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- Egwen Teacher Adventuring Club
- Club Advisor
- Sallazar
- Club Helpers
- Master Sergeant (ret.) Groundskeeper Ben Answick
- Taynathil, Elf Ranger
- Thunder Drum (Golem Bard)
- Master Telgether (Halfling Monk)
- Club Matches
- The Club has the following matches on its record.
- (As Villains)
- 2 Win, 0 Losses, 0 Draws
- Defend the Keep: Defeated Raid Rush, Faith and Steel, Right to Rule, Spellcraft Supremacy and Soaring Falcons (jr) via party wipes.
- Fall of Dengorough: Multiple teams
- (As Adventurers)
- 2 Win, 0 Losses, 0 Draws
- Rescue the Princess: Defeated Raid Rush (forfeit)
- Retrieve the Icon: Defeated multiple teams (good team played)
- Trainers
- The Club has the following trainers
- Sallazar
- Master: Wizard
- Standard: Sorcerer
- The abilities of Sorcerers and Wizards are not identical, but close enough that each class can train the other in some of each others abilities.
- Sallazar is currently providing private tutoring to: Janrael, Safire
- Groundskeeper Answick
- Expert: Fighter, Rogue, [Locked]
- Standard: Barbarian
- The abilities of Fighters and Barbarians are not identical, but close enough that each class can train the other in some of each other’s abilities.
- Sister Mary, Priest of Yselm
- Master: Priest (Yselm)
- Expert: Priest (any other), Paladin
- The abilities of Priests and Paladins are not identical, but close enough that each class can train the other in some of each other’s abilities.
- Taynathil, Elf Ranger
- Master: Ranger
- Standard: Barbarian, Druid, Fighter
- The abilities of Ranger and Barbarians, Druids and Fighters are not identical, but close enough that each class can train the other in some of each other’s abilities.
- Master Fanir Telgether, Halfling Monk.
- Master: Monk
- Standard: Barbarian, Fighter
- The abilities of Monks and Barbarians and Fighters are not identical, but close enough that each class can train the other in some of each other’s abilities.
- Thunder Drum, Golem Bard
- Master: Bard
- Standard: Rogue, Sorcerer
- The abilities of Bards and Rogues and Sorcerers are not identical, but close enough that each class can train the other in some of each other’s abilities.
- Club Money
- The Headmaster has allocated funds to the club
- Club Treasury (gold) 725
- You currently gain 25 gold per school week for the club treasury from the school
- You currently gain 150 gold per week for the club treasury for playing the Witch King, along with your evil minions
- Club Magic Items
- Wands
- Wand of Curses: This wand allows the user to debilitate and demoralise their foes.
- Wand of Silence: As the spell, holds 10 charges, 2 Arcane, Divine or Primordial energy can be spent instead of a charge.
- Weapons (melee)
- Brilliant Energy Longsword (1d8) – ignores non-magic DR
- Inferno Axe (2d6+2d6 fire)
- Shortsword of Defence: Adds +2 to attack and damage, adds +6 to melee defence
- Whip of Entangling: Restrains target hit. Can also be commanded to grab and hold onto an object or surface with a strength of 20; detaches when commanded by wielder, 20ft long
- Weapons (ranged)
- Crossbow of Paralysis: Bolts fired from this crossbow paralyse the target for several minutes, Con roll negates – target can make a new roll each round.
- Armour
- Leather Armour of Durability (DR 12)
- [Enchanted (moderate) Chainshirt: DR 6]
- Rings
- Ring of Telepathic Bond: as the spell
- Misc
- Arm/Hand
- Bracer of Fire Eating: half of fire damage taken is converted to healing.
- Head
- Headband of Perfection (Least): Increases Strength, Agility, Constitution and Willpower by 2 each; adds +3 to unarmed damage
- Neck
- Nevyns Necklace: This collar triples Nevyns movement speed and adds +2 to her Strength and Agility
- Body
- Belt of Giants Strength (19): Sets wearer strength to 19, if lower than this
- Cloak of Invisibility: As the spell
- Cloak of Fiery Wings: Wearer can turn it into wings at will, can be used to fly at twice land speed, or deal 1d6 fire damage to all foes in melee combat.
- Vest (harness) of Growth: Can increase Nevyns size in any form (10 feet tall human or 20ft long beast)
- Training Equipment
- The Club has the following Training Equipment
- Weights (2)
- Weights increase Training Point gain by 100% when used, but these extra training points can only be used to increase Strength, Constitution or Hit Points.
- You have enough weights for 4 girls to use them at a time.
- Combat Wheels (2)
- This complex array of poles has wooden bars sticking out of them at different heights. When spun they create an unpredictable maze of hazards for the adventurer in training to dodge through and avoid.
- Combat Wheels increase Training Point gain by 100% when used, but these extra training points can only be used to increase Agility or purchase the Dodge feat
- You have enough for 4 girls to use them at a time.
- Moving Training Dummies (2)
- Essentially human-sized puppets controlled by a series of levers, these dummies are much more fun that the ones that don’t move.
- Moving Training Dummies increase Training Point gain by 100% when used, but these extra training points can only be used to buy Melee Combat or any melee weapon skill or feat.
- You have enough for 4 girls to use them at a time
- Apprentices Circle (2)
- A ritual circle designed to help novice arcane spellcasters focus their energies.
- An Apprentices Training Circle increase Training Point gain by 100% when used, but these extra training points can only be used to increase Arcane Energy, and Rank 1 spellcasting or Rank 1 spells.
- You have enough for 2 girls to use at a time.
- Adepts Circle
- A ritual circle designed to help adept arcane spellcasters focus their energies.
- An Adepts Training Circle increase Training Point gain by 200% when used, but these extra training points can only be used to increase Arcane Energy, and Rank 1 or 2 spellcasting or Rank 1 or 2 spells.
- You have enough for 1 girl to use at a time.
- Adventuring Gear
- Every piece of adventuring gear is not tracked individually; instead they are purchased in broad categories.
- Your adventurer parties can only select from available club equipment, plus any you provide yourself.
- Basic Dungeoneering Gear
- Your club has basic dungeoneering gear for the girls to use.
- Includes but is not limited to: ropes, spikes, hammer, 10ft pole, lamps, backpacks, caltrops
- One-handed Melee Weapons
- Your club has a variety of one-handed melee weapons for the girls to use
- Two-handed Melee Weapons
- Your club has a variety of two-handed melee weapons for the girls to use
- Ranged Weapons
- Your club has a variety of ranged weapons and ammunition for the girls to use
- Light Armour
- Your club has a variety of light armour for the girls to use
- Medium Armour
- Your club has a variety of medium armour for the girls to use
- Teams
- The Club has the following teams
- Fell Storm (Evil Team)
- Members
- Chame
- Cleya
- Nevyn
- Kittrane
- Reserve Members
- Syphoebeus
- Evrumine
- Evil Teams benefit from the following special rules
- i) Evil Spells: Can use up to Rank 4 *evil* spells in competitions; they are limited to Rank 1-3 spells for non-evil spells. The default limit is rank 3 for all teams.
- ii) Evil Gear: The number of magic items each member can have is increased from 3 to 5, these two additional items must be *evil* magic items.
- iii) Minions: Each team member can have one of the following:
- One Strong Minion (Large elemental, Vampire, moderately powerful demon or equivalent);
- Two Medium-strength Minions (Medium elemental, Ghost or Ghast, minor demon or equivalent);
- Five Weak Minions (Small elemental, zombie or skeleton or equivalent).
- The team member must demonstrate the ability to control these themselves, though items that enable this are permitted.
- iv) Capture and Torture*: Upon capturing an enemy, including another adventurer, the evil team can ask them up to three questions, which they must answer correctly, though they can omit details not requested. Truth spells are used to confirm honestly
- *Actually torturing anyone is grounds for disqualification, and possible criminal charges.
- Unnamed (Good Team)
- Members
- Janrael
- Anlanesa
- Safire
- Phaysis
- Reserve Members
- Calluna
- Lucinda
- Good Teams benefit from the following special rules
- i) Good Spells: Can use up to Rank 4 *good* spells in competitions; they are limited to Rank 1-3 spells for non-good spells. The default limit is rank 3 for all teams.
- ii) Good Gear: The number of magic items each member can have is increased from 3 to 5, these two additional items must be *good* magic items.
- iii) Heroic Spirit: Twice per match a good team can have a single 'dead' team member recover. This decision is in the hands of the team leader and must be made within 1 minute of the team members 'death' (or within 1 minute of the team leader learning of their death). This cannot be used to revive those recruited (see below).
- iv) Aggressive Recruitment: If the good team takes an enemy adventurer captive they can opt to recruit him. A recruited foe is on the good teams side and must work for them to the best of his ability. A good team can only recruit a maximum of two foes per match and this only lasts until the end of the match.
- Training Facilities
- The Club has the following training facilities
- Clubhouse
- The Clubhouse has a wide variety of supplies and equipment and can be used to train any class, but offers no specific benefits.
- The Clubhouse is large enough for 10 students at once to train in.
- Clubhouse Purchases
- None
- Club Experience points
- Experience points for the club are gained as a whole; training points are tracked for each girl individually.
- Club XP can be spent upon any girl in the club.
- Players can spend XP, or indicate a preference for girls in the club to develop certain abilities and the QM will handle the math. These girls are still gaining their powers so it’s not unexpected that they might develop certain powers in a very short time frame.
- Club XP
- Total 307
- Spent 285
- Spent on which members
- Amara 0
- Anlanesa 18
- Caen 0
- Calluna 23
- Chame 22
- Cleya 20
- Evrumine 16
- Janrael 16
- Kittrane 16
- Lucinda 19
- Nataline 29
- Nevyn 38
- Phaysis 15
- Safire 15
- Syphoebeus 17
- Tisania 17
- Other
- Ward Progress: 25%
- Current Ward Rank: Standard
- The List
- The Headmaster has given you the following list of girls he thinks might do well in your adventurers club. He has scribbled a few notes on each girl in his elegant flowing handwriting.
- Amara (13)
- Tiefling Soulborn
- Don’t let her in alchemy lab without supervision!!!
- Good with mechanical stuff
- Rani (17)
- Fairy Soulborn
- Smallest girl in the school
- Don’t worry – very hard to kill
- Cheng Xing (16)
- Some sort of eastern cat-demon Soulborn
- A new arrival to the school
- Doesn't have many friends yet
- Caen Kaylin (16)
- Dullahan Soulborn
- She's a very nice girl, truly
- Loses her head sometimes
- Anlanesa
- Anlanesa is 16 years old and is a Elemental (ice) Soulborn.
- Anlanesa is an energetic and happy girl
- Appearance
- Anlanesa has pale blond hair that’s almost white in colour, deep blue eyes and pale skin.
- She has a lithe build and B-cup breasts. She overheats very easily and has a note from the school authorities allowing her to wear summer wear (or less) in any weather or season. She is 5ft 6inches tall.
