wizuriel
2011-07-31, 09:34 PM
So I frequent the ffg forums and the past few weeks was a thread on people who enjoyed the art/idea of the system, but had yet to play a game. I'm currently in Littlebottom's game here, so figured would try my hand at gming. Since a few of the members have read the 1 (good) published adventure I took pathfinders Rise of the Runelords and currently Animatizing it.
Backstory:
Gabriel is the principality best known for its wealth and beauty. Le Drac is the newest city in this ancient principality. Around 80 years ago 4 prominent families decided to leave the busy capital of Gabriel and make their own little town to retire in. The Scarnettis were a family of loggers, The Valdemars known for shipbuilding, The Kaijitsus were famous glassmakers and the Deverins were master brewers and farmers. At first there was a problem acquiring the land the families wanted. There was this rich fertile ground just off the coast of the Inner Sea, which was for some reason owned by the Templars of Tol Rauko. The 4 families petitioned the Arch Chancellor who in turn petitioned the Templars to give up their claim. The Templers sent a crew over to survey the land and eventually agreed to sell the land. With the land bought and paid for construction of the town quickly began. Many workers from Chauville found themselves with good employment building the new city and the small retirement town quickly became a small city. When the town was done many of the workers decided to permanently move to Le Drac, giving it a small city, big town atmosphere.
About a year ago Le Drac suffered its first major hardships. There was the incident were a local wood carver went on a killing spree. A short while later the town suffered from some mysterious fires that burnt down the old cathedral, killing the local priest father Scott (who was with the town since it was finished) and his adopted daughter and many others. A great loss to the town, Father Scott was truly blessed by Abel himself. The younger members of the 4 families decided to take this opportunity to show their wealth and make their own contribution to the city. They pooled their funds together to make a new, bigger, better cathedral than their fathers/grand fathers. Today is Weihnacht and the city is ready to celebrate the appearance of the messiah and the completion of the grand cathedral.
And the party:
Keira Ó Ruaidhín
She was an orphan found wandering the woods of Alberia. Her village had been attacked and the people were slaughtered by the Tuan Dalyr. She was the only survivor. Half-starved she snuck up upon a caravan and stole their food. She almost got away, but unfortunately one of the guards from the camp had caught her. The woman she encountered easily took the girl and decided to bring her with her. After learning of the tale the woman kept the girl by her side for a while, studying her. She had noticed something quite peculiar about the girl. She was able to see things she should not have been capable of. Over time the girl grew fond of the woman, but once she had completed the job of guarding this mysterious caravan (A Samael delivery) she decided to take the girl to the island of Selene, where she would learn to become one of the sisters. This girl is Celsus, standing at 5’ 2” at the age of 16. She has just completed her trial to become an adept. A few years ago a noblewomen from Gabriel contacted the sisterhood requesting they have someone watch the town for any supernatural activites. So far this assignment has had no activites so the sisterhood changes who is in charge every now and then. Now it is '"Keira's" turn to watch.
attributes
Agility: 9
Constitution: 7
Dexterity: 8
Strength: 6
Intelligence: 6
Perception: 8
Power: 6
Willpower: 5
Core abiltiies
Class: Acrobatic Warrior
LP: 95 (base) + 10 (class) = 105
Initiative: 20(Base) + 10 (class) + 20 (Unarmed) + 10 (agility) + 10 (dex) = +70
Actions: 3
Fatigue: 7
Movement: 9
Size: 13
Appearance: 9
Advantages: 6
Venomous Essence 1
See Supernatural 1
Martial Knowledge 2
Ki Recovery 1
Natural Armor 1
Disadvantages: 3
Dirty Little Secret 1 (She is a member of selene; an adept in training)
Code of Conduct 1 (Selene’s rules)
Debt 1 (to the order of selene)
Resistances
Physical Resistance: 30 + 5 (con) = 35
Disease Resistance: 30 + 5 (con) = 35
Venom Resistance: 30 + 5 (con) + 20 (Venomous Essence) = 55
Magic Resistance: 30 + 5 (pow) = 35
Psychic Resistance: 30 + 0 (will) = 30
Primary abilities
Primary Abilities: 360 DP
Attack: 65 (130 DP) + 5 (class) +10 (dex) = +80
Dodge: 55 (110 DP) +5 (class) +10 (agi) +10 (Lama) = +80
Martial Arts: 80 DP
Aikido (Basic) 10 DP (first art)
Tai Chi (Advanced) 50 DP
Lama (Basic) 20 DP
Accumulation Multiples x0
Secondary abilities
Athletics: 2 per (70)
Acrobatics: +20 (40 DP) +10 (class) + 10 (Agi) = 40
Jump: +10 (class) + 5 (Str) = 15
Athleticism: +10 (class) + 10 (Agi) = 20
Ride: +5 (10 DP) + 10 (Agi) = 15
Swim: +5 (10 DP) + 10 (Agi) = 15
Climb: +5 (10 DP) + 10 (Agi) = 15
Vigor: 2 per (10)
Composure: +5 (10 DP) + 0 (WP) = 5
Perception: 2 per (20)
Notice: +5 (10 DP) + 10 (Per) = 15
Search: +5 (10 DP) + 10 (Per) = 15
Intellectual: 3 per
*Memorize: +10 (Misc) + 5 (Int) = 15
Social: 2 per (50)
**Sense Motive: + 10 (Natural Bonus) + 10 (Perc) = 20
Etiquette: +10 (20 DP) + 5 (Int) = 15
*Persuasion: +10 (20 DP) + 10 (Misc) + 5 (Int) = 25
*Streetwise: +10 (Misc) + 5 (Int) = 15
Style: +5 (10 DP) +10 (class)) + 5 (Power) = 20
Subterfuge: 2 per (70)
*Disguise: + 20 (40 DP) +10(Misc) + 10 (Dex) = 40
Hide: +5 (10 DP) + 10 (Per) = 15
Poisons: +10 (20 DP) + 5 (Int) = 15
**Stealth: + 10 (Natural Bonus) + 10 (Agi) = 20
Creative: 2 per (20)
Sl. of hand: +10 (class) + 10 (Dex) = 20
*Dance: +5 (10 DP) +10 (Misc) + 10 (Agi) = 25
Music: +5 (10 DP) + 5 (Pow) = 10, 50 (flute*) +40 (Specialization Flute)
Ki
Ki MK = 25 (class) + 30 (tai chi) + 80 (Martial Mastery) + 20 (DP) = 155
Abilities: 130 MK Limit: xx
Use of Ki (40 pts)
Ki Control (30 pts)
Energy Armor (10 pts)
Use of Necessary Energy (10 pts)
Presence Extrusion (10 pts)
Physical Shield (10 pts)
Weight Elimination (10 pts)
Increased Damage (10 pts)
Dominion Techniques: (20 MK)
Ghost Dance (20 MK): Level 1 Technique
Main Effect: Intagibility Can be maintained Cost: 3 willpower, 3 power. Costs 2 generic ki to maintain
Ki Pool / Accumulation
Agility: 9 / 1
Constitution: 7 / 1
Dexterity: 8 / 1
Strength: 6 / 1
Power: 6 / 1
Willpower: 5 / 1
Total : 41
equipment
Combat Damage:
aikido: (10 + Strength mod. (+10) (20 base damage.) + 2x opponents strength mod for counter)
Tai Chi (20 + 2x Power mod (5) Impact. Damage 30)
Lama: (10 + strength (20 Damage) Impact) Total Damage: 40 (10 increased damage + 30 tai chi.)
A horse
a decorative dagger
A Ball gown (5 GC)
earrings(2 GC)
comb (3 GC)
small metal mirror (1 GC)
soap (1 SC)
oil (5 CC)
Oil Lamp (20 SC)
torch (2 CC)
chalk (5 CC)
2x blankets(2 SC)
backpack(30 SC)
decent perfume (35 SC)
small tent(1 GC)
A Flute (unknown cost)
leather armor(5 GC)
leather hood (40 SC)
large chest(25 SC)
A Decent Lock is on the chest (10 SC)
15GC
Mikoto Isumi
Mikoto is a Ninja in training from Shivat and was sent out by his family to see the world and experience many different types of fighting styles so that he could learn a way to combat them. He was given his family Quarter staff and rations of food. He makes his living being a mercenary. His fox like clothing and his inquisitive nature tends to gather a lot of attention.
