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Ariel
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INT 19 (4d6) +2 (Starry Path, star's blessing) 21
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POW 14 (3d6-3) +7 (+2d6) = 21 (out of 5d6-3) +7 from rune (or 28)
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CON 14
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STR 7
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SIZ 8 (siz frozen in place, Starry Quickness result -- SIZ +2 from
prior SIZ, but growth ended).
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APP 16
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Frost pale skin.
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Blue-gray eyes.
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Dark black hair. Hair is white (Starry Quickness
result)
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Thin, 5'2"
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fingernails and toenails are white, limited to not learning heal spell beyond
1 point.
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DEX 16 + 8 (+3d6) -3 to SR, Defense 30% Starry Quickness
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Initial Armor 2 points of padded silk, 2 points of soft leather jacket.
Now, as long as not wearing padding or a jacket (or upper body armor
other than her silk shirt) immune to sylphs. Aversion to wearing armor,
padding or upper body armor.
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Current Armor 1 point padded silk (pants), 6 points protection (beaded belt,
6 points woven in, also functions as a matrix for 6 more points to be cast
as spell), 1 point spirit shirt (3 points vs thrusting weapons and arrows).
Ice armor 8 points
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Short Staff d4+1, 95% to hit, 80% parry +2d6 cold damage, slow (-2d6 to dex,
-2d6 to AR) (+4 to SIZ for determing reach). +1d6 damage from frost/cold.
Also embodies a great shadow (STR 10d6, POW 10d6, HP 10d6 -- roll each
time it manifests, adds those characteristics to the staff when manifesting
and does +2d6 more from frost/cold, POW v. POW and target hit is demoralized
and befuddled). +2d6 frost/cold.
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Dwarf made, recurve compound composit bow +20% to chance to hit (magical),
skill with bow at 65%+bonus. Force 4, need not match. d10 weapon.
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Bracer, magically forms arrows, each costs 1 fatigue point or one magic point.
+2 to armor. Holds/stores 10 magic points and 10 fatigue points (can
be used for things other than arrows).
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fatigue point arrows are not affected by magical defenses
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magic point arrows carry her magical effects (cold, etc.) from the staff,
up to force = force of bow (4 points).
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Frost Rune, intensify cold effects. Rune adds +6 to wearer's POW if
cold oriented (Ariel is). She resists damage from cold.
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Frost Lightning Rune broach, allows to teleport in lightning jags up to POW
x4 in meters distance per jag, up to 2d3 jags per day (x2 jags, x2 distance
with Rune). Broach also adds +2 to wearer's pow.
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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).
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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).
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Starry Path's gift, regeneration (founded shrine)(see below)
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Living quartz crystal, stores 13 points of magic, 6 points of cold blade
(acts as a matrix)
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Spirit shirt. Matrix for repair 2, soul sight, spirit block, stores
up to 15 magic points.
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Beaded belt, protection 6 (permanent spell) and protection 6 matrix
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Aurora's Cap (softly shaped cap, woven gray).
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Silence 2 point matrix (uses free int when the spell is used, but need not
be kept in INT if cap is worn)
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Lightwall 3point matrix (uses free int when the spell is used, but need not
be kept in INT if cap is worn)
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Glamor 2 point matrix (uses free int when the spell is used, but need not
be kept in INT if cap is worn)
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2 points of armor, cap takes 60 points of damage (cap takes damage before
wearer does)
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The gripping knife. Short sword (kinjal sized), similar to the five
islands "long knife" with a wak style blade, only a little lighter.
Damascus patterned, ivory handle. Does not slip from the grasp,
comes to hand when called, force 3 poison (most anti-poison magic is force
one or two), 2d6x3d10 melee rounds, inflicts papercuts on its wearer from
time to time.
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Other Magic known:
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ice armor, 1 point of armor for every mp used, up to the limits of the magic.
4 points known. With the rune the effect is doubled, up to 7
points of spell (she only has four, but if she uses all four points, she
gets 8 points of results). Knowledge of the magic is part of her
rope/staff, so it does not count against free INT. Also resists cold
weather as armor.
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Summon small frost elemental (bound to rope) (treat as a cold salamander
instead of a fire salamander, same damage rolls, same mechanics, just cold
instead of heat).
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heal, 1 point -- can draw on familiar's healing skill, uses 1 point of free
INT.
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soul sight, 3 points, does not use free INT, but does cost magic points to
use. Matrix is the shirt. (this version is like the rune magic, except
it must be fueled by magic points to use and regenerates over time for reuse).
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spirit block, 3 points (uses 3 points of free INT). Matrix is the shirt.
(this version is like the rune magic, except it must be fueled by magic points
to use and regenerates over time for reuse).
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regenerate 3 points.
