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Fantasy Hero Builds (Clerics)


Mr. R

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I have been making Cleric type NPC recently as I was trying to integrate Divine types without going the heal-boy route. So I have twelve deities that control various domains. Yes I was stealing from DND, but then expanded it. Now the Clerics look more like DND sorcerers. Each MP represents a spell level (0-15= L1, 15-30= L2, etc) with a max of 76-90 or L5.

Also each MP has own charges /uses.

Finally, the spell lists will be very limited, only going on the Domains of the deity. Want a Fireball, well unless the deity has the fire domain, NOPE!

So with those ground rules I present Eladrin, Follower of Toubaris, God of Commerce, Skills, Travel, Liberation and Oaths

 

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Fantasy Hero 29 Eladrin


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

11 DEX 3 11- OCV:  4/DCV:  4

13 CON 6 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV:  3

15 PRE 5 15- PRE Attack:  5 ½d6

14 COM 2 12-

 

2+7 PD 0 Total:  2/9 PD (0/7 rPD)

2+7 ED -1 Total:  2/9 ED (0/7 rED)

2 SPD 0 Phases:  6, 12

5 REC 0

26 END 0

22 STUN 0 Total Characteristic Cost:  20

 

Movement: Running: 6"/12"

Flight: 10"/20"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

5 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4]

1u 2)  Cheating:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze, 4 Continuing Charges lasting 5 Minutes each (+0) (13 Active Points); Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 3)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze (13 Active Points); 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 4)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 5)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

 

9 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Prot from Fear:  +13 PRE, Usable By Other (+¼), Ranged (+½) (23 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs Fear; -1 ½), 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 2)  Epiphany:  +3 with all non-combat Skills, 4 Continuing Charges lasting 20 Minutes each (+0) (24 Active Points); Limited Power Power loses about a third of its effectiveness (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 3)  Expeditious retreat:  Aid  Running 1d6+1, Continuous (+1) (26 Active Points); Limited Power Power loses about a third of its effectiveness (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

 

10 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (-1), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

1u 1)  True Strike:  +5 with All Combat (40 Active Points); Limited Power Power loses about half of its effectiveness (-1), 2 Continuing Charges lasting 1 Minute each (-¾), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

1u 2)  Magic:  Dispel 15d6 (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (-1), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2]

1u 3)  Fly Free:  Flight 10", Custom Adder, combat acceleration/deceleration (+¼), Usable By Other (+¼), Persistent (+½) (40 Active Points); Limited Power Power loses about half of its effectiveness (-1), 2 Continuing Charges lasting 5 Minutes each (-½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

1u 4)  Spirit Weapon:  Killing Attack - Ranged 1d6, Variable Targets (+¼), Uncontrolled (+½), Continuous (+1) (41 Active Points); Limited Power Power loses about half of its effectiveness (-1), 2 Continuing Charges lasting 1 Minute each (-¾), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

 

 

 

Perks

2 Fringe Benefit:  Local Priest

 

Skills

3 Linguist

3 1)  Feyan:  Language (completely fluent; literate) (4 Active Points)

3 2)  Language:  Forbek Nomad (completely fluent; literate) (4 Active Points)

0 3)  Language:  Tenryk (imitate dialects; literate) (6 Active Points)

3 Scholar

2 1)  Church hierarchy:  KS (3 Active Points) 12-

2 2)  Jewelry:  KS (3 Active Points) 12-

2 3)  KS (3 Active Points) 12-

3 Traveler

2 1)  Aerelios and surroundings:  AK (3 Active Points) 12-

2 2)  Aerelios:  CK (3 Active Points) 12-

2 3)  Forbek Nomads:  CuK (3 Active Points) 12-

3 Jack of All Trades

2 1)  PS: Appraise (3 Active Points) 12-

2 2)  PS: Jewelry Maker/Lapidary (3 Active Points) 12-

2 3)  PS: Whitesmith (3 Active Points) 12-

 

3 Bureaucratics 15-

3 Paramedics 12-

3 Riding 11-

3 Trading 15-

3 Navigation 12-

3 Concealment 12-

3 Persuasion 15-

3 Oratory 15-

3 Stealth 11-

3 Feint 11-

3 WF:  Common Melee Weapons, Staffs

 

Total Powers & Skill Cost:  107

Total Cost:  127

 

75+ Disadvantages

15 Psychological Limitation:  Curious (Common; Strong)

10 Rivalry:  Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Physical Limitation:  Absent minded (Frequently; Slightly Impairing)

10 Distinctive Features:  Holy Symbol on Back of Hand  Four Coins in an Overlapping Square (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

7 Experience Points

 

Total Disadvantage Points:  127

Earned Experience:  7

Spent Experience:  7

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Background/History:  Eladrin comes from a family of jewelers and he was being groomed to follow in the family.  But he had a desire to see more than Aerelios and ran off one day to join a caravan headed to the West Coast, through the Forbek Steppes.  There he stayed with the Nomads for a while, staying with a cleric of Toubaris.  Soon he had been accepted as a novice, completed his journey west, and returned to Aerelios.  His family is at once angry and pleased, and he is now planning a trip to far off Fey.  He has already started learning the language, and his family are preparing items to go with him.

 

Personality/Motivation:  Wants to see the world

 

Quote:  

 

Powers/Tactics:  Eladrin doesn't have much in the way of combat.  As far as his powers, so far the most useful are Expeditious Retreat and Fly Free as they let him get out of trouble faster than he got in it.  He knows he needs to get better at combat, and has started training.

 

Campaign Use:  Cleric of Toubaris    God of Skill, Liberation Travel, Commerce, Oaths

 

Appearance:  181 cm and 80 kg, brown hair and gray eyes, Eladrin cuts a fine figure, especially when in his robes of office.  Even out of the temple, he wears clothing of green and gold times. He also has taken to wearing a pair of daggers on himself, one at his side, the other strapped to his boot!



 

 

 

Any comments and critiques (Honest ones any way) Welcome!

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I think you need to take a step back and evaluate what the cleric does in society, in a fantasy world. The cleric serves two masters, the deity and doctrine, as well as protecting the health and well-being of the people.  I would advise looking at the spell lists, and think of them not as healer bots, but as territorial defenders, either philosophical territory or physical territory. This will give them a far different flavor than they D&D combat mages. 
 

Think  of spells and limitations in this mode. Structures, or Circles are defined areas. Spells occur only within the defined area. If there are worshippers are within the defined area END or other sources of “energy” can be drawn from them, to be redirected by the cleric to another purpose. Spells can be cast upon worshippers inside the defined area, or power conferred upon them.  This can be inclusive or exclusive.  Same mechanics, but the Cleric can be inside or outside the defined area. This works for summoning circles, the knave of a church, a warded area, ect.  Healing might be a function done within the defined area. This would also work for magical traps. Defined area works for Change Environment, trigger, summoning, various aids and drains and other effects. 

 

Non area defined spells depending on the theology, would be primarily defensive. Self defensive, Or group defensive. 
 

Clerics tend to be a support role, rather than a  line fighter, or ranged combat, artillery. They can be, especially war clerics, but the greater power or effect may be within the defined area. 
 

Maybe they can work in groups. Like apprentices assisting the senior cleric to cast more difficult spells or spells with larger END requirements than a single caster could manage? 
 

Last point, please try to steer away from D&D tropes. To me, D&D has become the McDonalds of RPGs. The toolkit approach of Fantasy Hero allows you to make fine dining. The above sections are offered to provide alternatives to give clerics a different flavor from D&D clerics, or even standard casters. 

 

 

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Now Shadmar, Cleric of Themis, Goddess of Law, Protection, Vengeance and Honour!

