Name: | Jouta Krillasdaughter |
Race: | Human |
Profession: | None (believer) |
Gender: | Female |
Age: | 20 |
Height: | 1.69m |
Weight: | 58 kg |
Starting team: | Prisoners |
Passions
Mission: |
Secure a small but stable piece of land for worship of the goddess. |
Duty: |
Prevent damage to the environment. |
Craving |
Cannot resist scrutinizing any interesting plant-life or garden. |
XP:1 (31 earned, 30 spent as of session 13)
Problems
Stupidly Forgiving
Jouta is foolishly forgiving. Instead of polishing off a
helpless foe, she is much more likely to give him a lecture and let
him go.
Stats and Skills
Body | 1 |
Sense | 4 |
Charm | 3 |
Coordination | 2 |
Command | 3 |
Knowledge | 1 |
Athletics
Endurance
Fight
Parry
Run
Vigor
|
0
3
2
0
0
3
|
Direction
Eerie
Empathy
Hearing
Scrutinize
Sight
Sorcery
|
1
0
3
2
0
0
3+MD
|
Fascinate
Graces
Lie
Jest
Plead
|
3
1
0
0
1
|
Climb
Dodge
Perform
Ride
Stealth
Weapon
|
0
4
0
0
0
0
|
Haggle
Inspire
Intimidate
Perform: Sing
|
0
4
0
2
|
Counterspell
Healing
Language: Common
Language: Smokt
Lore
Strategy
Tactics
Student: Herbology
|
0
4
MD
2
0
0
0
4
|
Esoteric Discipline
Troubadour's Fortune
Words Fail, My Beloved (1 Point)
If you’re trying to use your Skill to cajole someone into a romantic
entanglement with you, you can either (1) get rid of all Difficulties
to your roll or (2) add an extra die to your pool.
The Taste of My Tears (2 Points)
You can use your Skill to influence the emotions of your audience. Pick
a sensation you want and then make your roll: If it succeeds,
you’ve shifted their mood in the direction you desire. This may
not make someone despair on her joyous wedding day, but it can add
a worrying undercurrent to her festivities. Similarly, it won’t
make someone at a loved one’s funeral feel chipper and bright,
but it may relieve their misery somewhat.
The truly interesting element of this discipline is that it’s
untraceable. It operates on an unwitting level, so those affected
have no real explanation for their mood. While this necessarily keeps
it from being attached too closely to issues or to any subject of
thought, the ability to make an invading officer corps feel uneasy
and depressed simply by cooking them ‘suicide soup’ is often a
useful one.
Romantic Outlaw Charm (3 Points)
You can roll the Skill you perform with instead of Graces. It’s
not so much that you know the proper thing to do and do it. Rather,
you apply your charisma and outré-ness so stylishly that no one
considers it rude.
The Barbarian Has No Clothes (4 Points)
Even if you fail at your roll, you do so with such blithe confidence
and aplomb that people generally behave as if you succeeded.Your
apparent failure is interpreted as a clever mockery of failure,
or it’s considered an integral part of a higher message, or... or
anything, really, that puts a good face on it. Perhaps most commonly,
the audience member blames himself for not being sophisticated enough
to understand: He assumes, not that you performed a lousy dance,
but that his tastes are too crude to appreciate you.
This doesn’t mean that you totally escape the results of failure.You
won’t get any overt reward for your wretched performance. But it
certainly mitigates your disgrace.
Spells
The Way Of The Wood
The Oak Endures
Intensity: 3
Casting Time: Combative
Duration: Width in hours
Attunement: Yes
Effect: You can add a Master Die to the
Endurance Skill of yourself or one other
person. You need to be holding a piece of
wood to cast this spell.
Might Of The Ancient Trunk
Intensity: 3
Casting Time: Combative
Duration: Height in minutes
Attunement: Yes
Effect: While the spell is in effect, you have AR 4 against
all blunt impact attacks. It won’t help against cutting weapons
(axes, swords) or piercing ones (spears, arrows) but you’re heavily
protected against rocks, fists, and clubs. You’re also protected from
the ground if you fall off a roof. Area Attacks from these sources
are reduced by 4.
Casting this spell requires a piece of wood from a tree’s trunk –
the branch won’t do. The piece has to be at least the size of the
palm of your hand, and is destroyed when the spell is cast.
