User:Mqs/Unisystem/Tirotin: Difference between revisions
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__NOTOC__ | |||
points spent so far: 125 | |||
==Stats== | ==Stats== | ||
===Base=== | |||
*Strength: 1 | *Strength: 1 | ||
*Dexterity: 2 | *Dexterity: 2 | ||
Line 7: | Line 12: | ||
*Willpower: 5 | *Willpower: 5 | ||
===Derived=== | |||
*Life Points: 28 <!-- ((str+con)*4)+10 +3*hardtokill --> | |||
*Endurance Points: 29 <!-- ((con+str+wil)*3)+5 --> | |||
*Essense Pool: 17 <!-- str+dex+con+int+per+wil --> | |||
*Speed: 8 <!-- (con+dex)*2 --> | |||
==Drawbacks== | ==Drawbacks== | ||
*Clown (-1) | |||
*Clumsy (-2) | |||
*Covetous (-2) | |||
::Greedy | |||
*Psychological Problems | |||
**Cowardly (-2) | |||
**Cruel (-1) | |||
**Delusions of Grandeur (-2) | |||
**Prejudice (-2) | |||
==Qualities== | ==Qualities== | ||
*Charisma (2) | |||
*Hard to Kill (2) | |||
*Resources (1) | |||
==Skills== | |||
<!-- '''specials skills''' (bold): 2 per level to 5, 5 per level thereafter --> | |||
<!-- ''specializations'' (italic): 1 point for a +2 to tasks in a limited field --> | |||
*Archery (3) | |||
*Cheating (1) | |||
*Dodge (1) | |||
*Haggling (2) | |||
*Hand Weapon (1) | |||
*Humanities (4) | |||
*Intimidation (2) | |||
*Magic Theory (3) | |||
*Myth and Legend (3) | |||
*'''Occult Knowledge''' (2) | |||
*Research (2) | |||
*Rituals (2) | |||
*Sciences (2) | |||
*Shield (3) | |||
*Smooth Talking (1) | |||
*Writing (1) | |||
===Languages=== | |||
*Language: Cygnaran (free at 2; +2 = 4) | |||
*Langauge: Llaelese (free at 5) | |||
*Language: High Tordoran (2) | |||
==Metaphysics== | ==Metaphysics== | ||
===Basic=== | |||
Qualities | |||
*The Gift (5) | |||
**Primal Human (5) | |||
*Good Luck (0) | |||
*Bad Luck (-0) | |||
*Essence Channeling (0) <!-- 2 per level to 5, 5 per level thereafter --> | |||
*Increased Essence Pool (0) <!-- 5 per point at creation, 2 per point later --> | |||
Skills | |||
*Magic Bolt (skill) (0) | |||
===Primal Aspects and Powers=== | |||
Primal Speech Skill (5) <!-- 2 per level to 5, 5 per level thereafter --> <br /> | |||
Effective Essence Channeling (4) <!-- willpower --> | |||
Pride Aspect | |||
<!-- each primal power has abilities that are cost for varying point values; none are selected; just listing possible groups to choose from --> | |||
*Awe | |||
**Aura of Power (3) | |||
::Exhibit strong force of personality. Suggestions are harder to resist. (3 Essence) | |||
**Dominion (8) | |||
::Control the minds of others. Comparable to Mindrule. (2x Willpower of controlled entity; doubled for gifted or supernatural characters.) | |||
**Emotion: Frustration/Pride/Smugness/Confusion (5) | |||
::Project the chosen emotion to those around the person. (5 Essence) | |||
*Discernment | |||
**Wise Choice (2) | |||
::Get a strong hint of intuition. (1 Essence) | |||
*Fortune | |||
**Curse (6) | |||
::As Lesser Curse Invocation, using Primal Skill. | |||
**Providence (6) | |||
::Change odds that something will happen. "Making a gun jam, a car break down, or a dice roll come out as desired is easy. Making every gun in an area jam at the same time, or determining the result of a hundred dice rolls in a row is almost impossible, and costs a lot of essence. Furthermore, more unlikely events (odds 1 in 500 or less) require a permanent Essence expenditure. The impossible cannot be made to happen; the event must have a chance, no matter how slim, of happening naturally." (Variable; more unlikely, more costly. Chart Armageddon 256) | |||
**Stroke of Luck (6) | |||
::As Blessing Invocation, using Primal Skill. | |||
*Judgment | |||
**Decision (5) | |||
::Render a fair judgment based on the facts as known by the character and his own moral code. Those hearing the judgment are compelled to feel it was right. (5 Essence) | |||
*Life | |||
**Touch of Life (5) | |||
::This power heals one life point times the task's success levels for every essence point spent. It can also cure disease: five Essence points for mild diseases, 10 points for moderate ones, 20 points for serious and 100 points and a permanent sacrifice of 2 essence points for terminal diseases. | |||