 

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Fantasy Hero 30 Shadmar


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

14 DEX 12 12- OCV:  5/DCV:  5

12 CON 4 11-

11 BODY 2 11-

10 INT 0 11- PER Roll 11-

11 EGO 2 11- ECV:  4

13 PRE 3 24- PRE Attack:  14 ½d6

18 COM 4 13-

 

4+13 PD 1 Total:  4/17 PD (0/13 rPD)

4+13 ED 2 Total:  4/17 ED (0/13 rED)

3 SPD 6 Phases:  4, 8, 12

5 REC 0

24 END 0

24 STUN 0 Total Characteristic Cost:  39

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

5 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4]

1u 2)  Lie:  Detect A Single Thing 11- (Unusual Group), Discriminatory, Analyze, 4 Continuing Charges lasting 5 Minutes each (+0) (13 Active Points); Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 3)  Magic:  Detect A Single Thing 11- (Unusual Group), Discriminatory, Analyze (13 Active Points); 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 4)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 5)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 6)  Deadly Blow:  +1d6 (any circumstances, any HTH weapon), 4 Continuing Charges lasting 5 Minutes each (+0) (10 Active Points); Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

 

9 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Protection:  Force Field (4 PD/4 ED/4 Mental Defense/4 Power Defense), 4 Continuing Charges lasting 5 Minutes each (+0), Usable By Other (+¼), Ranged (+½) (28 Active Points); Limited Power Power loses about a third of its effectiveness (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 2)  Divine Guidance:  Find Weakness 13- with Related Group of Attacks (30 Active Points); 4 Continuing Charges lasting 1 Turn each (-½), Limited Power Power loses about a third of its effectiveness (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 3)  Prot from Fear:  +15 PRE, Usable Simultaneously (up to 2 people at once; +½), Ranged (+½) (30 Active Points); Limited Power Power loses about half of its effectiveness (Defense only; -1), Limited Power Power loses about a fourth of its effectiveness (Only While in good standing with the god; -¼), 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

 

10 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (-1), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

1u 1)  Aura of Calm:  +45 PRE (45 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause calm; -1), 2 Continuing Charges lasting 20 Minutes each (-¼), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

1u 2)  Disarming Force:  Telekinesis (30 STR) (45 Active Points); Limited Power Power loses about half of its effectiveness (Only to disarm at range; -1), 2 Continuing Charges lasting 5 Minutes each (-½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

1u 3)  Retribution Gaze:  Ego Attack 3d6, Lingering up to 1 Turn (+½) (45 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), Limited Power Power loses about half of its effectiveness (-1), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

1u 4)  Spirit Weapon:  Killing Attack - Ranged 1d6, Variable Targets (+¼), Uncontrolled (+½), Continuous (+1) (41 Active Points); Limited Power Power loses about half of its effectiveness (-1), 2 Continuing Charges lasting 1 Minute each (-¾), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

 

 

 

Perks

2 Fringe Benefit:  Local Priest

2 Fringe Benefit:  Local Police Powers

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Criminology 11-

3 Deduction 11-

3 KS: Law 11-

3 KS: Magic Theory 11-

1 Tenryk:  Language (imitate dialects; literate) (6 Active Points)

3 Interrogation 24-

3 Paramedics 11-

3 Streetwise 24-

3 Tactics 11-

3 WF:  Common Melee Weapons, Staffs

5 +1 with HTH Combat

2 AF Medium Armour:  Custom Skill 

 

Total Powers & Skill Cost:  82

Total Cost:  121

 

75+ Disadvantages

15 Psychological Limitation:  Firm believer in the Justice (Common; Strong)

5 Hunted:  Local thieves gang 8- (As Pow; Limited Geographical Area; Harshly Punish)

15 Dependent NPC:  Family 8- (Normal; Group DNPC: x2 DNPCs)

10 Distinctive Features:  Mismatched eye colour (Blue and Green) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Distinctive Features:  Holy Symbol on Back of Hand  Stylized Balance with a Feather on One Side (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

(5 points unspent)

 

Total Disadvantage Points:  121

Earned Experience:  5

Spent Experience:  0

Unspent Experience:  5

 

EQUIPMENT CARRIED


Equipment END

Studded Leather: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

Long Sword: Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +½) (30 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Background/History:  Shadmar grew up among a family of thieves. Eventually his family fell foul of a new nastier gang and in a night of bloodshed, most of his family was killed.  He managed to survive by hiding in the smuggling hold of one of the nearby ships.  Later he was found by a Cleric of Themis and taken to the temple.  There he was raised, but he never forgot the gang who hurt him.  He also found out a cousin and his wife also survived, and he helps them out whenever possible.  Now he helps administer Justice at the Law Courts, but also sometimes accompanies a guard patrol to give some magical back up!

 

Personality/Motivation:  No one is above the law

 

Quote:  

 

Powers/Tactics:  Favourite abilities are Aura of Calm (for rowdy crowds), Disarming Force (help stop a fight before it starts) and Retributive Gaze (The Stare of Justice).  If a fight seems inevitable he'll use the Protection ability to help a comrade.

 

Campaign Use:  Cleric of Thyemis   Goddess of Law, Protection, Vengeance, Honour

 

Appearance:  173 cm and 91 kg, Shadmar is burly.  He has mismatched eyes of green and blue and keeps his brown hair cut VERY short.  He generally wears serviceable clothes, but when in the courts he wears black and white robes.  If he is helping a patrol he'll grab some leather armour and a longsword.



 

 

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In looking at these two clerics, I must be missing something that differentiates their magic from that of non-divine spellcasters. There is a minor multipower limitation on the greater multipowers that is unspecified in both builds, so maybe that is a common, faith-based limitation of some kind?

 

The 15-pointed multipowers on each build don’t have a faith or standing limitation on them, so they seem more like magic spells than prayers.

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38 minutes ago, Steve said:

In looking at these two clerics, I must be missing something that differentiates their magic from that of non-divine spellcasters. There is a minor multipower limitation on the greater multipowers that is unspecified in both builds, so maybe that is a common, faith-based limitation of some kind?

 

The 15-pointed multipowers on each build don’t have a faith or standing limitation on them, so they seem more like magic spells than prayers.

 

 

The Magic system is stol  err borrowed from Killer Shrike, the Spontaneous Casting Model.  The unspecified limitations are part of the package to keep the spell costs low.  

 

http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/vancianSpontaneousMP.aspx

 

As far as faith based limitation, which I am assuming is a RSR (correct me it I am wrong) , no they don't have one.  The limited uses are hinderance enough I feel (though I could be wrong.)  Also each deity will have its own spell lists ( I'll have to get around to making one common document soon).  

 

Contrast this with the other three types of magic:

1)  Metier which uses a Large MP with RSR and balanced Advantages/Limitations (Ex 1/2 End and Diff to Dispel X4  / Incan and Gest and Conc) And uses a Mana poll system to fuel the spells but allows almost any type of spell, if you can fit it.

2)  Totem Magic where you get spell like powers based on animal totems BUT there are only 2 powers per totem and the powers max out at 30 AP

3)  Runecrafting, placing runes and using runes to make magic items 

 

Now if I am going to have deities in my world, then they will have some sort of effect based around their portfolio.  So Goddess of Earth will have an earthen hand ability.  Could a Metier caster duplicate it, yes, but why?  Just get a regular slot with a big TK.  

 

Anyway that is what I am trying to go for.  

