Emilia attempts to increase her reflexes with a magical cantrip.
[DC 16 vs Movement 2d6+1d20 (8+16)=24], Pass!Momentarily covered in a nimbus of white energy, her senses expand-her hand eye coordination increasing to supernatural levels.
Effect: Emilia's defense scores are increased +3 against the Finesse Attacks.She hears the distant flutter of white wings.
...
Moubu charges forward, as usual, bellowing threats.
[DC 10 vs Movement 1d10+1d20 (9+6)=15], Pass!The Apebee doesn't very seem very intimidated by Moubu's display...oh wait, it totally is now! It looks really scared!
...
Jao unlimbers his shortbow and ponders the meaning of the word 'middlest'. Did he mean X or Y axis? Who can say! After a few seconds ruminating on his mysteriously expanded powers (he almost feels as if one of his mediocre stats have somehow been merged with another, much poorer attribute), he decides to fire at the nearest orangubee.
[DC 13 vs Agility 1d8+1d20 (6+1)=7], STILL ULTRA Fail!Boing! Jao grimaces in dismay as his shoddy discount black market bow-string snaps in two, as he nocks a shoddy discount arrow-it does so with a cheerful, indeed musical twang, one he would be honored to have the ability to replicate in a more genteel setting for a captive audience.
He reckons it should only take a few tense moments to slapdash a quick repair upon the item (mostly involving a pair of pliers, some glue, and a lot of cursing), but does he have a few moments to spare?
Jao has a choice to make!
~Jao can repair his bow quickly, but he'll arrive last on next turns initiative roll, without his bonus.
~Throw the bow away, repair it later! Go into next turn using your current initiative bonus)...
Anders decides to use his time to also effect a preparatory spell upon himself...
[DC 14 vs Movement 1d6+1d20 (2+2)=4], Fail!Unfortunately, the constant distraction of his teammate distracts him (obviously), and he misses a crucial, indeed entirely vital syllable in his chanting. After an intriguing moment, in which nothing at all tentacular emerges from the thin-air between the worlds and begins to feast on reality, he decides to try and recover the threads of his spell before they can escape...the magic he does find is mostly raw, unformed-deadly, in fact. He can sacrifice a bit of his life force to maintain it, but the spell will surely kill him if he tries to handle it too long-it's not entirely unlike trying to cup a live flame in ones hand, or holding a sword without a hilt.
Ah, but what price glory? As if he could understand glory, anyway. He knows all about prices of course.
Anders has a choice to make!
~Gain haste effect as usual, but take 1d4 damage from the strain every round you use it
~Safely cancel the spell before it harms him....
Balecar orders his bag of bones to fetch the frog-being. It promptly charges into the quicksand, then teleports a short distance. This understandably enrages the chimpanwasps.
He also mumbles some sort of incantation, but the GM has no idea what he's trying to do, and so ignores him.
...
Moon Rabbit is happy to be doing things. Though her reaction is somewhat slow compared to her allies, she could hope it would be potent...she aims unintentionally, perhaps, at the beeape Moubu is trying to make angry enough to maul him.
[DC 14 vs Alteration 1d10+1d20 (6+10)=16], pass!Most satisfyingly, a huge muddy paw lifted from the muck and slapped the Monkeybee down. Serves him right! She recalls that this is quite impressive, considering there's not even any mud on the moon.
...
Initiative checks!Mouba 1d8+1d20 (3+16)=19
Monkeyapebees: 1d8+1d20 (4+8)=12
Wen-Tsu 1d4+1d20 (2+9)=11
Anders 2d6+1d20 (3+6)=9
Emilia 2d6+1d20 (5+3)=8
Balcecar 0+1d20 (6)=6
Jao ?
Mouba and possibly Jao are up!
The land before you is pretty swampy, but it shouldn't affect your balance much. Unless you fall in that huge quicksand pit. You notice only a few trees and large smooth boulders about, including one jutting of the muck, and another wedged between two trees-the greenery above is heavily festooned with jungle vines and branches.
B=Monkeybees!