- Past
- Anlanesa was raised by her father, a former Soulbound, and her mother, a mage. She lived much of her life on the move but was quick to make new friends. She had a happy upbringing and only ended up at Egwen Girls Convent because her parents heard that it was the best place for her to learn about her powers and the best place to meet other girls like herself.
- Stats
- Strength – 12 (+1), Giant Form 20 (+5)
- (t)Agility – 9 (-1), Giant Form 7 (-2)
- Constitution – 12 (+1), Giant Form 20 (+5)
- (p)Intelligence – 12 (+1)
- (t)Willpower – 10 (+0)
- (p)Fellowship – 12 (+1)
- Hit points 11 (base 7)
- Giant Form 40 (base 11, Giant 25)
- Arcane Energy 20 (base 10, Arcane Reserve 10)
- Melee Weapon:
- Battle-Axe 1d20+5 (1d8+1)
- Unarmed 1d20+1 (1d6+1)
- (Giant Form)
- Battle-Axe 1d20+9 (1d8+5)
- Unarmed 1d20+5 (1d10+5)
- Ranged Weapon:
- none
- Armour
- Light Armour (DR 2)
- Shield (+2 to defences)
- Natural (DR 3)
- Total DR 5
- (Giant Form)
- Natural (DR 6)
- Total DR 8
- Other
- Bracer of Fire Eating: half of fire damage taken is converted to healing.
- Defence
- Melee 15 (-1 agility, +2 shield, +4 Axe Training)
- Ranged 11 (-1 agility, +2 shield)
- (Giant Form)
- Melee 14 (-2 agility, +2 shield, +4 Axe Training)
- Ranged 10 (-2 agility, +2 shield)
- Expertise Skills
- None
- Combat Skills
- Axe Training 2: +4 to combat rolls using axes
- Social Skills
- None
- Other Skills
- None
- Combat Feats
- None
- Other Feats
- none
- Natural Powers
- Anlanesa has the following natural powers:
- Cold Nature: Anlanesa has resistance 40 to cold damage. She takes 50% extra damage from fire attacks.
- Freezing Touch
- By touching (or hitting) someone, Anlanesa applies a -1 penalty to their Agility. Multiple uses of this power stack. Warming or heating the target negates this powers effect, otherwise it lasts until the end of the encounter.
- Anlanesa can also use this ability to cool or freeze things by touching them.
- Ice Giant
- Anlanesa can use a large volume of water or ice to increase her size.
- In this form Anlanesa appears naked, but no details can be seen.
- Rank 1 – Anlanesa increases to 10ft in height and gains the following: +8 to Strength and Constitution; -2 Agility; damage reduction increases by 3; 25 bonus hit points; unarmed damage increases from 1d6 to 1d10. Costs 2 Arcane Energy
- Innate Magic Powers
- Anlanesa can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
- Control Weather (snow/ice only), Major Planar Binding (ice-themed creatures only), Minor Planar Binding (ice-themed creatures only), Planar Binding (ice-themed creatures only), Polar Ray,
- Anlanesa has learnt the following spells
- Cone of Cold, Frostblade, Ice Shield (R), Wall of Ice
- Slam: Anlanesas unarmed attacks deal 1d6 damage.
- Tough Body: Due to her icy body Anlanesa has natural damage reduction 3
- Class Abilities
- Anlanesa has the following class abilities:
- Training Points
- Barbarian 3
- Barbarian 10/20
- Anlanesa is a Sorcerer
- Arcane Reserve
- Anlanesa can store more arcane energy than others.
- Rank 1 – Anlanesa gains 10 extra Arcane Energy
- Sorcerer Magic 1: You can learn and use basic sorcerer spells, base spell cost of these spells is 1 Arcane Energy.
- Available Spells
- (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
- Knock: Opens locked or sealed door.
- Protection from Arrows: Subject resistant to ranged attacks.
- Resist Energy: Resistant to specified energy type.
- Experience
- XP Spent (17)
- Willpower 10 (4)
- Cone of Cold (3)
- Wall of Cold (2)
- Ice Giant 1 (6)
- Axe Training 1 (2)
- TP Spent (22)
- Constitution 12 (1)
- Hit Points +4 (4)
- Axe Training 2 (1+1XP)
- Sorcerer Magic 1 (3)
- Arcane Reserve 1 (5)
- Cantrips R (1)
- Frostblade (1)
- Ice Shield (1)
- Ice Shield to (R), (2)
- Resist Energy (1)
- Protection from Arrows (1)
- Knock (1)
- As a young Elemental (ice) Soulborn, Anlanesa has the following stat limits
- Strength 20
- Constitution 18
- Agility 18
- Intelligence 16
- Willpower 16
- Fellowship 16
- Calluna
- Calluna is 13 years old and has some sort of connection to a distant type of outsider.
- Appearance
- Calluna has light brown skin and brown hair and eyes. She has prominent fangs, leading some to think she is a vampire. She has four long black tentacles that she usually hides under her clothes.
- Calluna has a curvy build and B-cup breasts.
- Past
- Calluna is a war orphan found wandering in the aftermath of a battle, no one is sure where she comes from, or what sort of Soulborn she is.
- Stats
- (t)Strength – 8 (-1)
- (p)Agility – 14 (+2)
- (t)Constitution – 10 (+0)
- (p)Intelligence – 14 (+2)
- Willpower – 14 (+2)
- Fellowship – 13 (+1)
- Hit points 14 (base 12)
- Arcane Energy 15 (base 14)
- Conjuration Reserve 7
- Melee Weapon:
- Unarmed 1d20-1 (1d3-1)
- Shortsword 1d20+2 (1d6-1)
- 4 Tentacles 1d20-3 (1d3-1)
- Ranged Weapon:
- none
- Armour
- Light (DR 2)
- Total DR 2
- Defence
- Melee 16 (+2 agility, +4 shortsword)
- Ranged 12 (+2 agility)
- Willpower Rolls
- Casting Conjuration Spells +6
- Expertise Skills
- None
- Combat Skills
- Shortsword Training 2: +4 combat rolls using shortswords
- Two-Weapon Fighting 1: Calluna gains a +2 to hit when using two weapons, representing the chance of at least one of her attacks hitting. On a natural d20 roll of 19 or 20 both attacks hit (if she beats the targets defence) dealing double damage.
- Social Skills
- None
- Other Skills
- Athletics 1: +2 to climbing, jumping, swimming, athletic feats
- Stealthy 2: +4 to rolls to sneak
- Combat Feats
- None
- Other Feats
- none
- Natural Powers
- Calluna has the following natural powers:
- Blood Drinking
- Calluna can drink the blood of a restrained or helpless creature, dealing 3 hit points of damage and 1 point of constitution damage/round.
- Calluna heals a number of hit points or arcane energy (her choice) equal to half of the hit point damage + constitution damage she deals.
- Her bite is mildly pleasurable.
- Innate Magic Powers
- You can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
- Cause Fear, Dispel Magic, Endurance, Grace, Protection from Good/Law, Strength, Teleport
- Calluna has learned the following spells
- Blink, Cure Light Wounds, Darkness, Dimension Door, Detect Magic
- Extraplanar Body: Calluna can move parts of her body...somewhere else. She must keep at least part of herself on this plane – at minimum a hand, foot, a foot-long part of a tentacle, or her head. It may be possible to leave behind other body parts.
- Calluna suffers no damage or discomfort when using this power.
- When using this power she can move normally, but only the parts of her on this plane can act. Using this power to move body parts from one plane to another is an action – she cannot do it fast enough to dodge an attack for example (yet). Dimensional Anchor and similar block this power – returning all of Calluna to the material plane without harming her. See Invisible and similar cannot detect use of this power, nor Detect Magic. True Sight can but using it may be harmful to the viewer.
- When using this power Calluna benefits from a +1 to +5 bonus to defences, based upon how much of her is present on the material plane.
- Far Summons
- With a little extra effort Calluna can call things from far away, that are more familiar to her.
- This applies to any Conjuration spell that she can cast that summons creatures (or anything else capable of acting).
- By spending 2 extra Arcane Energy when she casts the spell, all of the creatures summoned gain the following:
- Two extra eyes, granting a +2 bonus to all sight-based perception checks.
- Two extra limbs: Extra arms allow them to make slam attacks or hold more weapons, extra legs increase their speed, tentacles can be used to grapple etc. Calluna can control which limbs they have, but not their exact abilities
- Unnatural Physique: Critical hits and sneak attacks have a 25% chance of dealing no additional damage
- One extra movement mode of Callunas choice: swim, climb, burrow, fly or space-stepping (ignore barriers less than six-inches thick when moving). Those with a swim speed can breath underwater.
- One of the following drawbacks: Ravenous (stop to feed upon fallen foes); Blood-Drinker (must drink blood to use any magical powers, or benefit from magical healing); Horrifying (all who see them gain penalties, including allies, but not the creatures, or Calluna); Abomination (take extra damage from divine and primordial magic); Insane (tend to misinterpret orders given); Aggressive (will attack anything that attacks them, regardless of orders). Calluna picks the drawback when she summons the creature, though she doesn't really get why 'Horrifying' is on the drawback list.
- Conjurer Adept Spell (and similar) multiply these bonuses as normal. The more Calluna masters her summoning spells, the stranger her summons look. At Adept Spell the summons no longer possess a drawback
- This applies to any Conjuration spell that she can cast that summons creatures (or anything else capable of acting).
- Overcome Anything
- By spending 3 Arcane Energy Calluna can turn a natural roll of 15-19 into a 20.
- Tentacles
- Calluna has 4 tentacles that are 6ft long. She can use then as normal limbs, though they are slightly clumsy and suffer a -2 penalty to attacks made with them.
- Using Extraplanar Body her Tentacles are completely retractable.
- Warform
- When Calluna gets angry her whole form twitches and writhes, as if trying to transform, but then nothing happens. Perhaps this will change in time.
- Weird
- Calluna gets a +5 bonus to Willpower rolls to resist mind-affecting spells and powers.
- She is rarely freaked out or surprised.
- Class Abilities
- Calluna has the following class abilities:
- Barbarian Class
- Calluna is a Barbarian
- Calluna increases all Barbarian training point gains by 50%
- Druid Class 1/10
- Rogue Class
- Calluna is a Rogue
- Calluna increases all Rogue training point gains by 50%
- Sorcerer Class
- Calluna is a Sorcerer
- Calluna increases all Sorcerer training point gains by 50%
- Wizard Class
- Calluna is a Wizard
- Calluna increases all Wizard training point gains by 50%
- Conjuration Specialisation 2
- Calluna is more effective at using spells from the school of Conjuration.
- Calluna can learn Conjuration spells up to Rank 2.
- Calluna has a Conjuration Reserve listed under her Arcane Energy, this can be spent only upon Conjuration spells, but otherwise works like Arcane Energy. This is equal to ¼ of her total arcane energy, per rank in Conjuration Specialisation
- Calluna increases her Willpower modifier by twice her rank in School Specialisation, when casting spells from her school.
- Conjuration spells are marked (Conj)
- Wizard Magic 1: You can learn and use basic wizard spells, base spell cost of these spells is 1 Arcane Energy.