 

BUT

 

If you think I am on the wrong track, please give me a good explanation why.  What suggestions would you make?  (No I am not being facetious, I want to learn)

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Lady Lenora is my attempt at a more powerful and experienced NPC

 

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Fantasy Hero 31 Lady Lenora


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

13 BODY 6 15-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV:  4

18 PRE 8 19- PRE Attack:  9 ½d6

14 COM 2 12-

 

5+45 PD 3 Total:  5/50 PD (0/45 rPD)

5+27 ED 2 Total:  5/32 ED (0/27 rED)

4 SPD 15 Phases:  3, 6, 9, 12

5 REC 0

36 END 3

26 STUN 0 Total Characteristic Cost:  69

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Tunneling: 1"/2"

 

Cost Powers END

7 Multipower, 15-point reserve,  (15 Active Points); all slots 8 Charges (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 8 Charges (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8]

1u 2)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze, 8 Continuing Charges lasting 1 Minute each (+0) (13 Active Points); Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 3)  Protection:  Force Field (5 PD/5 ED), 8 Continuing Charges lasting 1 Minute each (+0) (10 Active Points); Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 4)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 8 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 5)  Bless crop:  Change Environment 2" radius, 8 Continuing Charges lasting 1 Season each (+0), MegaScale (1" = 1 km; +¼) (12 Active Points); Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 6)  Dig:  Tunneling 1" through 3 DEF material, 8 Continuing Charges lasting 5 Minutes each (+0) (11 Active Points); Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

 

11 Multipower, 30-point reserve,  (30 Active Points); all slots Limited Power Power loses about a third of its effectiveness (-½), 8 Charges (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Plant Sense:  Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), 8 Continuing Charges lasting 1 Hour each (+0) (25 Active Points); Limited Power Power loses about a fourth of its effectiveness (Only in planted area; -¼), Limited Power Power loses about a fourth of its effectiveness (Onlywhile in good standing with the god; -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 2)  Aura of Fear:  +30 PRE (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause fear; -1), 8 Continuing Charges lasting 1 Extra Phase each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 3)  Bark Skin:  Force Field (12 PD/6 ED), 8 Continuing Charges lasting 5 Minutes each (+0), Hardened (+¼), Usable By Other (+¼) (27 Active Points); Limited Power Power loses about a third of its effectiveness (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 4)  Magic Stone:  Energy Blast 4d6, 8 Continuing Charges lasting 1 Turn each (+0), Lingering up to 1 Turn (+½) (30 Active Points); Limited Power Power loses about a third of its effectiveness (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

 

14 Multipower, 45-point reserve,  (45 Active Points); all slots Limited Power Power loses about half of its effectiveness (-1), 8 Charges (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Spirit Weapon:  Killing Attack - Ranged 1d6, 8 Continuing Charges lasting 1 Minute each (+0), Variable Targets (+¼), Uncontrolled (+½), Continuous (+1) (41 Active Points); Limited Power Power loses about half of its effectiveness (-1), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 2)  Last Look:  Retrocognitive Clairsentience (Sight Group), 8 Continuing Charges lasting 5 Minutes each (+0) (40 Active Points); Limited Power Power loses about half of its effectiveness (Retrocognition only; -1), Limited Power Power loses about half of its effectiveness (Only to view last five minutes of life; -1), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 3)  Entangle:  Entangle 2d6, 2 DEF, Area Of Effect (2" Radius; +1) (40 Active Points); Limited Power Power loses about half of its effectiveness (-1), 8 Charges (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8]

1u 4)  Soften Earth Stone:  Minor Transform 3 ½d6 (Dispel Magic or another transform), Improved Results Group (+¼) (44 Active Points); Limited Power Power loses about half of its effectiveness (-1), 8 Charges (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8]

 

15 Multipower, 60-point reserve,  (60 Active Points); all slots Limited Power Power loses about two-thirds of its effectiveness (-1 ½), 6 Charges (-¾), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Death Knell:  Transfer 2 ½d6 (Body to body), Ranged (+½) (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 ½), 6 Charges (-¾), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [6]

2u 2)  Repel Wood:  Telekinesis (20 STR), 6 Continuing Charges lasting 1 Minute each (+0), Area Of Effect (3" Any Area; +1) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only to repel wood; -1), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [6 cc]

2u 3)  Hand of Earth:  Telekinesis (25 STR), 6 Continuing Charges lasting 1 Minute each (+0), Indirect (Same origin, any direction; +½) (56 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs targets on the ground; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [6 cc]

2u 4)  Speak w plant:  Telepathy 6d6 (Alien class of minds), 6 Continuing Charges lasting 20 Minutes each (+0), Continuous (+1) (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (-1 ½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [6 cc]

 

16 Multipower, 75-point reserve,  (75 Active Points); all slots Conditional Power Power does not work in Ubiquitous Circumstances (-2), 4 Charges (-1), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

2u 1)  Plant Control:  Mind Control 5d6 (Plant class of minds), Telepathic (+¼), Lingering up to 1 Minute (+¾), Cumulative (120 points; +1) (75 Active Points); Conditional Power Power does not work in Ubiquitous Circumstances (-2), 4 Continuing Charges lasting 1 Minute each (-¼), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [4 cc]

2u 2)  Call of Death:  Killing Attack - Ranged 2d6, Attack Versus Limited Defense (Power Def; +1 ½) (75 Active Points); Conditional Power Power does not work in Ubiquitous Circumstances (-2), 4 Charges (-1), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [4]

1u 3)  Stone Skin:  (Total: 72 Active Cost, 15 Real Cost) +18 BODY, 4 Continuing Charges lasting 5 Minutes each (+0) (36 Active Points); Conditional Power Power does not work in Ubiquitous Circumstances (-2), No Figured Characteristics (-½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) (Real Cost: 😎 plus Force Field (24 PD/12 ED), 4 Continuing Charges lasting 5 Minutes each (+0) (36 Active Points); Conditional Power Power does not work in Ubiquitous Circumstances (-2), Ablative BODY or STUN (-1), Linked (BODY; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) (Real Cost: 7) [4 cc]

 

 

 

Perks

6 Fringe Benefit:  Abbot, Knight

2 temple:  Contact (Contact has useful Skills or resources) 8-

3 Family:  Contact (Contact has access to major institutions, Contact has useful Skills or resources) 8-

5 Favor

 

Talents

3 Bump Of Direction

 

Skills

5 Animal Handler 20-

3 Bureaucratics 19-

5 High Society 20-

3 Arelios:  CK 12-

3 Surroundings of Arelios:  AK 12-

4 High Families:  CuK 13-

3 KS: farming 12-

3 KS: botany 12-

5 KS: Brew tinctures 14-

1 Brew Heal potion:  Custom Skill 

1 Brew Stimulant potion:  Custom Skill 

1 Tenryk:  Language (imitate dialects; literate) (6 Active Points)

4 Kerqod:  Language (completely fluent; literate)

3 Deduction 12-

3 Navigation 12-

7 Paramedics 14-

3 Riding 12-

3 Survival 12-

3 Trading 19-

2 TF:  Carts & Carriages, Equines, Small Rowed Boats

3 WF:  Common Melee Weapons, Staffs

10 +2 with DCV

 

Total Powers & Skill Cost:  186

Total Cost:  255

 

75+ Disadvantages

15 Psychological Limitation:  Noblesse Oblige (Common; Strong)

15 Psychological Limitation:  Overconfident (Common; Strong)

10 Dependent NPC:  Family 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs)

10 Distinctive Features:  Holy Symbol on Back of Hand (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

130 Experience Points

 

Total Disadvantage Points:  255

Earned Experience:  128

Spent Experience:  130

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

 

Necklace of Protection: Armor (4 PD/4 ED), No Mass (+0) (12 Active Points); Independent (-2), OIF (-½) 0

Staff of Impact: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½), Does x1 ½ Knockback (+½) (60 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-½), STR Minimum 1-5 (-¼) 0

Wand of Force: Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Independent (-2), 32 Charges which Never Recover (-1 ¾), OAF (-1) [32 nr]

 

Restorative: Healing BODY 1d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), Gradual Effect (1 Turn (Post-Segment 12); -¼)Notes: (x10 number of items) 0

Stimulant: Aid  Stun and End 4d6 (40 Active Points); Independent (-2), OAF (-1), Only Restores to Starting Values (-½), Gradual Effect (1 Turn (Post-Segment 12); -¼)Notes: (x10 number of items) 0

 

Background/History:  Lenora came from one of the upper class families in Aerelios.  Imagine their surprise when their daughter became enamored of plants and dirt.  Soon she was begging for admittance into the Temple of the Lady.  She loved plants and dirt and ... soon she was puttering contentedly in the Temple Garden, but also in the farm fields.  After years of hard work, Lenora was eventually accepted in the higher orders.  She still is on good terms with her family and will use her influence to help the needy.

