Drinking & Dragons

Difference between revisions of "User:Mqs/Unisystem/Tirotin"

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>Mqs
(primal powers to choose from (NOT selected/in point total))
>Mqs
 
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__NOTOC__
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points spent so far: 46
points spent so far: 125


==Stats==
==Stats==
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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==
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<!-- ''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 (1)
*Cheating (1)
*Cheating (1)
*Dodge (1)
*Dodge (1)
*Fine Arts (1)
*Haggling (2)
*Haggling (1)
*Hand Weapon (1)
*Hand Weapon (1)
*Humanities (1)
*Humanities (4)
*Intimidation (1)
*Intimidation (2)
*Magic Theory (1)
*Magic Theory (3)
*Myth and Legend (1)
*Myth and Legend (3)
*'''Occult Knowledge''' (1)
*'''Occult Knowledge''' (2)
*Research (1)
*Research (2)
*Rituals (1)
*Rituals (2)
*Sciences (1)
*Sciences (2)
*Shield (3)
*Smooth Talking (1)
*Smooth Talking (1)
*Writing (1)
*Writing (1)
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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==
Basic
===Basic===
*Qualities
Qualities
**The Gift (5)
*The Gift (5)
***Primal Mage (5)
**Primal Human (5)
**Good Luck (0)
*Good Luck (0)
**Bad Luck (-0)
*Bad Luck (-0)
**Essence Channeling (0) <!-- 2 per level to 5, 5 per level thereafter -->
*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 -->
*Increased Essence Pool (0) <!-- 5 per point at creation, 2 per point later -->
*Skills
Skills
**Magic Bolt (skill) (0)
*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 -->


Primal Aspects and Powers
*Primal Speech Skill (1) <!-- 2 per level to 5, 5 per level thereafter -->
Pride Aspect
Pride Aspect
<!-- each primal power has abilities that are cost for varying point values; none are selected; just listing possible groups to choose from -->
<!-- each primal power has abilities that are cost for varying point values; none are selected; just listing possible groups to choose from -->
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*Awe
*Awe
**Aura of Power (3)
**Aura of Power (3)
::Exhibit strong force of personality.  Suggestions are harder to resist. (3 Essence)
**Dominion (8)
**Dominion (8)
**Emotion (5+)
::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
*Discernment
**Combat Wisdom (5)
**Sagicity (2+)
**Sense Truth (3)
**Soul Sight (6)
**Wise Choice (2)
**Wise Choice (2)
::Get a strong hint of intuition. (1 Essence)


*Fortune
*Fortune
**Curse (6)
**Curse (6)
::As Lesser Curse Invocation, using Primal Skill.
**Providence (6)
**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)
**Stroke of Luck (6)
**Visions (6)
::As Blessing Invocation, using Primal Skill.


*Judgment
*Judgment
**Decision (5)
**Decision (5)
**Discover the Guilty (3)
::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)
**Unbending Will (2+)


*Life
*Life
**Touch of Life (5)
**Touch of Life (5)
**(others not relevant)
::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.
 
*Magic
**Dissolve Magic (5)
**(others not relevant)


*Psyche
*Psyche
**Gift of Tongues (4)
**Enhanced Intelligence (2+)
**Enhanced Intelligence (2+)
::Increase intelligence, but only as long as the Psyche aspect is manifested. (5 Essence)
**Prodigy (2)
**Prodigy (2)
**Send Thoughts (5)
::Observe a skill, then be able to perform it just as adeptly as observed. (5 Essence)


*Torment
*Torment
**Agony (8)
**Agony (8)
::Ranged blast deals 1d4 time essence spent damage.  Chance of stunning.  (Variable)
**Clawed Chains (6)
**Clawed Chains (6)
**Curse (6) ''same as fortune''
::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 12:44, 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)

Possessions