@=Our Heroes ((For the first turn, give me a map position of one of the '@' marks, and also a color not red/blue/green. That'll be your character from now on. Which means you can choose your starting position.))
k=Poor Frog Kid
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Boulders. Requires no check to ascend, but does cost all your ground movement to enter a boulder square initially-as long as you have any movement left in a round, you can ascend and arrive on the next turn.
Brown/Leafy: Jungle trees. Easy to climb, but takes all your movement in a round to ascend one-as above. You might take damage if you attempt to jump or fall out of them, tho, depending on the ground you land on.
Dark Brown: Quicksand. Entering from ground level immediately stops any movement, and you can only move 5ft every turn afterwards. Spending more than 3 rounds in Quicksand, and you have to make a might or agility check-if you fail, you become immobile and begin to sink. 3 rounds after that, you DIE.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level via one of the boulders or by climbing the trees, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical.
Weapon Ranges
Melee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
Monkey Beesx5Monkey Bee AImmobilized, Intimidated!...
35ft speed, flying, climbing
Hit Points: 12/12
Agility 3
Fortitude 3
Might 3
Perception 5
DEFENSES
Toughness: 13
Evasion: 13
Resolve: 10
ATTACKS
1.
2.
3.
4.
Players
((OOC: This section isn't close to being done))
Hero Name: Anders N'thlei
Archetype: Innsmouth Assassin
Level: 1
Player: Draignean
Physical Description: Gaunt and slightly stooped, this man carries a feeling of distinct age despite his physical youth. He would be exceptionally tall if he stood straight, and his entire body seems stretched, with his arm in particular peculiarly long and of... unseemly proportion. His shoulder length black hair, despite the application of any product or heat, behaves as though perpetually damp. His face is angular and particularly distasteful, with a too-wide mouth and large, almost bulging grey eyes that tend to go forego blinking for disturbingly long period of time.
Bio: Anders was once thought of as a miraculous child, the product of the long assumed barren marriage between a well-to-do fishmonger and a weaver. Yet, though the friend's of the couple rejoiced at the happy emergence of a scion, the fishmonger and the weaver always seemed to hold a sort of reserve around the boy. They doted on him. They loved him desperately. Too desperately.
As a child, Anders was beautiful, a normal boy any regard. As he grew, he began to... change. After puberty, he began to take on many of the features that now seem so characteristic of him. The lankness of hair, the overlong limbs and spidery fingers, the wide mouth and singularly bulging eyes... The emergence of these features was slow, but nonetheless sufficient to make the others of his small town step quickly around him. He learned quickly, exhausted what knowledge there was in his little fishing village and mastering reading and writing to a degree that neither of his parents had ever managed. Anders was often described as soft-spoken, but there were few who would engage him in conversation for more than a few minutes at a time. Most had the disconcerting feeling that there was something... else whispering in their ears whenever the young boy talked to them.
As a young man, Anders habits made him a pariah. He enjoyed fishing, and had an aptitude for it that surprised even his father, but the thing that he seemed to enjoy most was watching the process of life leaving a body. It fascinated him, and drove everyone else away. A past-time of his, in they way that a man might skip stones, was to pick up crabs from the rocky shores and pull their legs off, one by one. He'd then set the body down and watch the doomed creature's eyes, trying to find the exact moment that life left the body.
Leaving his small town was an inevitability. He was not driven out, he didn't murder his mother and father, he didn't leave the village a smoldering ruin behind him. Perhaps he sensed that the growing darkness in him would need a more satisfying repast than the lives of fish and crabs and left in order to protect the few people he might have cared for, but that would be far too optimistic an approach.
Physical
Agility: 5
Social
Deception: 4
Mental
Logic: 3
Will:2
Supernatural
Illusion: 2
Movement: 2
Defenses
Toughness = 10
Evasion = 15
Resolve = 12
Hit Points = 14
Feats
Lethal Strike (3)
Evasive Footwork (2)
Combat Momentum (1)
Race
Deepspawn Hybrid Perfectly Normal Human
Perks:
Dagonspeak: You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per day, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM’s choosing about the creature.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater, and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Flaws
Susurrus: Indistinct whispers, caressing the edge of perception, hover around the young N'thlei. The effect is barely noticeable, but still distinctly unsettling for periods of long exposure. Worse, there are times when the voices speak directly to Anders, giving him directions. Sometimes the directions are harmless, but Anders follows them without question.