 

Personality/Motivation:  Noblesse Oblige.  She can help as a noble and a priestess

 

Quote:  

 

Powers/Tactics:  Favored spells  Entangle, Hand of Earth and Aura of Fear as she hopes to stop a fight before it gets out of hand.  Will use Call of Death if necessary if no other recourse is available.

 

Campaign Use:  Cleric of Marileea  Goddess of Earth, Plants, Death, Herbalism, Seasons

 

Appearance:  173 cm and 68 kg, with long black hair and brown eyes.  When in a field, she'll wear practical clothes.  But when needed she can dress up in all the fanciness necessary. Her Holy Symbol of a Metallic Leaf with stripes of White, Green, Yellow ,and Red is visible on the back of her hand.



 

 

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23 hours ago, Mr. R said:

 

 

The Magic system is stol  err borrowed from Killer Shrike, the Spontaneous Casting Model.  The unspecified limitations are part of the package to keep the spell costs low.  

 

http://www.killershrike.com/FantasyHERO/HighFantasyHERO/MagicSystems/vancianSpontaneousMP.aspx

 

As far as faith based limitation, which I am assuming is a RSR (correct me it I am wrong) , no they don't have one.  The limited uses are hinderance enough I feel (though I could be wrong.)  Also each deity will have its own spell lists ( I'll have to get around to making one common document soon).  

 

Contrast this with the other three types of magic:

1)  Metier which uses a Large MP with RSR and balanced Advantages/Limitations (Ex 1/2 End and Diff to Dispel X4  / Incan and Gest and Conc) And uses a Mana poll system to fuel the spells but allows almost any type of spell, if you can fit it.

2)  Totem Magic where you get spell like powers based on animal totems BUT there are only 2 powers per totem and the powers max out at 30 AP

3)  Runecrafting, placing runes and using runes to make magic items 

 

Now if I am going to have deities in my world, then they will have some sort of effect based around their portfolio.  So Goddess of Earth will have an earthen hand ability.  Could a Metier caster duplicate it, yes, but why?  Just get a regular slot with a big TK.  

 

Anyway that is what I am trying to go for.  

 

BUT

 

If you think I am on the wrong track, please give me a good explanation why.  What suggestions would you make?  (No I am not being facetious, I want to learn)

For a divine source, I think having a limitation expressed something like “must be in good standing with deity” would be a good limitation to replace the unspecified ones. This shows that they are getting their powers from a divine source.

 

For a RSR, I like what the Narosia campaign setting used, having a deity as a Contact instead of a skill roll, and that Contact roll functioned as the RSR. There were also Perks that added to the roll for being a favored servant. It gave it a nice flavor that you are drawing upon your patron/matron for magical support.

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Ok.  I'll go back to the builds add a Contact use it as a RSR roll and further delineate what the Limitations are.  Also I'll add a 1/4 Good standing with deity.

 

So Limitations will look like this 

Good Standing with the deity (-1/4)

RSR based on contact roll

Gestures

Incantations

Concentration (1/2 DCV)

Charges

Custom limitation based on the power of the MP (-1/2 for 30pt, -1 for 45 pts, -1 1/2 for 60 pts, -2 for 75 pts, -2 1/2 for 90 pts)  This is to help offset the large cost of the pool at higher levels.

 

 

 

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19 hours ago, Mr. R said:

Ok.  I'll go back to the builds add a Contact use it as a RSR roll and further delineate what the Limitations are.  Also I'll add a 1/4 Good standing with deity.

 

So Limitations will look like this 

Good Standing with the deity (-1/4)

RSR based on contact roll

Gestures

Incantations

Concentration (1/2 DCV)

Charges

Custom limitation based on the power of the MP (-1/2 for 30pt, -1 for 45 pts, -1 1/2 for 60 pts, -2 for 75 pts, -2 1/2 for 90 pts)  This is to help offset the large cost of the pool at higher levels.

 

 

 

If you’re trying to cut costs for the larger Active Point multipowers, I suppose you could use your “Good Standing” limitation for them but vary the limitation amount per the structure you are already using for the custom limitation. It would seem to make sense that wielders of higher-powered prayers could be watched more closely by the deity providing the power.

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So I redid all the NPC using the above Limitations.  Adding the Contact to about 14- then including new limitations actually netted a cost savings of about 1-15 pts based on the Original costs of the NPC,  125 pts saved about 5 pts, while Lady Lenora saved around 25 pts!

 

 

Anyway, I'll start posting the new versions for your approval!

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1 hour ago, Mr. R said:

So I redid all the NPC using the above Limitations.  Adding the Contact to about 14- then including new limitations actually netted a cost savings of about 1-15 pts based on the Original costs of the NPC,  125 pts saved about 5 pts, while Lady Lenora saved around 25 pts!

 

 

Anyway, I'll start posting the new versions for your approval!

That’s good to hear.


For the RSR, you could set it at -0 Limitation if you don’t want to have the roll reduced by the Active Points. That will eat up a bit of your cost savings. You could also leave it at its current value and just house rule that the roll is not modified by Active Points.

 

You could also set up special perks that offset the minuses, perhaps earned as part of rank among the faithful, or don’t apply minuses for spells that are in the favored portfolio of a deity. Like the healing god doesn’t give any penalties to healing magics they provide, but other portfolios they also provide access to are less favored so have the penalties.

 

Those are some other ways to give flavor.

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3 hours ago, Steve said:

 

 

You could also set up special perks that offset the minuses, perhaps earned as part of rank among the faithful, 

 

Those are some other ways to give flavor.

I like this idea.  Every rank above priest gives a +1 to the roll, but just to offset penalties due to AP costs.  

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3 hours ago, Steve said:

 

or don’t apply minuses for spells that are in the favored portfolio of a deity. Like the healing god doesn’t give any penalties to healing magics they provide, but other portfolios they also provide access to are less favored so have the penalties.

 

Those are some other ways to give flavor.

I like this idea, but for right now I am going with the KISS principle.  Keep It Short and Simple.  I have to go with the assumption that my players will NOT be Hero savants.  So I want as much as possible to keep it plug and play.  Want to play a cleric?  Here is the list of deities and what portfolios they control.  Want to be a healer?  OK your a follower of Readaer.  Oh you want Call Lightning?  Nope.  

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12 hours ago, Mr. R said:

I like this idea, but for right now I am going with the KISS principle.  Keep It Short and Simple.  I have to go with the assumption that my players will NOT be Hero savants.  So I want as much as possible to keep it plug and play.  Want to play a cleric?  Here is the list of deities and what portfolios they control.  Want to be a healer?  OK your a follower of Readaer.  Oh you want Call Lightning?  Nope.  

Well, to keep it at its absolute simplest in this one thing, you shouldn’t require players to calculate any skill roll modifiers based on Active Points. I would suggest setting the RSR Limitation at zero so their RSR roll is the Contact roll. That would be the RAW solution.

