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>"Boulder" Adams
>Galtar Thunderbeard
>Jouta Krillasdaughter
>Soniah
>Tharen Sigren
>Vaaluryan Thal Veran

^Characters

>Sandcat RPG stuff >After the Departure >Characters >Soniah

Soniah
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Name:Soniah
Race:Human
Profession:Hand in the smithy
Gender:Female
Age:18
Height:1.66m
Weight:54 kg
Starting team:Prisoners

Passions

Mission:
Duty: Learn everything there is to learn about your magic so you might defeat the gray skin oppressors.
Craving: Show the world how great you are.
 XP: ½

Problems

Stats and Skills

Body1 Sense2 Charm1 Coordination5 Command2 Knowledge2
Athletics
Endurance
Fight
Parry
Run
Vigor
1
3
1
0
0
3
Direction
Eerie
Empathy
Hearing
Scrutinize
Sight
0
3
0
2
0
1
Fascinate
Graces
Lie
Jest
Plead
3
0
0
0
1
Climb
Dodge
Ride
Stealth
Weapon: Daggers
Perform: Dance
Sorcery
0
5
0
0
2
4+MD
5
Haggle
Inspire
Intimidate
0
0
3
Counterspell
Healing
Language: Common
Language: Elven
Language: Grayskins
Lore
Strategy
Tactics
2
0
MD
1
1
1
3
0

Wounds and Armor


10
5-67-93-4
21

Esoteric Discipline

Follow Your Own Beat (1 Point): When performing tasks that require rhythmic synchrony, the bard can combine a number of Skills equal to his Hearing Skill without penalty. For instance, to mix Perform (Dance) and Flame Dance Sorcery into a single roll without the usual -1d penalty, the bard would need Hearing 2 to align the two Skills.

Monkey Dodge (1 point): You do not take a penalty for adding a Dodge to any action.

Bouncing Roll (2 points): As Monkey Dodge. Any attacks made against you are at Difficulty 2—even if you roll no successes. This protection goes into effect before any attacks are made.

Spells

Flame Dancers

Fiery Nimbus
Intensity: 1
Casting Time: Combative
Duration: Width in minutes
Attunement: No
Effect: After whirling a weapon through the air, the weapon becomes wreathed with dancing flames. While the spell is in effect, that weapon does an extra point of Killing damage. This spell must be combined with a Dance success. The caster must be holding the weapon to enchant it. Unlike most magic damage, AR ratings reduce this as if it was mundane damage.

Ignite
Intensity: 1
Casting Time: Combative
Duration: Instant
Attunement: No
Effect: This creates a small spark sufficient to light a campfire. The burst of flame is small enough that it only does 1 Shock to living targets. The casting roll must be combined with Dance.

Fireworks
Intensity: 1
Casting Time: Combative
Duration: Width minutes
Attunement: No
Source: Self-made
Effect: This spell launches fireworks into the area, giving a pretty display of fire magic. The appearance is of the caster's choosing, but it can not be detailed enough to create a convincing illusion. The firework is bright and visible in daylight (as long as not viewed backlit by the sun). This spell must be combined with a successful Dance roll.

Fiery Radius
Intensity: 2
Casting Time: Combative
Duration: Height in minutes
Attunement: Yes
Effect: While this spell is in effect, the dancer herself is surrounded by blazing heat. Anyone who gets close enough to touch the caster while the spell is up suffers an Area Killing fi re attack. (If you poke her with a lance or longspear, you're probably safe. If the spear has a wooden shaft though, kiss it goodbye. Attacking with a hand weapon shorter than nine feet is probably going to put you in harm's way.) The Area Dice are equal to the Width of the casting roll +1. The caster must combine this spell with a Dance success. While wreathed in flames, the character is visible at great distances at night, but should probably (at the GM's discretion) get an Intimidate bonus. As with all Area attacks, it produces a Morale Attack equal to half its dice rating. If you roll a 4x5 to activate it, it generates four dice of Area damage and a Morale Attack 2.

Immolate
Intensity: 2
Casting Time: Combative
Duration: Instant
Attunement: No
Effect: A bolt of fire shoots from the caster.s body to a target within a hundred feet. It does Width Killing when it strikes. The casting roll must be combined with Dance.

The Aggressor's Searing Punishment
Intensity: 2
Casting Time: Combative
Duration: Width in minutes
Attunement: No
Effect: This spell's roll is combined with
Dance and a gesture at an object. That object appears to burst into flames, but the fire does not consume it. However, anything (and anybody) touching the item takes 1 Killing per round until it is released or avoided. The item cannot be much larger than a human torso. It is quite possible to cast this on someone's helmet, their weapon, or the floor beneath their feet. This spell can be counterspelled if it's cast on something being worn or held.