Ability Score
Agility: 9
Con: 7
Dex: 9
Str: 7
Int: 5
Per: 7
Power: 5
Will: 5
Core statistics
Class: Acrobatic Warrior
LP: 95+10(class) = 105
Init: 20+10(agility)+10(dex)+10(class)+25(misc) = 70
Race: Daimah (20dp)
Actions: 3
Fatigue: 7
MOvement: 9
Size: 11
Advantages
Ambiextrous(1)
Quick Reflexes(1)
Animal Affinity(1)
Primary Abilities
Attack 60 (120 dp)+10(dex)+5(class)=75
Dodge 65(130 dp)+10(agi)+5(class)=80
Wear Armor 10(10 dp)
Ninja Module (50dp)
Secondary Abilities
Athletics: 2 per [180]
Acrobatics*: 35(70dp) +10(Agi) +10 (class)+10(misc) = 65
Athleticism*: 30(60dp) +10(Agi) +10(class)+10(misc) = 60
Climb*: 10(20dp) +10(Agi)+10(misc) = 30
Jump* : 10(20dp) +5(Str)+10(class)+10(misc) = 35
Ride: +10(Agi) -30(untrained) = -20
Swim: -30(untrained)+5(10dp) +10(Agi) = -15
Creative: 2per [50]
Art: +5(PoW) -30(untrained) = -25
Dance: -30(untrained) = -25
Forging: +10(Dex) -30(untrained) = -20
Music: -30(untrained) = -30
Sleight of Hand*:25(50dp)+10(Dex)+10(class)+10(misc)=55
Perceptive: 2 per [40]
Notice: -30(Untrained) = -30
Search: -30(Untrained) = -30
Track: -30(untrained) = -30
Style=20(40dp) +0(power) +10(Class) =30
Social: 2 per [0]
Intimidate: -30(untrained) = -25
Leadership: -30(untrained) = -25
Persuasion= -30(untrained) = -30
Subterfuge: 2 per [0
Disguise: +10(Dex) -30(untrained) = -20
Hide: -30(untrained) = -30
Lockpicking: +10(dex) -30(untrained) = -20
Poisons: -30(untrained) = -30
Theft: +10(Dex) -30(untrained) = -20
Trap Lore: -30(untrained) = -30
Stealth: +10(Agi) -30(untrained) = -20
Intellectual: 3 per [0]
Animals: -30(untrained) = -30
Appraisal: -30(untrained) = -30
Herbal Lore: -30(untrained)=-30
History: -30(untrained) = -30
Memorise: -30(untrained) = -30
Magic Appraisal: -30(untrained) = -30
Medicine: -30(untrained) = -30
Navigation: -30(untrained) = -30
Occult: -30(untrained) = -30
Sciences: -30(untrained) = -30
Vigour: 2 per [0]
Composure: -30(untrained)= -30
Feats of Strength:-30(untrained)+5(str)=-25
Withstand Pain: -30(untrained)=-30
Equipment
He has his quarter staff, a backpack, week worth of clothes and 30G
Professor Fredrick Strom
Professor Fredrick Storm was a former professor from Lucrecio. While teaching at the university he discovered he appeared to have psychic powers. This discovery though was also noticed by Wesencraft. Not wanting to join the organization he fled to Gabriel with little more than the clothes on his back. He currently teaches at Le Drac's local school.
Characteristics
Agi 5
Con 5
Dex 8
Str 5
Int 8
Per 7
Pow 6
Wp 12 (+2 from advantages)
Core statistics
Class: Mentalist
Level: 1
Life Points: 75 (70 base + 5 class)
Size: 10 5’8 195lbs
Appearance:6
Movement: 5 (55ft)
Fatigue: 5
Init: 20+10(dex)+5(class) = 35
Advantages:
Access to any Psychic Discipline (-2)
Increase Characteristics (Willpower +2) (-2)
Aptitude in a Field (Intellectual) (-2)
Acute Sense (-1)
Disadvantages:
Bad Luck (+1)
Psychic Exhaustion (+1)
Psychic Consumption (+2)
Psychic abilities: 340dp
Power Points: 22(220dp) +1(class) = 23 PP
Affinities: Telepathy (1pp) Psychokinesis (1pp)= 2pp
Powers: Mind Reading, Mental Research, Alter Memories, Area, minor psychokinesis, Psychokinetic Shield, Shatter= 7pp
Innate Slots: 3 (6pp)
Psychic Potential: +80 (wp) +30 (6pp)= 110
Free Power Points: 2pp
Psychic Projection: 60 (120dp)+10 (Dex)
Secondary abiltiies: 240dp
Athletics: 2 per [0]
Swim: -30 (untrained)= -30
Ride: +10 (misc) = 10
Jump : -30 (untrained)= -30
Climb: -30 (untrained)= -30
Athleticism: -30 (untrained)= -30
Acrobatics: -30 (untrained)= -30
Creative: 2per [0]
Art: +5(PoW) -30(untrained) = -25
Dance: -30(untrained) = -30
Forging: +10(Dex) -30(untrained) = -20
Music: +5(PoW) -30(untrained) = -25
Sleight of Hand: +10(Dex)-30 (untrained)=-20
Perceptive: 2 per [20]
Notice: 5(10dp) +5 (Per) +30 (Ac. Sense)+10 (misc)= 50
Search: 5(10dp) +5 (Per) +30 (Ac. Sense)+10 (misc)= 50
Track: -30(untrained) +5 (Per)= -25
Social: 2 per [60]
Intimidate: +20(WP) +10 (20dp) = 30
Leadership: +5(PoW) -30(untrained) = -25
Persuasion= +20(40dp) +10 (INT) = 30
Style=+5(power) -30 (untrained)= -25
Subterfuge: 2 per [30]
Disguise: +10(Dex) +15(30dp)+10(nat) = 35
Hide: +5 (Per) -30(untrained) = -25
Lockpicking: +10(dex) -30(untrained) = -20
Poisons: +10 (int) -30(untrained) = -20
Theft: +10(Dex) -30(untrained) = -20
Trap Lore: +5 (Per) -30(untrained) = -25
Stealth: -30(untrained) = -30
Intellectual: 1 (Aptitude in field) per [150]
Animals: -30 (untrained) +10 (Int)= -20
Appraisal: +10 (10dp) +10 (Int) = 20
Herbal Lore: +10 (10dp) +10 (Int) = 20
History:+10 (10dp) +10 (Int) = 20
Memorise: +20 (20dp) +10 (misc) +10 (Int) = 40
Magic Appraisal: -30 (untrained) +5(pow) = -25
Medicine:+40 (40dp) +10 (Int) = 50
Navigation: +10 (10dp) +10 (Int) = 20
Occult: +10 (10dp) +10 (Int) = 20
Sciences: +40 (40dp) +10 (Nat) +10 (Int) = 60
Vigour: 2 per [0]
Composure: +20(WP) +10(Misc) = 30
Feats of Strength: -30 (untrained)= -30
Withstand Pain: -30 (untrained) +20(WP)= -10
Takeshi
Shiroichi Takeshi, 17. A young Ryuan boy born in the capital city of Phaion, Markushias, to a relatively wealthy family. Takeshi hold himself to strict beliefs rising from how he was raised, and also because he was bullied due of his small stature and inherant inability to protect himself. He has sworn that he will never hit a woman, he will never turn a blind eye to evil, he will always help the innocent who are in danger, and he will never take the life of another man. In order to uphold his beliefs Takeshi took to the study of martial arts, however he is prone to misfortune and had little luck in finding a suitable dojo or master to train him. In a strange turn of misfortune to fortune, he ran into an unpleasant situation which lead him to his masters.* He joined a dojo which housed 6 different masters of a variety of different martial arts, who were at first hesitant to train Takeshi. However, seeing as he held much the same beliefs as themselves they changed their minds. Unfortunately for Takeshi his masters were truly powerful, and had rather insane ideas about what training was. He usually ended the day dead tired, half dead you might say, and every muscle aflame. Altogether another issue with this dojo was that his masters had made enemies of pretty much the entire criminal underworld with their tendency to meddle and apprehend them. This led Takeshi to be a natural target for them as well. After only a year of training his masters disappeared, leaving a note that said "We'll be back later, keep up the work on your basics." They had been gone for over a month when he decided rather than waiting around he would go out and search for them. Hearing a rumour the local mob was paid from those in Gabriel Takeshi finds himself in the small city of Le Drac
Ability Score
Agility: 7
Constitution: 8
Dexterity: 8
Strength: 8
Intelligence: 5
Perception: 5
Power: 7
Willpower: 7
Core Statistics
Class: Tao
LP: 110 +10 (class) +20 (Hard to Kill) = 140
Initiative: 20(Base) +5(agility) +10(dex) +20(Unarmed) +5(class) = 60
Actions: 3
Fatigue: 8
Movement: 7
Size: 16
Resistances
Physical Resistance: 30 +10 = 40
Disease Resistance: 30 +10 = 40
Venom Resistance: 30 +10 = 40
Magic Resistance: 30 +5 = 35
Psychic Resistance: 30 +5 = 35
Advantages: 6
Total Accumulation : 2
Martial Mastery 2: 2
Hard to Kill 2: 2
Disadvantages: 3
Powerful Enemy 1: 1
Unfortunate: 1
Code of Conduct: 1
