Saren Of Tyria/MicelusSo many...All wanting this Source...But how many wish it for just purposes? Most probably have come for the wealth to be gained, or the glory, or perhaps the knowledge...Or perhaps not. Perhaps it is time to find out?
Saren wanders around the expedition, finding out if there are any specific factions. After finding it out, she will find a secluded area and set up a little shrine (made of a few rocks) to her family god-spirits. She had been neglecting her duties of prayer of late, now would be a good time to rekindle her relationship with the spirits. Request a simple blessing and guidance. Then go looking for other lizardfolk.
You quickly get the lay of the camps 'factions', and there are three that stand out. The largest, compromised of about 60% of the adventurers-the more physically inclined among you-follow a Human Ranger named Stromgand. He seems to dislike...well, pretty much everyone not in his retinue, non-humans most of all. He seems to have a specific grudge against another Elf in the band you have not spoken to yet.
The next largest is about 30% of the rest of the group-the more intellectual, and magically trained adventurers. They have gathered under an Archwizard named Angvard-an ancient loremaster who seeks to the secrets of the Source to unravel time itself, or so he claims. He and his followers consider themselves elites-and don't mingle with anyone outside of the circle if they can help it.
The rest-a motley bunch of those who wouldn't be accepted in the other groups-seem to have gathered around a young alchemist named Halbarad. The young man doesn't consider himself a leader, but he has a likeable, warm personality that easily attracts friends and allies. He's now recovering from a beating he got not long ago by some of Stromgands followers...
[3]
During a quiet night-after your somewhat unsettling conversation with the horned man-you set up a simple stone shrine to your God-Spirits. Never a better time, right? As you pray and cast your mind toward the God-Halls they inhabit, you find they are paying attention to you-in fact, you've never heard them this clearly. They're arguing! Some of them are angry you abandoned your duties in te Conjurers Guild, and are against aiding you-others admire your tenacity, and wish to help...eventually, they grudgingly come to an agreement.
She hears the echoing voice of the All-Father in her mind.
"Saren, my child. You have taken a great risk in what you are doing...and yet, without risk...there is no advancement. We have seen your future-it is grim, but the end is not yet set in stone. You have paid us honor, so we shall reward you...but know this, many of us do not believe you will prevail, no matter the strength of your heart. You must prove us wrong, my grand-daughter...please, prove us wrong..."Gained: +40%
Piety with Ancestor Spirit-Gods
Gained: Blessing of the Ancestor Spirits
Not all Lizardfolk pray to Gods, not exactly-instead, each one has a personal pantheon that is composed of the spirits of their heroic and legendary family members, passed on and ascended to a higher plane. They are not nearly as powerful as actual Gods-but, since they are more akin to family than a distant, callous deity, they do not deign to punish or threaten, and instead, try to help as often as they able to a cause they deem worthy.
Because it is composed of many different spirits, they sometimes argue amongst each other-and mortal soothsayers are often used to mediate conflict from beyond the veil.
Their powers are scant, but useful-the power of prophecy allows warning of danger and deflection of danger, and the vast amount of collected knowledge of the ancestors is surely a boon. For those who attain the greatest honor in their ancestors eyes, they may even be able to summon their family Spirits back to the world of a living for a short time, to help protect and guide them.
To obtain Piety, one merely has to do things that aspire to greatness for your family-obvious cowardice or evil actions are not looked upon with much favor...but, every family has two sides-one light, and one dark. Those who fall off the pass of strict adherence to goodness may find themselves embraced by their more questionable ancestors all the same.
...
The next morning, Saren looks for other Lizardfolk
[2]
Sadly, there is none beside herself-the closest is a single one of the Dragonborn, kin to her own race. She knows Lizardfolk in some circles revere Dragonborn as their own race perfected, while others despise them for their haughty nature, insisting Lizardfolk have just as many strengths as they do. Saren has not met enough of them to make up her mind.
He seems a muscle bound, plate armored Cleric of Kron named Rhogar. The male does not speak or interact much to anyone, aside from his God. He seems to be keeping emotional distance from his potential competitors.
