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Return to Caldera [OOC]

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Return to Caldera [OOC]

Postby tygertyger » Fri May 27, 2011 2:30 am

Image
Aurica
Condition: Fine
HPs: 1
LPs: 3
Notes:

Image
Alaina
Condition: Fine
HPs: 1
Notes:

Image
Mykal
Condition: Fine
HPs: 1
Notes:

Image
Moonwhisper
Condition: Fine
HPs: 1
Notes:

Battlemap:
None.
Last edited by tygertyger on Wed Jun 15, 2011 6:56 am, edited 16 times in total.
...burning bright, in the forests of the night.
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GM: Return to Caldera
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Re: Return to Caldera [OOC]

Postby Task » Fri May 27, 2011 9:18 am

Image
ALAINA DEVEREUX

Power Level: 6

Abilities
Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 0, Intellect 2, Awareness 2, Presence 2

Powers
Dark Power: Hex +2 • 4 points
Magic: Array (12 points)
    Magic Strike: Ranged Damage 6 • 12 points
    • Control: Burst Area Move Object 4 (500 lbs), Close, Selective • 1 point
    • Dispel: Nullify 6 (Magic), Broad • 1 point
    • Hex: Ranged Affliction 6 (Resisted by Fortitude; Dazed, Stunned, Transformed), Accurate, Quirk (Random Result) • 1 point
    • Mesmerize: Perception Ranged Affliction 6 (Resisted by Will; Dazed, Compelled, Controlled), Sense-Dependent (Visual) • 1 point
    • Mist Form: Insubstantial 2; Concealment 2 (Visual), Blending, Limited to Fog/Mist, Precise • 1 point
    • Environmental Animation: Create 4 (15 cft), Continuous, Subtle, Quirk (Uses Local Material) • 1 point
    • Transmute: Environment 4 (250 ft; Impede Movement, -2 ranks), Selective • 1 point
Mystic Senses: Senses 4 (Acute, Ranged Detect Magic; Magical Awareness) • 4 points
Mystic Shield: Protection 5, Enhanced Defenses 6 (Dodge 3, Parry 3) • 11 points
Spellbook: Quickness 9, Limited to Ritual Design Checks (30sec/pp); Enhanced Advantages 2 (Artificer, Ritualist), Easily Removable (-2 points) • 3 points

Advantages
Artificer, Attractive 2, Fascinate (Persuasion), Languages (Literate), Ritualist

Skills
Expertise: Academia 4 (+6), Expertise: Magic 8 (+10), Insight 4 (+6), Perception 4 (+6), Persuasion 6 (+8/+13), Ranged Combat: Magic 4 (+6)

Offense
Initiative +2
Hex +8, Ranged, Affliction 8
Magic Strike +6, Ranged, Damage 6
Mesmerize, Perception Ranged, Affliction 6
Unarmed +0, Close, Damage 0

Defense
Dodge 6, Parry 4
Toughness 6, Fortitude 3, Will 6

Abilities 22 + Powers 41 + Advantages 4 + Skills 15 + Defenses 8 = 90

Complications
On The Run: Alaina has been caught practicing black magic by the Stilhelm Academy of Magic.
Power Loss: Alaina must be able to speak or gesture to cast spells.
Tainted Magic: Alaina's sorcery has been tainted by black magic, and its traces can be seen in all of her spells by someone trained in the arcane arts.

Alaina's Story...
The streets were still wet from fresh rain at the hour that Alaina stole away from the Stilhelm Academy. She wanted to get away quietly, but she knew that someone heard her break that warding spell - those weaves were just too intricate. Alaina ducked quickly when she saw candle-light fly through the first few floors of the academy. The gate wasn't that far away, she could make it.

Once Alaina felt it was safe, she darted across the grounds, burst through the gate and kept on running. She ran until her head pounded and her chest heaved. She knew the penalty for getting caught, and the physical exertion would be well worth avoiding that. Her fear of punishment was palpable, but that wasn't the emotion that burned in her heart - that was anger.

That morning Mistress Ordani had caught Alaina using a hex spell. Alaina knew that such a spell was forbidden, and she was reluctant to learn it, but Mister Tyanus had been insistent that she did. He said she would need it for the final exams. Of course Mistress Ordani didn't believe that a teacher would guide a student to studying the hex spell. It wasn't until later that Alaina learned Mister Tyanus had been pushing Alwin Forester, Tyanus' personal favorite student, to become Prime Sorcerer of their class. The only thing that stood in Alwin's way was Alaina, the best sorceress to come through the academy in a generation.

But she didn't feel very powerful now, as she leaned against the wall of an alley in exhaustion. Every breath required conscious thought; her heart felt as though it would pound right out of her chest.

Why did he lie? What does Tyanus gain from Alwin becoming the Prime Sorcerer? Her thoughts were interrupted by a door opening nearby. A drunken man stumbled out with an equally drunken woman. They groped each other as they stumbled down the alley. It disgusted Alaina, her sensibilities were too refined, too dignified for that.