Primary Abilities: 360 DP
Attack: 80(160dp) +10(dex) = 90
Block: 60(120dp) +10(dex) = 70
Martial Arts: 35 DP
Kempo (basic): 5dp
Kung Fu (basic) :10dp
Grappling (basic) :10dp
Muay Thai (basic) :10dp
Accumulation Multiples 3: 45dp
Secondary Abiltiies: 240dp
Athletics: 2 per [120]
Athleticism: 15(30dp) +5(Agi) +10(Misc) = 30
Acrobatics: 20(30dp) +5(Agi) +10 (Misc) = 35
Climb: 10(20dp) +5(Agi) = 15
Jump : 10(20dp) +10(Str) = 20
Ride: 5(10dp) +5(Agi) = 15
Swim: 5(10dp) +5(Agi) = 10
Creative: 2per [0]
Art: +5(PoW) -30(untrained) = -25
Dance: -30(untrained) = -25
Forging: +10(Dex) -30(untrained) = -20
Music: +5(PoW) -30(untrained) = -25
Sleight of Hand:10(20dp)+10(Dex)+10(Misc)=20
Perceptive: 2 per [40]
Notice: 10(20dp) = 10
Search: 10(20dp) = 10
Track: -30(untrained) = -30
Social: 2 per [10]
Intimidate: +5(WP) -30(untrained) = -25
Leadership: +5(PoW) -30(untrained) = -25
Style= 5(10dp) +5(power) +5 (Class) = 15
Persuasion= -30(untrained) = -30
Subterfuge: 2 per [0]
Disguise: +10(Dex) -30(untrained) = -20
Hide: -30(untrained) = -30
Lockpicking: +10(dex) -30(untrained) = -20
Poisons: -30(untrained) = -30
Theft: +10(Dex) -30(untrained) = -20
Trap Lore: -30(untrained) = -30
Stealth: +5(Agi) -30(untrained) = -25
Intellectual: 3 per [0]
Memorise: -30(untrained) = -30
Vigour: 2 per [80]
Composure: +5(WP) +10(Misc) +5(Nat) = 20
Feats of Strength: 20(40dp) +10(Str) +10(Natt) = 40
Withstand Pain: 20(40dp) +5(WP) = 25
Ki
Ki
MK = 30(class) +80(martial mastery) = 110
Limit: 10
Custodium: Limit of Protection
Abiltiies: 70
Use of Ki: 40
Ki Control: 30
Techniques: 20
Strongest Combo #1: +40 Attack, +40 Damage
-Ki Cost: 4 Dex, 5 Str
-MK Cost: 20
Ki Pool / Acuumulation
Agility: 7 / 1
Constitution: 8/ 1
Dexterity: 8 / 2
Strength: 8 / 3
Power: 7 / 1
Willpower: 7 / 1
Total : 45
Equipment
Finances: 39 GC, 90 SC, 100 CC
A horse
Clothes: Pants x 3, Shirt x 5, Jacket x 2, Coat, Scarf, Gloves, Belt, Handkerchief x 2, Man's Kimono,
Martial Arts Dougi*, Hand Wraps
Footwear: Walking Boots, Shoes
Miscellaneous: Backpack, Blanket x 2, Decent Rope (30 ft), Soap, Flint and Tinder, Small
Blank-pagrd Book, Ink, Feather Pen, Torch x 3, Field Rations (Good), Small Metal
Mirror, Small Bag
Weapon and Armour: Staff, Armguards (treat as Buckler), Padded +5*
Weight: Clothing 15 lbs, Misc 17 lbs, Weapons and Armour 11 lbs, Food 20 lbs
-Total Weight, 63 lbs
Leina "Lenneth" de Clare
Leina was a 3rd daughter to a minor noble family from Dupois in Gabriel. She was born with strange tattoos that worried her parents. They decided that she was blessed, but kept her out of sight just be safe. Being the youngest child she was able to get away with far more than her siblings. Instead of learning business like her older brother or etiquette like her sister, she perfered to learn fencing. Still her tutoris were insist she learn how to function in society. When Leina turned 18 though tragedy struck. Some deal went bad and her family quickly fell out of favour at court. A few days later assassins struck killing everyone but Leina who was out of the house that night. The town guard held an investigation but the assassins or their employers could not be found. Leina used her inheritance though to try and find her family's killers herself. She eventually found the assassins were called The Raven Wood band under the employee of Count Mikeal Eldridge. Leina seduced Mikeal during a dance and killed the count. Unfortunately a lot of people saw him leave with Leina and the town guard were quickly after her. Having no choice she fled the city and headed to the smaller city of Le Drac taking the name Lenneth.
A few times a night Leina is visted by nightmares in her sleep. She keeps finding herself in some old ruin, that oddly looks very futuristic and alien. She has the feeling she is looking for something/someone and its very important. A voice keeps telling her "this is your destiny". After that the dream becomes odd images, there is some symbol but she can never remember it the next day
Abilities
STR: 6
DEX: 9
AGI: 8
CON: 6
INT: 5
POW: 5
WIL: 10
PER: 5
Core Statistics
class: Warrior Mentalist
Race: Ebudan (10dp since she hasn't finished her quest)
Size: 12
App: 9
Initiative: 20 +5 (Class) +10(Dex)+10(Agi) +45 (Quick Reflexes) = 90
LP: 85+10(class) = 95
Mov: 8
Fatigue: 6
Regeneration: 1
PhR: 30 +5 (Constitution) =35
VR: 30 +5 (Constitution) = 35
DR: 30 +5 (Constitution) = 35
MR: 30 +0 (Power) = 30
PsR: 30 +15 (Willpower) = 45
HP: 85 +10 (Class) = 95
DISADVANTAGES (5):
Powerful Enemy (1)
Psychic Consumption (2)
Adverse Destiny (2)
ADVANTAGES (3+5):
Access to a Psychic Discipline (1)
Psychic Inclination (2)
Quick Reflexes (2)
Martial Mastery 1 (1)
Jack of All Trades (2)
Primary abilities: 300dp
Attack (Spear): 75 (150) +5 (Class) +10 (Dex) = 82
Block (Full Shield): 75 (150) +5 (Class) +10 (Dex) +10 (Buckler) = 90/100
Wear Armor: 0 (0) +5 (Str) = 5
Psychic abilities: 270
Mind Sets (30DP):
Introversion
Psychic Points: 1 (Class) +16 (240DP) = 17
Access to Physical Increase (1): Increase Ability (1), Increase Strength (1), Increase Reaction (1).
Innate Slots = 3 (6).
+30 Psychic Potential = 6
Free Psychic Points: 1.
ki - 60MK
Use of Ki 40
Presence Estrusion 10
Aura Extension 10
Secondary Abilities: 20dp
ATHLETICS: 0DP
Acrobatics: 10 (Jack) +10 (Agi) +10 (Natural) = 30
Athleticism: 10 (Jack) +10 (Agi) = 20
Climb: 10 (Jack) +10 (Agi) = 20
Jump: 10 (Jack) +5 (Str) = 15
Ride: 10 (Jack) +10 (Agi) +10 (Bonus) = 20
Swim: 10 (Jack) +10 (Agi) -5 (Armor) = 15
SOCIAL: 0DP
Intimidate: 10 (Jack) +15 (Wil)-40 = -15
Leadership: 10 (Jack) +0 (Pow)-40 = -30
Persuasion: 10 (Jack) +0 (Int) +10 (Bonus)-40 = -20
Style: 10 (Jack) +0 (Pow) = 10
Sense Motive: 10 (Jack) +0 (Per) = 10
Trading: 10 (Jack) +0 (Int)-40 = -30
Streetwise: 10 (Jack) +0 (Int)-40 = -30
Etiquette: 10 (Jack) +0 (Int)-40 = -30
PERCEPTION: 0DP
Notice: 10 (Jack) +0 (Per) = 10
Search: 10 (Jack) +0 (Per) = 10
Track: 10 (Jack) +0 (Per) = 10
INTELLECTUALS: 0DP
Animals: 10 (Jack) +0 (Int) = 10
Appraisal: 10 (Jack) +0 (Int) = 10
Herbal Lore: 10 (Jack) +0 (Int) = 10
History: 10 (Jack) +0 (Int) = 10
Medicine: 10 (Jack) +0 (Int) +10 (Bonus) = 20
Memorize: 10 (Jack) +0 (Int) = 10
Navigation: 10 (Jack) +0 (Int) = 10
Occult: 10 (Jack) +0 (Int) = 10
Science: 10 (Jack) +0 (Int) = 10
Law: 10 (Jack) +0 (Int) = 10
Tactics: 10 (Jack) +0 (Int) = 10
VIGOR: 20DP
Withstand Pain: 10 (Jack) +10 (20DP) +10 (Bonus) = 30
Composure: 10 (Jack) +15 (Wil) +10 (Bonus) +15 natural = 50
Feats of Strength: 10 (Jack) +5 (Str) = 15
SUBTERFUGE: 0DP
Disguise: 10 (Jack) +10 (Dex) = 20
Hide: 10 (Jack) +0 (Per) = 10
Lock Picking: 10 (Jack) +10 (Dex) = 20
Poison: 10 (Jack) +0 (Int) = 0
Stealth: 10 (Jack) +10 (Agi) -5 (Armor) = 15
Theft: 10 (Jack) +10 (Dex) = 20
Trap Lore: 10 (Jack) +0 (Per) = 10
CREATIVE: 0DP
Art: 10 (Jack) +0 (Pow) = 10
Dance: 10 (Jack) +10 (Agi) = 20
Music: 10 (Jack) +0 (Pow) = 10
Sleight of Hand: 10 (Jack) +10 (Dex) = 20
Forge: 10 (Jack) +10 (Dex) = 20
Equipment
EQUIPMENT:
Spear (lance rules): (Damage: 40 [45/50], Speed +5, Req. Str. 4/6, Primary Thrust, Secondary -, Pole, Throwable/One- or Two-Handed, Fortitude 23, Breakage 7, Presence 25)
Buckler: (Damage: 15 [30], Speed -15 Special, Req. Str.5, Primary Impact, Secondary -, Shield, +10Block/+5Dodge Special, Fortitude 24, Breakage 5, Presence 20)
Armored Longcoat: (Cut1, Imp0, Thr2, Hea1, Ele2, Col2, Ene0, Req0, Nat-5, Mov0, For10, Pres25, Complete, Soft)