 

The non-RAW solution would be to leave the RSR limitation as currently constituted and then not bother with Active Point modifiers to the roll.
 

I suppose you could still have roll adders based on religious rank. That would just increase the roll and make the power more likely to activate, which makes a certain amount of sense. Higher ranks get listened to more often.

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Starting over, from the beginning!

 

Quote

Fantasy Hero 29 Eladrin


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

11 DEX 3 11- OCV:  4/DCV:  4

13 CON 6 12-

10 BODY 0 11-

15 INT 5 12- PER Roll 12-

10 EGO 0 11- ECV:  3

15 PRE 5 15- PRE Attack:  5 ½d6

14 COM 2 12-

 

2+7 PD 0 Total:  2/9 PD (0/7 rPD)

2+7 ED -1 Total:  2/9 ED (0/7 rED)

2 SPD 0 Phases:  6, 12

5 REC 0

26 END 0

22 STUN 0 Total Characteristic Cost:  20

 

Movement: Running: 6"/12"

Flight: 10"/20"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

4 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4]

1u 2)  Cheating:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze, 4 Continuing Charges lasting 5 Minutes each (+0) (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 3)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 4)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 5)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Prot from Fear:  +13 PRE, Usable By Other (+¼), Ranged (+½) (23 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs Fear; -1 ½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 2)  Epiphany:  +3 with all non-combat Skills, 4 Continuing Charges lasting 20 Minutes each (+0) (24 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 3)  Expeditious retreat:  Aid  Running 1d6+1, Continuous (+1) (26 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

 

8 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

1u 1)  True Strike:  +5 with All Combat (40 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 2 Continuing Charges lasting 1 Minute each (-¾), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

1u 2)  Magic:  Dispel 15d6 (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2]

1u 3)  Fly Free:  Flight 10", Custom Adder, combat acceleration/deceleration (+¼), Usable By Other (+¼), Persistent (+½) (40 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 2 Continuing Charges lasting 5 Minutes each (-½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

1u 4)  Spirit Weapon:  Killing Attack - Ranged 1d6, Variable Targets (+¼), Uncontrolled (+½), Continuous (+1) (41 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 2 Continuing Charges lasting 1 Minute each (-¾), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

 

 

 

Perks

2 Fringe Benefit:  Local Priest

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

5 Contact:  Toubaris 14-

 

Skills

3 Linguist

3 1)  Feyan:  Language (completely fluent; literate) (4 Active Points)

3 2)  Language:  Forbek Nomad (completely fluent; literate) (4 Active Points)

0 3)  Language:  Tenryk (imitate dialects; literate) (6 Active Points)

3 Scholar

2 1)  Church hierarchy:  KS (3 Active Points) 12-

2 2)  Jewelry:  KS (3 Active Points) 12-

2 3)  KS (3 Active Points) 12-

3 Traveler

2 1)  Aerelios and surroundings:  AK (3 Active Points) 12-

2 2)  Aerelios:  CK (3 Active Points) 12-

2 3)  Forbek Nomads:  CuK (3 Active Points) 12-

3 Jack of All Trades

2 1)  PS: Appraise (3 Active Points) 12-

2 2)  PS: Jewelry Maker/Lapidary (3 Active Points) 12-

2 3)  PS: Whitesmith (3 Active Points) 12-

 

3 Bureaucratics 15-

3 Paramedics 12-

3 Riding 11-

3 Trading 15-

3 Navigation 12-

3 Concealment 12-

3 Persuasion 15-

3 Oratory 15-

3 Stealth 11-

3 Feint 11-

3 WF:  Common Melee Weapons, Staffs

 

Total Powers & Skill Cost:  107

Total Cost:  127

 

75+ Disadvantages

15 Psychological Limitation:  Curious (Common; Strong)

10 Rivalry:  Professional (; Rival is More Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)

10 Physical Limitation:  Absent minded (Frequently; Slightly Impairing)

10 Distinctive Features:  Holy Symbol on Back of Hand  Four Coins in an Overlapping Square (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

7 Experience Points

 

Total Disadvantage Points:  127

Earned Experience:  7

Spent Experience:  7

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Background/History:  Eladrin comes from a family of jewelers and he was being groomed to follow in the family.  But he had a desire to see more than Aerelios and ran off one day to join a caravan headed to the West Coast, through the Forbek Steppes.  There he stayed with the Nomads for a while, staying with a cleric of Toubaris.  Soon he had been accepted as a novice, completed his journey west, and returned to Aerelios.  His family is at once angry and pleased, and he is now planning a trip to far off Fey.  He has already started learning the language, and his family are preparing items to go with him.

 

Personality/Motivation:  Wants to see the world

 

Quote:  

 

Powers/Tactics:  Eladrin doesn't have much in the way of combat.  As far as his powers, so far the most useful are Expeditious Retreat and Fly Free as they let him get out of trouble faster than he got in it.  He knows he needs to get better at combat, and has started training.

 

Campaign Use:  Cleric of Toubaris    God of Skill, Liberation Travel, Commerce, Oaths

 

Appearance:  181 cm and 80 kg, brown hair and gray eyes, Eladrin cuts a fine figure, especially when in his robes of office.  Even out of the temple, he wears clothing of green and gold times. He also has taken to wearing a pair of daggers on himself, one at his side, the other strapped to his boot!



 

 

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Next!

 

Quote

Fantasy Hero 30 Shadmar


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

14 DEX 12 12- OCV:  5/DCV:  5

13 CON 6 12-

12 BODY 4 11-

10 INT 0 11- PER Roll 11-

11 EGO 2 11- ECV:  4

13 PRE 3 24- PRE Attack:  14 ½d6

18 COM 4 13-

 

4+13 PD 1 Total:  4/17 PD (0/13 rPD)

4+13 ED 1 Total:  4/17 ED (0/13 rED)

3 SPD 6 Phases:  4, 8, 12

6 REC 0

26 END 0

26 STUN 0 Total Characteristic Cost:  42

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

4 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4]

1u 2)  Lie:  Detect A Single Thing 11- (Unusual Group), Discriminatory, Analyze, 4 Continuing Charges lasting 5 Minutes each (+0) (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 3)  Magic:  Detect A Single Thing 11- (Unusual Group), Discriminatory, Analyze (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 4)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 5)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 6)  Deadly Blow:  +1d6 (any circumstances, any HTH weapon), 4 Continuing Charges lasting 5 Minutes each (+0) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Protection:  Force Field (4 PD/4 ED/4 Mental Defense/4 Power Defense), 4 Continuing Charges lasting 5 Minutes each (+0), Usable By Other (+¼), Ranged (+½) (28 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 2)  Divine Guidance:  Find Weakness 13- with Related Group of Attacks (30 Active Points); 4 Continuing Charges lasting 1 Turn each (-½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 3)  Prot from Fear:  +15 PRE, Usable Simultaneously (up to 2 people at once; +½), Ranged (+½) (30 Active Points); Limited Power Power loses about half of its effectiveness (Defense only; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Limited Power Power loses about a fourth of its effectiveness (Only While in good standing with the god; -¼), 4 Continuing Charges lasting 1 Minute each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

 

8 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

1u 1)  Aura of Calm:  +45 PRE (45 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause calm; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 2 Continuing Charges lasting 20 Minutes each (-¼), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

1u 2)  Disarming Force:  Telekinesis (30 STR) (45 Active Points); Limited Power Power loses about half of its effectiveness (Only to disarm at range; -1), 2 Continuing Charges lasting 5 Minutes each (-½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

1u 3)  Retribution Gaze:  Ego Attack 3d6, Lingering up to 1 Turn (+½) (45 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

1u 4)  Spirit Weapon:  Killing Attack - Ranged 1d6, Variable Targets (+¼), Uncontrolled (+½), Continuous (+1) (41 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 2 Continuing Charges lasting 1 Minute each (-¾), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

