Drinking & Dragons

User:Mqs/Unisystem/Tirotin: Difference between revisions

From Drinking and Dragons
>Mqs
m slight reorg
>Mqs
oops! forgot to raise primal skill! (8 pts shuffled around to it); removed laziness: too hard to cost skills; added clumbsy; removed sidekick
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==Drawbacks==
==Drawbacks==
*Clown (-1)
*Clown (-1)
*Clumsy (-2)
*Covetous (-2)
*Covetous (-2)
::Greedy
::Greedy
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**Cowardly (-2)
**Cowardly (-2)
**Cruel (-1)
**Cruel (-1)
**Lazy (-2)
**Delusions of Grandeur (-2)
**Delusions of Grandeur (-2)
**Prejudice (-2)
**Prejudice (-2)
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*Hard to Kill (2)
*Hard to Kill (2)
*Resources (1)
*Resources (1)
*Sidekick (2)
::Tirotin the Lesser ''uncertain this value


==Skills==
==Skills==
<!-- '''specials skills''' (bold):  2 per level to 5, 5 per level thereafter -->
<!-- '''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 -->
<!-- ''specializations'' (italic):  1 point for a +2 to tasks in a limited field -->
<!-- the "psychological problems: lazy" quality affects the cost of skills -->


*Archery (3)
*Archery (3)
*Cheating (2)
*Cheating (1)
*Dodge (2)
*Dodge (2)
*Haggling (2)
*Haggling (2)
*Hand Weapon (2)
*Hand Weapon (1)
*Humanities (4)
*Humanities (4)
*Intimidation (2)
*Intimidation (2)
*Magic Theory (3)
*Magic Theory (3)
*Myth and Legend (3)
*Myth and Legend (3)
*'''Occult Knowledge''' (4)
*'''Occult Knowledge''' (3)
*Research (2)
*Research (2)
*Rituals (2)
*Rituals (2)
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*Language: Cygnaran (free at 2; +2 = 4)
*Language: Cygnaran (free at 2; +2 = 4)
*Langauge: Llaelese (free at 5)
*Langauge: Llaelese (free at 5)
*Language: High Tordoran (3)
*Language: High Tordoran (2)


==Metaphysics==
==Metaphysics==
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===Primal Aspects and Powers===
===Primal Aspects and Powers===
Primal Speech Skill (1) <!-- 2 per level to 5, 5 per level thereafter -->
Primal Speech Skill (5) <!-- 2 per level to 5, 5 per level thereafter --> <br />
Effective Essence Channeling (4) <!-- willpower -->
Effective Essence Channeling (4) <!-- willpower -->



Revision as of 14:58, 15 August 2008


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 (2)
  • Haggling (2)
  • Hand Weapon (1)
  • Humanities (4)
  • Intimidation (2)
  • Magic Theory (3)
  • Myth and Legend (3)
  • Occult Knowledge (3)
  • Research (2)
  • Rituals (2)
  • Sciences (2)
  • 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)

Possessions