Orange and Blue: Anders is incapable of recognizing good from evil. Principally this means that he trusts his companions to make the distinction (or the voices in his head), but on his own he's capable of coming to some truly bizarre conclusions about what the appropriate next action should be, in any context with people.
Equipment
Heavy Item Maximum: 1/2
Weapons:
Hand Crossbow |Melee, Versatile , Forceful, Precise |
Short Bow |Melee, Two-Handed, Forceful, Precise, Reach | Knockdown, Immobile
Dagger x5 |Melee, One-Handed, Precise, Range 25, Swift 2| Persistent Damage
Armor:
Leather Armor|DEF 4, Speed Penalty 0, Heavy
Other:
Rogue's Pack|Bulky
Banes
Blind
Demoralize
Disarm I
Forced Move I
Immobilize
Incapacitate
Persistent Damage II
Phantasm II
Silence
Slow
Stun
Boons
Haste
Hero Name: Emilia Reginleif
Archetype: Own Empress
Level: 1
Player: UXLZ
Physical Description: Beautiful and young with pale skin, straight crimson hair, and piercing cyan eyes, Emilia would be a head turner almost anywhere in the world. She wears the armor of a fighter or knight, but does not seem to carry any weapons.
Bio: Found as a baby near a strange shipwreck one night by a kind-hearted couple as they walked along a stormy beach with a white feather clutched to her chest, Emilia was taken in and raised as their own daughter. Despite the strange circumstances, initially she seemed like any other child, but over time they began to notice something strange. Rocks she stood on would disappear, only to later be found in her crib. Food she did not want to eat would vanish entirely, cutlery would disappear into the ether for days. At first they were baffled, but after seeking the advice of a wondering wizard discovered that she could shunt objects into a pocket dimension and withdraw them at will. He offered to take her to a magic academy where her gifts might be further developed, but they declined. It was obvious, they said, that by looking at how she so cheerfully watched the guardsmen practice that she wanted to be a warrior, not a mage.
As time went on the girl began to wonder about her past. She loved her adopted parents dearly, but also felt that it was not her fate to live out a humble life in their small village. She was older now, and knew how to fight, how to use her gifts. Many years of practice had seen to that. Still, they did not listen, they did not let her go. It was too dangerous, she would die or worse, they couldn't bear to see their daughter leave. Many days and nights of arguing eventually culminated in her running away on a stormy night much like the one on which she had been found. Her worried mother and father searched desperately high and low, until they found her crying by an old and decrepit tree. A flash of lightning, a strong gust of wind, and down the tree came toward's the young girl's head, crashing to the ground. Miraculously, she emerged relatively unharmed, with only cuts and bruises to show for what most certainly should have been her end. In the distance unbeknownst to Emilia, her parents noticed a feather floating off in the wind, and the ghostly image of a blonde-haired woman dressed in furs and armor, white wings spreading from her back. It was then that they realized their daughter was truly special, and together they decided to support her whatever the future may bring.
Notes: Emelia is the name her parents gave her, but her last name came from the hull of the broken ship.
=Stats=
PhysicalAgility: 5 (2d6)
Fortitude: 3 (1d8)
Might: 1 (1d6)
SocialPresence: 3 (1d8)
MentalWill:3 (1d8)
SupernaturalMovement: 3 (1d8)
DefensesToughness = 17
Evasion = 19
Resolve = 16
Hit Points = 28/28
FeatsBoon Access (Absorb Object)
RaceRace: Celestial
Racial Bonus: Divine Intervention/Once per day, when you are subject to a Finishing Blow while your hit points are below 1, you automatically heal to a hit point total of 1.
Equipment
Heavy Item Maximum: 0/2
Weapons:
Longsword |Melee, Versatile , Forceful, Precise |
Glaive |Melee, Two-Handed, Forceful, Precise, Reach | Knockdown, Immobile
Dagger x12 |Melee, One-Handed, Precise, Range 25, Swift 2| Persistent Damage
Armor:
Scale Shirt|DEF 4, Speed Penalty 0, Heavy
Other:
Adventurer's Pack|Bulky
BanesBoonsHero Name: Jao Feng Ling
Archetype: Elderly Bard Git
Level: 1
Player: Lawas
Physical Description:Jao is short, stumpy, and fairly wizened. He’s an old and unremarkable Halfling, with bushy eyebrows and deep scowly wrinkles. He dresses like a dull scholar of geography, or an off-duty alchemist, in clothes that weren’t actually fashionable several decades ago, and have numerous patches in now. He also smells a bit like steamed broccoli, with flat kind of eyes and a mouth that seems to snarl when its owner might want to smile. Which he doesn’t ever, so it’s neither here nor there.