[6]
She finds herself intrigued, all the same. He carries his massive warhammer and platemail as if they weighed nothing but air, along with the usualy clerical accrouments-and on his wrist is some sort of sand stone time keeping device he never removes, but he does place his hand in it from time to time, and stare into the distance as if trying to see or hear something-when he does so, you occasionally catch him grinning or scowling, as if what he detects sometimes pleases or angers him. Odd.
In any case, he does seem to be setting quite a pace, travelling at the head of the column-silently daring the other members of the expedition to go further and faster than they might preferred. What's he in a hurry for? You do wonder.
Days pass, nights fall-you prefer camp rations over dipping into your personal stock, naturally. It is one of those fairly pleasant nights when things change for the worse...later, you'll remember how everything went downhill, as Stromgand called everyone in for a meeting in the center of camp...
Mobility: 1
Reflexes: 1
Power: 0
Intelligence: 3
Armor: 2
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
MP: 100% ()()()()()()()()()()
Effects:
Blessing of the Ancestor Spirits/Negates the first attack that would affect your HP, nullifying the attack completely.
-Deity Relations-
Ancestor God-Spirits
Piety: 40% ()()()()()()()()()()
-Items-
Equipped:
Conjurers Staff/Two-Handed Melee Weapon
Conjurers Robe/+2 Armor, Mana Battery (25/25 MP stored)
Lizardfolk Tribal Tattoos/Neutrality to Lizardfolk
Pack:
1xGreenScale Balm/Heals Reptilekin for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
1xSmoked Pork Ration/1 Day of Food
Powers:
Elemental Beckon
Cost: 25/50/100/200% MP
Upkeep: 10% MP per level
Reagents: Existing Elements
Effect: Saren can summon an extra-planar ally made of a primary element-fire, water, air, or earth-among others, but these are more difficult.
Said ally has four levels of power and size, based upon how much MP has been invested into it. All it requires is an existing example of the element you wish to conjure it from.
This spell is known by many Conjurers as basic self defense-it consists of invoking an elemental spirit from it's home realm with the promise of excitement and adventure. Most Elementals enjoy serving conjurers who keep them occupied, given the freedom to physically interact with the world-for, if their physical bodies are destroyed, they merely return back to wherever they came from-making them nearly fearless. They are not nearly mindless-many enjoying conversing and interacting with with their conjurer allies, sometimes forming strong friendships that last past the conjurers own life and extend to their children.
Object Summoning
Cost: ? MP
Effect: Saren's primary conjuring spell allows her to summon almost anything from her own willpower-literally, anything that she has touched or encountered before.
From a wagon wheel to a quiver filled with arrows to a basket of pears-obviously, the larger and more complex an object is, the more difficult and MP expensive it will be to summon it.
Also, said objects will only last about 30 seconds to a full minute before discorporating.
Conjuring is a business. The ability to summon objects from willpower is the most strenuous of any magic school-usually, multiple conjurers are used to share the burden of any prospective summon. This spell has infinite application, to the learned mind...
Conjurers Seal
Cost: 25% MP
Effect: Makes a summoned object permanent.
The speciality of the Company of Conjurers is to make a temporary object permanent-it's what elevated conjuring from a dead end school with little practical application into something that was feared and respected. It's an easy cantrip, actually-compared to the summoning itself, locking an object into reality is fairly simple, thought MP expensive.
By forging contracts with certain extra-planar allies, the Company of Conjurers has the ability to arrest the process of energy decay that usually makes summoned objects disappear.
Ancestors Wisdom
Cost: 50% Piety
Effect: +2 Intelligence for 24 hours
The collected knowledge of the ancestor spirits-gathered over many lifetimes, large and small, empowers the minds of those who pay respect to them.
>
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OchitaUse my lore on the plants here, and search for something that can be used in beneficial potions, or just normal food.