Disgusted as she was, Alaina still opened the door - she needed a place to hide. It was the back door to a tavern, and every man in the room was ogling her as though she were meat. She had to bite her lip to keep from scolding them, but some of them stared even harder.

Alaina found the only empty table and paid the maid for a drink - her throat was parched from her run. As she sat, she weighed her options. Figured on the best places that she could go where the academy couldn't get to her. No where in Halgard, she was sure of that - there were academies loyal to Stilhelm in every major city. Then she overheard a quiet discussion about a ship named the Silver Lion, and a journey to the forgotten land of Caldera. Surely a forgotten land would be an apt place to hide.

Made some minor, mostly cosmetic, changes.
Last edited by Task on Fri May 27, 2011 3:05 pm, edited 6 times in total.
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Return to Caldera - Alaina Devereux
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Re: Return to Caldera [OOC]

Postby Coyotzin » Fri May 27, 2011 11:09 am

Moonwhisper - PL 6
Image
Role: Defender
Race: Lycan
Gender: Female
Age: 19

Strength 2, Stamina 4, Agility 2, Dexterity 0, Fighting 3, Intellect 0, Awareness 3, Presence 2

Advantages
Attractive, Benefit (Humanoid form is fully human), Close Attack 2, Equipment 2, Improved Trip, Interpose, Languages 1, Ritualist

Skills
Athletics 4 (+6), Deception 6 (+8), Expertise (AWE): Survival 6 (+9), Expertise: Magic 2 (+10/+2), Expertise: Tactics 9 (+9), Stealth 5 (+7)

Powers
Beast Senses
One of the greatest assets of the beastkin are their animal-like senses.
Senses 5 (Accurate: Smell, Extended: Hearing 1: x10, Low-light Vision, Tracking: Smell 1: -1 speed rank)

Challenging Strike
Each strike carries the threat of greater pain should the target ignore Moonwhisper.
. . Affliction: Affliction 6 (Linked; Attack Impaired, Attack Disabled, Resisted by Will DC 16; Limited Degree, Limited: Only affects attacks against someone other than Moonwhisper) + Strength Effect (Linked)

Lycan Shifting - Elemental array
Moonwhisper wears the wolf inside, but she can bring it out by becoming a more 'normal' beastkin warrior, or a terrifying dire wolf.
. . Bestial Form (Activation: Free Action; Advantages: Diehard, Prone Fighting): Bestial Hide: Protection 3 (+3 Toughness; Noticeable: Hairy); Enhanced Strength 2; Strong Legs: Speed 1 (4 miles/hour, 60 feet/round)
. . Dire Wolf Form: Morph 1 (+20 Deception checks to disguise; Single form; Metamorph, Feature: Objects carried, held or worn transform, Increased Duration: continuous)

Shamanistic Ritemaster
A warrior she may be, but she's trained in the ways of spirits and tribal magic.
Enhanced Advantages 1: Ritualist; Quickness 3 (Perform routine tasks in -3 time ranks; Limited to One Task: Conducting rites); Spirit Guidance: Enhanced Trait 4 (Traits: Expertise (Magic) +8 (+12); Limited: Only for rituals and artifice)

Weapon Block
Striking at the enemy's weapon is as good a defense as a shield.
Enhanced Trait 4 (Traits: Parry +4 (+9); Limited: Must have a weapon)

Equipment
Medium Wooden Shield, Sword, Toolkit (ritual components), Toolkit (survival gear)

Offense
Initiative +2
Grab, +5 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +5 (DC 17)
Sword, +5 (DC 20; DC 22 in Bestial Form; Crit 19-20)
Challenging Strike,

Dire Wolf Form - PL 6
Image
Strength 6, Stamina 6, Agility 1, Dexterity -2, Fighting 3, Intellect 0, Awareness 3, Presence 0

Advantages: Defensive Attack, Fast Grab, Great Endurance, Improved Critical: Hamstring, Improved Hold, Interpose, Second Chance: Falling prone, Teamwork, Languages 1

Skills: Athletics 4 (+10), Close Combat: Unarmed 3 (+6), Expertise (AWE): Survival 7 (+10), Expertise: Tactics 6 (+6), Perception 6 (+9)

Powers
Beast Senses
The keen senses of a wolf, amplified.
Senses 7 (Accurate: Smell, Acute: Smell, Extended: Smell 1: x10, Extended: Hearing 1: x10, Low-light Vision, Tracking: Smell 1: -1 speed)

Dire Form
A huge, powerful body of incredible toughness and uncanny agility.
Enhanced Advantage 1: Second Chance: Falling prone); Growth 4 (+4 STR, +4 STA, +2 Intimidate, -4 Stealth, -2 active defenses, +1 size category; Innate; Permanent); Leaping 2 (Leap 30 feet at 8 miles/hour); Protection 3 (+3 Toughness); Speed 2 (8 miles/hour, 120 feet/round);