Leather Hood: (Armor Requirement 0, Perception Penalty 0, Fortitude 10, Presence 15, Head, Soft, Cut AT1, Impact AT0, Thrust AT2, Heat AT1, Electricity AT3, Cold AT1, Energy AT0)
Unarmed: Damage 10, speed +20, primary impact. Precise
A horse
Clothes:
Women’s Underwear x 7 ( 2 x 7 = 14 SC)
Dress x1 (5 SC)
Ball gown x1 (5 GC)
Shirt x4 (2x 4 = 8 SC)
Coat x1 (5 SC)
Pants x4 (1 x 4 = 4 SC)
Glove x1 (1 x 2= 2 SC)
Walking Shoes x 1 (5 SC)
Broad Brim Hat x 1 (2 SC)
Personal Items:
Comb ( 3 GC .5 LB)
Earrings x 2 ( 2x2= 4GC .1LB)
Necklace (4 GC .5LB)
Fan (1GC .25LB)
Ring x 2 (2x2 =4GC .5LB)
Bracelets x2 (2x2 =4GC .5LB)
A small chest
A family heirloom
Money left (24.5 Gc)
Ameiko Kaijitsu (NPC for in case of emergency / too many missing people :D)
Character Information
Class: Warlock
Age: 20
Height: 5'6
Weight: 110
Ability scores
Strength: 5
Dexterity: 6
Agility: 8
Constitution: 6
Intelligence: 8
Power: 8
Willpower: 6
Perception: 8
Core Statistics
Movement: 8-1 = 7
Max Actions: 3
Lifepoints: 85 + 10(class) = 95
Initiative: 20(base)+5(dex)+10(agility)+5(class) = 40
Disease Resistance: 30+5 = 35
Magic Resistance: 30+10+10(gift) = 50
Physical Resistance: 30+5 = 35
Venom Resistance: 30+5 = 35
Psychic Resistance: 30+5 = 35
Advantages:
The Gift (2)
Unspoken casting (1)
Gesturless casting (1)
Jack of all trades (2)
Disadvantages:
Deep Sleeper (1)
Unlucky Destiny (2)
Primary abilities: 230
Attack: 55(110)+5(dex)+5(class) = 65
Dodge: 50(100)+10(agility)+5(class) = 65
Wear Armour: 10(20dp) = 10
Supernatural: 300DP
Theorm: Onmyodo
MA Multiple: 2(100)
level: 30(30) = 30
magic projection as attack/defense = 150dp
Zeon: 110(base)+100(20dp)+20(class) = 230
MA: 10*3 = 30
Spell Levels: 30(base)+30 = 60
meta Magic: 5
Hidden Magic
Spells: 54
Dark: 24
Illusion: 26 (sub path literature)
Essence: Heal (4)
FA 10: Pen of Reality
FA 10: Jump
FA 10: Opening
FA 20: Missive
FA 20: Fog
FA 20: infinite bag
FA 30: Travel Journal
FA 30: Climb
Secondary Abilities: 70 DP
ATHLETICS: 0DP
Acrobatics: 10(Jack)+10(Agi) = 20
Athleticism: 10(Jack)+10(Agi)+10(bonus1)+10(natural) = 40
Climb: 10(Jack)+10(Agi) = 20
Jump: 10(Jack)+0(str) = 10
Ride: 10(Jack)+10(Agi) = 20
Swim: 10(Jack)+10(Agi) = 20
SOCIAL: 0DP
Intimidate: 10(Jack)+5(will) = 15
Leadership: 10(Jack)+10(Pow) = 20
Persuasion: 10(Jack)+10(Int) = 20
Style: 10(Jack)+10(Pow) = 20
Sense Motive: 10(Jack)+10(Per)+10(bonus 2) = 30
Trading: 10(Jack)+10(Int) = 20
Streetwise: 10(Jack)+10(Int)+10(bonus 3) = 30
Etiquette: 10(Jack)+10(Int) = 20
PERCEPTION: 10DP
Notice: 10(Jack)+10(Per) = 20
Search: 5+(10dp)+10(Jack)+10(Per) = 25
Track: 10(Jack)+10(Per)+10(natural) = 30
INTELLECTUALS: 0DP
Animals: 10(Jack)+10(Int) = 20
Magic Appraisal: 10(Jack)+10(Int)+5(class)+10(bonus 4) = 35
Appraisal: 10(Jack)+10(Int) = 20
Herbal Lore: 10(Jack)+10(Int) = 20
History: 10(Jack)+10(Int) = 20
Medicine: 10(Jack)+10(Int) = 20
Memorize: 10(Jack)+10(Int) = 20
Navigation: 10(Jack)+10(Int) = 20
Occult: 10(Jack)+10(Int) = 20
Science: 10(Jack)+10(Int) = 20
Law: 10(Jack)+10(Int) = 20
Tactics: 10(Jack)+10(Int) = 20
VIGOR: 20DP
Withstand Pain: 10(20dp)+10(Jack)+5(will) = 25
Composure: 10(Jack)+5(will) = 15
Feats of Strength: 10(Jack)+0(Str) = 10
SUBTERFUGE: 0DP
Disguise: 10(Jack)+5(Dex) = 15
Hide: 10(Jack)+10(Per) = 20
Lock Picking: 10(Jack)+5(Dex) = 15
Poison: 10(Jack)+10(Int) = 20
Stealth: 10(Jack)+10(Agi)+10(bonus5) = 30
Theft: 10(Jack)+5(Dex) = 15
Trap Lore: 10(Jack)+10(Per) = 20
CREATIVE: 40DP
Art: 20(40dp)+10(Jack)+10(Pow)+60(calligraphy) = 100
Dance: 10(Jack)+10(Agi) = 15
Music: 10(Jack)+10(Pow) = 20
Sleight of Hand: 10(Jack)+5(Dex) = 15
Forge: 10(Jack)+5(Dex) = 15
Cooking: 10(jack)+10(int) = 20
Equipment
Gold: 29.8GC
Short Bow
init: 30
damage: 30 (thrust)
Unarmed
Init: 60
Complete leather
Cut: 1
Impact: 0
Thrust: 2
Heat: 1
Elec: 2
Cold: 1
Energy: 0
Clothing
4 pant
4 shirt
2 dress
1 good quality dress
2 broad brimmed hat
1 good broad brimmed hat
7 underwear
1 walking boots
1 pair of good quality shoes
Chest
backpack
-small glass bottle
-ink
-feather pen
-small blank paged book
travel equipment
-Decent rope
-Hook
-small tent
Quiver of arrows: 0.2GC
House Rules and Variants
Using rules from core exxet, also can use Arcana exxet if you translate the stuff [which at this point is nearly all of Arcana exxet]
Nephilim
-Nephilim cost their experience penalty * 10 DP instead of losing XP every session. Example to play a Sylvain Nephilim will cost 40dp. The DP doesn't fall under any category in terms of DP limitations
LP
-LP multiple: You gain your con modifier or con score which ever is better.
-Will use the GM toolkit rules for between life and death
Skills
-Core Exxet bonus skills.
-New skill: Sense Motive. Falls under Social and uses perception. Used to detect false hoods.
-Using the Gaia new skills. Streewise in addition to its normal affects works a bit like bardic knowledge from D&D [Just knowing random stories and finding local rumours)
Magic
-Zeon recovery multiple: It costs half the DP as MA multiple. It works like MA multiple but for recovery only
-Can buy magic levels. For every 5dp spent you get 5 to a magic level in 1 path
-If you spend half a day meditating you recovery your normal zeon regeneration + your willpower modifier (always assumed to be at least +5). If you spend the entire day meditating you regain a bonus of double your willpower modifier
-using GM toolkit for limits on path level at the start. Medium supernatural level.
-You can take magic advantages without the gift if your a mystic or hybrid mystic class (man did that rule really annoy my summoner)
Ki
-[u]NOT using the ki unification variant
Combat
-Shooting/projecting into combat is a -30 penalty. Depending on the LOS defender might get a cover bonus. If the defender would get a counter attack you risk hitting the other person in combat (they make a defense roll against your attack roll to see if you hit them instead).
-Flanking works like in D&D. To get the flank bonus you need someone opposite your target (though can still get the bonus using acrobatics or through fleeing attacks ect).
-To get a rear attack bonus you must either start your activation in your opponents rear arc or be attacking them from stealth (or through acrobatics ect).
-Using a hex map. 3 hexes in front of your character are you threatened hexes. 3 hexes behind you are your back arc.
-You can use a mundane shield or weapon that acts a shield to cover other people (see page 93). Regardless if you succeed or not to block an attack directed against someone else, if you make the attempt it counts as a additional defense roll for you.
Different sizes & heights in combat
-Fighting different size categories. For each size smaller than your opponent you gain +10 attack & dodge. Though smaller characters have shorter movement/ranged and smaller weapons tend to do less damage
-Going to ground gives you +30 to dodge projectile attacks (rest as normal)
-Fighting someone 2 size categories lower than you and their attacks are like AOE attacks
-higher ground bonus is for similar sized opponents
Mounted combat
-Need ride 40+ to ride a mount in combat
-To dodge on a mount you roll a ride check. If you pass an easy check you add half your ride skill on to your mounts dodge to defend from the attack. For every difficulty level beyond easy add an additional 10% bonus.