Ochita took out a book with a green leaf style cover, with 'Flora in generic forests', and began to search a grove, taking brief glances at the book, lifting leaves with his cutlass. After taking some plants from one grove, he moves to another, seeing what could only be an elf, and old woman. He sheaths his cutlass, and made a benign gesture.
[2+1] (+1 lore Bonus)
Ochita knowledge of plants is not so great-especially this far South from his homeland. Still, with his book on flora he manages to identify whats poison and whats not. Eventually, he just decides to stick to mundane plants. [2][1] He manages to scrounge up a days worth of fresh potatoes on the trail-which he gingerly salts to keep fresh-while he travels, and a little bit of Laumwort located under a rock.
Gained: 1xPotato Ration/1 Day of Food
Gained: 3xLaumwort Sprigs/ Heals 10% HP, can be used to brew HP potions
Days pass, nights fall-you prefer camp rations over dipping into your personal stock, naturally. It is one of those fairly pleasant nights when things change for the worse...later, you'll remember how everything went downhill, as Stromgand called everyone in for a meeting in the center of camp...
Mobility: 1
Reflexes: 1
Power: 0
Intelligence: 3
Armor: 2
Magic Resistance: 2
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
MP: 100% ()()()()()()()()()()
Effects: None
-Deity Relations-
None
-Items-
Equipped:
Verlaine Cutlass/One-Handed Melee Weapon
Robes of the Travelling Mage/+2 Armor, +2 Magic resistance
Leather Bag of Collected Literature/Provides bonuses and lore pertaining to a wide variety of skills and actions.
-Keys-
Elesias Scrying Crystal/Allows communication with Mother Elesias about once every 12 hours-depending on local magical conditions-and teleportation to and from her tower-but only one way forward, and one way back. Ochita can expend his own mana to boost the signal. Ochita has not used its teleportation abilities yet. It hums with energy-he can use it to contact Elesias now, if he wishes.
Pack:
4xHealing Potions/Heals 25% HP, 50% Defense, instant use
2xDried Fruit and Nut Rations/1 Day of Food
1xPotato Ration/1 Day of Food
2xMana Potions/Restores 100% MP, Spell Overcharge, instant use
3xLaumwort Sprigs/ Heals 5% HP, 25% Defense, instant use. Two can be used to brew a Healing potion with time and the proper materials.
Powers:
Forcefield
Cost: 75% MP
Effect: Gives you an additional 4 armor and magic resistance that is depleted by damage. If not destroyed, the shield regenerates when he is out of combat.
Ochitas primary defensive spell has saved his life many times-stray arrows, bad falls, hostile blades, dart traps... It creates a light blue tinted shield of force that covers his body, protecting him from physical and magical harm.
Ether Missile
Cost: 5% MP
Effect: Offensive Magic, -2 to enemy reflexes to dodge. Negated by magic shields.
Offensive magic, highly accurate.
Simple, effective, deadly-a streak of enchanted energy missiles that pack a punch from afar. It is the bane of warriors, who cannot easily dodge the swarm of independently seeking flares, but those who possess magic shields or resistance of any sort can nullify them entirely.
Scry
Cost: 25% MP
Effect: Allows Ochita to astral project his spirit-his astral form can bypass walls, is invisible and undetectable, and is immune to damage from mundane means.
Of course, dangers are inherent-spending too long or going too far from his body could be fatal, and there are some less than physical beings which can still pose a threat to him. He can only maintain about a quarter of a mile distance, and a half an hour in this form completely safely.
Repair
Cost: ? MP
Effect: Restores a broken or corroded item to full functionality-all it requires is that you gather the pieces of the item together. Costs more or less, depending on how large and complex the item is.
Ochita's custom spell allows him to undo the wear of time and damage on items-he's used it on old books, of course, mending his robe, and his sword the few times it's actually been broken.