Human Form
It's hard to tell which is her natural form; Moonwhisper likes both.
Morph 1 (+20 Deception checks to disguise; Single form; Increased Duration: continuous, Metamorph; Feature: Objects carried, worn or held transform)

Pack Tactics
With a series of growls and hops, Moonwhisper provides her allies the coordination of a true hunting pack.
Burst Area Enhanced Trait 2 (Advantages: Defensive Attack, Teamwork; Burst Area: 30 feet radius sphere, Precise, Affects Others; Activation 2: standard action, Check Required 2: DC 12 - Expertise: Tactics)

Rending Fangs (Array; Strength Effect: Penetrating 3)
The frightful teeth of a dire wolf are its best weapons.
. . Challenging Bite
Moonwhisper bites a target with a growl reminding the foe that it is a very bad idea to turn his back on her.
Alternate; Cumulative Affliction 6 (Linked; Attack Impaired, Attack Disabled, Resisted by: Will, DC 16; Cumulative; Limited Degree, Limited: Only affects attacks vs. someone other than Moonwhisper.) + Damage 6 (Linked; DC 21; Secondary Effect; Limited: Secondary Effect only activates if the target attacked someone other than Moonwhisper on his turn.)
. . Hamstring
Moonwhisper inflicts a tearing wound that impairs her victim's movement.
Cumulative Affliction 6 (Alternate; Hindered, Prone, Resisted by: Fortitude DC 16; Cumulative; Limited Degree)
. . Howling Fury
Moonwhisper emits a savage growl that puts the fear of dog in foes around her. As long as they show this fear, she and her nearby allies can fight with greater resolve.
Alternate; Bolster Allies: Burst Area Enhanced Trait 2 (Linked; Advantages: All-out Attack, Defensive Roll, Move-by Action; Affects Others, Burst Area: 30 feet radius sphere, Precise; Sense-dependent: Hearing; Limited: Only while at least one enemy is affected by Intimidate Foes) + Intimidate Foes: Burst Area Affliction 6 (Linked; Attack Impaired, Attack Disabled, Resisted by: Will DC 16; Burst Area: 30 feet radius sphere, Selective; Limited: Only affects attacks vs. someone other than Moonwhisper, Sense-dependent: Hearing, Limited Degree) + Spur Allies: Burst Area Speed 1 (Linked; Speed: 4 miles/hour, 60 feet/round; Affects Others Only, Burst Area: 30 feet radius sphere, Precise; Limited: Only while at least one enemy is affected by Intimidate Foes)

Offense
Initiative +1
Challenging Bite: Damage 6 + Cumulative Affliction 6, +6 (DC 21/DC Will16)
Grab (Fast Grab), +6 (DC Spec 16)
Hamstring: Cumulative Affliction 6, +6 (DC Fort 16; Crit 19-20)
Howling Fury: Burst Area Affliction 6 (DC Will 16)
Throw, -2 (DC 21)
Unarmed (Rending Fangs), +6 (DC 21)

Complications
Moon Marked: Her pelt is covered with silver-blue markings that tell her apart from any wolf or dire wolf, and mirror the markings in her human form.
No Hands: In this form, Moonwhisper cannot handle equipment and suffers a -5 penalty to manipulation skills
True Lycanthrope: Moonwhisper's dire wolf form is vulnerable to silver weapons. -2 Toughness against attacks made with silver.

Languages
Beast-tongue, Common

Defense
Dodge 6, Parry 7, Fortitude 6, Toughness 9, Will 3

Power Points
Abilities 18 + Powers 41 + Advantages 5 + Skills 13 (26 ranks) + Defenses 13 = 90


Complications
Infamy: Anyone who served in the woodland garrisons would recognize, even if by hearsay, the gray-streaked black dire wolf as the dreaded Forest Princess.
Moon Marked: Moonwhisper's body is covered with silver-blue markings, similar to tattoos. Her eyes are the pure yellow of a wolf.
Spirit Driven: The ancestors of her tribe speak to Moonwhisper, giving her unwelcome advice, sometimes even orders.
Shamanic Training: Moonwhisper's knowledge of magic is limited to the primal, elemental influence of spirits and ancestors. She draws a blank when facing arcane and divine sources of magic.

Languages
Beast-tongue, Common

Defense
Dodge 9, Parry 9/3, Fortitude 7, Toughness 4 (7 in Bestial Form), Will 5

Power Points
Abilities 32 + Powers 23 + Advantages 9 + Skills 16 (32 ranks) + Defenses 10 = 90

Created With Hero Lab® - try it for free at http://www.wolflair.com!

Story
The Mountain Tempest tribe of the beastkin is one of the most respected, a small, nomadic tribe whose role in the Lycan nation was to police the other tribes, rooting out evil and enforcing the ancient traditions. It was to much horror and outrage that a child was born to the chieftain, devoid of the tawny fur that covers the beastkin, without claws or fangs, looking so much like the hated bareskin humans that she was almost executed on her cradle.