-If your mount is attacked you need to make a ride check greater than damage * 2 to remain in control of your mount
-Blocking on a mount follows normal rules
-Attack from a mount follows normal rules
Sanity
-Might come up if you try to read the mind of a demon or something ;)
New advantages
-Weapon Fu: 2CP You can fully use a weapon with your chosen form of martial arts. See Dominus Exxet pg 43 for list of supported weapons
Backstory:
Gabriel is the principality best known for its wealth and beauty. Le Drac is the newest city in this ancient principality. Around 80 years ago 4 prominent families decided to leave the busy capital of Gabriel and make their own little town to retire in. The Scarnettis were a family of loggers, The Valdemars known for shipbuilding, The Kaijitsus were famous glassmakers and the Deverins were master brewers and farmers. At first there was a problem acquiring the land the families wanted. There was this rich fertile ground just off the coast of the Inner Sea, which was for some reason owned by the Templars of Tol Rauko. The 4 families petitioned the Arch Chancellor who in turn petitioned the Templars to give up their claim. The Templers sent a crew over to survey the land and eventually agreed to sell the land. With the land bought and paid for construction of the town quickly began. Many workers from Chauville found themselves with good employment building the new city and the small retirement town quickly became a small city. When the town was done many of the workers decided to permanently move to Le Drac, giving it a small city, big town atmosphere.
About a year ago Le Drac suffered its first major hardships. There was the incident were a local wood carver went on a killing spree. A short while later the town suffered from some mysterious fires that burnt down the old cathedral, killing the local priest father Scott (who was with the town since it was finished) and his adopted daughter and many others. A great loss to the town, Father Scott was truly blessed by Abel himself. The younger members of the 4 families decided to take this opportunity to show their wealth and make their own contribution to the city. They pooled their funds together to make a new, bigger, better cathedral than their fathers/grand fathers. Today is Weihnacht and the city is ready to celebrate the appearance of the messiah and the completion of the grand cathedral.
And the party:
Keira Ó Ruaidhín
She was an orphan found wandering the woods of Alberia. Her village had been attacked and the people were slaughtered by the Tuan Dalyr. She was the only survivor. Half-starved she snuck up upon a caravan and stole their food. She almost got away, but unfortunately one of the guards from the camp had caught her. The woman she encountered easily took the girl and decided to bring her with her. After learning of the tale the woman kept the girl by her side for a while, studying her. She had noticed something quite peculiar about the girl. She was able to see things she should not have been capable of. Over time the girl grew fond of the woman, but once she had completed the job of guarding this mysterious caravan (A Samael delivery) she decided to take the girl to the island of Selene, where she would learn to become one of the sisters. This girl is Celsus, standing at 5’ 2” at the age of 16. She has just completed her trial to become an adept. A few years ago a noblewomen from Gabriel contacted the sisterhood requesting they have someone watch the town for any supernatural activites. So far this assignment has had no activites so the sisterhood changes who is in charge every now and then. Now it is '"Keira's" turn to watch.
attributes
Agility: 9
Constitution: 7
Dexterity: 8
Strength: 6
Intelligence: 6
Perception: 8
Power: 6
Willpower: 5
Core abiltiies
Class: Acrobatic Warrior
LP: 95 (base) + 10 (class) = 105
Initiative: 20(Base) + 10 (class) + 20 (Unarmed) + 10 (agility) + 10 (dex) = +70
Actions: 3
Fatigue: 7
Movement: 9
Size: 13
Appearance: 9
Advantages: 6
Venomous Essence 1
See Supernatural 1
Martial Knowledge 2
Ki Recovery 1
Natural Armor 1
Disadvantages: 3
Dirty Little Secret 1 (She is a member of selene; an adept in training)
Code of Conduct 1 (Selene’s rules)
Debt 1 (to the order of selene)
Resistances
Physical Resistance: 30 + 5 (con) = 35
Disease Resistance: 30 + 5 (con) = 35
Venom Resistance: 30 + 5 (con) + 20 (Venomous Essence) = 55
Magic Resistance: 30 + 5 (pow) = 35
Psychic Resistance: 30 + 0 (will) = 30
Primary abilities
Primary Abilities: 360 DP
Attack: 65 (130 DP) + 5 (class) +10 (dex) = +80
Dodge: 55 (110 DP) +5 (class) +10 (agi) +10 (Lama) = +80
Martial Arts: 80 DP
Aikido (Basic) 10 DP (first art)
Tai Chi (Advanced) 50 DP
Lama (Basic) 20 DP
Accumulation Multiples x0
Secondary abilities
Athletics: 2 per (70)
Acrobatics: +20 (40 DP) +10 (class) + 10 (Agi) = 40
Jump: +10 (class) + 5 (Str) = 15
Athleticism: +10 (class) + 10 (Agi) = 20
Ride: +5 (10 DP) + 10 (Agi) = 15
Swim: +5 (10 DP) + 10 (Agi) = 15
Climb: +5 (10 DP) + 10 (Agi) = 15
Vigor: 2 per (10)
Composure: +5 (10 DP) + 0 (WP) = 5
Perception: 2 per (20)
Notice: +5 (10 DP) + 10 (Per) = 15
Search: +5 (10 DP) + 10 (Per) = 15
Intellectual: 3 per
*Memorize: +10 (Misc) + 5 (Int) = 15
Social: 2 per (50)
**Sense Motive: + 10 (Natural Bonus) + 10 (Perc) = 20
Etiquette: +10 (20 DP) + 5 (Int) = 15
*Persuasion: +10 (20 DP) + 10 (Misc) + 5 (Int) = 25
*Streetwise: +10 (Misc) + 5 (Int) = 15
Style: +5 (10 DP) +10 (class)) + 5 (Power) = 20
Subterfuge: 2 per (70)
*Disguise: + 20 (40 DP) +10(Misc) + 10 (Dex) = 40
Hide: +5 (10 DP) + 10 (Per) = 15
Poisons: +10 (20 DP) + 5 (Int) = 15
**Stealth: + 10 (Natural Bonus) + 10 (Agi) = 20
Creative: 2 per (20)
Sl. of hand: +10 (class) + 10 (Dex) = 20
*Dance: +5 (10 DP) +10 (Misc) + 10 (Agi) = 25
Music: +5 (10 DP) + 5 (Pow) = 10, 50 (flute*) +40 (Specialization Flute)
Ki
Ki MK = 25 (class) + 30 (tai chi) + 80 (Martial Mastery) + 20 (DP) = 155
Abilities: 130 MK Limit: xx
Use of Ki (40 pts)
Ki Control (30 pts)
Energy Armor (10 pts)
Use of Necessary Energy (10 pts)
Presence Extrusion (10 pts)
Physical Shield (10 pts)
Weight Elimination (10 pts)
Increased Damage (10 pts)
Dominion Techniques: (20 MK)
Ghost Dance (20 MK): Level 1 Technique
Main Effect: Intagibility Can be maintained Cost: 3 willpower, 3 power. Costs 2 generic ki to maintain
Ki Pool / Accumulation
Agility: 9 / 1
Constitution: 7 / 1
Dexterity: 8 / 1
Strength: 6 / 1
Power: 6 / 1
Willpower: 5 / 1
Total : 41
equipment
Combat Damage:
aikido: (10 + Strength mod. (+10) (20 base damage.) + 2x opponents strength mod for counter)
Tai Chi (20 + 2x Power mod (5) Impact. Damage 30)
Lama: (10 + strength (20 Damage) Impact) Total Damage: 40 (10 increased damage + 30 tai chi.)
A horse
a decorative dagger
A Ball gown (5 GC)
earrings(2 GC)
comb (3 GC)
small metal mirror (1 GC)
soap (1 SC)
oil (5 CC)
Oil Lamp (20 SC)
torch (2 CC)
chalk (5 CC)
2x blankets(2 SC)
backpack(30 SC)
decent perfume (35 SC)
small tent(1 GC)
A Flute (unknown cost)
leather armor(5 GC)
leather hood (40 SC)
large chest(25 SC)
A Decent Lock is on the chest (10 SC)
15GC
Mikoto Isumi
Mikoto is a Ninja in training from Shivat and was sent out by his family to see the world and experience many different types of fighting styles so that he could learn a way to combat them. He was given his family Quarter staff and rations of food. He makes his living being a mercenary. His fox like clothing and his inquisitive nature tends to gather a lot of attention.