>
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Feleris Valinar/Tiruin > Forage for some herbs then craft into remedies/poultices or potions, bargain with others for vials or containers for storage of said items. Check on Halbarad, in secret and in stealth, inquire on who his attackers were and again, chat with adventurers. Try to gain information in general but mostly about the thoughts on the Source and our next destination from here, possibly use reputation to aid in the asking, but subtly and carefully. Also, fletch ammunition for later use. Keep watch on suspicious characters in scouting missions and in free time. Remain non chalant but alert in actions.
>Continue search for herbs, trade with others for containers. Search for materials for fletching and mostly, converse with people encountered. Also, keep watch for suspicious characters. Pray to the Goddess, and get a new tent or find shelter.
[1]
Feleris has difficulty finding time to forage for plants-Stromgand keeps him on patrol constantly, and when he tries to get time to himself, the man seems ready with the next set of chores. Stromgand even hits he might hurt Halabard again if Feleris is out of his sight for too long...
The Sylvan Elfs willpower is tested...but he knows the man wants him to lose his patience, start a fight. Feleris remembers his training and stays calm.
Still, you don't catch much. Since Stromgand refuses to let you eat camp supplies, you end up eating your meager catches for sustenance.
[2]
Finding wood is similiarly difficult with the constant harrasement. He doesn't manage to get enough craft more than a half dozen arrows.
Gained: 6xSwiftflight Arrows
[4]
Not all the news is bad. He returns from patrol the night after his tent was burned to find a new one built in it's place, made out what looks like the canvas cover of one of the supply wagons. Feleris looks inside and finds a note from Halbarad explaining how he got some his fellows together and built a new one. Good thing-since the rain starts that night, and won't let up for a week.
You meet Halbarad later to thank him, and enquire about his wounds, which he says are healing nicely-on the subject of his attackers...but he doesn't budge.
"I don't want you seeking vengeance on my behalf, Feleris...we've enough bad blood in this group as is...if you really want to know, just look at the people who hang closest to Stromgand all the time..."The young man sighs.
The people that come to mind are Stromgands two closest friends-they act as his bodyguards around the camp. All you know is one is a Female Human Blackguard-that is, an evil sort of Paladin-and the other is a Male Human, and some sort of barbarous warrior who carries double axes and is rumored to be able to make strong winds with his breath.
[4]
Camp life progresses. Feleris keeps an eye out for suspicious characters...other than Stromgand himself, he spots an honest-to-Goddess Demon that has somehow been travelling with them! Such creatures are almost always wicked.
Furthermore, there's a gangly sort of woman-a spell caster, if her wand is any indication-that seems to have an unhealthy fixation on the Demon, or the other way around. He notices them speaking together now and again.
Several times he notices a pretty young Human girl skulking on the edge of the group-not entering, but following all the same. She even comes near the fires at night to share meals. But whenever Feleris seems to detect her, she seems to vanish-and in her place, the old healer woman always seems to be around at the same time. Are they connected in some way?
Further investigation on the means and nature of the Source are fruitless. Everyone has a different idea. No one has any proof. One of the men tells you the Wizardly fellow with the curved sword actually has a copy of the journal of Toz, and so does the Archmage Angvard. They might know something for real, but if so, they have not shared it with anyone.
You make sure to pray to the Goddess every night.
[1]
You sense, while she hopes you succeed in your quest, she cannot condone your actions, yet. She requires further proof that you are not being merely selfish in your desire to seek balance for the world...she is worried you will forget her teachings in the dangerous road ahead.
Gained: +20%
Piety
Of the four primal deities worshipped by Elves and Sylvan-Life, Battle, Chaos and Death-Life is by the far most gentle of them. She is the guardian of all things living, and adminsiters aid and sucor to the Elven people, giving them the courage and fortitude to survive tough times. She is the Goddes of Charity-and charitable actions bring her favor upon you.
It is odd for a ranger to follow the Goddess of Life-usually, the art of the Ranger is in killing swiftly-and not stopping for healing anyone but themselves and their direct allies...Felerius is different, perhaps.
Worshipping the Goddess of Life requires a good deal of self sacrifice, and charitable actions. She also prefer her followers to not kill anymore than they are forced to-evading bloodshed through diplomacy, stealth or outright trickery is preferable, except in the case of unreedeemable evil, or the undead-but, she is not so naive to think that everything can be solved non-violently.