Bio: Jao Feng Ling is a fine example of the triumph of persistence and… well, that’s it, really, over mediocrity, lack of talent, and lack of that wow factor that a bard should, perhaps, possess. He has a thousand poems and only a single fan, although in his darkest nights even Jao himself has begun to doubt his genius.
Jao is from the Dragon Archipelago of the Far West, a scattered collection of small islands on the edge of the known seas. Legend has it that they are so named because the First Dragon, having been created and not sprung from an egg, didn’t know how to care properly for an egg – and so she dropped them all into the sea, where the land beneath the sea took pity on them, and roosted them itself. The earth grew slowly in mounds over the eggs, and eventually broke the surface. And thus, thousands and thousands of years later, from time to time a dragon emerges fully formed from under the waves, and brings terror upon the islanders, until a Dragon Speaker rallies to the misfortune, and persuades the Dragon to leave for the East, where the creatures are larger and, indeed, tastier, and more likely to sustain a glorious and regal creature such as you, m’lord Dragon.
This raises two interesting cultural points about the Dragon Archipelago. Dragon Speakers are their Bards and their Elders: repositories of ancient knowledge and ancient tales, and of course vital in stopping the entire adult population being eaten alive every century or two.
And the Dragon Archipelago is entirely populated by Halflings – a sturdy breed of Sea Halflings, who spend as much time at sea as on the steep mountain slopes of their island homes. They are comfortable at sea and on slope, but not so much in the company of larger folk – that is to say, anyone other than a Halfling.
When Jao was younger, it was his dream to follow in the footsteps of his elder brother and become a trainee Dragon Speaker. He loved the old tales, and he loved to spin new ones. But his brother’s mentor would not accept him as a student – Jao just didn’t “have it”, he said. He never explained what Jao never had, and Jao could never work it out. The problem was, Jao just wasn’t a performer. He didn’t have that starry sparkle, he had no rapport, he had no connection with the people he spoke to. In fact, despite being able to come up with the most outlandish – or even true – tales, he just didn’t have a way with words. To be quite blunt, many people found him incredibly boring.
So as a wandering self-taught Dragon Speaker in training, he came upon rejection after rejection; at street corner after street corner he went home with no takings in his busker’s hat; nowhere would people listen to more than a minute of his carefully crafted but exceedingly dull stories. Nobody cared about his tired, clichéd, awful poetry describing the wonderful mundanities of life on the dusty road, and nobody cared for his stilted, nasally delivery during which he forgot most of the words.
He decided, eventually, that this was because Halflings are idiots and that the Halfling culture they cherished was a bag of nonsense, and no one alive had actually seen one of these so-called dragons anyway, and he took a rare ship to the East. Here he spent years more wandering, travelling, through countrysides and towns that were, to him, unimaginably vast – and he spent years and years dangerously close to starvation. Nobody bloody cared, and he was incapable of making a living as a professional bard. Jao began to feel somewhat bitter towards the whole world, and not just towards the average eejit of a Halfling.
He started looking into methods of forcing people to like his work – he began searching out libraries of rare oeuvres where he could examine the esoteric mysteries of enchantment, and mind control. And he began to be less idealistic – and indeed positively pragmatic, as time went further by – and steal for food, or pick a pocket for drink, or kick a child for fun. Everywhere he went he would steal, lie, and cheat, his complete lack of personality and interest playing considerably in his favour as no one would suspect such a nonentity to be capable of anything other than nothing. He’d typically be forgotten minutes after he passed.
But they were all Wrong. Someday, Jao would make entire towns of people sit down and listen to his orations – and by the gods, they’d enjoy them. And applaud. And give him money.
He dreamt of that day nearly every night.