The shaman intervened, staying the chieftain's blade as she opened the baby's eyes to see they were clear yellow, and there were moonmarks all over her body, faint and hidden by the furious red of her newborn skin. "She wears the wolf inside", said the shaman. "The spirits have a mission for her."

And so she grew, respected as was her due as the chieftain's daughter, but feared by her freakish human appearance. She had no time to play the games of Lycan kits as her life was immersed in training. Her father saw personally to her warrior training during the days, but the evenings belonged to the old shamanic woman, who taught her the ways of spirits and their tribal magic. It was on her 13th birthday that the spirits' gift revealed itself: it was a secret ceremony, a rite of passage to mark her becoming a woman. At the height of her trance her whole body trembled and twisted, first into a greater, tougher version of other beastkin, and then into the form of the Lycans' totem spirit: the dire wolf.

It was the day when the tribe fully accepted her, and she became their champion. As a fully recognized adult of the tribe (despite being 16), she led raids against the hated Halgardians. While the patrols along the trading roads were wary of the Black Foxes, the wilderness garrisons lived in fear of the Forest Princess, the name they gave to the monstrous wolf that erupted from the woods, leading the savage beastkin.

Moonwhisper awoke with a start one night; the ancestors had given her a vision of a land far away into the sea, the ancient home of the invaders, and the spirits whispered that it could be a new home of her people. The Calderans had taken the Lycans' home, was it not fair that now the Lycans stole the humans' heritage? Moonwhisper talked with the shaman, and together they decided that she should go among the humans, wearing her hairless birthform, which she had not used since the change came to her.

There were small missions at first. She employed herself as a caravan guard, convincing her employers of her loyalty and effectiveness by "repelling" beastkin raids. Eventually, she began to hear the talk amongst the desperate mercenaries about the ship to Caldera, a very well-kept rumor. It was then decided; a small expedition would join this ship, explore this new land, and send word back to the tribes. Four Lycans sneaked through Stilhelm and boarded The Silver Lion, paying for their passage in service and precious stones: Moonwhisper, wearing her human shape, Oldwind, the shaman, for she would send the spirits to warn the tribes about the mission's result, Blackbark, a young warrior rumored to be considered to become Moonwhisper's bethroted, and his twin sister Skyblue, a gifted archer and explorer.

Appearance: A very striking young woman with olive-tanned skin and a wild head of steel-black hair with a few grayish streaks, which is the color of her dire wolf pelt. Her slightly slanted, yellow eyes are disconcerting and hypnotic. She had considered her human form to be ugly among her people, but realized that the humans considered it beautiful, and she has used this to her advantage when dealing with the bareskins. All her forms have unusual tattoo-like markings all over her body; spirals and knots that flow over her thighs, back and sides and neck in a pale, blue color.

Personality: Her childhood was not joyless, but she had little time for fun, so she's all-business and a little tight-wound, only loosening up during the tribe's festivals and celebrations, where she danced like mad. She discovered the boredom and excitement of idleness during her infiltrations, and while deeply suspicious and wary about bareskins' customs and hobbies, she's very curious as well.

OOC: Made some final adjustments: Removed Regeneration from Bestial Form so as to depend on a leader for healing and Artificer to avoid redundancy, distributed the points to get a marking power linked to all her attack uses of Strength (Challenging Strike) and the brutally forgotten Language: Beast-tongue, and gain two advantages to Bestial Form (Diehard as a very minor form of regeneration and Prone Fighting for a semi-quadruped/bestial fighting style) as well as some skill redistribution. Also added two complications to limit her role in any magicking and reflect her background. In Dire Wolf form, took one rank from Senses-Tracking to add Languages.
Last edited by Coyotzin on Mon May 30, 2011 10:24 pm, edited 1 time in total.
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Re: Return to Caldera [OOC]

Postby Mark Reuter » Fri May 27, 2011 3:02 pm

Image

Mykal Donaldson
Race: Human
Class: Dawnstar, priest of Pelor
Age: 23
Hair: Blond
Eyes: Blue
Height: 6' 2"
Weight: 195#


STR 2 (4)
STA 2 (4)
AGI 0
DEX 0
FGH 2 (4)
INT 1
AWE 2
PRE 2

Dodge: 0/4
Parry: 2 (4)/4 (6)
Toughness: 2 (4)/8 (10)
Fortitude: 6 (8)
Will: 6 (8)

All numbers in parentheses are when Mykal is facing undead and only work against the undead.