- Available Spells
- (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
- Resist Energy: Resistant to specified energy type.
- Shield: (self only) damage reduction equal to light armour.
- Summon Angel 1: This spell functions as the spell Summon Least Creature but you summon a single Angelic Lantern (tiny flying ball of light) or a low rank angel (typically as capable as a beginning paladin [archon], or priest [eladrin]).
- Summon Elemental 1: This spell functions as the spell Summon Least Creature but you summon a single elemental of up to 6ft in size.
- Wizard Magic 2: You can learn and use novice wizard (conjuration) spells, base spell cost of these spells is 2 Arcane Energy.
- (Conj) Summon Angel 2: This spell functions as the spell Summon Least Creature but you summon a single lower rank angel (typically as capable as a normal paladin [archon], or priest [eladrin], with physical and mental ability scores 2 higher than mortals and access to Rank 1 [archon] or Rank 1-2 Priest Spells [eladrin]) or two angels outlined under Summon Angel 1.
- (Conj) Summon Elemental 2: This spell functions as the spell Summon Least Creature but you summon a single elemental of up to 12ft in size.
- Training Points
- Druid 1
- Other
- Mr Pogostus
- Calluna has a 12-inch-long carnivorous fish called Mr Pogostus. Mr Pogostus can breathe in air and water. He can fly – swimming through the air.
- Experience
- XP Spent (23)
- Agility 14 (4)
- Intelligence 14 (2)
- Willpower 14 (2)
- Shortsword Training 2 (3)
- Hit Points +2 (2)
- Dimension Door (2)
- Cure Minor Wounds (1)
- Summon Elemental 2 to R (4)
- Far Summons (3)
- TP Spent (27)
- Strength 8 (1)
- Athletics 1 (1)
- Stealth 2 (2)
- Two-Weapon Fighting (1)
- Wizard/Sorcerer Magic 1 (3)
- Arcane Energy +1 (1)
- Summon Angel 2 (2)
- Summon Elemental 2 (2)
- Blink (1)
- Cantrips R (1)
- Shield (1)
- Resist Energy (1)
- Summon Angel 1 (1)
- Summon Elemental 1 (1)
- Conjuration Specialization 2 (8)
- Calluna has the following stat limits
- Strength 16
- Constitution 22
- Agility 14
- Intelligence 14
- Willpower 24
- Fellowship 24
- Chame
- Chame is 14 years old and is a Mimic Soulborn
- Jokester and trickster, loves taking people by surprise
- Appearance
- With her shapeshifting powers Chame can look as she pleases.
- She normally looks like a 5ft 5inch girl with a chubby, curvy build, and constantly changing hair and eye colours, hair length, and cup size.
- Past
- Chames past seems to change as much as her appearance, as Chame alternates between sob story and comedic upbringing.
- The truth is slowly emerging. Chame’s father gave in to a mimics cannibalistic impulses and tried to eat her when she was younger. Her mother stopped him and likely died.
- Stats
- (t)Strength – 8 (-1)
- (p)Agility – 16 (+3)
- (t)Constitution – 8 (-1)
- (p)Intelligence – 14 (+2)
- Willpower – 8 (-1)
- Fellowship – 8 (-1)
- Hit points 7 (base 5)
- Melee Weapon:
- Unarmed 1d20-1 (1d3-1)
- Ranged Weapon:
- Light Crossbow 1d20+15 (1d8+2)
- Armour
- Natural (DR 4)
- Total DR 4
- Defence
- Melee 15 (+3 agility, +2 dodge)
- Ranged 15 (+3 agility, +2 dodge)
- Equipment
- Crossbow of Paralysis: Bolts fired from this crossbow paralyse the target for several minutes, Con roll negates – target can make a new roll each round.
- Expertise Skills
- None
- Combat Skills
- Crossbow Training 5: +10 to combat rolls using crossbows
- Sneak Attack 4: deals +16 extra damage to flanked or surprised foes. Reduced penalty to target locations against flanked or surprised foes.
- Social Skills
- Deception 2: +4 to lying, disguise
- Other Skills
- Stealthy 5: +10 to rolls to sneak
- Rolls
- Deception +13
- Disguise +13
- Stealth +13
- Combat Feats
- Dodge
- You are skilled at avoiding being hit in a fight.
- Dodge 1: You add +2 to your melee and ranged defence.
- Other Feats
- none
- Natural Powers
- Chame has the following natural powers:
- Morphic Body: Due to her shapeshifting powers, Chame has damage reduction 4.
- Mimicry: Chame can shapeshift to appear to be any person or object between the size of a few inches to up to 10ft tall or long. Her mass also changes, from a few grams, up to 1 ton.
- Chame gets a +10 bonus to Deception checks made as part of this shapechange.
- Chame can freely mix and match features and parts, appearing however she wants.
- Chame can change her chemical composition, though the last time she became something explosive, she ended up in the infirmary for two weeks.
- Chame remains aware of her surroundings no matter her form.
- Sticky: One of Chames favourite tricks is making herself adhere to people or things – she loves the look of frustration on peoples faces. A Strength check DC 14 + Chames Constitution modifier is required to remove her from whatever she is stuck to.
- Chame can use this ability to move freely on any solid surface, such as ceilings or walls.
- Class Abilities
- Chame has the following class abilities:
- Chame is a Rogue
- Experience
- Training Points
- Rogue 2
- XP Spent (26)
- Agility 16 (3+2TP)
- Intelligence 14 (4)
- HP +2 (2)
- Deception 2 (2+1TP)
- Stealth 2 (6+6TP)
- Crossbow Skill 5 (7)
- TP spent (15)
- Dodge 1 (4)
- Sneak Attack 4 (2+2XP)
- As a young Mimic Soulborn, Chame has the following stat limits
- Strength 18
- Constitution 18
- Agility 16
- Intelligence 14
- Willpower 14
- Fellowship 14
- Cleya
- Cleya is 16 years old and is a Beholder Soulborn
- Appearance
- Cleya is 4ft 9 inches tall, has short black hair and three eyes. The third eye is located in her forehead and is twice the size of her other eyes. She normally keeps it closed but when opened it has a weird, alien-looking pupil. Her head seems a little too large for her body, she has A-cup breasts.
- Past
- Cleya is a war orphan who was sent to the Shtell Northern Mage Guild as a child. She grew up around wizard students and old wizards.
- Cleya had no friends her own age and as such is a very serious girl who has trouble relating well to others.
- Stats
- (t)Strength – 8 (-1)
- Agility – 11 (+0)
- Constitution – 12 (+1)
- (p)Intelligence – 16 (+3)
- (p)Willpower – 20 (+5)
- (t)Fellowship – 6 (-2)
- Hit points 7 (base 7)
- Arcane Energy 23 (base 15)
- Melee Weapon:
- Unarmed 1d20-1 (1d3-1)
- Ranged Weapon:
- none
- Armour
- none
- Total DR 0
- Defence
- Melee 10 (+0 agility)
- Ranged 10 (+0 agility)
- Equipment
- Wand of Curses: This wand allows the user to debilitate and demoralise their foes.
- Cause Fear; As the spell (1 charge)
- Curse: Target suffers a -5 penalty to all d20 rolls and defences, Willpower roll reduces this to 2. Multiple curses do not stack (1 charge)
- Insanity: As the spell (2 charges)
- This wand has 10 charges; 3 Arcane energy can be substituted for 1 charge
- Expertise Skills
- None
- Combat Skills
- None
- Social Skills
- None
- Other Skills
- Magic Knowledge 2: +4 to all magic knowledge checks
- Combat Feats
- None
- Other Feats
- none
- Rolls
- Magic Knowledge checks +7
- Natural Powers
- Cleya has the following natural powers:
- Levitate: Cleya can levitate up 50ft high. This is not full flight and she cannot move horizontally, only vertically
- Third Eye
- Cleya can use Dispel Magic once per round when her Third Eye (in her forehead) is open. Every round her Third Eye is open, Cleya *must* target an individual or area with Dispel Magic. If she does not direct it consciously, a target is chosen at random. She can close it at will.
- Manifest Eyestalks
- With a normal action Cleya can grow a single eyestalk. A foot-long inch-thick flexible limb grows out from anywhere on her head, shoulders or neck.
- The eyestalk can see normally, and use a single magical ability, chosen when it is grown.
- Cleya can retract the eyestalk with a normal action.
- Cleya can have a maximum of 4 eyestalks manifested at any one time. As long as she has at least one manifested she has all-round vision.
- An eyestalk can use its ability once per round, in addition to Cleyas normal actions. The ability fires a ray that must hit its target (ranged attack), if it misses, the ability has no effect.
- The eyestalks Cleya can manifest are:
- Cause Fear: As the Spell
- Charm Person: As the spell
- Enfeeblement: As the Spell
- Flame Spray: As the Spell
- Flame Strike: As the spell
- Identify: As the spell
- Cleya can manifest the same type of Eyestalk more than once. The appearance of the eye denotes the power it can use (i.e. Cause Fear eyestalk has a creepy-looking eyeball, Flame Spray has one that has a tiny flame for a pupil etc).
- 2 Additional Eyestalks
- Every time this is purchased, the maximum number of eyestalks Cleya can manifest rises by 1, to a maximum of 8
- Class Abilities
- Cleya has the following class abilities:
- Wizard
- Cleya is a Wizard
- Training to be an Enchanter
- Wizard Magic 1: You can learn and use basic wizard spells, base spell cost of these spells is 1 Arcane Energy.
- Available Spells
- (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
- Magic Missile: highly accurate, single target, low damage attack
- Protection from Arrows: Subject resistant to ranged attacks.
- Resist Energy: Resistant to specified energy type.
- See Invisibility: Reveals invisible creatures or objects.
- Shield: (self only) damage reduction equal to light armour.
- Speed: (self only) triples movement speed
- Tongues: Speak any language.
- Wizard Magic 2: You can learn and use basic wizard spells, base spell cost of these spells is 2 Arcane Energy.
- Available Spells
- Dimension Door: Teleport short distance.
- Fireball: Area damage fire spell.
- (R) Stoneskin: high damage reduction.
- Water Breathing: Subjects can breathe underwater.
- Training Points
- Wizard 2
- Experience
- XP Spent (20)
- Willpower 18 (6)
- 2 Additional Eyestalks (6)
- Growing Powers (Flame Strike, Identify 8)
- TP Spent (45)
- Willpower 20 (6)
- Arcane Energy +8 (8)
- Wizard Magic 2 (9)
- Cantrips (R) (1)
- Protection from Arrows (1)
- Magic Missile (1)
- Resist Energy (1)
- See Invisibility (1)
- Shield (1)
- Speed (1)
- Tongues (1)
- Dimension Door (2)
- Fireball (2)
- Scrying (2)
- Stoneskin (2)
- Stoneskin to (R, 4)
- Water Breathing (2)
- As a young Beholder Soulborn, Cleya has the following stat limits
- Strength 16
- Constitution 20
- Agility 18
- Intelligence 20
- Willpower 20
- Fellowship 20
- Evrumine
- Evrumine is 13 years old and is a Minotaur Soulborn
- Hates being called a *cow*, hates being reminded of her family name.