In the meantime, he criss-crossed New Miriam, running errands that were somewhat below the greatest story teller of his generation, but at least earnt more than his poetry ever did.
=Stats=
Physical
Agility: 3
Fortitude: 2
Social
Deception: 3
Mental
Learning: 3
Logic: 1
Perception: 3
Will: 3
Supernatural
Enchantment: 3 (1d8)
Defenses
Toughness = 14
Evasion = 15
Resolve = 13
Hit Points = 20/20
Feats
1. Supernatural focus - voice - Enchantment
2. Lightning reflexes - Int+1
3. Well Rounded
Race
Race: Halfling
Racial Trait: Lucky/Once per day, in a moment of need, you can call on luck shine to upon you. The GM decides what form this luck takes. For example, an attack that was meant for you might target an ally instead, you may discover a secret passage to escape from a rolling boulder, or a town guardsman decides to overlook your crime because you happen to have grown up on the same street.
Equipment
Heavy Item Maximum: 0/2
Weapons:
Club |Melee, Versatile , Forceful, Precise |
Shortbow |Melee, Two-Handed, Forceful, Precise, Reach | Knockdown, Immobile
Dagger |Melee, One-Handed, Precise, Range 25, Swift 2| Persistent Damage
Armor:
Leather Armor|DEF 4, Speed Penalty 0, Heavy
Hat |Fashionable
Other:
Adventurer's Pack|Bulky
Banes
Boons
Hero Name: Wen-Tsu the Moon Rabbit
Archetype: Moon Rabbit
Level: 1
Player: Gig
Physical Description: A short woman, a perfect five foot tall. She wears a white thigh-length robe, the left arm blue, the right arm red, with the colours flipped for her leggings. Her feet are bare. Her hair is long, a platinum colour, and spills down over her shoulders. A pair of rabbit-like ears rise from her head. Her eyes are a pinky-red.
Where she steps, she leaves the tracks of a rabbit, not a person.
Bio: Wen-Tsu has come from the jade palaces of the Lunar-Fey. From their tranquil gardens, they look to the world above. Many travel to the world through great rituals, that teleport them through the empty void, in order to find love and interesting stuff on the world. Should they find a lover, they return with them to the moon, where they raise a family - Moon-fey only ever have daughters, who look to the world above... Such has it been for a long, long time.
Wen-Tsu made the journey down, having heard from her mother countless tales of the world. She loved listening to tales of the world, so different from the serene, safe palaces of the moon. She's determined to find a heroic love, and thus enlisted in the hero's guild to help that come to pass - and see as much of the world as possible.
Bio:
=Stats=
Physical
Agility: 1
Social
Presence: 3
Persuasion: 3
Mental
Will: 1
Supernatural
Enchantment: 4
Alteration: 4
Movement: 3 (1d8)
Defenses
Toughness = 10
Evasion = 11
Resolve = 14
Hit Points = 26/26
Feats
1. Lucky
2. Boon Focus (Regeneration)
3. Untrackable
Race
Race: Lunar Feytouched
Racial Trait:Fey Aura. Your fey blood gives you a compelling quality that can affect even the coldest of hearts. Once per game session, you can leverage your fey aura to turn an enemies mood in a certain way. Note that such magic is subtle, like a chisel, and can't be used in the fashion of a battlehammer-you cannot convince someone to commit obvious suicide, or otherwise force them to do something entirely out of their character.
Innocence: You radiate an aura of childlike, pure innocence. The enemy might choose to help you out of pity, look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities.
Friendship: You radiate a nimbus of camaraderie and trust. A chosen target usually views you as a good friend, and is willing to help you if it's reasonable.
Romance: If the target would otherwise be attracted to you, that feeling is amplified to what they feel is true love. They will do almost anything for you not against their nature, but such a strong emotion can be difficult to control.
Wrath: You compel a great and terrible anger in your target. It is difficult to control this rage once unleashed, so you have better have a good target in mind.
Equipment
Heavy Item Maximum: 0/2
Wealth level: 3
Weapons:
Shortbow
Quarterstaff
Hatchet
Armor:
Leather Armor|DEF 4, Speed Penalty 0, Heavy
Other:
Banes
Boons