Ability Score
Agility: 9
Con: 7
Dex: 9
Str: 7
Int: 5
Per: 7
Power: 5
Will: 5
Core statistics
Class: Acrobatic Warrior
LP: 95+10(class) = 105
Init: 20+10(agility)+10(dex)+10(class)+25(misc) = 70
Race: Daimah (20dp)
Actions: 3
Fatigue: 7
MOvement: 9
Size: 11
Advantages
Ambiextrous(1)
Quick Reflexes(1)
Animal Affinity(1)
Primary Abilities
Attack 60 (120 dp)+10(dex)+5(class)=75
Dodge 65(130 dp)+10(agi)+5(class)=80
Wear Armor 10(10 dp)
Ninja Module (50dp)
Secondary Abilities
Athletics: 2 per [180]
Acrobatics*: 35(70dp) +10(Agi) +10 (class)+10(misc) = 65
Athleticism*: 30(60dp) +10(Agi) +10(class)+10(misc) = 60
Climb*: 10(20dp) +10(Agi)+10(misc) = 30
Jump* : 10(20dp) +5(Str)+10(class)+10(misc) = 35
Ride: +10(Agi) -30(untrained) = -20
Swim: -30(untrained)+5(10dp) +10(Agi) = -15
Creative: 2per [50]
Art: +5(PoW) -30(untrained) = -25
Dance: -30(untrained) = -25
Forging: +10(Dex) -30(untrained) = -20
Music: -30(untrained) = -30
Sleight of Hand*:25(50dp)+10(Dex)+10(class)+10(misc)=55
Perceptive: 2 per [40]
Notice: -30(Untrained) = -30
Search: -30(Untrained) = -30
Track: -30(untrained) = -30
Style=20(40dp) +0(power) +10(Class) =30
Social: 2 per [0]
Intimidate: -30(untrained) = -25
Leadership: -30(untrained) = -25
Persuasion= -30(untrained) = -30
Subterfuge: 2 per [0
Disguise: +10(Dex) -30(untrained) = -20
Hide: -30(untrained) = -30
Lockpicking: +10(dex) -30(untrained) = -20
Poisons: -30(untrained) = -30
Theft: +10(Dex) -30(untrained) = -20
Trap Lore: -30(untrained) = -30
Stealth: +10(Agi) -30(untrained) = -20
Intellectual: 3 per [0]
Animals: -30(untrained) = -30
Appraisal: -30(untrained) = -30
Herbal Lore: -30(untrained)=-30
History: -30(untrained) = -30
Memorise: -30(untrained) = -30
Magic Appraisal: -30(untrained) = -30
Medicine: -30(untrained) = -30
Navigation: -30(untrained) = -30
Occult: -30(untrained) = -30
Sciences: -30(untrained) = -30
Vigour: 2 per [0]
Composure: -30(untrained)= -30
Feats of Strength:-30(untrained)+5(str)=-25
Withstand Pain: -30(untrained)=-30
Equipment
He has his quarter staff, a backpack, week worth of clothes and 30G
Professor Fredrick Strom
Professor Fredrick Storm was a former professor from Lucrecio. While teaching at the university he discovered he appeared to have psychic powers. This discovery though was also noticed by Wesencraft. Not wanting to join the organization he fled to Gabriel with little more than the clothes on his back. He currently teaches at Le Drac's local school.
Characteristics
Agi 5
Con 5
Dex 8
Str 5
Int 8
Per 7
Pow 6
Wp 12 (+2 from advantages)
Core statistics
Class: Mentalist
Level: 1
Life Points: 75 (70 base + 5 class)
Size: 10 5’8 195lbs
Appearance:6
Movement: 5 (55ft)
Fatigue: 5
Init: 20+10(dex)+5(class) = 35
Advantages:
Access to any Psychic Discipline (-2)
Increase Characteristics (Willpower +2) (-2)
Aptitude in a Field (Intellectual) (-2)
Acute Sense (-1)
Disadvantages:
Bad Luck (+1)
Psychic Exhaustion (+1)
Psychic Consumption (+2)
Psychic abilities: 340dp
Power Points: 22(220dp) +1(class) = 23 PP
Affinities: Telepathy (1pp) Psychokinesis (1pp)= 2pp
Powers: Mind Reading, Mental Research, Alter Memories, Area, minor psychokinesis, Psychokinetic Shield, Shatter= 7pp
Innate Slots: 3 (6pp)
Psychic Potential: +80 (wp) +30 (6pp)= 110
Free Power Points: 2pp
Psychic Projection: 60 (120dp)+10 (Dex)
Secondary abiltiies: 240dp
Athletics: 2 per [0]
Swim: -30 (untrained)= -30
Ride: +10 (misc) = 10
Jump : -30 (untrained)= -30
Climb: -30 (untrained)= -30
Athleticism: -30 (untrained)= -30
Acrobatics: -30 (untrained)= -30
Creative: 2per [0]
Art: +5(PoW) -30(untrained) = -25
Dance: -30(untrained) = -30
Forging: +10(Dex) -30(untrained) = -20
Music: +5(PoW) -30(untrained) = -25
Sleight of Hand: +10(Dex)-30 (untrained)=-20
Perceptive: 2 per [20]
Notice: 5(10dp) +5 (Per) +30 (Ac. Sense)+10 (misc)= 50
Search: 5(10dp) +5 (Per) +30 (Ac. Sense)+10 (misc)= 50
Track: -30(untrained) +5 (Per)= -25
Social: 2 per [60]
Intimidate: +20(WP) +10 (20dp) = 30
Leadership: +5(PoW) -30(untrained) = -25
Persuasion= +20(40dp) +10 (INT) = 30
Style=+5(power) -30 (untrained)= -25
Subterfuge: 2 per [30]
Disguise: +10(Dex) +15(30dp)+10(nat) = 35
Hide: +5 (Per) -30(untrained) = -25
Lockpicking: +10(dex) -30(untrained) = -20
Poisons: +10 (int) -30(untrained) = -20
Theft: +10(Dex) -30(untrained) = -20
Trap Lore: +5 (Per) -30(untrained) = -25
Stealth: -30(untrained) = -30
Intellectual: 1 (Aptitude in field) per [150]
Animals: -30 (untrained) +10 (Int)= -20
Appraisal: +10 (10dp) +10 (Int) = 20
Herbal Lore: +10 (10dp) +10 (Int) = 20
History:+10 (10dp) +10 (Int) = 20
Memorise: +20 (20dp) +10 (misc) +10 (Int) = 40
Magic Appraisal: -30 (untrained) +5(pow) = -25
Medicine:+40 (40dp) +10 (Int) = 50
Navigation: +10 (10dp) +10 (Int) = 20
Occult: +10 (10dp) +10 (Int) = 20
Sciences: +40 (40dp) +10 (Nat) +10 (Int) = 60
Vigour: 2 per [0]
Composure: +20(WP) +10(Misc) = 30
Feats of Strength: -30 (untrained)= -30
Withstand Pain: -30 (untrained) +20(WP)= -10
Takeshi
Shiroichi Takeshi, 17. A young Ryuan boy born in the capital city of Phaion, Markushias, to a relatively wealthy family. Takeshi hold himself to strict beliefs rising from how he was raised, and also because he was bullied due of his small stature and inherant inability to protect himself. He has sworn that he will never hit a woman, he will never turn a blind eye to evil, he will always help the innocent who are in danger, and he will never take the life of another man. In order to uphold his beliefs Takeshi took to the study of martial arts, however he is prone to misfortune and had little luck in finding a suitable dojo or master to train him. In a strange turn of misfortune to fortune, he ran into an unpleasant situation which lead him to his masters.* He joined a dojo which housed 6 different masters of a variety of different martial arts, who were at first hesitant to train Takeshi. However, seeing as he held much the same beliefs as themselves they changed their minds. Unfortunately for Takeshi his masters were truly powerful, and had rather insane ideas about what training was. He usually ended the day dead tired, half dead you might say, and every muscle aflame. Altogether another issue with this dojo was that his masters had made enemies of pretty much the entire criminal underworld with their tendency to meddle and apprehend them. This led Takeshi to be a natural target for them as well. After only a year of training his masters disappeared, leaving a note that said "We'll be back later, keep up the work on your basics." They had been gone for over a month when he decided rather than waiting around he would go out and search for them. Hearing a rumour the local mob was paid from those in Gabriel Takeshi finds himself in the small city of Le Drac
Ability Score
Agility: 7
Constitution: 8
Dexterity: 8
Strength: 8
Intelligence: 5
Perception: 5
Power: 7
Willpower: 7
Core Statistics
Class: Tao
LP: 110 +10 (class) +20 (Hard to Kill) = 140
Initiative: 20(Base) +5(agility) +10(dex) +20(Unarmed) +5(class) = 60
Actions: 3
Fatigue: 8
Movement: 7
Size: 16
Resistances
Physical Resistance: 30 +10 = 40
Disease Resistance: 30 +10 = 40
Venom Resistance: 30 +10 = 40
Magic Resistance: 30 +5 = 35
Psychic Resistance: 30 +5 = 35
Advantages: 6
Total Accumulation : 2
Martial Mastery 2: 2
Hard to Kill 2: 2
Disadvantages: 3
Powerful Enemy 1: 1
Unfortunate: 1
Code of Conduct: 1
Primary Abilities: 360 DP
Attack: 80(160dp) +10(dex) = 90
Block: 60(120dp) +10(dex) = 70
Martial Arts: 35 DP
Kempo (basic): 5dp
Kung Fu (basic) :10dp