- Appearance
- Evrumine is 5ft 10 inches tall and has an athletic build. She has long shaggy red-brown hair and a pair of 3-inch long horns coming out of the sides of her head. Her long fringe usually obscures her large brown eyes; she has C-cup breasts and a pronounced Torrow-aristocrat accent.
- Past
- Evrumine is the daughter of a semi-famous soldier: Commander Josiah Hydram. A young scion of a powerful noble family of Torrow; he distinguished himself as a warrior, leader and strategist in the Last War, and was one of the few Soulbound to have the spirit removed without serious side-effects.
- With the political tide turned against the Soulbound the then Captain Hydram underwent a radical change of heart and is now a staunch opponent of everything Soulbound related.
- Evrumines childhood was a happy one, until the day her father disowned her: telling her she was no longer his daughter, and that she had no claim to the family name.
- Stats
- (p)Strength – 16 (+3), Rage 20 (+5)
- Agility – 10 (+0)
- (p)Constitution – 14 (+2)
- Intelligence – 8 (-1)
- (t)Willpower – 6 (-2)
- (t)Fellowship – 6 (-2)
- Hit points 39 (base 14, Pride of Minos 20)
- Melee Weapon:
- Unarmed 1d20+5 (1d3+3)
- Axe 1d20+11 (1d8+3)
- (Rage)
- Unarmed 1d20+11 (1d3+9), ignore 2 points of DR
- Axe 1d20+17 (1d8+9), ignore 2 points of DR
- Ranged Weapon:
- none
- Armour
- Natural (DR 4)
- Total DR 4
- (Rage)
- DR 8
- Defence
- Melee 18 (+0 agility, +2 Melee Combat, +6 Axe Training)
- Ranged 10 (+0 agility)
- Equipment
- Cloak of Invisibility: As the spell
- Expertise Skills
- Melee Training 1: +2 to all melee combat rolls
- Combat Skills
- Axe Training 3: +6 to combat rolls using axes
- Social Skills
- None
- Other Skills
- Athletics 2: +4 to all climbing, jumping or swimming rolls
- Stealthy 1: +2 to rolls to sneak
- Combat Feats
- None
- Other Feats
- none
- Rolls
- Strength rolls to avoid being moved +6
- Will Rolls vs fear or pain +0
- Athletics rolls +7
- Natural Powers
- Evrumine has the following natural powers:
- Charge: Evrumine deals double damage on a charge
- Pride of Minos
- Minotaurs are proud and stubborn creatures, unwilling to submit
- 2 - Increases HP by 20; +4 to rolls to save against fear or pain and rolls to resist being moved against your will; Increases Natural DR by 2.
- Tough Body: Evrumine has natural damage reduction 2
- Wrath of Minos
- Minotaurs are ferocious berserkers
- 1 - Strength increases by 4 when Raging; Increases DR gained when Raging by 2; Ignore up to 2 points of DR with your attacks when raging.
- Class Abilities
- Evrumine has the following class abilities:
- Favoured Class (Barbarian)
- Evrumine is a Barbarian, she increases training points she gains for the listed class by 100%.
- Frenzied Attack: the Barbarian keeps up a relentless flurry of attacks.
- When making me a melee attack whilst raging, the barbarian can make two attacks.
- Rage: the Barbarian can fly into a frenzy, becoming stronger and tougher
- Rank 1 – the Barbarian gains +4 to hit and damage, her damage reduction increases by 2, but suffers 1 hit point of damage per round whilst raging. the Barbarian does not attack allies in a rage.
- Training Points
- Barbarian 4
- Experience
- XP Spent (30)
- Constitution 14 (2+2TP)
- Intelligence 8 (1)
- Hit Points +5 (5)
- Melee Training 1 (4)
- Rage 1 (5)
- Pride of Minos 2 (8)
- Wrath of Minos 1 (5)
- TP Spent (17)
- Strength 16 (2)
- Agility 10 (2)
- Axe Training 3 (3)
- Athletics 2 (2)
- Stealth 1 (2)
- Frenzied Attack (4)
- As a young Minotaur Soulborn, Evrumine has the following stat limits
- Strength 18
- Constitution 16
- Agility 14
- Intelligence 12
- Willpower 14
- Fellowship 14
- Janrael
- the Angels Daughter
- Janrael is 16 years old and is an Angel Soulborn (Solar).
- Appearance
- Janrael has pale white skin and long metallic golden hair. She is 6ft in height with an athletic build and C-cup breasts.
- Past
- Janrael is one of the very few Soulborn descended from angels. And the only one from a high-ranking angel she is aware of.
- Both of Janraels parents died in the Last War.
- Janrael initially attended a prestigious inner-city school for Soulborn. As a part-angel she was seen as far more socially-desirable than many of the other girls; there were noble families attempting to bargain with school administrators to secure an arranged marriage for their sons to Janrael as soon as she was enrolled.
- However her popularity bred petty jealousies and hatred among the other students and Janrael was targeted by pranks and bullying.
- With a low tolerance for evil acts at the best of times, Janrael fought back. Eventually she was thought to be violent and unstable, and was transferred to Egwen.
- Stats
- (p)Strength – 17 (+3)
- Agility – 13 (+1)
- (t)Constitution – 12 (+1), Angelic Toughness 15 (+3)
- (t)Intelligence – 12 (+1)
- (p)Willpower – 19 (+4)
- Fellowship – 14 (+2)
- Hit points 29 (base 9, Angelic Toughness 20)
- Arcane Energy 24 (Base 14, Angels Magic 10)
- Melee Weapon:
- Brilliant Energy Longsword 1d20+7 (1d8+4) – ignores non-magic DR
- Unarmed 1d20+5 (1d3+3)
- Ranged Weapon:
- none
- Armour
- Light Armour (DR 2)
- Natural (DR 6)
- Total DR 8
- Defence
- Melee 15 (+1 agility, +2 melee combat, +2 longsword)
- Ranged 11 (+1 agility)
- Expertise Skills
- Melee Training 1: +2 to all melee combat rolls
- Combat Skills
- Longsword Training 1: +2 to all combat rolls using longswords
- Social Skills
- None
- Other Skills
- None
- Combat Feats
- None
- Other Feats
- Consecrate Spell: A spell modified with this ability gives off a small surge of positive divine magic and is more difficult for evil creatures or demons to resist.
- If the spell deals damage, half that damage (rounded down) results from positive divine power and applies itself as holy damage.
- This adds two additional Arcane Energy to the spell's cost.
- Natural Powers
- Janrael has the following natural powers:
- Half-Solar Damage Resistance: Janrael has damage reduction 5; this is ignored by unholy weapons and spells/powers that deal unholy damage
- Angels Magic: Your mystical powers are particularly strong.
- Rank 1 - You add +2 Willpower, and gain 10 extra Arcane Energy, you reduce the XP cost of learning new spells by 1.
- Angelic Toughness: The character is far tougher than normal
- Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
- Vulnerability: This damage reduction this is ignored by unholy weapons and spells/powers that deal unholy damage
- Angelic Regeneration: Janrael heals faster than normal
- Rank 3 - Heals 1 hit point per 10 minutes.
- Vulnerability: This healing cannot heal damage from unholy weapons, or evil spells; she heals at the normal rate from such attacks.
- Class Powers Synergy
- Certain class powers function differently for you. This does not grant you access to these powers, only changes the effects if you do gain them.
- (Paladin) Sanctuary: Raises the DC for demons to enter by 5.
- (Paladin) Smite: deals 1.5 times normal damage against demons.
- Detect Evil
- Janrael is constantly aware of evil within 300ft of her. She can detect and discern between the following types of evil: evil magic (magic cast by evil mages, priests etc); evil spells (spells that are inherently evil); evil innate magic abilities (used by evil creatures); evil creatures (those with innately evil natures, no matter their personal morality); evil people (people with evil alignments); evil actions (actions taken which are classified as *evil*); evil thoughts (planning or strongly considering evil actions).
- This ability is constant and Janrael cannot turn it off.
- It is magic and is treated as such for the purposes of countering, blocking etc.
- Janrael suffers from synaesthesia; She interprets the evil she detects as physical sensations. Most low-level evils feel like insects walking on her skin. Powerful evil is physically painful to her.
- Innate Magic Powers
- Janrael can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc):
- Bless, Dispel Magic, Dimensional Anchor, Endure Elements, Remove Curse, Remove Disease, Remove Fear, See Invisibility, Speak with Dead
- So far Janrael has learned the following spells:
- None
- Spell Access (Priest)
- Janrael can learn the listed type of magic without needing to be a member of that class. If Janrael is a member of that class, she gains a 1 point discount on any spells and ranks in spellcasting purchased.
- Janreal can develop the following powers up to rank 5: Angelic Regeneration, Angelic Brilliance, Angelic Charm, Angels Magic, Angelic Might, Angelic Speed, Angelic Toughness.
- Class Abilities
- Janrael has the following class abilities:
- Fighter 8/20
- Priest 3/20
- Janrael is a Wizard
- Wizard Magic 1: You can learn and use basic wizard spells, base spell cost of these spells is 1 Arcane Energy.
- Available Spells
- (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
- Protection from Chaos/Evil/Good/Law: +2 to Defence and Will checks to resist magic (doubled vs mind-control).
- Speed: (self only) triples movement speed
- Tongues: Speak any language.
- Wizard Magic 2: You can learn and use novice wizard spells, base spell cost of these spells is 2 Arcane Energy.
- Available Spells
- Arcane Sight: Magical auras become visible to you.
- Detect Scrying: Alerts you of magical eavesdropping.
- Dimensional Anchor: Bars extradimensional movement.
- Dimension Door: Teleport short distance.
- Dispel Magic: Cancels magical spells and effects.
- Magic Circle against Chaos/Evil/Good/Law: As protection spells, but area.
- Righteous Weapon: You summon a weapon of magical force that flies towards your foe and attacks, before disappearing in an explosion of magical energy. Deals damage to target and lesser damage to those nearby, deals holy damage.
- Stoneskin: high damage reduction.
- (Conj) Wall of Fire: Burning wall harms those who cross it.
- Training Points
- Priest 2
- Experience
- XP Spent (16)
- Constitution 12 (2)
- Intelligence 12 (2)
- Angelic Toughness 1 (6)
- Angelic Magic 1 (6)
- TP Spent (38)
- Willpower 17 (3)
- Melee Combat Training 1 (4)
- Longsword Training 1 (2)
- Consecrate Spell (3)
- Wizard Magic 2 (9)
- Cantrips (R) (1)
- Protection from Alignment (1)
- Magic Circle against Alignment (1)
- Tongues & Speed (1)
- Dimensional Anchor (2)
- Arcane Sight (2)
- Dispel Magic (2)
- Righteous Weapon (2)
- Stoneskin (1)
- Dimension Door (1)
- Detect Scrying (1)
- Wall of Fire (1)
- Stat Limits
- As a young Angel Soulborn (Solar), Janreal has the following stat limits
- Strength 26
- Constitution 22
- Agility 22
- Intelligence 22
- Willpower 24
- Fellowship 24
- Kittrane
- the Balors Daughter
- Kittrane is 17 years old and is a Demon (Balor) Soulborn.
