That was scary. I should rest and see if that makes me feel better.
move up to Siegrid and Mu at the entrance to the next room so I don't get left behind, then rest for the turn and see if my arcana recovers.
Name: Meleria
Background: This teenage Foxkin really has no buisness being in the Tower, though she doesn't see things that way. She sees it as being about what she needs. Either she succeeds here, or she has no future, so she might as well try.
Meleria's a Foxkin, a type of beastkin, and a minority that is commonly viewed as subhuman. Her family worked as peddlers, performing odd jobs from place to place, and living a mostly self-sufficient life. Never staying in one place overlong, so no one place was ever motivated to actively drive them off. Of course, that means when their wagon was attacked on the road, there was nobody to look for them. Nobody to provide the urgent medical aid they needed. Nobody to make sure that when Meleria crept back to the wagon from her hiding spot she'd run too during the attack, she wasn't alone.
lacking the skills to repair her family's wagon, she had to leave both it and her family's remains behind, limiting herself to what she could carry on her back. She found herself in the city of the Tower, and also found herself with a choice. She didn't have the right skills to make a proper living in the city, and to her mind attempting to find someone to take her in would just result in her becoming enslaved. But the Tower represented an option she wouldn't have anywhere else. A risky option for sure, but... What's she got to lose?
Description: This small female Foxkin has tan skin, brown shoulder-length hair, green eyes, and orange-brown furred ears and tail. She has slight build and a nervous but focused demeanor, her eyes and ears flicking about in reaction to slight noises. She has a habit of holding her own tail when anxious, and when resting tends to curl up with it in her arms.
Statistics
Skill-at-arms: 0
Brawn: 1
Focus: 2
Conviction: 2
Wounds: 0.25
Arcana: 3
Inventory and Equipment
Right Hand:
Left Hand:
Armor: Simple Clothes
Trinkets:
Perks
Acrobat: You are particularly adept at climbing, jumping, vaulting, and clambering. The first time in a turn a 1 is rolled for any such feat, it is instead rerolled.
Attuned:You are aware of the ebb and flow of the world's arcane current, and have the potential to tap into it. You may cast spells.
Flame attunement: Your spells that have a chance to ignite enemies will always do so.
Spells
Immolate (0.5 Arcana, 0.5 Wound, ranged, can ignite enemies for continuous damage)
Shop of Lodovico Mercator
Arquebus (two-handed, 4 wound, ranged, armor-piercing, unwieldy) 2000 crown debt
Broadsword (one-handed, 0.75 wound) 200 crown debt
Broadsword (one-handed, 0.75 wound, imbued) 400 crown debt
Bardiche (two-handed, 1 wound, cleave) 600 crown debt
Burgher's Holy Water Sprinkler (two-handed, 0.75 wound, armor-piercing, critical hits can stun/disable enemies) 450 crown debt
Cudgel (one-handed, 0.25 wound) 20 crown debt
Dagger (one-handed, 0.5 wound, deathblow) 200 crown debt
Hand Pavise (one-handed, shield) 100 crown debt
Horseman's Mace (one-handed, 0.5 wound, armor-piercing) 250 crown debt
Horseman's Pick (one-handed, 0.75 wound, armor-piercing, critical hits can result in weapon loss) 250 crown debt
Pike (two-handed, 0.75 wound, reach) 250 crown debt
Poleaxe (two-handed, 1 wound, armor-piercing) 600 crown debt
Rapier (one-handed, 0.75 wound, deathblow) 450 crown debt
Staff (two-handed, 0.5 wound) 40 crown debt
Staff (two-handed, 0.5, spellbound: Heal) 400 crown debt
Tower Shield (one-handed, shield, -1 penalty to ranged attacker rolls, requires at least 3 Brawn)
Windlass Crossbow (two-handed, 1.25 wound, ranged, armor-piercing) 1000 crown debt
Padded Armor (light, 0.25 wound reduction) 150 crown debt
Padded Armor (light, 0.25 wound reduction, fireproof) 200 crown debt
Maille Shirt (light, 0.5 wound reduction) 400 crown debt
Brigandine (heavy, 0.5 wound reduction, -1 penalty to attacker rolls) 800 crown debt
Lordly Maille (light, 0.5 wound reduction, -1 penalty to attacker rolls) 1500 crown debt
Valmontese Harness (heavy, 0.75 wound reduction, -1 penalty to attacker rolls, requires at least 3 Brawn) 1200 crown debt
Ring of Pain Resistance (Halves Wounds penalties to all rolls) 400 crown debt
Orange Crystal Pendant (?) imbued with unknown magic. 400 crown debt
Hare's Foot Pendant (Nullifies negative consequences from critical successes) 300 crown debt
Shieldreaver Pendant (Attacks ignore enemy shields) 400 crown debt
Armor-piercing - Ignores armor wound reduction.
Cleave - Attacks that strike down an enemy are capable of hitting another enemy within reach.
Deathblow - Critical strikes deal triple wound damage instead of the normal double.