The Goddess despises the Necromantic in all forms, and while most of her powers are related to spheres of healing and curing, she maintains several potent offensive and defensive boons against those who would cleanse the world of the walking dead.
Dying in service of the Goddess is not so bad, if the tales of the Spirit-Walkers are to be believed. Her beautiful gardens and cool ponds await all virtuous souls for their eternal repose.
Days pass, nights fall. You catch enough to stave away hunger, saving your precious waybread for dire times. It is one of those fairly pleasant nights when things change for the worse...later, you'll remember how everything went downhill, as Stromgand called everyone in for a meeting in the center of camp...
Mobility: 1
Reflexes: 2
Power: 1
Intelligence: 1
Armor: 3
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
ST: 100% ()()()()()()()()()()
Effects:
Camoflaged/+1 to Stealthy Actions
-Deity Relations-
Goddess of Life
Piety: 20% ()()()()()()()()()()
-Items-
Equipped:
Sylvan Longbow/Two-Handed Range Weapon
Ranges Cloak and Tunic/+3 Armor, +1 to Stealth
2xSylvan Daggers/One-handed Melee weapons
Pack:
21xSwiftflight Arrows/Ammunition
1xWaybread Loaf/1 Day of Food, +1 morale bonus to all stats for 24 hours after eaten
1xSunshine Liqeur/Heals 50% HP, 100% Defense, instant use
Powers:
Goddess's Balm
Cost: 50% Piety
Effect: Heals 50% HP, 100% DF in the user, or one of his friends.
Just a drop of the cooling water from the Goddess of Lifes springs can restore your strength. Using this on another good soul and expecting no reward can actually gain you her favor and reward you later in your travels.
Goddess's Cleansing Touch
Cost: 20% Piety
Effect: Heals all poisons, venoms, curses and and diseases in either the user or one of his friends.
The Goddess's touch removes all noxious maladies...physical and spiritual. As with all her aids, using this on another good soul and expecting no reward can actually gain you her favor and reward you later in your travels.
Aimed shot
Cost: 25% ST
Effect: +3 power and reflexes to next set of ranged attacks.
One shot...one kill. Requires you to be still and not engaging in melee combat.
Willpower
Cost: 50% ST
Effect: Restores 25% HP, 50% DF
Sylvan Rangers are taught to endure any hardship-what kills other races, they thrive in.
>
Rhogar Steelscale/Zako >Go hunting for food, pray a little to Kron, check the progress of my enemy and make sure we get moving soon towards the fortress.
[3]
During the nightly hunt, you tend to keep moving-speed is your only advantage. And well timed lightning bolts. [4] [5] You manage to kill a medium size deer with a well timed bolt and a hammer to the skull, and by nightfall you've turned it into rations-what doesn't fill your belly, you smoke over a slow burning fire and save for later.
Gained:2xSmoked Vension Rations
[1]
Your prayers are noticed. Kron seems to want some results, though. For now, he is cautiously optimistic...
Kron is known as the Storm God, and he commands the weather-lightning and thunder, obviously being his favorite.
The legend says the first Man (or Dwarf, or Dragonborn depending on who is telling the story) lost his family or clan to great tragedy, and climbed to the top of the first hill and yelled at an angry sky to strike him down. Kron apparently answered-gifting the man with his powers to seek his vengeance. For, Vengeance and Wrath are what motivates him and his folowers, to this day.
Kron is an ardent defender of Law and Order, and despises chaos in all forms-Greenskins being a particulalry hated foe, so much that the weaker Orckin will often flee into their huts when they hear even the slightest peal of thunder. His followers are typically angry at something or the other, and he gives them the power to release their rage in his name.