- Hates being called *Kitten* or any cat-related puns. Has a temper.
- Appearance
- Kittrane is a tall, muscular girl. She is 6ft 6inches tall and is a B-cup. Kittrane has a reddish tinge to her skin, and has long red hair, of a deep crimson, almost blood-red. She normally ties her hair back. Kittrane is normally violating the schools dress code by wearing short-sleeved tops to show off her muscled arms.
- Past
- Kittrane doesn’t like to talk much about her past.
- According to some of the other girls however, her mother was a Soulbound who lost her battle for control and turned into a monster; her father was an ex-soldier adventurer who used to take Kittrane with him on his travels.
- Stats
- (p)Strength – 20 (+5)
- Agility – 14 (+2)
- (p)Constitution – 18 (+4)
- (t)Intelligence – 12 (+1)
- Willpower – 14 (+2)
- (t)Fellowship – 12 (+1)
- Hit points 20 (base 10, Toughness 5)
- Arcane Energy 16 (base 10)
- Melee Weapon:
- Unarmed 1d20+7 (1d3+5)
- Inferno Axe 1d20+14 (2d6+8+2d6 fire)
- Ranged Weapon:
- Crossbow 1d20+8 (1d8)
- Armour
- Natural (DR 5)
- Leather Armour of Durability (DR 12)
- Total DR 17
- Defence
- Melee 20 (+2 agility, +2 Combat Training, +6 Greataxe Training)
- Ranged 12 (+2 agility)
- Equipment
- Inferno Axe: This two-handed battleaxe offers a +1 bonus to hit and damage and deals 2d6 extra fire damage on every attack. Once per day it can be used to create a Wall of Fire (as the spell). Drawback: It deals 1d6 fire damage to the wielder per round it is used in combat, and when a Wall of Fire is created. Kittrane does not take this damage when she is using Burning Body. Items can be upgraded later.
- Leather Armour of Durability: Grants damage reduction 12.
- Expertise Skills
- Melee Training 1: +2 to melee combat rolls
- Ranged Training 1: +2 to all ranged combat rolls
- Combat Skills
- Crossbow Training 2: +4 to combat rolls using crossbows
- Greataxe Training 3: +6 to combat rolls using greataxes
- Social Skills
- None
- Other Skills
- None
- Combat Feats
- Cleave
- You are able to deal additional damage and hit multiple foes when using two-handed weapons (including polearms).
- Cleave can be used at levels 1-3 with one-handed weapons, but requires the weilder to have a Strength score 2 higher than that required to purchase Cleave.
- To get the benefit from Cleave you need to have a level in the appropriate weapons skill equal to or greater than the level of Cleave you are using.
- Cleave 1: You deal +2 extra points of damage with applicable weapons and can hit two adjacent foes with a single attack.
- Toughness
- You are able to take more punishment before being out of the fight.
- Toughness 1: You gain 5 extra hit points.
- Other Feats
- none
- Natural Powers
- Kittrane has the following natural powers:
- Balor Soulborn Damage Resistance: Kittrane has damage reduction 5; this is ignored by holy weapons and spells/powers that deal holy damage
- Fire Resistance
- Kittrane has Fire Resistance 15
- Innate Magic Powers
- Kittrane can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers.
- Dominate Person, Flame Strike, Slay Living
- Kittrane has learned the following spells:
- Dispel Magic, Fireball, Teleport (self only), True Seeing, Unhallow
- Burning Body
- When Kittrane is angry or in a fight, her body bursts into flame. Anyone in close physical contact with her (i.e grappling or attempting to restrain her) takes 1d8 fire damage reach round.
- Kittrane can develop the following powers up to rank 5: Demonic Regeneration, Demonic Might, Demonic Speed, Demonic Toughness.
- Kittrane can develop the following powers up to rank 2: Demonic Brilliance, Demonic Charm, Demonic Magic
- Kittrane can take any Demonic Form abilities except Subtle changes
- Class Abilities
- Kittrane has the following class abilities:
- Kittrane is now a Fighter
- Sorcerer 19/20
- Training Points
- Sorcerer 1
- Fighter 1
- Experience
- XP Spent (11)
- Strength 20 (3+3TP)
- Constitution 18 (3)
- Hit Points +5 (5)
- Fireball (2)
- Teleport (self only, 3)
- TP Spent (23)
- Greataxe Training 3 (4)
- Crossbow Training 2 (2)
- Arcane Energy +6 (6)
- True Seeing (3)
- Dispel Magic (2)
- Unhallow (3)
- As a young balor Soulborn, Kittrane has the following stat limits
- Strength 28
- Constitution 26
- Agility 24
- Intelligence 24
- Willpower 24
- Fellowship 24
- Lucinda De La Hallowthwaite
- Lucinda or *Lucky* as she prefers is 15 years old, and is a demon Soulborn (Succubus)
- Appearance
- Lucinda has brilliant red hair and vibrant green eyes. She seems to glow with health and life. She is 5ft 5inches tall and is a D-cup, she has noticeable hips.
- Lucinda is often rather forgetful when she dresses for the day; her blouse often has several buttons undone, and her thigh-high socks leave more than the permitted three-finger gap between those and her skirt.
- Past
- Lucinda claims to have grown up the spoiled daughter of a rich and successful spy. Her attendance at Egwen she attributes to *baseless rumours about whose pillow I was sharing at my old school*. This story doesn’t quite ring true.
- Stats
- (t)Strength – 9 (-1)
- Agility – 12 (+1)
- (t)Constitution – 9 (-1)
- Intelligence – 13 (+1), Gestalt 16 (+3)
- (p)Willpower – 16 (+3), Gestalt 19 (+4)
- (p)Fellowship – 16 (+3), Gestalt 19 (+4)
- Hit points 8 (base 5)
- Arcane Energy 47 (base 11, Gestalt 36)
- Melee Weapon:
- Rapier 1d20+5 (1d6+1)
- Ranged Weapon:
- none
- Armour
- None
- Total DR 0
- Defence
- Melee 15 (+1 agility, +4 Rapier Training)
- Ranged 11 (+1 agility)
- Expertise Skills
- None
- Combat Skills
- Rapier Training 2: +4 to combat rolls using rapiers
- Social Skills
- None
- Other Skills
- None
- Combat Feats
- None
- Other Feats
- none
- Natural Powers
- Lucinda has the following natural powers:
- Note: Due to her link to Fenra, Celya and Eyja, Lucinda counts as a regular Succubus Soulborn and a Dathki Soulborn for the purpose of learning Innate Spell-like abilities and Demonic Magic, Demonic Intelligence and Demonic Charm.
- Disarming Kiss
- For three rounds after being affected by Lucinda’s Drain Energy ability the target suffers a penalty to all Will rolls to resist Lucinda’s powers and abilities equal to Lucinda’s Fellowship modifier.
- Drain Energy
- By kissing a person, Lucinda can drain a targets energy. The target of her kiss loses a number of hit points equal to Lucinda’s Fellowship modifier.
- Lucinda adds the same number to her Arcane Energy.
- Targets of this ability can choose to lose Arcane, Divine or Primordial Energy instead of hit points.
- Innate Magic Powers
- Lucinda can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
- (Succubus)
- Alter Self, Charisma, Charm Person, Contagion, Desecrate, Detect Good, Detect Thoughts, Discern Lies, Dominate Person, Feeblemind, Hold Person, Magic Circle Against Good, Perfect Beauty, Protection From Good, Remove Paralysis, Sleep, Tongues, Undetectable Alignment, Unearthly Beauty, Unhallow
- (Dathki Succubus) – see classes and races pastebin
- Lucinda has learned the following spells
- Charm Person, Darkness, Modify Memory, Probe Thoughts, True Seeing
- Ectoplasmic Servant (Rank 1): Create animal or humanoid mass of translucent energy that can serve you, has limited combat abilities. Additional XP can be spend to upgrade this spell.
- Psychic Blast (Rank 1): Purely mental attacking spell that bypasses non-magical damage reduction
- Telekinesis (Rank 2): Move objects with a weight of up to Will x10 pounds, plus 25 pounds per extra point of arcane energy spent
- Mental Gestalt
- Due to a magical mishap involving a Dominion Stone, Lucinda shares her mind with three others: Fenra, Celya and Eyja, three Dathki Succubus Soulborn.
- Their minds are linked and overlapping, but they are still separate people to an extend, they can however draw upon the same pooled experience and knowledge.
- This has the following effects
- If one of them has a skill or feat, they all have it.
- If one of them knows magic or can cast a spell or an innate spell-like ability, they can all use it.
- They can communicate mentally with one another. The maximum range of this ability is unknown. It is not known what could block this communication, though magic probably can.
- All four gain a +3 bonus to Willpower, Fellowship and Intelligence.
- They all draw from the same pool of arcane energy, the amount listed on Lucindas sheet reflects this total.
- They can train together and rapidly increase the rate at which they learn. Lucinda increases all training points received by 100%
- Favoured Class (Sorcerer)
- When qualifying for the listed class Lucinda needs to spend one-half the usual experience points.
- If Lucinda is a member of the listed class, she increases training points she gains for the listed class by 100%.
- Lucinda can develop the following powers up to rank 2: Demonic Brilliance (succubi), Demonic Regeneration, Demonic Might, Demonic Speed, Demonic Toughness, Demonic Magic (succubi).
- Lucinda can develop the following power up to rank 5: Demonic Brilliance (dathki succubi), Demonic Charm, Demonic Magic (dathki succubi), Shapeshifting
- Lucinda can take any Demonic Form abilities
- Class Abilities
- Lucinda has the following class abilities:
- Training Points
- Bard 4
- Lucinda is a Bard
- As Lucinda is a bard, she increases training points she gains for bard by 100%.
- Bardic Inspiration 2: Improve an allies chances of success. When an ally attempts a d20 roll, you may spend 1 arcane energy to grant them a bonus on that roll. They must be able to hear you.
- Rank 2 – the bonus granted is +4
- Break Them Down
- You can apply your Bardic Inspiration bonus as a penalty to a single foes next d20 roll.
- Bardic Magic 1: Spells cost 1 Arcane Energy to cast
- Available Spells
- Laughter: Subject loses actions.
- Image: Creates minor illusion.
- Animate Rope: Makes a rope move at your command.
- Message: Whispered conversation at distance.
- Sleep: Puts creatures into magical slumber.
- Ventriloquism: Throws voice.
- Lucinda is a Sorcerer
- Sorcerer Magic 1: You can learn and use basic sorcerer spells, base spell cost of these spells is 1 Arcane Energy.
- Spells Known
- (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
- (E) Identify: Determines properties of magic item.
- Splendor: Subject gains bonus to Fellowship.
