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Amber (post shadow vampire, pre immature rukh)(for current
stats)
-
INT 14 (out of 4d6)
-
POW 18 (4d6-3 base) +5 (2d6) for 23 (out of 6d6-3)
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CON 16
-
STR 12
-
SIZ 8/12 (8 in appearance, 12 in mass)
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APP 9
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DEX 7
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Natural Armor 12 points (24 points vs. heat damage) + tunic (below) 9
points.
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Chisel strike (quartzite finger strike) d4+1. Base Chance 35%.
-
Sword d4+1 (range as long knife/wak). Base Chance 30%, Parry 25% +2d6
damage from heat +25% chance of penetrating hit (magical -- requires skill,
as below) +4d6 fire damage, if defending against any fire creature, taps
1d6 each req on each hit and each parry (on POW v POW, 1d3 if POW v POW fails).
Sword has a POW = user's POW (including additions from familiar) and
makes magic points available to user = POW.
-
Fire Spell: 2d3 to one hit location, all armor automatically applies
to reduce damage, range = Pow*3 meters. Uses d2 magic points per casting.
Uses 2 points of free INT.
-
Fire Start. Starts fires. Uses 1 point of free INT.
-
Glamour -- 3d6 points of illusion: makes up to 16 size points appear
as something normal or function as Glamour 6.
-
Pass through rock or rocky soil
or city buildings at 1/2
movement rate
-
Starcalled Falcon starlight ring (see in low light as if in broad
daylight, see in broad daylight as if in shadow -- works like both a starlight
scope and sunglasses).
-
Starcalled Falcon's gift: -3 to POW, +2d6 to POW, +1d6 to INT,
alcohol, if consumed, affects like burning acid (actually will burst into
flame). Geas against alcohol. Must feed the poor at least seven
times a year, with at least barley soup, and with Starcalled Falcon's
symbol (the seven pointed star). Seven pointed star on left cheek,
in white lines (like a very pale tattoo).
-
Languages
-
English 70%/75% read.
-
Byzant 95%/90% read (Byzant is a language similar to Mycenean Greek, spoken
by the people of the One Eyed King and on the plain where the six kings and
their peoples are from).
-
Arkan Darktongue 35% (this is the version of darkspeech Amber and her people
spoke).
-
Fire (Rukh dialect) 15% (this is her mother's native speech).
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Magic
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Fire Spell 2
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Ignite (fire start) 1
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G Healing 6
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G Strength 3
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G Fireblade 1
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F Shimmer 3
-
F Visibility 2
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IA Glamour 6 (costs magic points, one per point used)
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IA +2d6 to any fire (costs 1 magic and 1 fatigue point per d6) (includes
attacks with sword).
-
Water Bottle (looks like it holds two quarts, holds two gallons)
-
Oread/Nature Spirit 9 points invested into Oread Nature (see Nature Spirit
rules, power distributions and skills to follow).
-
word -- Sword with bladesharp 6, protection 6 (the sword defends as
powerfully as it cuts), +4d6 fire damage, 24" blade, slightly curved, about
1.3 inches thick, made of magic and light.
-
Shimmering Flame Torq -- casts a subtle heat pattern over the wearer, stores
2d6+12 magic points available for spells for fire, gives the wearer a force
two spirit vision spell abilitity. It also provides 4 points of
protection to the head, cancels surprise bonus and provides -95%
shielding/shimmer against any attacks from behind (most surprise attacks
miss). A gift from Ariel.
-
mesh tunic (well, it looks like a dress with long sleeves and a turtleneck
that ends at mid thigh. She wears it with leather pants) made of gold
fused quartz (kind of like leaded glass, only this is quartz and the metal
is gold). 3 point padding spell woven into it, for a total of 11 points
of armor. The leather pants have 2 points of armor, her boots have
3 points of armor. The padding spell extends to her entire body.
-
Dwarf work storage box (holds a cubic meter, looks as if interior area is
4.5' x 2' x 2' has 45 points of armor (magic and physical).
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Skills
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Long Knife/Wak/Sword 55%/45% parry
-
Rune Skill Critical Hit with Long Knife/Wak/Sword 40% (roll skill when attack
rolled. If attack hits and skill rolled, ignore armor).
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Punch 85%/80% parry
-
Tracking 70%
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Babysitting 65%
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Climb 75%
-
Tame shadow creatures 45%
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Race/nature
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She is an elemental creature of fire. Of the earth fire, but of fire.
-
Treat as a nature spirit, but not a standard one.
-
She is a baby rukh, but doesn't realize it (the rukh start as earth fires
and when they break free, when and if they gain enough power, they become
rukhs), having traveled an unusual path to become what she is.
Amber (current stats)
-
INT 15 (out of 4d6)
-
POW 18 (4d6-3 base) +6 (2d6) for 24 (out of 6d6-3)
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CON 16
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STR 13
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SIZ 10/8 (10 in appearance, 8in mass)
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APP 14
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DEX 12
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Natural Armor 3 points (24 points vs. heat damage) + tunic (below) 11 points,
Protection 6, shield 2 (cloak below).
-
Armor cloak, fire ward (2 point shield spell, x3 vs. fire, for every 6 points
of fire, add one to magic points, stores 6 magic points). Translucent
-
Claw d4+1. Base Chance 45%.
-
Sword d4+1 (range as long knife/wak). Base Chance 55%, Parry 45% +2d6
damage from heat +40% chance of penetrating hit (magical -- requires skill,
as below) +4d6 fire damage, if defending against any fire creature, taps
1d6 each req on each hit and each parry (on POW v POW, 1d3 if POW v POW fails).
Sword has a POW = user's POW (including additions from familiar) and
makes magic points available to user = POW.