Kron is not a loving God. He does not give his followers aid freely-he requires blood to be shed, oaths to be honored, and foes to be smited. When he does intercede directly, it is only to showcase his awesome power, usually to as many of the enemy as possible-even if he kills own worshippers in the process! His moods vary much like the storms-and he tends to disdain those who pray to him to often, preferring action over words. To fullly worship Kron is to lock yourself onto a path of assured self destruction, hoping that before you die, you may achieve the bitter oaths that drove you to him in the first place.
Death in Krons name is usually not considered a reward. He uses the greatest spirits of his fallen champions to forge powerful sentient weapons for the newest generation of champions-so that the rage never dies.
You find yourself concentrating on the shackle more and more as the journey continues to check the progress of your Orcish foe-the feeling is almost one of being able to spy on someone from the shadows-sometimes, you can almost just make out what he's seeing through his own eyes, even. It makes you feel a bit guilty...until you remember he is an Orc. In any case, you learn quickly the tingling at the base of your skull means he's doing the same to you, for longer periods, but not as often.
[3] vs [2]
You determine your foe ran into a spot of trouble-there is a feeling he was wounded...there is a mental flash of something with large teeth and very bad breath-but it didn't slow him down very much. The delay cost him, though. You feel you will arrive at the Fortress of Blood before him. This is confirmed when you detect his own sense of frustration, knowing he will be beaten to the punch.
Needless to say, it's also disturbing, feeling the Orcs emotions. They are bestial, to be sure-full of violence and murder. Then again, so are yours-he is as consumed with revenge for a past wrong as you are. This Orc is alike to you in many ways, no matter how much you would want to deny it. Such the fact does not change the reality-he will die by your hammer.
You make sure to set a furious pace, not daring to slow down for the sake of those that follow you. Surprisingly, most the group seems motivated by you to keep up.
Days pass, nights fall-you prefer camp rations over dipping into your personal stock, naturally. It is one of those fairly pleasant nights when things change for the worse...later, you'll remember how everything went downhill, as Stromgand called everyone in for a meeting in the center of camp...
Mobility: 0
Reflexes: 1
Power: 2
Intelligence: 2
Armor: 6
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
ST: 100% ()()()()()()()()()()
Effects:
Favor of Kron/Immune to Lightning Damage
-Deity Relations-
Kron the Thundering God
100% ()()()()()()()()()()
-Items-
Equipped:
Brightflash Clan Warhammer/One handed Melee Weapon, Greenskin Bane
Skysteel Full Platemail+Shield, Helm/+6 Armor,
Holy Symbol of Kron/Lightning Immunity
Key:
-1x Shackles of Time/Cannot be removed, allows you to sense the general area, direction and state of who is wearing the twin. Allows you to undo your previous turn in the game, once-other players affected can possibly resist it's effect on them, if there is any.
Pack:
3xGreenscale Balm/Heals Reptilekin for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
3xKrons Prime Beef Shanks/One Day of Food, +1 Morale Bonus to all stats for 24 hours
3xStamina Potion/Restores all lost Stamina
2xSmoked Venison Ration/1 Day of Food
Powers:
Krons Thunder Bolt
Cost: 50% Piety
Effect: Offensive Magic, +4 Power against enemies not immune to electricity, +4 reflexes to hit against enemies not immune to electricity
A clap of thunder spells doom for Krons foes-his deadly bolts are both horribly powerful and unerringly accurate, seeking your enemy. Kron enjoys and reward his followers when using this technique to finish a battle-to kill, not merely wound, since he owns the souls of mortal who die by lightning and thunder.
Krons Wrath
Cost: 50% Piety
Effect: +2 to Mobility, Reflexes and Power against a chosen foe.
Kron is known to bless his champions with amazing power when fighting particulalry deadly foes-this is a costly and dangerous ritual to enact, for once you have invoked his wrath, you cannot stop attacking-not for mercy, not for death, not for anything-or his rage will turn upon you. Your foe must fall.
Crushing Blows
Cost: 20% ST
Effect: Ignores half the enemy armor on your next set of melee swings, rounded up
A warhammer like Rhogars tends to destroy most mundane armor-his rage lets his crush his enemies defenses-shattering shields, denting plate and breaking the bone underneath.