- XP Spent (16)
- Agility 12 (1)
- Intelligence 13 (2)
- Willpower 16 (5)
- Rapier Training 2 (2)
- Ectoplasmic Servant (1)
- Psychic Blast (1)
- Bardic Inspiration 2 (4+2TP)
- TP Spent (26)
- Hit Points +3 (3)
- Break Them Down (4)
- Bardic Magic 1 (3)
- 6 rank 1 spells (6)
- Sorcerer Magic 1 (3)
- 3 rank 1 spells (3)
- True Seeing (3)
- As a young succubus soulborn, Lucinda has the following stat limits
- Strength 18
- Constitution 18
- Agility 18
- Intelligence 20
- Willpower 18
- Fellowship 24
- Nataline
- Nataline is 16 years old and is a Pharoc (reincarnate)
- Appearance
- Nataline has a classic aristocratic beauty: flawless pale skin, long black hair and hazel eyes and a face that would make an artist weep that he could not capture its glory with mere paints.
- Nataline moves with a slow, refined grace and many girls at Egwen cry themselves to sleep wishing Nataline would notice them.
- Past
- Nataline is not the daughter of a Soulbound, she *is* a Soulbound. One of the last created, and perhaps the youngest when she was made Soulbound, Nataline isn’t sure what manner of creature is bound within her.
- The guild mages are likewise unsure, their best guess is that it is a human-like creature from a civilisation that predates the Empire...by thousands of years.
- Natalines father was one of the mages who created Soulbound and he faced the judgement of Heaven when she was very young, she does not remember her mother.
- Stats
- (t)Strength – 9 (-1)
- Agility – 12 (+1)
- (t)Constitution – 14 (+2)
- Intelligence – 13 (+1)
- (p)Willpower – 18 (+4), Angels Magic 22 (+6)
- (p)Fellowship – 16 (+3)
- Hit points 28 (base 8, Angelic Toughness 20)
- Arcane Energy 30 (base 10, 20 Arcane Energy)
- Divine Energy 16 (base 16)
- Melee Weapon:
- Unarmed 1d20-1 (1d3-1)
- Ranged Weapon:
- none
- Armour
- Angelic Toughness 1
- Total DR 1
- Defence
- Melee 11 (+1 agility)
- Ranged 11 (+1 agility)
- Expertise Skills
- None
- Combat Skills
- None
- Social Skills
- Commander 3: +6 to ordering foes to surrender, giving orders to allies
- Negotiator 2: +4 to diplomacy, negotiation, and persuasion
- Other Skills
- History Knowledge 2: +4 to all history knowledge checks
- Combat Feats
- None
- Other Feats
- none
- Natural Powers
- Nataline has the following natural powers:
- Ankh
- Nataline enjoys a 1 XP discount on all priest abilities.
- Supernatural Beauty: Nataline adds +5 to all Fellowship checks and if she learns Bardic Inspiration she increases her Bardic Inspiration bonus by 2.
- Wedja
- Angels Magic: Your mystical powers are particularly strong.
- Rank 2 - You add +4 Willpower, and gain 20 extra Arcane Energy, you reduce the XP cost of learning new spells by 2.
- Angelic Regeneration: Nataline heals faster than normal
- Rank 2 - Heals 1 hit point per hour.
- Angelic Toughness: Nataline is far tougher than normal
- Rank 1 - +4 bonus to Constitution, +20 HP, has DR 1
- Nataline can develop the following powers up to rank 2: Angelic Might, Angelic Speed, Angelic Toughness.
- Nataline can develop the following powers up to rank 5: Angelic Regeneration, Angelic Brilliance, Angelic Charm, Angels Magic
- Seneb
- Spell Access (Sorcerer)
- Nataline can learn the listed type of magic without needing to be a member of that class. If you are a member of that class, you gain a 1 point discount on any spells and ranks in spellcasting purchased.
- Nataline increases this XP discount to 5 when buying Enchant Sorcerous Item, Forge Magic Arms and Armour and Craft Other Magic Items.
- Class Abilities
- Nataline has the following class abilities:
- Bard 5/20
- Fighter 4/20
- Sorcerer 3/20
- Training Points
- Bard 1
- Fighter 1
- Sorcerer 1
- Priest Class
- Nataline is now a Priest
- Sorcerer Magic 1: You can learn and use basic sorcerer spells, base spell cost of these spells is 1 Arcane Energy.
- Sorcerer Spells Known
- Enfeeblement: Weakens Target.
- Enlarge: creature doubles in size.
- Magic Missile: highly accurate, single target, low damage attack
- Shield: (self only) damage reduction and defence equal to light armour.
- Priest Magic 1: You can learn and use basic priest spells, base spell cost of these spells is 1 Divine Energy.
- Bless: Allies gain bonus on attack rolls and saves against fear.
- Comprehend Languages: You understand all spoken and written languages.
- Cure Minor Wounds: Cures 8+Will mod damage
- Priest Magic 2: You can learn and use novice priest spells, base spell cost of these spells is 2 Divine Energy.
- Cure Moderate Wounds: Cures 24+(Will modx2) damage
- Magic Vestment: Armor or shield gains enchantment bonus.
- Shield Other: You take half of subject’s damage.
- Experience (53)
- XP Spent (15)
- Agility 12 (1)
- Constitution 14 (3)
- Willpower 17 (5) – 2 Training Points
- Commander 3 (6)
- Negotiator 2 (4)
- History Knowledge 2 (4)
- Angels Magic 2 (12)
- Priest Rank 2 Spells (9)
- Enfeeblement (1)
- Enlarge (1)
- Magic Missile (1)
- Shield (1)
- Angelic Toughness 1 (6)
- Training Points Spent
- Fellowship 16 (2)
- Willpower 18 (3)
- Cure Minor Wounds (1)
- Bless (1)
- Comprehend Languages (1)
- Magic Vestment (2)
- Shield Other (2)
- Cure Moderate Wounds (1)
- Sorcerer Magic Rank 1 (3)
- As a young Pharoc, Nataline has the following stat limits
- Strength 18
- Constitution 18
- Agility 18
- Intelligence 22
- Willpower 22
- Fellowship 22
- Nevyn, the Beast-girl
- Nevyn is a dusky, quiet girl whom many overlook.
- Nevyn is 14 years old and is an Empress Displacer Soulborn. She has the ability to bend light around herself.
- Appearance
- Nevyn has brown skin and long brown hair as well as sideburns. Her eyes are catlike in appearance and her nails are long and sharp, she has prominent fangs.
- Nevyn is 5ft 4 inches but seems shorter as she often slouches. She has a lithe, athletic build and A-cup breasts.
- Nevyn has four ears: two human-like ones, and two purple cat-like ones.
- Nevyn has two long purple-furred catlike tails.
- Nevyn has four 4ft-long tentacles emerging from her back.
- Nevyn can hide the ears, tails and tentacles, if she concentrates.
- Past
- Nevyn never really knew her parents, only having a few memories of her father. She was dropped off at an orphanage and was shipped off to Egwen at the first opportunity when her nature became clear.
- She dislikes talking about life at the orphanage.
- Other
- Nevyn has a pack of five juvenile Displacer-Beasts that live at the school, they are normally allowed out of their cages at specific times, to avoid them running wild and hurting anyone.
- Stats
- (p)Strength – 14 (+2), Necklace 16 (+3), Beast Form 26 (+8)
- (p)Agility – 18 (+4), Necklace 20 (+5), Beast Form 22 (+6)
- Constitution – 10 (+0), Beast Form 18 (+4)
- (Enlarged – 10ft human/20ft beast)
- Strength – 22 (+6), Necklace 24 (+7), Beast Form 36 (+13)
- Agility – 16 (+3), Necklace 18 (+4), Beast Form 20 (+5)
- Constitution – 14 (+2), Beast Form 22 (+6)
- (t)Intelligence – 6 (-2)
- Willpower – 10 (+0)
- (t)Fellowship – 6 (-2)
- Speed: Nevyn's movement speed is 4 times normal (60mph in human form, 160mph in beast form).
- Hit points 12 (base 8)
- Beast Form hit points 66
- (Enlarged - 10ft)
- Hit points 20 (base 10, size 10)
- Beast Form hit points 74
- Arcane Energy 4 (base 4)
- Melee Weapon:
- Unarmed 1d20+15 (1d3+13)
- 4 tentacles 1d20+15 (1d6+13)
- (Beast Form)
- Bite 1d20+20 (1d10+18)
- 4 Claws 1d20+20 (1d8+18)
- 6 Tentacle Whips 1d20+20 (1d8+18)
- (Enlarged – 10ft)
- Bite 1d20+25 (2d6+23)
- 4 Claws 1d20+25 (1d10+23)
- 6 Tentacle Whips 1d20+25 (1d10+23)
- Ranged Weapon:
- none
- Armour
- none
- Total DR 0
- Defence
- Melee 27 (+5 agility, +2 melee combat, +10 unarmed combat)
- Ranged 15 (+5 agility)
- (Beast)
- Melee 28 (+6 agility, +2 melee combat, +10 unarmed combat)
- Ranged 16 (+6 agility)
- (Enlarged)
- Melee 26 (+4 agility, +2 melee combat, +10 unarmed combat)
- Ranged 14 (+4 agility)
- (Enlarged Beast)
- Melee 27 (+5 agility, +2 melee combat, +10 unarmed combat)
- Ranged 15 (+5 agility)
- Equipment
- Nevyn's Necklace: This collar triples Nevyn's movement speed and adds +2 to her Strength and Agility
- Vest (harness) of Growth: Can increase Nevyns size in any form (10 feet tall human or 20ft long beast)
- Expertise Skills
- Melee Training 1: +2 to all melee combat rolls
- Combat Skills
- Sneak Attack 2: Deals +8 extra damage to flanked or surprised foes. Has a reduced penalty to target locations of flanked or surprised foes.
- Unarmed Combat 5: adds +10 to combat rolls and damage with unarmed attacks
- Social Skills
- None
- Other Skills
- Athletics 2: +4 to all climbing, jumping or swimming rolls
- Investigator 1: +2 to investigative rolls, rolls to discover secrets
- Stealthy 3: +6 to rolls to sneak
- Combat Feats
- None
- Other Feats
- none
- Natural Powers
- Nevyn has the following natural powers:
- Beast Form: Nevyn can transform into a large displacer beast (10ft-long).
- In this form she gets a +12 bonus to strength, +2 agility and +8 constitution, as well as 50 extra hit points and a +4 bonus to sight-based perception checks.
- She appears as a large displacer beast with six tentacles, six eyes and two tails.
- This costs 4 arcane energy or hit points and lasts until ended.
- Nevyn gains 4 claw attacks, a bite attack and two extra tentacle-whip attacks.
- Bite 1d10; claw 1d8; tentacle whip 1d8
- Blinking
- Nevyn can blink in and out of reality, making it hard to hit her. Any melee or ranged attack directed at her has a 50% miss chance. She also takes half-damage from area attacks.
- Dimensional Anchor and similar effects block this ability.
- Nevyn can suppress this ability by concentrating.