Grappling (basic) :10dp
Muay Thai (basic) :10dp
Accumulation Multiples 3: 45dp
Secondary Abiltiies: 240dp
Athletics: 2 per [120]
Athleticism: 15(30dp) +5(Agi) +10(Misc) = 30
Acrobatics: 20(30dp) +5(Agi) +10 (Misc) = 35
Climb: 10(20dp) +5(Agi) = 15
Jump : 10(20dp) +10(Str) = 20
Ride: 5(10dp) +5(Agi) = 15
Swim: 5(10dp) +5(Agi) = 10
Creative: 2per [0]
Art: +5(PoW) -30(untrained) = -25
Dance: -30(untrained) = -25
Forging: +10(Dex) -30(untrained) = -20
Music: +5(PoW) -30(untrained) = -25
Sleight of Hand:10(20dp)+10(Dex)+10(Misc)=20
Perceptive: 2 per [40]
Notice: 10(20dp) = 10
Search: 10(20dp) = 10
Track: -30(untrained) = -30
Social: 2 per [10]
Intimidate: +5(WP) -30(untrained) = -25
Leadership: +5(PoW) -30(untrained) = -25
Style= 5(10dp) +5(power) +5 (Class) = 15
Persuasion= -30(untrained) = -30
Subterfuge: 2 per [0]
Disguise: +10(Dex) -30(untrained) = -20
Hide: -30(untrained) = -30
Lockpicking: +10(dex) -30(untrained) = -20
Poisons: -30(untrained) = -30
Theft: +10(Dex) -30(untrained) = -20
Trap Lore: -30(untrained) = -30
Stealth: +5(Agi) -30(untrained) = -25
Intellectual: 3 per [0]
Memorise: -30(untrained) = -30
Vigour: 2 per [80]
Composure: +5(WP) +10(Misc) +5(Nat) = 20
Feats of Strength: 20(40dp) +10(Str) +10(Natt) = 40
Withstand Pain: 20(40dp) +5(WP) = 25
Ki
Ki
MK = 30(class) +80(martial mastery) = 110
Limit: 10
Custodium: Limit of Protection
Abiltiies: 70
Use of Ki: 40
Ki Control: 30
Techniques: 20
Strongest Combo #1: +40 Attack, +40 Damage
-Ki Cost: 4 Dex, 5 Str
-MK Cost: 20
Ki Pool / Acuumulation
Agility: 7 / 1
Constitution: 8/ 1
Dexterity: 8 / 2
Strength: 8 / 3
Power: 7 / 1
Willpower: 7 / 1
Total : 45
Equipment
Finances: 39 GC, 90 SC, 100 CC
A horse
Clothes: Pants x 3, Shirt x 5, Jacket x 2, Coat, Scarf, Gloves, Belt, Handkerchief x 2, Man's Kimono,
Martial Arts Dougi*, Hand Wraps
Footwear: Walking Boots, Shoes
Miscellaneous: Backpack, Blanket x 2, Decent Rope (30 ft), Soap, Flint and Tinder, Small
Blank-pagrd Book, Ink, Feather Pen, Torch x 3, Field Rations (Good), Small Metal
Mirror, Small Bag
Weapon and Armour: Staff, Armguards (treat as Buckler), Padded +5*
Weight: Clothing 15 lbs, Misc 17 lbs, Weapons and Armour 11 lbs, Food 20 lbs
-Total Weight, 63 lbs
Leina "Lenneth" de Clare
Leina was a 3rd daughter to a minor noble family from Dupois in Gabriel. She was born with strange tattoos that worried her parents. They decided that she was blessed, but kept her out of sight just be safe. Being the youngest child she was able to get away with far more than her siblings. Instead of learning business like her older brother or etiquette like her sister, she perfered to learn fencing. Still her tutoris were insist she learn how to function in society. When Leina turned 18 though tragedy struck. Some deal went bad and her family quickly fell out of favour at court. A few days later assassins struck killing everyone but Leina who was out of the house that night. The town guard held an investigation but the assassins or their employers could not be found. Leina used her inheritance though to try and find her family's killers herself. She eventually found the assassins were called The Raven Wood band under the employee of Count Mikeal Eldridge. Leina seduced Mikeal during a dance and killed the count. Unfortunately a lot of people saw him leave with Leina and the town guard were quickly after her. Having no choice she fled the city and headed to the smaller city of Le Drac taking the name Lenneth.
A few times a night Leina is visted by nightmares in her sleep. She keeps finding herself in some old ruin, that oddly looks very futuristic and alien. She has the feeling she is looking for something/someone and its very important. A voice keeps telling her "this is your destiny". After that the dream becomes odd images, there is some symbol but she can never remember it the next day
Abilities
STR: 6
DEX: 9
AGI: 8
CON: 6
INT: 5
POW: 5
WIL: 10
PER: 5
Core Statistics
class: Warrior Mentalist
Race: Ebudan (10dp since she hasn't finished her quest)
Size: 12
App: 9
Initiative: 20 +5 (Class) +10(Dex)+10(Agi) +45 (Quick Reflexes) = 90
LP: 85+10(class) = 95
Mov: 8
Fatigue: 6
Regeneration: 1
PhR: 30 +5 (Constitution) =35
VR: 30 +5 (Constitution) = 35
DR: 30 +5 (Constitution) = 35
MR: 30 +0 (Power) = 30
PsR: 30 +15 (Willpower) = 45
HP: 85 +10 (Class) = 95
DISADVANTAGES (5):
Powerful Enemy (1)
Psychic Consumption (2)
Adverse Destiny (2)
ADVANTAGES (3+5):
Access to a Psychic Discipline (1)
Psychic Inclination (2)
Quick Reflexes (2)
Martial Mastery 1 (1)
Jack of All Trades (2)
Primary abilities: 300dp
Attack (Spear): 75 (150) +5 (Class) +10 (Dex) = 82
Block (Full Shield): 75 (150) +5 (Class) +10 (Dex) +10 (Buckler) = 90/100
Wear Armor: 0 (0) +5 (Str) = 5
Psychic abilities: 270
Mind Sets (30DP):
Introversion
Psychic Points: 1 (Class) +16 (240DP) = 17
Access to Physical Increase (1): Increase Ability (1), Increase Strength (1), Increase Reaction (1).
Innate Slots = 3 (6).
+30 Psychic Potential = 6
Free Psychic Points: 1.
ki - 60MK
Use of Ki 40
Presence Estrusion 10
Aura Extension 10
Secondary Abilities: 20dp
ATHLETICS: 0DP
Acrobatics: 10 (Jack) +10 (Agi) +10 (Natural) = 30
Athleticism: 10 (Jack) +10 (Agi) = 20
Climb: 10 (Jack) +10 (Agi) = 20
Jump: 10 (Jack) +5 (Str) = 15
Ride: 10 (Jack) +10 (Agi) +10 (Bonus) = 20
Swim: 10 (Jack) +10 (Agi) -5 (Armor) = 15
SOCIAL: 0DP
Intimidate: 10 (Jack) +15 (Wil)-40 = -15
Leadership: 10 (Jack) +0 (Pow)-40 = -30
Persuasion: 10 (Jack) +0 (Int) +10 (Bonus)-40 = -20
Style: 10 (Jack) +0 (Pow) = 10
Sense Motive: 10 (Jack) +0 (Per) = 10
Trading: 10 (Jack) +0 (Int)-40 = -30
Streetwise: 10 (Jack) +0 (Int)-40 = -30
Etiquette: 10 (Jack) +0 (Int)-40 = -30
PERCEPTION: 0DP
Notice: 10 (Jack) +0 (Per) = 10
Search: 10 (Jack) +0 (Per) = 10
Track: 10 (Jack) +0 (Per) = 10
INTELLECTUALS: 0DP
Animals: 10 (Jack) +0 (Int) = 10
Appraisal: 10 (Jack) +0 (Int) = 10
Herbal Lore: 10 (Jack) +0 (Int) = 10
History: 10 (Jack) +0 (Int) = 10
Medicine: 10 (Jack) +0 (Int) +10 (Bonus) = 20
Memorize: 10 (Jack) +0 (Int) = 10
Navigation: 10 (Jack) +0 (Int) = 10
Occult: 10 (Jack) +0 (Int) = 10
Science: 10 (Jack) +0 (Int) = 10
Law: 10 (Jack) +0 (Int) = 10
Tactics: 10 (Jack) +0 (Int) = 10
VIGOR: 20DP
Withstand Pain: 10 (Jack) +10 (20DP) +10 (Bonus) = 30
Composure: 10 (Jack) +15 (Wil) +10 (Bonus) +15 natural = 50
Feats of Strength: 10 (Jack) +5 (Str) = 15
SUBTERFUGE: 0DP
Disguise: 10 (Jack) +10 (Dex) = 20
Hide: 10 (Jack) +0 (Per) = 10
Lock Picking: 10 (Jack) +10 (Dex) = 20
Poison: 10 (Jack) +0 (Int) = 0
Stealth: 10 (Jack) +10 (Agi) -5 (Armor) = 15
Theft: 10 (Jack) +10 (Dex) = 20
Trap Lore: 10 (Jack) +0 (Per) = 10
CREATIVE: 0DP
Art: 10 (Jack) +0 (Pow) = 10
Dance: 10 (Jack) +10 (Agi) = 20
Music: 10 (Jack) +0 (Pow) = 10
Sleight of Hand: 10 (Jack) +10 (Dex) = 20
Forge: 10 (Jack) +10 (Dex) = 20
Equipment
EQUIPMENT:
Spear (lance rules): (Damage: 40 [45/50], Speed +5, Req. Str. 4/6, Primary Thrust, Secondary -, Pole, Throwable/One- or Two-Handed, Fortitude 23, Breakage 7, Presence 25)
Buckler: (Damage: 15 [30], Speed -15 Special, Req. Str.5, Primary Impact, Secondary -, Shield, +10Block/+5Dodge Special, Fortitude 24, Breakage 5, Presence 20)
Armored Longcoat: (Cut1, Imp0, Thr2, Hea1, Ele2, Col2, Ene0, Req0, Nat-5, Mov0, For10, Pres25, Complete, Soft)
Leather Hood: (Armor Requirement 0, Perception Penalty 0, Fortitude 10, Presence 15, Head, Soft, Cut AT1, Impact AT0, Thrust AT2, Heat AT1, Electricity AT3, Cold AT1, Energy AT0)
Unarmed: Damage 10, speed +20, primary impact. Precise
A horse
