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400

Started by One Horse Town, February 18, 2011, 04:26:19 PM

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One Horse Town

Twenty generations ago, intrepid explorers from the Kingdom of Sails discovered the southern continent and founded the City States. North, East and West they sailed also, finding strange new cultures and awe-inspiring lands.

400 years later and the initial settlers have expanded into lands both wondrous and perilous. For the settlers are not alone – Ancient races have been encountered and with them, ancient terrors and landscapes that not even the boldest dream can imagine.

Take your place among myths in the making. Debate in the forums of the Concordance, explore new lands, battle evils from before time, call on magic and drink of its addictive power, battle monsters with the power of mathematics and philosophy.

Take up you spear, strap on your sandals and call on your Gods. Maybe they will answer you.


Prestus

Rank: 1
Background: City States
Path: Urban
Occupational Levels: Blacksmith 2, Guildsman 2, Linguist 1, Engineer 1, Alchemist 1

Stats

Might 4
Cunning 4
Poise 5
Grace 3
Fortitude 3
Craft 4

Occupational Level Skills (TN = Skill Level + Stat – Difficulty Rank (0-8))

Blacksmith 2 – Hammers (Mgt), Smithing (Cun)

Guildsman 2 – Bartering (Pse), Oration – bluffing (Pse)

Linguist 1 – Sign language (Cun), Lore – Linguistics (Cun)

Engineer 1 – Lore – Engineering (Cun), Logistics (Cun)

Alchemist 1 – Form, Spells (Cr)

Occupational Abilities

Lvl 3 – NA
Lvl 6 – NA
Lvl 9 – NA

Combat (BD = Base Damage. Int = Integrity) (Damage = BD + 1/pt below TN – Parry/dodge – DR)

Hammer - TN 6 BD 2 Int 25
Armour - Leather Apron DR 1
Shield - None
Vitality: 8
Discipline: 9
Base Delirium: 0;  Current: 0

Magic
Tradition: Alchemy
Branch: Geometry
Form: Shapes
Spells: Rank 1 (TN 4) - Squaring the Circle


The Noor

Rank: 3
Background: Ancient Enchanter
Path: Rural
Occupational Levels: Mountaineer 4, Hermit 3, Herbalist 2, Hunter 1, Spellcaster 2, Caver 1, Enchanter 3,

Stats

Might 5
Cunning 6
Poise 5
Grace 4
Fortitude 5
Craft 7

Occupational Level Skills (TN = Skill Level + Stat – Difficulty Rank (0-8))

Mountaineer 4 – Climbing (Mgt), Survival - mountains (Fort)

Hermit 3 – Staffs (Mgt), Foraging (Cun)

Herbalist 2 - Healing (Cun), Lore – Botany (Cun)

Hunter 1 – Bows (Grc), Tracking (Cun)

Spellcaster 2 – 4 spells of Rank 3 or lower (Cr)

Caver 1 – Climbing (Mgt), Navigation (Cun), Survival – subterranean (Fort)

Enchanter 3 – Form, 3 Spells of Rank 3 or lower (Cr)

Occupational Abilities

Lvl 3 –

Monkey Grip (Mountaineer) – If you are disarmed, make a level test. If successful, you retain whatever is held in your hand.

Mountain Goat (Mountaineer) – Reduce the Rank of climate hazards by 2 when making climbing tests.

Beautific (Hermit) – Your inner peace protects you. Spend a Fate point and make a level test. If successful, you reduce Discipline damage from 1 source by your Rank.

Feywise (Enchanter) – You do not gain Delirium from Fey Aura magic if you spend a Fate point and make a successful level test.

Rules of Attraction (Enchanter, Form) – Whilst behind the veil, you can see lines of attraction between 2 targets. The colour ranges from white, through yellow, orange and to rose red, depending on the strength of attraction. You can switch to 2 new targets each round.

Lvl 6 – NA
Lvl 9 – NA

Combat (BD = Base Damage. Int = Integrity) (Damage = BD + 1/pt below TN – Parry/dodge – DR)

Staff - TN 8 BD 2 Int 90
Armour - None
Shield - None
Vitality: 13
Discipline: 13
Base Delirium: Immune; Current: NA

Magic
Tradition: Enchantment
Branch: Beguiling
Form: Siren Song
Spells: Rank 1 (TN 9) – Dream, Whispering Words, Rank 2 (TN 8) – Shadowplay, Bubbling Brook, Mirror of Desire, Rank 3 (TN 7) – Obsession, Wordplay.  

Ancient Traits

Immune to Delirium.
Eldritch Creature – does not need to lift the veil to cast spells or benefit from Form abilities.
Half damage from non-eldritch sources (round up)
Crown of Antlers – The Noor has a crown of impressive antlers. Mortals viewing him must make a Poise test (Rank 3) or suffer 3 points of Discipline damage.
Eyes of Blood – The Noor's eyes are blood-red and glow in the dark. If he so chooses, he can transfix a mortal with them. The victim must make a Cunning test (Rank 3), failure indicating that his Discipline is reduced to zero.

Ancient Items

The Syrinx of the Slumbering Giant – The Noor's staff is a gnarled oaken staff. On its face is the Rune of Valence. Mortals struck with the staff are swept off their feet and thrown 1 space/pt failure if they fail a Grace test (Rank 5) in addition to the indicated damage.