- Command Lesser Kin
- Nevyn can control Displacer-Beasts. This acts like a Charm Person spell that can only affect Displacer-Beasts. Nevyn gains a +10 bonus to the Willpower roll to affect them.
- Pounce
- Nevyn is more in-tune with her own instincts. Nevyn gains a +5 to hit and damage when she charges; Nevyn can use all of her attacks at the end of a charge; Nevyns speed is doubled whilst charging; Nevyn can jump across obstacles as part of a charge. This costs 1 arcane energy.
- Class Abilities
- Nevyn has the following class abilities:
- Favoured Class (Rogue)
- Nevyn is a Rogue, she increases training points she gains for the listed class by 100%.
- Deadly Strike
- Any attack against a foe unaware of the rogues presence, is automatically a critical hit, if it is successful.
- Nevyn is a Monk
- Monks Speed
- You move faster than normal.
- Rank 1 – your movement speed is 1.3 times normal.
- Training Points
- Monk 2
- Rogue 2
- Experience
- XP Spent (28)
- Agility 18 (4) – includes 2TP
- Willpower 10 (2)
- Hit Points 8 (4)
- Beast Form (6)
- Pounce (6)
- Stealth 2 (4)
- Athletics 2 (2)
- Investigator 1 (2)
- Command Lesser Kin (free)
- TP Spent (25)
- Agility 17 (4)
- Strength 14 (4)
- Stealth 1 (2)
- Unarmed Combat 5 (6)
- Melee Training 1 (4)
- Monks Speed 1 (3)
- As a young empress displacer soulborn, Nevyn has the following stat limits
- Strength 22
- Constitution 22
- Agility 22
- Intelligence 22
- Willpower 22
- Fellowship 22
- Phaysis
- Phaysis is 15 years old and is a Nightmare Soulborn
- Appearance
- Phaysis has skin as black as the night sky and her eyes are red – flames lick from her eyes when she is angry.
- Phaysis’ hair is orange and when she is excited or doing something physically difficult her hair bursts into flame.
- Phaysis is 5ft 10 inches tall in her human form and 6ft 11 inches tall in centaur form. She has B-cup breasts and prefers thick heavy clothes as she suffers from the cold.
- Phaysis has a tall lanky athletic build.
- She has long wild hair
- Past
- Phaysis is a war orphan raised by followers of Yselm who sent her to Egwen when they couldn’t handle the fiery, emotional young girl.
- Phaysis resents being sent to *boarding school* but understands why she was sent away – she did set the house on fire after all.
- Stats
- Strength – 14 (+2), Equine/Centaur 18 (+4)
- Agility – 14 (+2), Equine/Centaur 12 (+1)
- Constitution – 14 (+2), Equine/Centaur 16 (+3)
- Intelligence – 11 (+0)
- Willpower – 11 (+0)
- Fellowship – 11 (+0)
- Hit points 21 (base 12, Toughness 5)
- Equine/Centaur HP 22
- Primal Energy 10 (base 10)
- Melee Weapon:
- Spear 1d20+12 (1d8+2)
- Equine
- 2 Hoof Attacks 1d20+4 (1d4+4)
- Centaur
- Spear 1d20+14 (1d8+4), and
- 2 Hoof Attacks 1d20+4 (1d4+4)
- Ranged Weapon:
- Longbow 1d20+10 (1d8+2)
- Centaur
- Longbow 1d20+9 (1d8+3)
- Armour
- Medium Armour (DR 4)
- Total DR 4
- Other
- Cloak of Fiery Wings: Wearer can turn it into wings at will, can be used to fly at twice land speed, or deal 1d6 fire damage to all foes in melee combat.
- Defence
- Melee 28 (+2 agility, +2 melee combat, +10 spear training, +2 spear, +2 dodge)
- Ranged 14 (+2 agility, +2 dodge)
- Equine/Centaur
- Melee 27 (+1 agility, +2 melee combat, +10 spear training, +2 spear, +2 dodge)
- Ranged 13 (+1 agility, +2 dodge)
- Expertise Skills
- Melee Training 1: +2 to all melee combat rolls
- Combat Skills
- Longbow Training 4: +8 to combat rolls using longbows
- Spear Training 5: +10 to combat rolls using spears
- Social Skills
- None
- Other Skills
- None
- Combat Feats
- Cleave
- You are able to deal additional damage and hit multiple foes when using two-handed weapons (including polearms).
- Cleave can be used at levels 1-3 with one-handed weapons, but requires the weilder to have a Strength score 2 higher than that required to purchase Cleave.
- To get the benefit from Cleave you need to have a level in the appropriate weapons skill equal to or greater than the level of Cleave you are using.
- Cleave 1: You deal +2 extra points of damage with applicable weapons and can hit two adjacent foes with a single attack.
- Dodge
- You are skilled at avoiding being hit in a fight.
- Dodge 1: You add +2 to your melee and ranged defence.
- Rapid Shot (currently unuseable)
- You are able to fire a flurry of arrows (or throw a hail of thrown weapons) to great effect.
- You need to have Ranged Combat Training at a level equal to or greater than Rapid Shot to use it.
- Rapid Shot 1: On a ranged attack you can fire 1 extra arrow (or use an extra thrown weapon) to deal an extra +3 damage
- Toughness
- You are able to take more punishment before being out of the fight.
- Toughness 1: You gain 5 extra hit points.
- Other Feats
- none
- Natural Powers
- Phaysis has the following natural powers:
- Alternate Form: Phaysis can switch between her humanoid, equine or centaur forms at will, each transformation taking a few seconds. In Equine or centaur form she is the size of a large horse and gains a boost to strength and constitution, but takes a penalty to agility. In equine or centaur form Phaysis can carry up to two human-sized riders, but dislikes being ridden.
- Enter Dreams: By touching a sleeping person, Phaysis can see what they are dreaming about and alter the dream to be what she wants, Willpower roll to resist.
- Fire Resistance: Phaysis has Fire Resistance 10.
- Nightmares Steps: In Equine or Centaur form, Phaysis can walk and run on smoke or water, as if it were solid ground.
- Class Abilities
- Phaysis has the following class abilities:
- Paladin
- 4/20
- Ranger Class
- Phaysis is a Ranger
- As Phaysis is a ranger, she increases training points she gains for ranger by 100%.
- Crowd Control
- You gain an extra melee attack when facing three or more foes in melee.
- Druid Magic 1: Spells cost 1 Primal Energy to cast
- Spells known
- Cure Minor Wounds: Cures 4+Will mod damage
- Light: Object shines like a torch.
- Training Points 0
- Paladin 2
- Experience
- XP Spent (27)
- Agility 12 (1)
- Constitution 12 (1)
- HP +4 (4)
- Melee Combat 1 (4)
- Longbow Training 4 (5) - 1TP
- Spear Training 5 (6) - 1TP
- Crowd Control (4)
- Toughness 1 (3)
- TP Spent (20)
- Strength 14 (2)
- Agility 14 (2)
- Constitution 14 (1 +1XP)
- Investigator 1 (1)
- Cleave 1 (3)
- Dodge 1 (3)
- Rapid Shot 1 (3)
- Druid Magic 1 (3)
- Cure Minor Wounds (1)
- Light (1)
- As a young Nightmare Soulborn, Phaysis has the following stat limits
- Strength 20
- Constitution 18
- Agility 18
- Intelligence 18
- Willpower 18
- Fellowship 18
- These are the stats in her human form, not her equine or centaur forms.
- Safire, the living gem
- Safire is 13 years old and is a half-elemental (earth).
- Appearance
- Safire has gem-like blue skin that is translucent. Upon close examination muscles can be seen and in bright light, even the outline of organs.
- Safire has no hair and her eyes are simply lighter-coloured gems.
- Safire is very shy and has permission from the school authorities to wear a full-body hooded robe and face-mask with eye-holes.
- Safire has a slight build and A-cup breasts; she is 5ft 1 inch tall.
- Past
- Safires earliest memory is of her mother being killed, as her father, a gem-like Soulbound, was dragged away by rough-looking dwarves. She was later told that his body was *used* to make various magical gems.
- Friends of her family smuggled her away as a child, one step ahead of hunters of rare magical artefacts. Most of Safire's life has been on the run, passed from one family to the next through a loose network of friends and distant relatives.
- Two years ago she was captured by a group of artefact hunters and chained down in a ritual circle. She remembers begging and screaming for her life as one of the dwarves with a Kuruze accent approached her with a diamond-tipped saw and an eager expression. She blacked out as he laid the saw against her wrist.
- The next thing she remembers is waking up in the circle as Headmaster Sarum unlocked her chains and told her she would be safe at his school.
- Of the dwarves there was no sign. All around her was a lot of guts and blood; and following Headmaster Sarums orders were a number of red-coloured dwarf skeletons.
- Other
- Has a dolly called Princess Hellfire that resembles Kittrane, was given to her by Saint Kiodas.
- Stats
- Strength – 13 (+1), Belt of Giant Strength 19 (+4), Headband of Perfection 21 (+5)
- (t)Agility – 8 (-1), Headband of Perfection 10 (+0)
- Constitution – 11 (+0), Headband of Perfection 13 (+1)
- (p)Intelligence – 8 (-1)
- (p)Willpower – 11 (+0), Headband of Perfection 13 (+1)
- (t)Fellowship – 8 (-1)
- Hit points 4 (base 4), Headband of Perfection 5
- Arcane Energy 20 (base 10, Arcane Reservoir 10), Headband of Perfection 21
- Melee Weapon:
- Unarmed 1d20+7 (1d8+8)
- Ranged Weapon:
- none
- Armour
- Natural (DR 5)
- Stoneskin Spell (DR 5)
- Total DR 10
- Other
- Belt of Giants Strength (19): Sets wearer strength to 19, if lower than this
- Headband of Perfection (Least): Increases Strength, Agility, Constitution and Willpower by 2 each; adds +3 to unarmed damage
- Defence
- Melee 12 (+0 agility, +2 melee training)
- Ranged 10 (+0 agility)
- Expertise Skills
- Melee Combat 1: +2 to all melee combat rolls
- Combat Skills
- None
- Social Skills
- None
- Other Skills
- None
- Combat Feats
- None
- Other Feats
- none
- Natural Powers
- Safire has the following natural powers:
- Tough Body: Due to her gemlike nature Safire has natural damage reduction 5
- Slam: Safires unarmed attacks deal 1d8 damage.
- Innate Magic Powers
- Safire can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
- Earthquake, Major Planar Binding (earth-themed creatures only), Meld into Stone, Minor Planar Binding (earth-themed creatures only), Move Earth, Planar Binding (earth-themed creatures only), Stone Shape, Wall of Stone
- Safire has learnt the following spells
- Stoneskin,
- Arcane Recovery 1
- Safire can absorb arcane energy much faster than normal.
- Safire recovers 1 point of arcane energy per hour
- Taking this power means gems made from her would have a similar power - increasing her value to unscrupulous mages.
- The maximum number of ranks she can have is equal to her willpower score.
- Arcane Reservoir 1
- Safire can store far more arcane energy than normal.
