Drinking & Dragons

User:Mqs/Unisystem/Tirotin

From Drinking and Dragons


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