Hammer Throw
Cost: 25% ST
Effect: Ranged Attack, Requires Hammer. +2 Power, -2 reflexes to dodge for each target. Critical chances increased by 10%. Can hit up to three targets.
The Clerics of Kron are known to favor Hammers that can be thrown and retrieved like boomerangs-it's not very accurate, but the damage is considerable, and the technique can be used to plow into hordes of enemies.
>
Goseki Sakane/LawastooshortWhilst looking unsuspicious, Goseki will forage for a few particular herbs to dry and add to her medicine pack...
[3][4]
Goseki keeps up with the group. Many of the warriors instinctively fall by her side, trying to protect her-she reminds them of their grandmothers, naturally...
When she's not entertaining the camp with her stories-or calmly defusing conflicts among the group-she's searching for plants, and she's lucky in that regard, finding a nice stash-tasty Silverleaf, soothing trotters balm and noxious Kobold Bulbs...
Gained: 2xSilverleaf/1 Day of Food
Gained: 2xTrotters Balm/Heals 50% HP, requires 1 turn of rest
Gained: 2xKobold Bulb/Can be brewed into acidic Gnomeblight, a potent poison against all Humanoids-only Gnomes particulalry so.
Days pass, nights fall-you prefer camp rations over dipping into your personal stock, naturally. It is one of those fairly pleasant nights when things change for the worse...later, you'll remember how everything went downhill, as Stromgand called everyone in for a meeting in the center of camp...
Mobility: 0
Reflexes: 2
Power: 0
Intelligence: 3
Armor: 3
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
ST: 100% ()()()()()()()()()()
Effects:
Camoflaged, +1 to Stealth
-Deity Relations-
-None-
Equipped:
Sakane Katana/One handed Melee Weapon, Hidden
Springblade/One handed melee weapon, thrown weapon, Hidden
Yoroi Armor/+3 Defense, +1 Stealth
Key:
-1x Healers Kit: Disguised an an old ladies carrying bag, this not only houses Gosekis numerous antidotes and balms, but her poisons as well...the bottles are unlabeled, but varied-and only she knows which are which. It allows her apply an essentially limitless amount of poison to any of her weapons (all it takes is a drop), and doubles the normal healing rate of either herself, or anyone she is administering to. It has antidotes for nearly all known poisons and venoms as well, curing them about 75% of the time.
Pack:
1x Spiced Rice Ball/One Day of Food
1x Meditating Incense/Heals Ninjas for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
1x Stamina Potion/Restores all lost Stamina
2xSilverleaf/1 Day of Food
2xTrotters Balm/Heals 50% HP, requires 1 turn of rest
2xKobold Bulb/Can be brewed into acidic Gnomeblight, a potent weakening poison against all Humanoids-only Gnomes particularly so.
Powers:
Gosekis Wisdom
Cost: 10% Stamina
Effect: Goseki adds her intelligence score to her reflexes, power and mobility rolls for the next turn of combat. If used consecutively, Stamina drain doubles.
Gosekis Intiution
Cost: 10% Stamina
Effect: Goseki can specify an action or single attack on her turn to receive this buff-that action will be rolled twice, with the higher roll being used.
Storm of Hidden Blades
Cost: 10% Stamina
Effect: Physical Ranged attack, -1 Power, -2 enemy reflexes to dodge. Ignores normal armor. Can be envenomed.
Gosekis Reckoning
Cost: Free
Effect: Goseki can instantly appraise anyone she meets-determining their true powers, intents and capabiltes-and if they are telling the truth or not. This takes one turn of at least casual contact, or 2 in combat. Against that target, you permanently gain +1 to all stats when in combat with them, or +2 to all stats when fighting alongside them, non-consecutively. Doesn't work on other Ninjas unwillingly, who are trained to hide their true selves.
=Targets Appraised=
Feleris Valinar/He's a Sylvan Ranger...good with a bow...he has the fortitude to endure any obstacle...
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