- When Safire is at one-half of her arcane energy or more a faint glow can be seen within her translucent body.
- When her arcane energy reserve is full, she shines brightly, shedding light in a 60ft radius, unless completely concealed.
- Every rank in this power allows Safire to store an extra 10 arcane energy.
- Every rank also increases the ability of power-storing gems made from her – increasing her value to unscrupulous mages.
- The maximum number of ranks she can have is equal to her constitution score.
- Class Abilities
- Safire has the following class abilities:
- Monk 8/20
- Sorcerer XP 11/20
- Safire is a Wizard
- Training to be a Transmuter
- Wizard Magic 1: You can learn and use basic wizard spells, base spell cost of these spells is 1 Arcane Energy.
- Available Spells
- (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
- Enlarge: creature doubles in size.
- Magic Missile: highly accurate, single target, low damage attack
- Protection from Arrows: Subject resistant to ranged attacks.
- See Invisibility: Reveals invisible creatures or objects.
- Tongues: Speak any language.
- Wizard Magic 2: Grants access to novice spells. Base spell cost of these spells is 2 Arcane Energy.
- Available Spells
- Arcane Sight: Magical auras become visible to you.
- Dimensional Anchor: Bars extradimensional movement.
- Dispel Magic: Cancels magical spells and effects.
- Detect Scrying: Alerts you of magical eavesdropping.
- Dimension Door: Teleport short distance.
- Dispel Magic: Cancels magical spells and effects.
- Fly: Subject flies at speed of twice land speed.
- Lightning Bolt: Area damage electricity spell.
- Scorching Ray: Blasts the enemy with rays of fire.
- Scrying: Spies on subject from a distance.
- (Conj) Wall of Stone: durable rocky wall.
- Water Breathing: Subjects can breathe underwater.
- Training Points
- Monk 1
- Sorcerer 1
- Experience
- XP Spent (15)
- Agility 8 (4)
- Arcane Recovery 1 (4)
- Arcane Reservoir 1 (4)
- Stoneskin (2)
- TP Spent (46)
- Willpower 14 (5) – 1XP
- Melee Combat Training 1 (4)
- Wizard Magic 2 (9)
- 6 rank 1 spells (6)
- 10 rank 2 spells (20)
- As a young half-elemental (earth; gem), Safire has the following stat limits
- Strength 24
- Constitution 20
- Agility 12
- Intelligence 14
- Willpower 14
- Fellowship 14
- Syphoebeus *Phoebe*, Daughter of Storms
- Phoebe is 15 years old and is a Titan Soulborn.
- Phoebe is a natural warrior who loves to test herself and fight
- Appearance
- Phoebe has an athletic build, long blonde hair and silver eyes. She is 7ft 6inches tall and has D-cup breasts.
- Phoebe obeys the school dress code but loves adorning herself with all sorts of ribbons and buttons – even those she really shouldn’t
- Past
- Phoebe was born to the lover of a young Soulbound who had been granted the powers of a titan.
- After the forces of Heaven made their judgement of the Soulbound, the Titans crossed the oceans and made theirs...of the Titan Soulbound.
- Most were killed and the titans within them freed. Some were taken for judgement, as were the mothers of the Titan Soulborn.
- Phoebe and the rest of the children were taken by the titans and studied for some time, until the titans were convinced they had not stolen the essence of any of their own.
- Once convinced of the children’s innocence, the titans returned them home. Some chose to stay with the titans instead – they had treated the children with kindness and respect.
- Phoebe grew up much smaller and frailer than the full-blooded titan children around her, and is not used to being the largest person around. Because of this, she sometimes forgets her own strength.
- The fate of Phoebe’s parents is unknown; all she knows is that the titans told her she would “likely never see them again”.
- Stats
- (p)Strength – 22 (+6)
- (t)Agility – 10 (+0)
- Constitution – 18 (+4)
- (t)Intelligence – 11 (+0)
- Willpower – 15 (+2)
- (p)Fellowship – 16 (+3)
- Hit points 13 (base 10)
- Arcane Energy 18 (base 12)
- Melee Weapon:
- Unarmed 1d20+8 (1d3+6)
- Giant One-handed Hammer 1d20+8 (2d6+6)
- Ranged Weapon:
- none
- Armour
- Natural (DR 5)
- Total DR 5
- Defence
- Melee 12 (+0 agility, +2 melee combat)
- Ranged 10 (+0 agility)
- Equipment
- Ring of Telepathic Bond: as the spell
- Expertise Skills
- Melee Combat 1: +2 to all melee combat rolls
- Combat Skills
- None
- Social Skills
- None
- Other Skills
- None
- Combat Feats
- None
- Other Feats
- none
- Natural Powers
- Phoebe has the following natural powers:
- Durable: As a Titan Soulborn Phoebe is very tough and has natural damage reduction 5
- Innate Magic Powers
- Phoebe can learn the following spells without needing the appropriate ranks in the relevant spellcasting powers (i.e. Druid Magic, Bard Magic etc).
- Charm Person, Flame Strike, Major Planar Binding (storm/air -themed creatures only), Planar Binding (storm/air-themed creatures only)
- Phoebe has learnt the following spells
- Air Walk, Cure Moderate Wounds, Dispel Magic, Hold Person, Invisibility, Lightning Bolt, Minor Planar Binding (storm/air -themed creatures only)
- Oversized Weapon Skill: For some reason Phoebe can wield hammers much larger than she should be able to without suffering any sort of penalty. She can use hammers large enough that the damage is increases by 2 steps (from 1d8 to 2d6 for one-handed and from 2d6 to 2d10 for 2-handed).
- Class Abilities
- Phoebe has the following class abilities:
- Barbarian 17/20
- Phoebe is a Sorcerer
- Sorcerer Magic 1: You can learn and use basic sorcerer spells, base spell cost of these spells is 1 Arcane Energy.
- Spells Known
- (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
- Speed: (self only) triples movement speed
- Training Points
- Barbarian 3
- Experience
- XP Spent (11)
- Constitution 18 (4)
- Agility 10 (2)
- Melee Training 1 (4)
- Cure Moderate Wounds (2)
- Dispel Magic (2)
- Minor Planar Binding (Storms, 3)
- TP Spent (23)
- Hit Points +3 (3)
- Arcane Energy +6 (6)
- Invisibility (1)
- Strength 22 (6)
- Hold Person (2)
- Sorcerer Magic Rank 1 (3)
- Cantrips (1)
- Speed (1)
- As a young Titan Soulborn, Phoebe has the following stat limits
- Strength 32
- Constitution 30
- Agility 18
- Intelligence 22
- Willpower 26
- Fellowship 24
- Tisania
- Tisania is 14 years old and is a Dragon Soulborn (blue)
- Tisania is very cautious around adults, as if fearing an attack.
- Appearance
- Tisania is 5ft 10 inches tall and is covered in blue scales. She has long white hair and blue eyes. Tisania has a curvy, almost plump, build and C-cup breasts.
- Tisania has sharp teeth and claws and a pair of dragon-like wings, her wingspan is 10ft
- Past
- Tisanias father was a Blue Dragon Soulbound and was a cruel man, beating Tisanias mother. Her mother left when Tisanias father eventually turned his violent tendencies upon his daughter.
- But he was a powerful sorcerer as well and had twisted Tisanias mothers mind to be utterly loyal and adoring.
- Some part of her knew her daughter’s life was in danger so she left, but she was unable to break her magical conditioning and grew to hate Tisania, blaming her *forcing* her mother to leave the man she loved. Tisania grew up on the move, never staying in the same place for more than a few weeks.
- Several times Tisanias mother tried to kill her: mostly by strangulation but once she stabbed her daughter with a knife. After each attempt she would weep and beg her daughter for forgiveness, promising her she would never let anything bad happen to her ever again.
- After the last time Tisanias mother tried to kill her daughter, she threw herself off a cliff in horror at what she had tried to do. Tisania was 11 years old when her mother died and wandered alone for several days, before being found by kindly travellers and ending up at Egwen Girls Convent.
- Stats
- Strength – 12 (+1)
- (t)Agility – 8 (-1)
- (p)Constitution – 14 (+2)
- Intelligence – 11 (+0)
- (p)Willpower – 12 (+1)
- (t)Fellowship – 7 (-2)
- Hit points 6 (base 6)
- Arcane Energy 15 (base 11)
- Melee Weapon:
- Claws 1d20+3 (1d6+1)
- Spear 1d20+7 (1d8+1)
- Ranged Weapon:
- none
- Armour
- Natural (DR 2)
- Total DR 2
- Defence
- Melee 17 (-1 agility, +2 melee training, +4 spear training, +2 spear)
- Ranged 9 (-1 agility)
- Expertise Skills
- Melee Training 1: +2 to all melee combat rolls
- Combat Skills
- Spear Training 2: +4 to combat rolls using spears
- Social Skills
- None
- Other Skills
- None
- Combat Feats
- None
- Other Feats
- none
- Natural Powers
- Tisania has the following natural powers:
- Breath Weapon: Tisania can breathe a bolt of lightning. This deals 2d8+ her constitution modifier damage; 20ft line.
- Costs 2 Arcane Energy,
- By spending extra Arcane Energy you can increase the range and damage.
- Every 1 Arcane Energy spent upon range increases the range by 20ft (line).
- Every 1 Arcane Energy spent upon damage increases the damage by 1d8.
- Claws: Tisania's claws are unarmed attacks that deal 1d6 damage
- Lightning Resistance: Tisania has electricity resistance 40
- Tough Scales: Tisania has natural damage reduction 2
- Wings: Tisania can fly twice as fast as her landspeed.
- Class Abilities
- Tisania has the following class abilities:
- Fighter 15/20
- Tisania is a Wizard
- Training to be an Illusionist
- Wizard Magic 1: You can learn and use basic wizard spells, new spells are 1XP each, base spell cost of these spells is 1 Arcane Energy.
- Available Spells
- (R) Cantrips: host of minor useful powers including but not limited to – weak magic attacks, create light, create noise, weak telekinesis, arcane mark
- (R) Shining Scales: Your scales turn all the colours of the rainbow. Grants increased damage reduction and magic resistance.
- Speed: (self only) triples movement speed
- (R) Thunderclap: noise/light burst, highly distracting to enemies
- Tongues: Speak any language.
- Training Points
- Fighter 1
- Sorcerer 2
- Experience
- XP Spent (17)
- Agility 8 (4)
- Constitution 14 (3)
- Intelligence 11 (2)
- Willpower 12 (2)
- Cantrips (R, 1)
- Shining Scales (1)
- Shining Scales to rapid (2)
- Thunderclap (1)
- Training Points Spent (17)
- Arcane Energy +4 (4)
- Melee Combat Training (4)
- Spear Training 2 (3+1XP)
- Wizard Magic 1 (3)
- 2 rank 1 spells (2)
- As a young dragon soulborn, Tisania has the following stat limits
- Strength 22
- Constitution 16
- Agility 14
- Intelligence 16
- Willpower 14
- Fellowship 16
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