Creeper Climb
Intensity: 2
Casting Time: Combative
Duration: Width in hours
Attunement: No
Effect: While the spell is in effect, you add a Master Die
to your Climb Skill. You can only cast this spell on yourself. It
requires a piece of vine or creeper, which is used up when the spell
goes off.
The Root's Questing Strength
Intensity: 2
Casting Time: Combative
Duration: Width in minutes.
Attunement: No
Effect: This spell raises your Body by 1 while it’s in
effect, to a maximum of 7. (Multiple castings have no effect past the
first increase.) To cast this, you need to be holding the roots of
a plant. The spell consumes the root. While this spell is in effect,
you cannot gain other magical enhancements to Body.
Immobile Roots
First Year Of Our Reign, p116
Intensity: 4
Casting Time: Combative
Duration: Width in combat rounds, or until the caster moves
Attunement: Yes
Effect: This spell targets one person within a hundred feet of
the caster. When the spell takes effect, the target is paralyzed. He
remains locked, immobile, until the spell wears off or until the caster
moves. Note that the caster must remain completely still - even the
normal, automatic avoidance of blows breaks the spell.
Supple As A Vine
Self-made
Intensity: 4
Casting Time: Combative
Duration: Width in minutes
Attunement: Yes
Effect: This spell targets 2 to 10 creatures within 100 feet.
Those creatures gain the suppleness of a vine, enabling them to twist and
turn their limbs in strange positions - in game terms, they gain a +1d
to their Dodge Skill.
Willow Weariness
First Year Of Our Reign, p116
Intensity: 4
Casting Time: Combative
Duration: Width in minutes
Attunement: Yes
Effect: This spell only affects “the weak of spirit” – meaning,
Unworthy Opponents. The good news is, it targets 10-20 of them within
a hundred feet of one another. They can only be targeted when they are
not immediately fighting or doing anything active. It can’t be used
on them while they’re riding horses or operating a sailboat. But if
they’re lounging around a bar or performing guard duty or standing
at parade rest, they’re fair game.
When the spell takes effect, the targets fall into a tranquil,
dreamless slumber. They instantly wake up if they’re struck or if the
caster moves. (As with Statue Gripped, the caster must be completely
motionless.) Furthermore, if any of the targets are harmed while
wrapped in Weariness, the caster takes the same amount of damage to
the same hit location.
Weather Wisdom
First Year Of Our Reign, p91
Intensity: 1
Casting Time: Five minutes
Duration: Instant
Attunement: No
Effect: The caster runs water over his elbow or knee and,
looking at it, understands what the next day’s weather is likely to
be. Note that this predicts the weather’s natural course only. If
a sorcerer decides to call up a snowstorm or still the winds, Weather
Wisdom isn’t going to forecast that.
Oaken Seal
First Year Of Our Reign, p114
Intensity: 1
Casting Time: Four minutes
Duration: Width days
Attunement: No
Effect: This spell requires a piece of oak. Upon completing
the spell, you tap the piece of oak against a closed door or gate or
window. Until the enchantment wears off, that portal won’t open
except to the caster or to someone holding the piece of oak. The
door can still be forced, but it endures abuse as if the piece of oak
was sealing it at the door’s weakest point. Thus, if cast on the
flap of a tent, the flap’s second weakest point would give before
the oak-sealed part. A wooden door thus enchanted would behave as
if it was barred with the piece of oak. Obviously, a bigger piece
seals better and is stronger, but is more of a problem to hide or
carry around.
Hardwooden Cable
First Year Of Our Reign, p114
Intensity: 2
Casting Time: Four minutes
Duration: Height in hours
Attunement: No
Effect: When this spell is cast on rope or thread or string, it
becomes as inflexible and strong as a piece of hardwood the exact same
shape and thickness. The spell can only affect a single unbroken cable
or strand, but that strand can be up to a hundred feet long.
Watchwood
First Year Of Our Reign, p114
Intensity: 2
Casting Time: Four minutes
Duration: Width in days, or until activated
Attunement: Yes
Effect: This rather peculiar spell enchants a single piece of
wood, which can be as small as a pebble or as large as a boulder. Once
the spell succeeds, it does not begin until the caster can no longer
sense the piece – she walks away from it or drops it as she rides
off. The next time any person passes within a bowshot of the wood,
the caster knows it. The spell doesn’t provide any detail –
it doesn’t tell how many people or how close or what they looked
like – but the caster knows the first time someone gets near the
watchwood.