 

 

 

Perks

2 Fringe Benefit:  Local Priest

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

2 Fringe Benefit:  Local Police Powers

5 Contact:  Themis 14-

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Criminology 11-

3 Deduction 11-

3 KS: Law 11-

3 KS: Magic Theory 11-

1 Tenryk:  Language (imitate dialects; literate) (6 Active Points)

3 Interrogation 24-

3 Paramedics 11-

3 Streetwise 24-

3 Tactics 11-

3 WF:  Common Melee Weapons, Staffs

5 +1 with HTH Combat

2 AF Medium Armor:  Custom Skill 

 

Total Powers & Skill Cost:  82

Total Cost:  124

 

75+ Disadvantages

15 Psychological Limitation:  Firm believer in the Justice (Common; Strong)

5 Hunted:  Local thieves gang 8- (As Pow; Limited Geographical Area; Harshly Punish)

15 Dependent NPC:  Family 8- (Normal; Group DNPC: x2 DNPCs)

10 Distinctive Features:  Mismatched eye color (Blue and Green) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Distinctive Features:  Holy Symbol on Back of Hand  Stylized Balance with a Feather on One Side (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

(5 points unspent)

 

Total Disadvantage Points:  124

Earned Experience:  5

Spent Experience:  0

Unspent Experience:  5

 

EQUIPMENT CARRIED


Equipment END

Studded Leather: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Long Sword: Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +½) (30 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Background/History:  Shadmar grew up among a family of thieves. Eventually his family fell foul of a new nastier gang and in a night of bloodshed, most of his family was killed.  He managed to survive by hiding in the smuggling hold of one of the nearby ships.  Later he was found by a Cleric of Themis and taken to the temple.  There he was raised, but he never forgot the gang who hurt him.  He also found out a cousin and his wife also survived, and he helps them out whenever possible.  Now he helps administer Justice at the Law Courts, but also sometimes accompanies a guard patrol to give some magical back up!

 

Personality/Motivation:  No one is above the law

 

Quote:  

 

Powers/Tactics:  Favorite abilities are Aura of Calm (for rowdy crowds), Disarming Force (help stop a fight before it starts) and Retributive Gaze (The Stare of Justice).  If a fight seems inevitable he'll use the Protection ability to help a comrade.

 

Campaign Use:  Cleric of Themis   Goddess of Law, Protection, Vengeance, Honor

 

Appearance:  173 cm and 91 kg, Shadmar is burly.  He has mismatched eyes of green and blue and keeps his brown hair cut VERY short.  He generally wears serviceable clothes, but when in the courts he wears black and white robes.  If he is helping a patrol he'll grab some leather armor and a longsword.



 

 

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1 hour ago, shadowcat1313 said:

I like it, have you looked at Killer Shrikes high fantasy hero site? It has some excellent ideas and more inspirations for all kinds of fantasy campaigns

one thing he does different is 1st level spells start at 30 and go up 15 per level from there. Please keep us updated on what you do with it

 

 

Actually ALL my ideas have been stol.... ERRR.... borrowed from him.  This is actually an interpretation of his system for wizardry and giving a divine feel and a further limitation to the spells you can access based on your deity's portfolio.  The use of contact was from up thread, a comment about Narosia, and the use of religious ranks as a modifier to RSR was my own (hey not EVERYTHING was borrowed).

 

BUT

 

I am glad you liked it.  It makes the work I put in seem worth it.

 

So, thank you!

This is a modification to my first of three higher level NPC's.  Note that she has a 75 pt MP.  The max is a 90 pt MP, so she still has room to grow (Can we sat Wall of Earth, or Slay Living {9d6 Drain Body}).  As it is, she is scary competent!

 

Quote

Fantasy Hero 31 Lady Lenora


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

13 BODY 6 15-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV:  4

18 PRE 8 19- PRE Attack:  9 ½d6

14 COM 2 12-

 

5+45 PD 3 Total:  5/50 PD (0/45 rPD)

5+27 ED 2 Total:  5/32 ED (0/27 rED)

4 SPD 15 Phases:  3, 6, 9, 12

5 REC 0

36 END 3

26 STUN 0 Total Characteristic Cost:  69

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Tunneling: 1"/2"

 

Cost Powers END

5 Multipower, 15-point reserve,  (15 Active Points); all slots Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 8 Charges (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 8 Charges (-½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8]

1u 2)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze, 8 Continuing Charges lasting 1 Minute each (+0) (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 3)  Protection:  Force Field (5 PD/5 ED), 8 Continuing Charges lasting 1 Minute each (+0) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 4)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 8 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 5)  Bless crop:  Change Environment 2" radius, 8 Continuing Charges lasting 1 Season each (+0), MegaScale (1" = 1 km; +¼) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 6)  Dig:  Tunneling 1" through 3 DEF material, 8 Continuing Charges lasting 5 Minutes each (+0) (11 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

 

8 Multipower, 30-point reserve,  (30 Active Points); all slots Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), 8 Charges (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Plant Sense:  Radar (Radio Group), Discriminatory, Increased Arc Of Perception (360 Degrees), 8 Continuing Charges lasting 1 Hour each (+0) (25 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a fourth of its effectiveness (Only in planted area; -¼), Limited Power Power loses about a fourth of its effectiveness (Onlywhile in good standing with the god; -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 2)  Aura of Fear:  +30 PRE (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause fear; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 8 Continuing Charges lasting 1 Extra Phase each (-¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 3)  Bark Skin:  Force Field (12 PD/6 ED), 8 Continuing Charges lasting 5 Minutes each (+0), Hardened (+¼), Usable By Other (+¼) (27 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 4)  Magic Stone:  Energy Blast 4d6, 8 Continuing Charges lasting 1 Turn each (+0), Lingering up to 1 Turn (+½) (30 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

 

10 Multipower, 45-point reserve,  (45 Active Points); all slots Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 8 Charges (-½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Spirit Weapon:  Killing Attack - Ranged 1d6, 8 Continuing Charges lasting 1 Minute each (+0), Variable Targets (+¼), Uncontrolled (+½), Continuous (+1) (41 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 2)  Last Look:  Retrocognitive Clairsentience (Sight Group), 8 Continuing Charges lasting 5 Minutes each (+0) (40 Active Points); Limited Power Power loses about half of its effectiveness (Retrocognition only; -1), Limited Power Power loses about half of its effectiveness (Only to view last five minutes of life; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 3)  Entangle:  Entangle 2d6, 2 DEF, Area Of Effect (2" Radius; +1) (40 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 8 Charges (-½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8]

1u 4)  Soften Earth Stone:  Minor Transform 3 ½d6 (Dispel Magic or another transform), Improved Results Group (+¼) (44 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 8 Charges (-½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8]

 

12 Multipower, 60-point reserve,  (60 Active Points); all slots Limited Power Power loses about two-thirds of its effectiveness (Power Level Limitation; -1 ½), 6 Charges (-¾), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 1)  Death Knell:  Transfer 2 ½d6 (Body to body), Ranged (+½) (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Power Level Limitation; -1 ½), 6 Charges (-¾), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [6]

2u 2)  Repel Wood:  Telekinesis (20 STR), 6 Continuing Charges lasting 1 Minute each (+0), Area Of Effect (3" Any Area; +1) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only to repel wood; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [6 cc]

2u 3)  Hand of Earth:  Telekinesis (25 STR), 6 Continuing Charges lasting 1 Minute each (+0), Indirect (Same origin, any direction; +½) (56 Active Points); Limited Power Power loses about a third of its effectiveness (Only vs targets on the ground; -½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [6 cc]