Fiery Sphere
Intensity: 3
Casting Time: Combative
Duration: The spell lasts as long as the
caster keeps making successful Dance rolls
Attunement: Yes
Effect: Everyone within five feet of the caster is subjected to an Area 5 Killing attack every round. This is from fire, of course. The casting roll must be combined with Dance. Don't forget Morale Attack 3!

Restore from Ashes
Intensity: 3
Casting Time: Slow 3
Duration: Instant
Attunement: Yes
Effect: This spell reverses the effects of fire on an object. A burned-out log becomes whole and unblemished. A candle is good as new. When used on burned flesh, it restores a point of Shock damage, or turns a point of Killing damage into Shock, for each point of Width rolled. (Note that this healing only works for damage sustained from burns! It won.t do anything for cuts or bruises.) It cannot restore anything larger than a human torso. This spell must be combined with a successful Dance roll.

Flame strike
Intensity: 4
Casting Time: Combative
Duration: Instant
Attunement: Yes
Source: Flame dancer adaptaton of smoke sculptors' smoke scythe.
Effect: Several small balls of fire launch from the flame dancer's fingertips and strike a designated area within 100 feet. The balls explode into a huge inferno. Depending on the spacing 2 to 10 creatures get hit by an Area 2 Killing attack. It cannot be counterspelled or parried, but can be dodged. This spell must be combined with a successful Dance roll.

Wall of Fire
Intensity: 5
Casting Time: Combative
Duration: The spell lasts as long as the
caster keeps making successful Dance rolls
Attunement: Yes
Source: Modifications from smoke sculptors' minor smoke structure and flame dancer's fiery sphere.
Effect: Flame dancer blankets an area in 10 foot high flames. The area can be designated by the flame dancer, as long as it is visible and within 500 feet. The area is equivalent to an 80 foot long, 1 foot wide wall, but can take any shape. Anyone trying to pass through the wall will suffer an Area 2 Killing Attack. Anyone present in the area before casting, can try to dodge to avoid taking damage. This spell must be combined with a successful Dance roll.

Afterimages
Intensity: 5
Casting Time: Combative
Duration: Width minutes
Attunement: Yes
Source: Self-made
Effect: Flame Dancer burns so bright, it becomes hard to look straight at her. All physical attacks against her at a 5 difficuly. This spell must be combined with a successful Dance roll.

Potential new spells

Also see insensity calculations on Google Docs for the self-made spells.

Advantages

Spells: 2 of intensity 1 (1 point)
Spells: 2 of intensity 2 (2 points)
Spells: 1 of intensity 2 (1 point)
Spells: 2 of intensity 3 (3 points)
Flawless Flame Dancer Attunement (5 point Advantage)
In addition to the ability to cast Flame Dances whenever desired, the fully attuned Flame Dancer is largely immune to the vicissitudes of temperature. She takes no damage from heat, ever, regardless of intensity. Furthermore, her internal energy is so hot that she has AR3 against damage from cold. When cut, her blood ignites. Grappling a Flame Dancer who has taken Killing damage is a recipe for a point of Killing damage on a randomly determined location. While their skin feels, at most, only slightly warm to the touch, the intense energies banked within make the permanently attuned Flame Dancer sterile.

Beauty (1 point Advantage)
"Prettiest girl in the village". Any time you roll a low success with your Fascinate or Graces Skills, the height is consider to be at least 3.

Story

Background

Born in captivity and was put to work in the library by the Eraldirri council. Managed to decipher old elven books which mentioned an old order of Flame Dancers. Compounded with her own interest in dancing she started reading and ambitiously tried the moves and rituals described. After much trial and error she found that it actually described some kind of elven dancing magic, which managed to unlock. Spurred onward by the fact that she is one of the few she started to understand that she was the only one capable of casting magic and that the truly is someone special!

Secretly dreaming of thwarting the Eraldirri council and only focused on her own studies she started the neglecting her appointed duties. When confronted by this she used her newfound magic to utterly destroy her captors, or, so she thought. It actually totally failed and she was thrown into the labor camp with the rest of the common primoners.

There, she worked in the smithy, because, somehow, she seemed to have developed a resistance to fire, which ofcourse is quite useful in a smithy. Sometimes she could forget her troubles doing the monotonous work in the smithy and soon befriended Galtar Thunderbeard, who could also offer her some protection from the constant threats in the camp.

Char costs:

Stats: 30 (0 + 5 + 0 + 20 + 5 + 5)
Skills: 37
Adv.: 13 (5 + 7 + 1)
Total: 85

DM Concept


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