Advantages
Spells: 2 at Intensity 1 (1 points) (bought with XP)
Spells: 2 at Intensity 2 (2 points) (bought with XP)
Spells: 2 at Intensity 4 (4 points) (bought with XP)
Spells: 2 at Intensity 4 (4 points) (bought with XP)
Spells: 2 at Intensity 3 (3 points)
Spells: 2 at Intensity 2 (2 points)
Flawless Herbal Attunement (5 point Advantage)
Outwardly, there’s little sign of this attunement, except that your
eyes turn bright green. Inwardly, the changes are greater. You’re
resistant to poison. Specifically, no poison ever takes its major
effect. (See page 296-297 for the major and minor effects of various
poisons.) You become immune to many diseases, but anyone who tries to
use the Healing Skill on you has to overcome Difficulty 4. However,
you no longer need to eat, as you can refresh and restore yourself
with sunlight. When cut, you bleed sap.
Story
Background
Mother was famous high priestess of Hareke in Griffinvale. Died
two years ago by the hands of a filthy grayskin.
XP spent
Session | Cost | What |
5 | 4 | Two new spells (Immobile Roots, Supple as a Vine) at intensity 4 |
11 | 1 | Reroll |
13 | 10 | Improve stat Sense from 3 to 4 |
13 | 4 | Improve skill Healing to 4 |
13 | 2 | Improve skill Hearing to 2 |
13 | 2 | Improve skill Language: Smokt to 2 |
13 | 4 | Improve skill Dodge to 4 |
13 | 1 | Improve skill Fight to 1 |
13 | 2 | Improve skill Fight to 2 |
34 | 4 | Two new spells (Willow Weariness, Petty Defenders) |
34 | 1 | Two new spells (Weather Wisdom, Oaken Seal) |
34 | 2 | Two new spells (Wooden Cable, Watchwood) |
34 | 7 | Two new levels in Esoteric Discipline |
34 | 10 | Raise coordination to 2 |
TOTAL | 54 | |
Char costs:
Stats: 30 (0 + 10 + 10 + 0 + 10 + 0)
Skills: 42 (6 + 14 + 5 + 3 + 6 + 8)
ED: 3 (1 + 2)
Adv.: 10 (3 + 2 + 5)
Total: 85
DM Concept
Eén van de twee personages waarbij magie nog wel werkt, en bij hem is
het “divine magic” al maakt Reign daar geen verschil in qua regels.
Geboren in gevangenschap. Z’n moeder, een priesteres, was zwanger
van hem toen de Departure plaatsvond. De vader heeft gevochten om
de stad te beschermen maar is hierin gestorven. Heeft van z’n
moeder verhalen gehoord over hoe het was voor de Departure en hoe het
was om contact te hebben met de godin. Z’n moeder is het verlies
van z’n vader nooit echt te boven gekomen maar verloor nooit het
echte geloof in de godin -- zelfs al leek de godin volledig weg te
zijn. Uiteindelijk is ze gestorven aan ondervoeding en mishandeling
door een grayskin guard, maar niet voordat ze haar geloof aan haar
zoon had overgedragen. Waarschijnlijk was het het overlijden van
zijn moeder dat hem over de streep trok. Die avond droomde hij en de
volgende ochtend werd hij wakker met de zekerheid dat je zelfs zonder
goden kan geloven.
Stats: hoge Command, behoorlijk wat Charm/Sense,
lagere Knowledge. Deze priester doet alles vanuit gevoel en oprecht
medeleven. Is hij naief? Misschien.
Skills: Niet al te goed in een gevecht maar ook geen watje (je
kan in deze wereld niet zo lang leven zonder wat survival skills). Kan
behoorlijk wat leren van de Sage als hij niet zo gepassioneerd en
snel afgeleid was. Hoge Empathy, Fascinate, Inspire, Healing en wat
voor Skill er ook bij je magical school past.
Advantages/Problems: Stupidly Forgiving
Team: Gevangene.