Feats: Second Chance (fear effects), Close Combat (melee) 2, Benefit (priest of Pelor), Equipment 3

Skills: Perception 4/10/12 (+6/+12/+16), Expertise: Religion 6/9 (+7/+10), Expertise: Undead 6/9 (+7/+10), Insight 4 (+6/+8), Persuasion 6 (+8), Diplomacy 4 (+6)

Powers
Light (Environment 1 [Light 1])
Orisons Array (4 pp)
-Default: Daylight (Environment 2 [Light 2]) 4 pp
-AE: Detect Undead (Mental, Ranged, Radius, Acute) 1 pp
-AE: Comprehend Languages (Comprehend 2, Speak and Understand All Languages) 1 pp
-AE: Detect Magic (Mental, Ranged, Acute, Analytical) 1 pp
Dawnstar Powers Array (18 pp)
-Default: Turning Undead (Close Affliction 8, Burst Area [+1, 30' R.], Cumulative [+1], Only vs. Undead [-1], PF: Affects Insubstantial 2, Resisted by Will, Dazed, Compelled, Incapacitated, 18 pp) 18 pp
-AE: Repel Undead (Reaction Move Object 9, Limited [Away only, -1], Limited [Undead Only, -1], Close Range [melee, -1], 18 pp) 1 pp
-AE: Sunbeam (Damage 8, Line Area 2 [+2, 60'], Only vs. Undead [-1], PF: Affects Insubstantial 2, 18 pp) 1 pp
-AE: Undead Slayer (18 pp) 1 pp
---Favored Opponent (Undead) 1 pp
---Critical Strike (Undead) 1 pp
---Interpose (1 pp)
---Takedown Attack (1 pp)
---Speed 1 (1 pp)
---Enhanced Perception 6 (3 pp)
---Enhanced STR 2 (only vs. undead [-1]) 2 pp
---Enhanced STA 2 (only vs. undead [-1]) 2 pp
---Enhanced FGH 2 (only vs. undead [-1]) 2 pp
---Improved Critical 4 (only vs. undead [-1]) 2 pp
---Enhanced Perception 2 (only vs. undead [-1]) 1 pp
---Enhanced Will Save 2 (only vs. undead [-1]) 1 pp

Device 2: Crack of Dawn (10 pp, removable) 8 pp
Mace of Disruption
-Mace: Str-Based Damage 4 (4 pp)
-+2: Accurate (1 pp)
-Disruption: Weaken Toughness 8, linked to Damage [+0], Affects Objects Only [+0], Only vs. Undead [-1] (4 pp)
-"Dawn": Environment 1 [Light 2], Only in the presence of undead [-1] (1 pp)

Description: Forged high steel handle atop which sits a perfectly spherical sunstone, magically enchanted to be as hard and resilient as steel. Four bands of high steel anchor the sunstone to the handle. When in the presence of undead, the wielder can command the mace to produce light equivalent to daylight in a 30' radius.

Equipment: Plate Armor (Protection 6, removable), Shield (Dodge 4, Parry 2, removable), Prayer Book (Enhanced Skill [Expertise: Religion 3], Enhanced Skill [Expertise: Undead 3])

Background: Mykal's mother died giving birth to him. When he was five, his father was killed protecting an elven child from a squad of soldiers. He was taken to an orphanage in the nearby town of Stilhelm, run by the priesthood of Pelor. Mykal grew up and grew strong in the Peloric faith and when he reached his majority, he entered the priesthood. He has just been promoted from Initiate to full-fledged Dawnstar. While normally this would be a joyous occasion, Mykal is somewhat disheartened seeing some of the squads of Halgardian soldiers in Stilhelm wearing the symbol of Pelor, yet doing despicable acts of violence against innocent folk. Mykal's mentor, Sunfather Akers, shares Mykal's concerns and tells him of a ship leaving soon for the continent of Caldera. He suggests that Mykal be on that ship to be the light of Pelor in a new land. Before sending him off, Sunfather Akers bestowed upon Mykal his mace of disruption, Crack of Dawn, and a prayer book, to help guide him on his voyage. Mykal thanked his mentor and headed for the ship, an equal mix of excitement and trepidation energizing each step toward the harbor.

Mykal’s training began as an initiate. The first step in the faith is the ability to manifest light at any time, as befits a priest of the sun god. Those who cannot master even that are not permitted to continue the initiation. A combination of magical and physical training follow. In order to become a Dawnstar, the Initiate must be able to show the ability to directly channel the power of the deity. Mykal successfully completed that training. He can now channel the positive energy of Pelor to turn or repel the undead, to create a beam of damaging sunlight to the undead, or to augment himself in order to be better able to serve and protect his flock, especially against the predations of the undead.