-
Fire Spell: 2d3 to one hit location, all armor automatically applies
to reduce damage, range = Pow*3 meters. Uses d2 magic points per casting.
Uses 2 points of free INT.
-
Fire Start. Starts fires. Uses 1 point of free INT.
-
Glamour -- 3d6 points of illusion: makes up to 30 size points appear
as something normal or function as Glamour 6, can also create about one acre
of illusion if merely covering a surface.
-
Fly at 5 (uses 1 point fatigue per melee round)
-
Starcalled Falcon starlight ring (see in low light as if in broad
daylight, see in broad daylight as if in shadow -- works like both a starlight
scope and sunglasses).
-
Starcalled Falcon's gift: -3 to POW, +2d6 to POW, +1d6 to INT,
alcohol, if consumed, affects like burning acid (actually will burst into
flame). Geas against alcohol. Must feed the poor at least seven
times a year, with at least barley soup, and with Starcalled Falcon's
symbol (the seven pointed star). Seven pointed star on left cheek,
in white lines (like a very pale tattoo).
-
Languages
-
English 70%/75% read.
-
Byzant 95%/90% read (Byzant is a language similar to Mycenean Greek, spoken
by the people of the One Eyed King and on the plain where the six kings and
their peoples are from).
-
Arkan Darktongue 35% (this is the version of darkspeech Amber and her people
spoke).
-
Fire (Rukh dialect) 25% (this is her mother's native speech).
-
Magic
-
Fire Spell 2
-
Ignite (fire start) 1
-
G Healing 6
-
G Strength 3
-
G Fireblade 1
-
F Shimmer 5
-
F Visibility 2
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IA Glamour 6 (costs magic points, one per point used)
-
IA +2d6 to any fire (costs 1 magic and 1 fatigue point per d6) (includes
attacks with sword).
-
Water Bottle (looks like it holds two quarts, holds two gallons)
-
Pyriad/Nature Spirit 9 points invested into Oread Nature (see Nature Spirit
rules, power distributions and skills to follow).
-
word -- Sword with bladesharp 6, protection 6 (the sword defends as
powerfully as it cuts), +4d6 fire damage, 24" blade, slightly curved, about
1.3 inches thick, made of magic and light.
-
Torq (has one point per gem of POW available to sacrifice for rune magic,
each gem can have something bound to it). Provides 4 points of protection
to the head, Cancels surprise bonus and provides -95% shielding/shimmer against
any attacks from behind (most surprise attacks miss).
-
mesh tunic (well, it looks like a dress with long sleeves and a turtleneck
that ends at mid thigh. She wears it with leather pants) made of gold
fused quartz (kind of like leaded glass, only this is quartz and the metal
is gold). 8 points of armor +3 point padding spell woven into it, for
a total of 11 points of armor. The leather pants have 2 points of armor,
her boots have 3 points of armor. The padding spell extends to her
entire body.
-
Cloak, no physical armor, all magic (see above).
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Plaited belt, +2d6+6 to STR, two points of armor to torso. Protects
from severing (any attack which would sever, does the damage but the severed
limb remains connected).
-
Dwarf work storage box (holds a cubic meter, looks as if interior area is
4.5' x 2' x 2' has 45 points of armor (magic and physical). Keeps at
home.
-
Skills
-
Long Knife/Wak/Sword 55%/45% parry
-
Rune Skill Critical Hit with Long Knife/Wak/Sword 40% (roll skill when attack
rolled. If attack hits and skill rolled, ignore armor).
-
Punch 85%/80% parry
-
Tracking 70%
-
Babysitting 65%
-
Climb 75%
-
Tame shadow creatures 45%
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Ride Horse 30%
-
Race/nature
-
She is an elemental creature of fire.
-
Treat as a nature spirit, but not a standard one.
-
She is a baby rukh, but doesn't realize it (the rukh start as earth fires
and when they break free, when and if they gain enough power, they become
rukhs), having traveled an unusual path to become what she is.
Shadow Cat
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INT 8
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POW 19
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CON 13
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STR 7
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SIZ 2
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APP 13
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DEX 19
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Armor 2 points (0 vs. fire or in bright light)
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Bite for d3 or claw for d2 (doubled if pouncing). Base chance for either
is 35%, 20% chance for a piercing attack that ignores armor.
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Glide
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Pass through shadows (pow points in Siz).
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Give bonded 1/2 dex as bonus (along with +Int to free int, +Pow to Pow for
Pow v. Pow).
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Give bonded glide
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Spell: shimmer (5 points -15% to chance to hit). Uses 5 points
of free INT.
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Spell: visibility 2. 2 points of free INT.
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Spell: heal 5. Uses 1 point of free INT (no free INT left for
other spells, etc. at present) and enchanted collar.
-
Detect tainted foods (and poison) on (INT+POW+points)*3% (currently has two
points of POW invested in power). As a familiar may also draw on the
bonded party's INT and POW for this ability's use.
Glyphs (matrixes) -- in purse.
-
Healing 6 points (as a nature spirit, healing is doubled, so healing 3 would
heal six points).
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Strength 3 points.
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Fireblade 1 point.
Amber's purse is warded by a fire wraith, POW 23, INT 1, APP -4, does fire
damage of 1d6 (100%) per melee round to 1d3 locations each melee round, imposes
fear on any who fail a POW v. POW attack. Zone of effect is the three
meter diameter area round the purse when it is opened (if someone drops the
purse and gets 1.5 meters away, they are safe from the wraith). Is
woven into the inside of the purse and is triggered by anyone who isn't Amber
opening up the purse.
Roof of the World
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Heather N. Marsh
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