Clothes:
Women’s Underwear x 7 ( 2 x 7 = 14 SC)
Dress x1 (5 SC)
Ball gown x1 (5 GC)
Shirt x4 (2x 4 = 8 SC)
Coat x1 (5 SC)
Pants x4 (1 x 4 = 4 SC)
Glove x1 (1 x 2= 2 SC)
Walking Shoes x 1 (5 SC)
Broad Brim Hat x 1 (2 SC)
Personal Items:
Comb ( 3 GC .5 LB)
Earrings x 2 ( 2x2= 4GC .1LB)
Necklace (4 GC .5LB)
Fan (1GC .25LB)
Ring x 2 (2x2 =4GC .5LB)
Bracelets x2 (2x2 =4GC .5LB)
A small chest
A family heirloom
Money left (24.5 Gc)
Ameiko Kaijitsu (NPC for in case of emergency / too many missing people :D)
Character Information
Class: Warlock
Age: 20
Height: 5'6
Weight: 110
Ability scores
Strength: 5
Dexterity: 6
Agility: 8
Constitution: 6
Intelligence: 8
Power: 8
Willpower: 6
Perception: 8
Core Statistics
Movement: 8-1 = 7
Max Actions: 3
Lifepoints: 85 + 10(class) = 95
Initiative: 20(base)+5(dex)+10(agility)+5(class) = 40
Disease Resistance: 30+5 = 35
Magic Resistance: 30+10+10(gift) = 50
Physical Resistance: 30+5 = 35
Venom Resistance: 30+5 = 35
Psychic Resistance: 30+5 = 35
Advantages:
The Gift (2)
Unspoken casting (1)
Gesturless casting (1)
Jack of all trades (2)
Disadvantages:
Deep Sleeper (1)
Unlucky Destiny (2)
Primary abilities: 230
Attack: 55(110)+5(dex)+5(class) = 65
Dodge: 50(100)+10(agility)+5(class) = 65
Wear Armour: 10(20dp) = 10
Supernatural: 300DP
Theorm: Onmyodo
MA Multiple: 2(100)
level: 30(30) = 30
magic projection as attack/defense = 150dp
Zeon: 110(base)+100(20dp)+20(class) = 230
MA: 10*3 = 30
Spell Levels: 30(base)+30 = 60
meta Magic: 5
Hidden Magic
Spells: 54
Dark: 24
Illusion: 26 (sub path literature)
Essence: Heal (4)
FA 10: Pen of Reality
FA 10: Jump
FA 10: Opening
FA 20: Missive
FA 20: Fog
FA 20: infinite bag
FA 30: Travel Journal
FA 30: Climb
Secondary Abilities: 70 DP
ATHLETICS: 0DP
Acrobatics: 10(Jack)+10(Agi) = 20
Athleticism: 10(Jack)+10(Agi)+10(bonus1)+10(natural) = 40
Climb: 10(Jack)+10(Agi) = 20
Jump: 10(Jack)+0(str) = 10
Ride: 10(Jack)+10(Agi) = 20
Swim: 10(Jack)+10(Agi) = 20
SOCIAL: 0DP
Intimidate: 10(Jack)+5(will) = 15
Leadership: 10(Jack)+10(Pow) = 20
Persuasion: 10(Jack)+10(Int) = 20
Style: 10(Jack)+10(Pow) = 20
Sense Motive: 10(Jack)+10(Per)+10(bonus 2) = 30
Trading: 10(Jack)+10(Int) = 20
Streetwise: 10(Jack)+10(Int)+10(bonus 3) = 30
Etiquette: 10(Jack)+10(Int) = 20
PERCEPTION: 10DP
Notice: 10(Jack)+10(Per) = 20
Search: 5+(10dp)+10(Jack)+10(Per) = 25
Track: 10(Jack)+10(Per)+10(natural) = 30
INTELLECTUALS: 0DP
Animals: 10(Jack)+10(Int) = 20
Magic Appraisal: 10(Jack)+10(Int)+5(class)+10(bonus 4) = 35
Appraisal: 10(Jack)+10(Int) = 20
Herbal Lore: 10(Jack)+10(Int) = 20
History: 10(Jack)+10(Int) = 20
Medicine: 10(Jack)+10(Int) = 20
Memorize: 10(Jack)+10(Int) = 20
Navigation: 10(Jack)+10(Int) = 20
Occult: 10(Jack)+10(Int) = 20
Science: 10(Jack)+10(Int) = 20
Law: 10(Jack)+10(Int) = 20
Tactics: 10(Jack)+10(Int) = 20
VIGOR: 20DP
Withstand Pain: 10(20dp)+10(Jack)+5(will) = 25
Composure: 10(Jack)+5(will) = 15
Feats of Strength: 10(Jack)+0(Str) = 10
SUBTERFUGE: 0DP
Disguise: 10(Jack)+5(Dex) = 15
Hide: 10(Jack)+10(Per) = 20
Lock Picking: 10(Jack)+5(Dex) = 15
Poison: 10(Jack)+10(Int) = 20
Stealth: 10(Jack)+10(Agi)+10(bonus5) = 30
Theft: 10(Jack)+5(Dex) = 15
Trap Lore: 10(Jack)+10(Per) = 20
CREATIVE: 40DP
Art: 20(40dp)+10(Jack)+10(Pow)+60(calligraphy) = 100
Dance: 10(Jack)+10(Agi) = 15
Music: 10(Jack)+10(Pow) = 20
Sleight of Hand: 10(Jack)+5(Dex) = 15
Forge: 10(Jack)+5(Dex) = 15
Cooking: 10(jack)+10(int) = 20
Equipment
Gold: 29.8GC
Short Bow
init: 30
damage: 30 (thrust)
Unarmed
Init: 60
Complete leather
Cut: 1
Impact: 0
Thrust: 2
Heat: 1
Elec: 2
Cold: 1
Energy: 0
Clothing
4 pant
4 shirt
2 dress
1 good quality dress
2 broad brimmed hat
1 good broad brimmed hat
7 underwear
1 walking boots
1 pair of good quality shoes
Chest
backpack
-small glass bottle
-ink
-feather pen
-small blank paged book
travel equipment
-Decent rope
-Hook
-small tent
Quiver of arrows: 0.2GC
House Rules and Variants
Using rules from core exxet, also can use Arcana exxet if you translate the stuff [which at this point is nearly all of Arcana exxet]
Nephilim
-Nephilim cost their experience penalty * 10 DP instead of losing XP every session. Example to play a Sylvain Nephilim will cost 40dp. The DP doesn't fall under any category in terms of DP limitations
LP
-LP multiple: You gain your con modifier or con score which ever is better.
-Will use the GM toolkit rules for between life and death
Skills
-Core Exxet bonus skills.
-New skill: Sense Motive. Falls under Social and uses perception. Used to detect false hoods.
-Using the Gaia new skills. Streewise in addition to its normal affects works a bit like bardic knowledge from D&D [Just knowing random stories and finding local rumours)
Magic
-Zeon recovery multiple: It costs half the DP as MA multiple. It works like MA multiple but for recovery only
-Can buy magic levels. For every 5dp spent you get 5 to a magic level in 1 path
-If you spend half a day meditating you recovery your normal zeon regeneration + your willpower modifier (always assumed to be at least +5). If you spend the entire day meditating you regain a bonus of double your willpower modifier
-using GM toolkit for limits on path level at the start. Medium supernatural level.
-You can take magic advantages without the gift if your a mystic or hybrid mystic class (man did that rule really annoy my summoner)
Ki
-[u]NOT using the ki unification variant
Combat
-Shooting/projecting into combat is a -30 penalty. Depending on the LOS defender might get a cover bonus. If the defender would get a counter attack you risk hitting the other person in combat (they make a defense roll against your attack roll to see if you hit them instead).
-Flanking works like in D&D. To get the flank bonus you need someone opposite your target (though can still get the bonus using acrobatics or through fleeing attacks ect).
-To get a rear attack bonus you must either start your activation in your opponents rear arc or be attacking them from stealth (or through acrobatics ect).
-Using a hex map. 3 hexes in front of your character are you threatened hexes. 3 hexes behind you are your back arc.
-You can use a mundane shield or weapon that acts a shield to cover other people (see page 93). Regardless if you succeed or not to block an attack directed against someone else, if you make the attempt it counts as a additional defense roll for you.
Different sizes & heights in combat
-Fighting different size categories. For each size smaller than your opponent you gain +10 attack & dodge. Though smaller characters have shorter movement/ranged and smaller weapons tend to do less damage
-Going to ground gives you +30 to dodge projectile attacks (rest as normal)
-Fighting someone 2 size categories lower than you and their attacks are like AOE attacks
-higher ground bonus is for similar sized opponents
Mounted combat
-Need ride 40+ to ride a mount in combat
-To dodge on a mount you roll a ride check. If you pass an easy check you add half your ride skill on to your mounts dodge to defend from the attack. For every difficulty level beyond easy add an additional 10% bonus.
-If your mount is attacked you need to make a ride check greater than damage * 2 to remain in control of your mount
-Blocking on a mount follows normal rules
-Attack from a mount follows normal rules
Sanity
-Might come up if you try to read the mind of a demon or something ;)
New advantages
-Weapon Fu: 2CP You can fully use a weapon with your chosen form of martial arts. See Dominus Exxet pg 43 for list of supported weapons