Made some changes to further refine his focus against undead. Got rid of the healing as I didn't want to step on others' toes in that regard. If need be, I figure he can probably powerstunt a healing spell. Made the sunlight beam only damaging to undead. So basically, the only way he can hurt NON-undead things is with his mace. I hope that meets with your approval.
Last edited by Mark Reuter on Sat May 28, 2011 8:17 am, edited 1 time in total.
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Re: Return to Caldera [OOC]

Postby EPIC » Fri May 27, 2011 3:33 pm

Aurica Rune Scarletchord
Image

Name: Aurica Rune Scarletchord
Race: Human
Class: Bard, Seeker of the Song
Gender: Female
Age: 19
Height: 5'8"
Weight: 101lb
Eyes: Amber
Hair: Red
Power Level: 6
Power Points: 90 [12+18(30)+27(57)+18(75)+15(90)]
Hero Points: 1 Luck Points: 3

PL:
[12]Abilities
Strength: -1
Stamina: 0
Agility: 2
Dexterity: 2
Fighting: -2
Intellect: 1
Awareness: 2
Presence: 2

[*]Combat[*]
Initiative: +2
Throwing Knife: +7, Ranged Damage 1 + 4(Throwing Mastery)

[18]Defenses
Toughness: +2/4*(0+2+2*)
Dodge: +5/8*(2+3+3*)
Parry: +3/6*(-2+5+3*)
Fortitude: +5(0+5)
Will: +7(2+5)
* = While Singing/Performing Loudly

[27]Skills
Athletics 1(+0), Deception 4(+6), Expertise: Aristo(Int) 4(+5), Expertise: Dance(Pre) 4(+6), Expertise: Lore(Int) 8(+9), Expertise: Music(Pre) 10(+12), Horsemanship 2(+4), Insight 4(+6), Perception 4(+6), Persuasion 7(+9), Ranged Combat: Thrown 3(+5), Stealth 3(+5)

[18]Advantages
Attractive, Ballad(Ritualist), Beginner's Luck, Defensive Roll 2, Equipment, Fascinate(Expertise: Music), Jack-Of-All-Trades, Languages(Literate), Luck 3, Second Chance(Expertise: Music for any Check Required power), Throwing Mastery 4, Well Informed

[5]Equipment
Balanced Throwing Knives - [4] Ranged Damage 1, Accurate, Improved Critical
Masterwork Flute - [1] Enhanced Skill(Expertise: Music) 2

[15]Powers
Rapture of the Song - A trance-like state resulting from the touch of the Primal Song. When a bard capable of performing the Primal Song sings, magic flows around them in ribbons of magical energy that protects them and guides their movements, allowing the bard to commit themselves wholly to the song, lest the primal energies break loose and consume them.

Sustained Protection 2, Limited(While Singing/Performing loudly) ~ 1 point

Enhanced Defenses 3, Limited(While Singing/Performing loudly) ~ 3 points


The Primal Song - Mysterious in nature, these songs are able to tame the primal elements of the world, bound by the voice, and will, of the singer. The language of the song is long lost, but beautiful, thought to be of the fae or celestials, or perhaps a force even older, legendary Primordials, creators of the world itself, a force of primal power. But of course, those are just the stuff of tale and song.


Anthem of the Sun: Healing 6, Area: Burst, Precise, Limited(While Singing/Playing Loudly), Check Required(Expertise: Music) 6 ~ 7 points

Victorious Fanfare: Enhanced Advantages 6, (Inspire 5, Leadership), Activation: Standard, Limited(While Singing/Playing Loudly) Linked To Immunity 5 (Emotion Effects), Affects Others, Area:Perception(Hearing), Precise, Sustained, Limited(Half Effect), Limited(While Singing/Playing Loudly) ~ 1 point

Litany Of Courage: Luck Control 3, Area: Perception(Hearing), Selective, Activation: Standard, Close, Limited(While Singing/Playing Loudly) ~ 1 point
-Grant a Luck point
-Negate Luck or HP use
-Force a Re-Roll

Inferno Rhythm: Immunity 11, (Heat Environment, Fire Descriptor(Limited half), Affects Others, Area: Burst 2, Precise, Activation: Standard, Check Required(Expertise: Music) 3, Concentration, Limited(While Singing/Playing Loudly) ~ 1 point

Inferno Rhythm, Refrain: Ranged Damage 6, Area: Shapable, Continuous, Check Required(Expertise: Music) 10, Limited(While Singing/Playing Loudly), Quirk(Must perform Inferno Rhythm to change to this array setting) ~ 1 point


Complications:
Number One Asset: Without her voice, Aurica is nothing but a skilled dancer. She loses not only her ability to sing songs and tales, but she also loses her access to the Primal Music that grants her magic power. It is highly impacting, and so if such an occurrence happens, it causes her to become frantic to the point she can't effectively do much else but worry about her voice. (Besides the obvious disadvantage of losing her voice, she additionally loses half her bonus to attack and skills that she can still use)

Debt to the Dead: Aurica feels a responsibility to repay Lady Lucia, who took in a poor orphan, gave her a home, skills, a real chance at life she would not have otherwise have had. With the Lady dead, Aurica could never truly repay her debt, but she tries to emulate Lady Lucia's kindness on others of need, as such, she has a very difficult time saying no to anyone who seems truly downtrodden and in need of help.

Narcissist: Being raised by a noblewoman brought about a certain importance in Aurica to how she looked, which makes it very difficult for her to 'get her hands dirty' in a literal sense. Situations that would cause her to get exceptionally dirty, wet or otherwise impair her appearance will cause her to hesitate, or put her in something of a mood until she has a chance to 'freshen up'.

