Gust - Ranged attack with a gust of wind, dealing 10 damage, and knocks enemies prone or forces movement on their part. Can target a single opponent or small group.
[U]Non-Combat Abi
[I]Passive: [/I]
-Combat Meditations - Crowley benefits from all of Audrey's chosen Meditations in combat. He does not benefit from those not selected for the particular combat. This includes passive Hama effects like Perfect Footing if he is in Audrey's immediate presence.
-Perfect Awareness - Combines sonar with feeling movement in the air, allowing Crowley to perceive all nearby foes.
-Wind Dash - Moves a significant distance as conjured wind carries him without expending an action, can be used