*Psyche | |||
**Enhanced Intelligence (2+) | |||
::Increase intelligence, but only as long as the Psyche aspect is manifested. (5 Essence) | |||
**Prodigy (2) | |||
::Observe a skill, then be able to perform it just as adeptly as observed. (5 Essence) | |||
*Torment | |||
**Agony (8) | |||
::Ranged blast deals 1d4 time essence spent damage. Chance of stunning. (Variable) | |||
**Clawed Chains (6) | |||
::Summon a weapon that can attack, cause pain and possibly bind a victim. 20 yard range and deals 1d4 x strength damage. (5 Essence) | |||
==Possessions== | ==Possessions== |
Latest revision as of 19:44, 5 January 2009
points spent so far: 125
Stats
Base
- Strength: 1
- Dexterity: 2
- Constitution: 2
- Intelligence: 5
- Perception: 2
- Willpower: 5
Derived
- Life Points: 28
- Endurance Points: 29
- Essense Pool: 17
- Speed: 8
Drawbacks
- Clown (-1)
- Clumsy (-2)
- Covetous (-2)
- Greedy
- Psychological Problems
- Cowardly (-2)
- Cruel (-1)
- Delusions of Grandeur (-2)
- Prejudice (-2)
Qualities
- Charisma (2)
- Hard to Kill (2)
- Resources (1)
Skills
- Archery (3)
- Cheating (1)
- Dodge (1)
- Haggling (2)
- Hand Weapon (1)
- Humanities (4)
- Intimidation (2)
- Magic Theory (3)
- Myth and Legend (3)
- Occult Knowledge (2)
- Research (2)
- Rituals (2)
- Sciences (2)
- Shield (3)
- Smooth Talking (1)
- Writing (1)
Languages
- Language: Cygnaran (free at 2; +2 = 4)
- Langauge: Llaelese (free at 5)
- Language: High Tordoran (2)
Metaphysics
Basic
Qualities
- The Gift (5)
- Primal Human (5)
- Good Luck (0)
- Bad Luck (-0)
- Essence Channeling (0)
- Increased Essence Pool (0)
Skills
- Magic Bolt (skill) (0)
Primal Aspects and Powers
Primal Speech Skill (5)
Effective Essence Channeling (4)
Pride Aspect
- Awe
- Aura of Power (3)
- Exhibit strong force of personality. Suggestions are harder to resist. (3 Essence)
- Dominion (8)
- Control the minds of others. Comparable to Mindrule. (2x Willpower of controlled entity; doubled for gifted or supernatural characters.)
- Emotion: Frustration/Pride/Smugness/Confusion (5)
- Project the chosen emotion to those around the person. (5 Essence)
- Discernment
- Wise Choice (2)
- Get a strong hint of intuition. (1 Essence)
- Fortune
- Curse (6)
- As Lesser Curse Invocation, using Primal Skill.
- Providence (6)
- Change odds that something will happen. "Making a gun jam, a car break down, or a dice roll come out as desired is easy. Making every gun in an area jam at the same time, or determining the result of a hundred dice rolls in a row is almost impossible, and costs a lot of essence. Furthermore, more unlikely events (odds 1 in 500 or less) require a permanent Essence expenditure. The impossible cannot be made to happen; the event must have a chance, no matter how slim, of happening naturally." (Variable; more unlikely, more costly. Chart Armageddon 256)
- Stroke of Luck (6)
- As Blessing Invocation, using Primal Skill.
- Judgment
- Decision (5)
- Render a fair judgment based on the facts as known by the character and his own moral code. Those hearing the judgment are compelled to feel it was right. (5 Essence)
- Life
- Touch of Life (5)
- This power heals one life point times the task's success levels for every essence point spent. It can also cure disease: five Essence points for mild diseases, 10 points for moderate ones, 20 points for serious and 100 points and a permanent sacrifice of 2 essence points for terminal diseases.
- Psyche
- Enhanced Intelligence (2+)
- Increase intelligence, but only as long as the Psyche aspect is manifested. (5 Essence)
- Prodigy (2)
- Observe a skill, then be able to perform it just as adeptly as observed. (5 Essence)
- Torment
- Agony (8)
- Ranged blast deals 1d4 time essence spent damage. Chance of stunning. (Variable)
- Clawed Chains (6)
- Summon a weapon that can attack, cause pain and possibly bind a victim. 20 yard range and deals 1d4 x strength damage. (5 Essence)