Flirting with Primal Forces: The Primal Song is ancient magic, and very powerful. It can be compared to taming a beast with music, however, should the music prove to be of insufficient skill, this beast can and will bite. If Aurica fails any of her Expertise: Music checks on powers that requires them, she suffers a PL-ranked effect appropriate to the power she was attempting to use. (As determined by the GM)


Background:
Aurica Rune Scarletchord is the name given to a young orphaned girl, taken in by the noblewoman Lady Lucia of one of Halgard's aristo circles. Thought it wasn't a free trip, as Aurica was 'adopted' to become a house bard, entertainment for the Lady and her guests, but even so, it was more than the orphan could have ever thought to hope she would have. A home, an education, skills and a more or less comfortable life.

It was during this time with Lady Lucia she learned of the true reason for her 'adoption'. Lucia had seen a spark of magic in the girl, a race gift for bardic magic, an arcane gift linked to song which had the potential to unlock the even greater bardic magic known as the Primal Song, a mysterious and powerful gift that Lucia was thrilled to learn Aurica had the true gift and potential for.

However, from her position in Lady Lucia's house, she could see the tightening noose of the pro-human purist Halgardian leadership and the terrible treatment of the non-human races by the Halgardian guard and military.

She learned at one point that Lady Lucia was harboring non-humans, protecting them from the Halgardian army, however, the army learned of this and razed Lady Lucia's house, stripped her title, and ultimately sentenced her to execution as a traitor, naming those she had been harboring as criminals, though that was not true, but an excuse for which to persecute them and Lady Lucia who had been protecting them.

Before the army could take her away, Lucia told Aurica of the ship called 'The Silver Lion' that was supposed to be sailing for Caldera, and bade her to go before she was discovered and sentenced to death as well. It was the hardest thing Aurica had ever done to pack a few meager possessions and depart to the Halgardian capital and it's port to find the Silver Lion.

Much appreciated on the Healing thing Mark, and I wholly endorse the power stunting of a Healing to help Aurica out if she needs it to keep the party in top form.

And I don't think I made any changes I didn't previously mention. A few skill points changed/vanished, her Fighting dropped (trained Parry ranks up a little to off-set this, still not capped here though), and added Luck 3 to fuel up her new Spellsong 'Litany of Courage', inspired by Task's suggestion of Luck Control.
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Re: Return to Caldera [OOC]

Postby tygertyger » Fri May 27, 2011 5:19 pm

Thanks for the prompt check-in all, I'll post up this OOC post and then get working on the IC one. Those here are the ones I have chosen for the party, so I'm giving everyone the opportunity to mix some things around in their build now that they know who is involved.

I'll bring up a few points which, I certainly don't think would be game breakers (otherwise I wouldn't have asked you to play), but which I'm just keen for clarification on:

Task wrote:Spellbook: Quickness 9, Limited to Ritual Design Checks (30sec/pp); Enhanced Advantages 2 (Artificer, Ritualist), Easily Removable (-2 points) • 3 points

We've PMd about this, and thanks for reconsidering second chance. I do like your justification for quickness; that it's a spell book she always has with her. My thought is that, given that it is a single spell-book (and not a great library), perhaps what she makes up for in speed she loses in versatility? I'm not saying this has to be a mechanical change, but perhaps the book only contains offensive, defensive or buffing spells? Perhaps spells up to a certain PL? This, of course, could be a complication with earns you HPs in the right circumstance. I don't think your use of the book will make the game less fun, but there's potential there to make the game more fun :P

Coyotzin wrote:Image
OOC: Made some final adjustments: Removed Regeneration from Bestial Form so as to depend on a leader for healing and Artificer to avoid redundancy, distributed the points to get a marking power linked to all her attack uses of Strength (Challenging Strike) and the brutally forgotten Language: Beast-tongue, and gain two advantages to Bestial Form (Diehard as a very minor form of regeneration and Prone Fighting for a semi-quadruped/bestial fighting style) as well as some skill redistribution. Also added two complications to limit her role in any magicking and reflect her background. In Dire Wolf form, took one rank from Senses-Tracking to add Languages.

Firstly, that image is awesome. Secondly, I like the changes you've made here. I respect a man who can revise. May I ask why the quickness with regards to rituals? Is she just that good? Are shamanistic rituals quicker than their arcane counterparts? Once again, I don't think this is a game breaker, I'm just curious.

Mark Reuter wrote:Made some changes to further refine his focus against undead. Got rid of the healing as I didn't want to step on others' toes in that regard. If need be, I figure he can probably powerstunt a healing spell. Made the sunlight beam only damaging to undead. So basically, the only way he can hurt NON-undead things is with his mace. I hope that meets with your approval.

If you're happy with that, then I am. If you'd like a little more versatility in the future, don't hesitate to mix a few pp around - I don't want you combat bored, because while we may not always be fighting undead, we'll certainly be doing a bit of fighting.