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heal other 30% base chance, if successful, allows the other to regenerate
using her regenerate power. May try once per melee round to initiate,
takes 3 fatigue points per attempt.
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invisibility, 3 points. Part of the rope/staff. Does not count
against free INT.
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cold blade, 6 points (like blade sharp, but ice based. Frost rune doubles
effect, up to 7 points, so she can gain one more point of cold blade before
it isn't doubled). Does not count against free INT.
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glyph: Spirit Binding 4 points (Does not count against free INT).
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Dragon rune ring (level 3, 6 points of pow). Neutralizes chaos taints like
the Kygor Litor spell -- but requires a physical blow, forms a barrier against
chaos effects of 32 (like 9 point of armor against physical and
magical attacks) and when she strikes a chaos tainted creature it does 3d6-d6
[2d6] of blasting damage to the tainted creature [3d6 if the creature is
enlightened].
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Skills
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Frost Mastery 45%
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Talk 45%
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Animal Empathy (APPx5%)
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Talk with Animals (make empathy roll for them to be willing to talk, then
INTx5% chance to communicate. Limited to fixed INT creatures and the level
the creature can communicate at).
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Defense +30%
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Languages: English 95%, French 65%, Byzant 15%, Freezing Darktongue
(a language of magic) 25%
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Resist Poison, force level 5, -5d6 damage to poison, any poison of force
4 or lower does no harm, vs any poison of force 5 or higher add +5 to any
resistance and subtract 5d6 from the damage caused.
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Resist Death, force level 5, -5d6 from any death rune application, +5 to
any resistance to any death rune application.
Also has a piece of true stone. May or may not have a spell in it (up
to three points. Has had mindlink 3, prophecy 3 and other spells in
it).
Ice Falcon
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INT 13
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POW 18
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CON 18
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STR 5
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SIZ 2
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APP 14
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DEX 19
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Armor 2 points (-2 vs. fire)
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Bite for d3 or claw for d2 (claw damage is 50% chance of piercing if attacking
from dive, for a dive, multiply SIZ times distance in dive (one factor for
every ten yards) up to a multiplier of six -- so that virtual size for a
hunting dive can be up to 6+6d3 for calculating bonus). Bite also has
d6 of cold damage, cold is piercing, bite otherwise has normal chance.
Bite has a 35% base, claw has a 15% base, doubled if diving.
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Telescopic vision, shared with bonded party together with INT and POW.
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Magic:
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healing 3 pts.
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mystic vision 3 points, 85% skill
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Can share hit points with cold oriented bonded party.
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Falcon can also detect ambushes and avoid surprise on (INT+POW+Points)*3%
(currently has one point in this power). As a familiar, it draws on
the INT and POW of the bonded party as well.
Warding sticks -- 4 sticks, that when set up protect an area. Each
stick has POW = 5, STR = 4. The ward has a POW = 20, STR = 16 (+ the
POW of those inside the warded area) to protect against intrusion. The
sticks can cover an area up to 3 meters in radius.
Dark Torq, a binding focus. Holds a large shade and a small shade as
well as three fear wraiths of darkness. Has twenty-one binding points.
A gift from Amber, made from green gold and blue gold and a strange,
light, grayish metal (titanium, pretty useless for swords, but with interesting
magical properties). Pretty, woven metal, woven around 33 small black diamonds,
hematite, with two fire opals at the ends. With the magic severed,
it was more of a pretty thing, but it stored magical energy and could store
magic or serve as a binding. It also worked to protect the wearer slightly.
3 points of protection.
Dark Sight circlet, force two piercing vision, force one, 6 points, in avoid
surprise. 3 points of armor to the head and neck.
Gold Ring, +12 to rolls resisting fire/fear, 2d6+6 magic points stored, +12
to attack rolls.
Spell Book -- The Book of Starry Wisdom (can hold 33 magic points worth of
casting of spells, each spell held does not require free INT, book provides
the first magic point for any casting). (magic points spell takes)(amount
of force bound into spell, if any, beyond the 1 level required to write a
spell in the book) (description)(range, if appropriate). It takes a
level of force and Will = casting cost of spell to write a spell into the
book. It is possible to place more than the base point of force, which
transforms the spell into a higher force version of the spell.
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(2) waken others (6 meter radius)
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(6) (1) guide (a "find x" spell, guides one to "x")
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(6)(3) sleet (a cold/ice attack for 2d6+1, that also reduces target dex by
2d6, movement by 1d3+1). CHA*3 in meters range, .5*CHA in square meters
covered by attack.
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(3)(1) hide (3+d2 points)
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(2)language knowledge (force 2 bound into this spell), allows INT*4 knowledge
of the language being used by a specified speaker.
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(4)(6) Silence, CHA*6 range.
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23 used, 10 left to use
Copyright 2001-2003 Stephen R. Marsh and
Heather N. Marsh
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