Imbued - Attacks are rolled with
Ranged - Rolls Focus to hit, can be used from the backline and can hit targets in the enemy backline
Reach - Can be used from the backline, enemies attacking the wielder receive a -1 penalty
Shield - Enemies attacking the wielder receive a -1 penalty
Unwieldy - Attacking incurs a -2 penalty, enemies attacking the wielder receive a +1 bonus
Mu readies his Club to Bat some Bats.
Name - Mu
Background - A wildman of the West, his history is his to keep, but his motivation is better known; he seeks greater challenges than the men and beasts he once faught.
Description - a towering Giant of a man, with a wild mane of dark hair, and a body with naught an inch of skin uncovered by twisting tribal tattoos.
Statistics
Skill-at-arms - 2
Brawn - 4(3+1)
Focus - 0
Conviction - 0
You have 5 points to distribute among these stats, each point being a +1 to the result of rolls in that stat. You must have at least 1 brawn, and no more than 3 initial points in any one stat.
Wounds - 0
Arcana - -1
Your Wounds value will always start at 0. Your Arcana value starts at 0 if you are capable of spellcasting, and if not, it is -1.
Inventory and Equipment
Right Hand - Cudgel (one-handed, 0.25 wound)
Left Hand -
Armor - Simple Clothes
Trinket -
Trinket -
Trinket -
Trinket -
Trinket -
Trinket -
Trinket -
Trinket -
(Any items not equipped can still be carried. Slotted items can only be used if equipped, while items that do not belong to a slot can be used at any time, at a limit of one item use per turn if in combat.)
Perks
Acrobat (1, requires at least 2 Focus or Skill-at-arms) - You are particularly adept at climbing, jumping, vaulting, and clambering. The first time in a turn a 1 is rolled for any such feat, it is instead rerolled.
Knight (6, requires at least 2 Skill-at-arms or Brawn) - Whether you are an errant knight or a non-inheriting child of a petty noble, you have received formal schooling in the knightly arts. You are literate, capable of administering medicine, and you may wear heavy armor. Additionally, Brawn +1.
Quick Hands (1, requires at least 2 Skill-at-arms) - You may switch your equipped Right and Left Hand items, even while in combat.
Spells
Name - Arek the Butcher
Background - A desperate man with nowhere else to turn. A orphan who never knew his parents, Arek was often discriminated against because of his, ah, unique appearance. He learned at a young age that he could only really rely on one person, himself.
Born with a innate affinity for the Arcane, Arek was quick to pick up magic from observing traveling wizards and whatever he could pick up from what he read in stolen books. The resentment he had of his situation grew, and Arek quickly turned into a mage feared and reviled far and wide for his evil acts, having no qualms with sacrificing citizens for blood magic rituals or bargaining with demons for whatever scraps of power he could get.
Now well into the prime of his life, Incredible magical powers; valuable trinkets, plenty of servants and a town to terrorize for his amusement. Arek was living the life. There was just one problem.
People despised him. Arek was quite literally the stereotypical dark lord. It got to the point where the God’s had blessed a hero with the power to defeat him just to get people to stop whining about him. The hero stormed his castle, massacred the servants, and left Arek for dead.
But Arek had one last trick, he remembered reading about a magical tower others dare enter and figured it would be the perfect hiding place. Just one little problem… he collapsed right after he entered the tower and woke up fully healed with a bad case of Amnesia, forgetting all the spells he had learned.
Description - Arek was born mutated, possibly because of his affinity for mana. He would look like any normal human, were it not for the two jagged horns that extended from his skull and sharp red eyes, which had him labeled as a “demonspawn” which wasn’t helped by his strange habits and borderline sociopathic behavior.
Currently covered in a large red cloak inlaid with gold trim, offers him little to no armor but is quite stylish.
Statistics
Skill-at-arms - 0
Brawn - 2
Focus - 3
Conviction - 0
Wounds - 0
Arcana - 0
Inventory and Equipment:
Right Hand -
Left Hand -
Armor - Simple Clothing
Trinket -
Curative Charm (Active - The wearer may, at any time, gain 1 Arcana in order to remove 0.25 Wounds from themselves or any living target within arm's reach. Cannot be used at maximum Arcana.)
Pullification Charm (Active - The wearer may, at any time, gain 1 Arcana in order to exert an extreme amount of pulling force on any target within 30 feet. The force is strong enough to cause harm (0.75 Wound) when directly applied, and is not mitigated by armor. This effect may be spread among any number of targets, but its force is divided equally among these.)
Perks:
Attuned - You are aware of the ebb and flow of the world's arcane current, and have the potential to tap into it. You may cast spells.
Scholar (Magic) - You are well-versed in your field of study. Pick your domain of study - it can be anything from history to alchemy to philosophy - and record it here. You have advantage in rolls to recall knowledge of your specified field. Additionally, you are literate.
Spells: None
"They restin'. Someone sneaks in and takes the treasure, then we leave."
Arek wipes a trickle of blood from his mouth onto his hand with a slight grimace. “Bah. Cowardice.”
Arek follows the group and proceeds west. He sneaks closer to inspect the scroll in the room.
(I am with Egan and gang right? I don’t remember.)