Alright, to clarify a few things, of course we'll be using invisible castle for all our rolling goodness. Please use the name [RtC]Yourname (ie: [RtC]Mykal). Secondly, if you could keep all OOC stuff (even roll results) to this thread. I like to keep IC threads for strictly IC stuff. You can link to your roll in the IC post, but that link has to be in the words which make up the action. For example:

Code: Select all
The goblin leaps forward, slashing at Aurica but [url=www.invisiblecaslte.com/roll]misses[/url], it's blade finding nothing but air.


Finally, could you please post the image of your character at the top of your IC posts - I find this makes things a lot easier when you're reading through (and means we don't need your name, HPs or condition in there either - Ill keep those for the first post of this OOC thread). You can use the following images or one of your own (but make the dimensions 100x100pixels):

Code: Select all
[IMG]http://i107.photobucket.com/albums/m296/sentientworlds/Alaina.png[/IMG]

[IMG]http://i107.photobucket.com/albums/m296/sentientworlds/Aurica.png[/IMG]

[IMG]http://i107.photobucket.com/albums/m296/sentientworlds/Moonwhisper.png[/IMG]

[IMG]http://i107.photobucket.com/albums/m296/sentientworlds/Mykal.png[/IMG]


I also uploaded a large pic of Mykal, Mark, as that link you're using seems not to be working for me:

Code: Select all
[IMG]http://i107.photobucket.com/albums/m296/sentientworlds/Mykal-1.png[/IMG]


Ok, IC post coming - get your initiative rolls ready :mrgreen:
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Re: Return to Caldera [OOC]

Postby EPIC » Fri May 27, 2011 5:31 pm

Image
Aurica Rune Scarletchord
Condition: Healthy
HP: 1, LP: 3

How's that look for my header? Clearly I take dark red for my text color.

Alsoo.. Initiative (1d20+2=18)
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Re: Return to Caldera [OOC]

Postby tygertyger » Fri May 27, 2011 5:35 pm

That looks fine. I'll note the luck points with the rest of the stuff in the modified original post.
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Re: Return to Caldera [OOC]

Postby Coyotzin » Fri May 27, 2011 5:50 pm

tygertyger wrote:Firstly, that image is awesome. Secondly, I like the changes you've made here. I respect a man who can revise. May I ask why the quickness with regards to rituals? Is she just that good? Are shamanistic rituals quicker than their arcane counterparts? Once again, I don't think this is a game breaker, I'm just curious.


Easy: the spirits are doing most of the work in weaving the magic; Moonwhisper is just asking them nicely about how to do it :)

And yes, I had forgotten about her until a different pic came up on Google for "barbarian girl"; she's the only reason I was tempted to get Age of Conan (still decided against it... my soul belongs to Blizzard... <.<)
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Re: Return to Caldera [OOC]

Postby Coyotzin » Fri May 27, 2011 5:54 pm

And I just realized.... the party is composed by a wholesome cleric traveling with three incredibly hot girls... If they start bickering and competing for his attention, we have an anime series on our hands :)
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Re: Return to Caldera [OOC]

Postby EPIC » Fri May 27, 2011 6:08 pm

*facepalm* So much over-use of Attractive -_-
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Re: Return to Caldera [OOC]

Postby Coyotzin » Fri May 27, 2011 6:10 pm

I can notch it down one rank, but I do need it for the "mingle with the bareskins" part of her backstory :)
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Re: Return to Caldera [OOC]

Postby EPIC » Fri May 27, 2011 6:15 pm

It might make more sense, and then Task's character (I can never remember her name without actually specifically looking for it) can have the title of "The REALLY hot chick", where Aurica and Moonwhisper are just "Pretty hot" xD
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Re: Return to Caldera [OOC]

Postby tygertyger » Fri May 27, 2011 6:36 pm

Coyotzin wrote:And I just realized.... the party is composed by a wholesome cleric traveling with three incredibly hot girls... If they start bickering and competing for his attention, we have an anime series on our hands :)

That had also crossed my mind. That said, there was never a vow of chastity in any cult of Pelor I'm aware of...

...just sayin'.

Also, first IC post and battle map is up. The map is in the first OOC post - I'm not certain we need it, but it might clear up some things (and it's not like we've got and super-speedsters around to make them 100% redundant...). Feel free to place your PCs wherever you like in front of the chimera - hopefully the grid markings are legible enough :|

Apologies that the maps is, well, on it's side - the forums cut it off if I put it horizontal.

EDIT: Before I forget, Ska'arn are this settings dragonborn - they're stereotyped as a proud, militaristic people from the vast deserts north of Halgard. The captain is human.
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Re: Return to Caldera [OOC]

Postby EPIC » Fri May 27, 2011 6:58 pm

Map orientation is fine. Aurica will be near the top of one of the sets of stairs (Good vantage point to watch the waves n' such).

Would you like us to post in Init order for combat?
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