1u 4)  Speak w plant:  Telepathy 6d6 (Alien class of minds), 6 Continuing Charges lasting 20 Minutes each (+0), Continuous (+1) (60 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Power Level Limitation; -1 ½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [6 cc]

 

13 Multipower, 75-point reserve,  (75 Active Points); all slots Limited Power Power loses almost all of its effectiveness (Power Level Limitation; -2), 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

1u 1)  Plant Control:  Mind Control 5d6 (Plant class of minds), Telepathic (+¼), Lingering up to 1 Minute (+¾), Cumulative (120 points; +1) (75 Active Points); Limited Power Power loses almost all of its effectiveness (Power Level Limitation; -2), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [4 cc]

1u 2)  Call of Death:  Killing Attack - Ranged 2d6, Attack Versus Limited Defense (Power Def; +1 ½) (75 Active Points); Limited Power Power loses almost all of its effectiveness (Power Level Limitation; -2), 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [4]

1u 3)  Stone Skin:  (Total: 72 Active Cost, 13 Real Cost) +18 BODY, 4 Continuing Charges lasting 5 Minutes each (+0) (36 Active Points); Limited Power Power loses almost all of its effectiveness (Power Level Limitation; -2), No Figured Characteristics (-½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) (Real Cost: 7) plus Force Field (24 PD/12 ED), 4 Continuing Charges lasting 5 Minutes each (+0) (36 Active Points); Limited Power Power loses almost all of its effectiveness (Power Level Limitation; -2), Ablative BODY or STUN (-1), Linked (BODY; -½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) (Real Cost: 6) [4 cc]

 

 

 

Perks

2 Fringe Benefit:  Knight

5 Fringe Benefit:  Bishop

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

2 temple:  Contact (Contact has useful Skills or resources) 8-

3 Family:  Contact (Contact has access to major institutions, Contact has useful Skills or resources) 8-

5 Favor

6 Contact:  Marileea 15-

 

Talents

3 Bump Of Direction

 

Skills

5 Animal Handler 20-

3 Bureaucratics 19-

5 High Society 20-

3 Arelios:  CK 12-

3 Surroundings of Arelios:  AK 12-

4 High Families:  CuK 13-

3 KS: farming 12-

3 KS: botany 12-

5 KS: Brew tinctures 14-

1 Brew Heal potion:  Custom Skill 

1 Brew Stimulant potion:  Custom Skill 

1 Tenryk:  Language (imitate dialects; literate) (6 Active Points)

4 Kerqod:  Language (completely fluent; literate)

3 Deduction 12-

3 Navigation 12-

7 Paramedics 14-

3 Riding 12-

3 Survival 12-

3 Trading 19-

2 TF:  Carts & Carriages, Equines, Small Rowed Boats

3 WF:  Common Melee Weapons, Staffs

10 +2 with DCV

 

Total Powers & Skill Cost:  175

Total Cost:  244

 

75+ Disadvantages

15 Psychological Limitation:  Noblesse Oblige (Common; Strong)

15 Psychological Limitation:  Overconfident (Common; Strong)

10 Dependent NPC:  Family 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs)

10 Distinctive Features:  Holy Symbol on Back of Hand (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

119 Experience Points

 

Total Disadvantage Points:  244

Earned Experience:  118

Spent Experience:  119

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

 

Necklace of Protection: Armor (4 PD/4 ED), No Mass (+0) (12 Active Points); Independent (-2), OIF (-½) 0

 

Staff of Impact: Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +½), Does x1 ½ Knockback (+½) (60 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-½), STR Minimum 1-5 (-¼) 0

 

Wand of Force: Energy Blast 8d6, Reduced Endurance (0 END; +½) (60 Active Points); Independent (-2), 32 Charges which Never Recover (-1 ¾), OAF (-1) [32 nr]

 

Restorative: Healing BODY 1d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), Gradual Effect (1 Turn (Post-Segment 12); -¼)Notes: (x10 number of items) 0

Stimulant: Aid  Stun and End 3d6 (30 Active Points); Independent (-2), OAF (-1), Only Restores to Starting Values (-½), Gradual Effect (1 Turn (Post-Segment 12); -¼)Notes: (x10 number of items) 0

 

Background/History:  Lenora came from one of the upper class families in Aerelios.  Imagine their surprise when their daughter became enamored of plants and dirt.  Soon she was begging for admittance into the Temple of the Lady.  She loved plants and dirt and ... soon she was puttering contentedly in the Temple Garden, but also in the farm fields.  After years of hard work, Lenora was eventually accepted in the higher orders.  She still is on good terms with her family and will use her influence to help the needy.

 

Personality/Motivation:  Noblesse Oblige.  She can help as a noble and a priestess

 

Quote:  

 

Powers/Tactics:  Favored spells  Entangle, Hand of Earth and Aura of Fear as she hopes to stop a fight before it gets out of hand.  Will use Call of Death if necessary if no other recourse is available.

 

Campaign Use:  Cleric of Marileea  Goddess of Earth, Plants, Death, Herbalism, Seasons

 

Appearance:  173 cm and 68 kg, with long black hair and brown eyes.  When in a field, she'll wear practical clothes.  But when needed she can dress up in all the fanciness necessary. Her Holy Symbol of a Metallic Leaf with stripes of White, Green, Yellow ,and Red is visible on the back of her hand.



 

 

 

Enjoy!

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I am not sure if you noticed by the Holy Symbols are actually a Distinctive Feature.  I got the idea from browsing and found a site about DnD clerics and Variations.  One variant had the Holy Symbol appear as a marking on the wrist.  I thought this was so cool.  So a borrowing I will go.

 

Now some may say that it can be duplicated by tattoos, so there must be a mechanism so that this can't be so.  I am thinking something like a metal ink (if that makes sense?) that actually feels like metal if you touch it, but is supple and flexes with skin movement!

 

Any other ideas?

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The first of a NPC you have not seen yet.  Serafina is your classic nerd type.  She's competent, but there is a lot of room to improve!

 

Quote

Fantasy Hero 32 Serafina


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

12 DEX 6 11- OCV:  4/DCV:  4

15 CON 10 12-

10 BODY 0 11-

15 INT 5 19- PER Roll 19-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

20 COM 5 13-

 

3+7 PD 1 Total:  3/10 PD (0/7 rPD)

3+7 ED 0 Total:  3/10 ED (0/7 rED)

3 SPD 8 Phases:  4, 8, 12

5 REC 0

30 END 0

23 STUN 0 Total Characteristic Cost:  44

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

4 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Mystic Knowledge:  Detect A Large Class Of Things 19- (Unusual Group), Discriminatory, 4 Continuing Charges lasting 5 Minutes each (+0) (15 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Limited Power Power loses about a fourth of its effectiveness (Onlywhile in good standing with the god; -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 2)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 3)  Magic:  Detect A Single Thing 19- (Unusual Group), Discriminatory, Analyze (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 5)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Cure Minor:  Healing BODY 2d6, Ranged (+½) (30 Active Points); 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 2)  Detect Secret Doors Compartment:  Detect A Single Thing 31- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Rapid:  x10, Sense, 4 Continuing Charges lasting 20 Minutes each (+0) (30 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 3)  Undetectable Aura:  Sight and Mystic Groups Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, Alterable Size, 4 Continuing Charges lasting 1 Hour each (+0) (29 Active Points); Limited Power Power loses about a third of its effectiveness (Only to hide magical Aura; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Magic Bolt:  Energy Blast 6d6 (30 Active Points); 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Beam (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

 

8 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼)

1u 1)  Cure Disease:  Minor Transform 2d6, Continuous (+1) (40 Active Points); No Range (-½), 2 Continuing Charges lasting 5 Minutes each (-½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Limited Power Power loses about a fourth of its effectiveness (Sentient being only; -¼), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

1u 2)  Neutralize Poison:  Dispel 15d6 (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2]

1u 3)  Deep Thoughts:  (Total: 44 Active Cost, 6 Real Cost) +35 INT (35 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 ¾), 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) (Real Cost: 5) plus Eidetic Memory, 2 Continuing Charges lasting 25 Years each (+0), Inherent (+¼), Persistent (+½) (9 Active Points); Extra Time (1 Hour, -3), Limited Power Power loses about half of its effectiveness (Only to remember things from Deep Contemplation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) (Real Cost: 1) [2]

1u 4)  Magic Hands:  Killing Attack - Hand-To-Hand 2d6 (2d6+1 w/STR), Lingering up to 1 Turn (+½) (45 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Incantations (-¼), Concentration (½ DCV; -¼), Gestures (-¼) [2 cc]

 

 

 

Perks

2 Fringe Benefit:  Local Priest

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

5 Contact 14-

 

Talents

5 Magesight

 

Skills

3 Paramedics 19-

1 Tenryk:  Language (imitate dialects; literate) (6 Active Points)

3 Medicin:  KS 19-

3 Surgery:  KS 19-

3 Magic Theory:  KS 19-

3 Arelios:  CK 19-

3 KS 19-

3 PS: doctor 19-

4 KS: Brew tinctures 20-

1 Brew Heal potion:  Custom Skill 

3 Bureaucratics 12-

5 Cramming 

3 Trading 12-

3 WF:  Common Melee Weapons, Staffs

 

Total Powers & Skill Cost:  85

Total Cost:  129

 

75+ Disadvantages

15 Psychological Limitation:  Code vs Killing (Common; Strong)

10 Enraged:  When children are injured (Uncommon), go 8-, recover 11-

10 Psychological Limitation:  Unsure of self (Common; Moderate)

10 Distinctive Features:  Holy Symbol on Back of Hand (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

9 Experience Points

 

Total Disadvantage Points:  129

Earned Experience:  9

Spent Experience:  9

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Background/History:  Serafina is what one could call a professional student.  She likes learning, and if given time, can remember many esoteric facts years after reading them.  It was a toss up if she would go into law or medicine.  The doctor won.  Now she makes regular rounds to the city's hospices.  Also she has been summoned to help after any type of riot.  And she has taken a liking to the lonely girl at the Shrine of Zylan.

 

Personality/Motivation:  Doogie Kamehaloha.

 

Quote:  

 

Powers/Tactics:  Prefers to heal.  Will use Mage Hands if pushed sufficiently.

 

Campaign Use:  Cleric of Readaer   God of Knowledge, Healing, Magic

 

Appearance:  At 153 cm and 55 kg, Serafina is petite.  She has green eyes and her red hair is cut shoulder length and generally in a braid!  As a medical person, she'll wear white robes.  When off duty, she likes comfortable dresses so she can lounge comfortably while studying! Her holy symbol is a Stylized Scroll on the back of her hand!



 

 

 

I have a Martial Art for the setting that is very defensive with blocks, dodges and defensive strikes.  Serafina would be perfect for it.  

 

In addition there are the usual spells, and the skills for a professional scholar!

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We have seen the four deities of Order. Now we have the first of the Neutral deities. These are deities that just are, because what they represent, just are!

 

Quote

Fantasy Hero 33 Illinfar


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

13 DEX 9 12- OCV:  4/DCV:  4

13 CON 6 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

12 EGO 4 11- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

14 COM 2 12-

 

3+7 PD 0 Total:  3/10 PD (0/7 rPD)

 

3+7 ED 0 Total:  3/10 ED (0/7 rED)

3 SPD 7 Phases:  4, 8, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  42

 

Movement: Running: 6"/12"

 

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

 

4 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 2)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze (13 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 3)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 5)  Protection from light:  Force Field (10 Flash Defense:  Sight Group) (10 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 6)  Basic Light:  Sight Group Images Increased Size (2" radius; +¼), 4 Continuing Charges lasting 20 Minutes each (+0) (12 Active Points); Limited Power Power loses about half of its effectiveness (Only to create light; -1), No Range (-½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Light Flash:  Sight Group Flash 6d6 (30 Active Points); 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 2)  Chromatic Blast:  Energy Blast 3d6, No Normal Defense ([Standard]; Flash Def or blinded; +1) (30 Active Points); 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 3)  Light Sword:  Killing Attack - Hand-To-Hand 1d6+1 (1 ½d6 w/STR), Lingering up to 1 Turn (+½) (30 Active Points); 4 Continuing Charges lasting 1 Turn each (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Field of Light:  Darkness to Sight Group 3" radius (30 Active Points); Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 5)  Drying out:  Drain CON 1d6, Ranged (+½), Delayed Return Rate (points return at the rate of 5 per Hour; +1) (25 Active Points); 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

 

8 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Light Blast:  Energy Blast 6d6, Armor Piercing (+½) (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 2)  Sensory Occlusion:  Change Environment 8" radius, -3 to Normal Sight PER Rolls, Multiple Combat Effects, Uncontrolled (+½) (43 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 2 Continuing Charges lasting 20 Minutes each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2 cc]

1u 3)  Lesser Sunbeam:  Killing Attack - Ranged 2d6, Area Of Effect (One Hex; +½) (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 4)  Warmth:  Change Environment 2" radius, -3 Temperature Level Adjustment, Long-Lasting 6 Hours, Varying Combat Effects, 2 Continuing Charges lasting 6 Hours each (+0) (41 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2 cc]

 

 

 

Perks

 

2 Fringe Benefit:  Local Priest

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

5 Favor

5 Contact 14-

 

Talents

 

3 Absolute Time Sense

 

Skills

 

3 Acting 13-

3 Conversation 13-

3 Riding 12-

3 Bureaucratics 13-

3 Navigation 12-

3 Paramedics 12-

3 Trading 13-

1 TF:  Carts & Carriages, Equines

1 Tenryk:  Language (imitate dialects; literate) (6 Active Points)

5 WF:  Common Melee Weapons, Bows, Javelins and Thrown Spears, Staffs

5 +1 with Ranged Combat

 

Total Powers & Skill Cost:  82

 

Total Cost:  124

 

75+ Disadvantages

 

20 Psychological Limitation:  Arrogant (Very Common; Strong)

15 Psychological Limitation:  Condescending (Common; Strong)

10 Reputation: , 11-

10 Distinctive Features:  Holy Symbol on Back of Hand (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 

Total Disadvantage Points:  124

 

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

 

Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Medium Bow: Killing Attack - Ranged 1 ½d6 (25 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-½), Beam (-¼), 12 Charges (-¼), Real Weapon (-¼) [12]

 

Background/History:  Not many people like Illinfar.  He was a blowhard when growing up and since he became a cleric of Kogano, he's almost insufferable.  He'll lord it over people when his abilities to cast light are needed.  Many fear he's but one step from becoming that arrogant jerk who will use his influence to force you to do what he says.

 

 

Personality/Motivation:  Self centered, arrogant jerk with useful abilities

 

 

Quote:  

 

 

Powers/Tactics:  Prefers the Light Flash or the Chromatic Blast to end a fight fast.  If the opponent is tough enough, he'll consider the Lesser Sunbeam.

 

 

Campaign Use:  Cleric of Kogano  God of Sun, Light, Sight, Colors, Warmth, Drought

 

 

Appearance:  183 cm tall, 80 kg with blond hair and blue eyes, Illinfar is good looking and knows it.  He always wears good fitting clothes with gold highlights that flatter his physique. The Holy Symbol Stylized Sun appears on the back of his right hand!

 



 

 

 

 

He could be useful, but only if there is something for him!

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