Tharg

From Greenthings

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==Notes==
==Notes==
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Short-term plans: <br>
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Short-term plans: Specialized Luck (may take 40, only at something you're not normally good at and when required);<br>
Long-term plans: >:3<br>
Long-term plans: >:3<br>
Campaign notes: <br>
Campaign notes: <br>

Revision as of 01:02, 18 July 2008

Contents

Introduction



Character Sheet

Lingering Smoke
System: d20 (Eclipse)
Level 4
XP: 0 Spent: 96
(Also: 6pt. Disads, Lv1/3 +6CP bonuses, Duties totalling 8CP.)

STR 14/20 (+2/+5)
DEX 16/22 (+3/+6)
CON 14/20 (+2/+5)
INT 18/24 (+4/+7)
WIS 13/19 (+1/+4)
CHA 20/26 (+5/+8)

Disadvantages: Duties (Must periodically deal with Celestial Bureaucracy, missions, paperwork), 2CP/lvl; History (+3), Showman (+3).

Quick Reference:

HD: L1 d12 (8 CP), L2-4 d6 (6 CP, 5, 6, 3). HP 22 +Immortal Vigor III(36) +Conx10 HP: 108/108 | BAB: +4 (24 CP), +2 BAB (MA only, 6CP) | Fort +0 (0 CP) +5 (Con) +4 (Warding Rune) = +9, Ref +0 (0 CP) +6 (Dex) +4 (Warding Rune) = +10, Will +2 (6CP) +4 (Wis) +4 (Warding Rune) = +10.

Move: 30 Base + 30 Enhancement = 60 , Initiative: +6
Unarmed- +BAB(4) +Str(5) +? = +15/+10. 1d12+1d6(Force)+5, 20/x2.
AC: Armor Class: 10 (Base) +6 (Dex) +4 (Wis, per world rules) + 2(Leathers) +4 Natural (Spell) = 25.

Precog- Strike 3/3 Save 2/3 Evasion 3/3 Skill 3/3 | ConMod "spell points" 5/5 | Hexcrafting 5/5
DR 5/- | Grant of Aid 1/1
Languages: Flametongue, Old Realm, Riverspeak, English (somehow)

"Pureblooded" Human Template:
Fast Learner/Specialized in Skills: +2 SP/Level (6 CP).
+4 Intelligence (Normally 24 CP, reduced to 12 CP by world laws).
+2 to any one attribute other than Intelligence (normally 12 CP, reduced to 6 CP by world laws).
Immunity/Aging (uncommon/minor/minor, 2 CP). They can expect to live for several centuries without much of any signs of aging.
Grant of Aid/Specialized (requires several hours): May heal 1d8+5 damage OR 1d3 points of attribute damage OR one negative level once per three levels per day or part thereof, 3 CP), with the Regenerative option/Corrupted (requires lots of food and rest, 2 CP), allowing them to slowly regrow lost limbs and organs.

Exaltation/Path of the Dragon (36 CP total):
Shaping (for cool effects and always being shiny, 6CP)
Pulse of the Dragon (6CP) and Heart of the Dragon (12CP), both Specialized and Corrupted (Personal Enhancements Only, for effects of up to L3)

Combat:
Reflex Action (can combine a very-short term personal-enhancement with another action or use one as a defense, 6CP).
Martial Arts/1d10 Base Damage (12 CP).
Natural Charms/Innate Enchantment (12 CP):
Minor Precognition: 4xL1 Spells, 3/day Each (4800 GP), True Strike, True Save, True Evasion, True Skill (All provide a +20 insight bonus to a single roll or against a single attack, activating when needed), Iron Fist (+1d6 Force damage to blows), Mastery of the Fist (+4 Competence Bonus to Unarmed Combat BAB, +3 Competence Bonus to AC (Dodge), Distract Opponent (L1, Save or be diverted, unlimited use but only DC 11 save), Avoiding the Truth (L1, makes any statement you make seem like a lie, no save).

Proficiencies:
Proficiencies: All Simple and Martial Weapons and Small Arms (12 CP, -12 from Dex = 0 CP).

Magic:

Hexcrafting:
Hexcrafting/Sidereal Astrology: 10 Caster Levels. Specialized (Hexcrafting Only), Corrupted: Subject to Paradox Limitations (20), 3 Card Slots (Cha Based, adds +2 slots), Corrupted: Paradox Considerations (16 CP).

Skills:
(Int Mod + Fast Learner + at least two CP/level)

(Skillname) (Skillpoints) + (AttMod) + (IntMod) + (Other Bonuses and Penalties) = (Total)

Broad
Athletics __________ 1 + 5 + 7 + 15 = 28
Bureaucracy ________ 1 + 8 + 7 + 15 = 31
Gadgets ____________ ? + ? + 7 + 0 = ?
Identities _________ ? + ? + 7 + 0 = ?
Intimidation _______ 1 + 8 + 7 + 15 = 31
Investigation ______ 1 + 4 + 7 + 15 = 27
Larceny ____________ 1 + 6 + 7 + 15 = 29
Listen _____________ 1 + 4 + 7 + 0 = 12 , cannot be passively augmented
Occult Lore ________ 1 + 7 + 7 + 15 = 30
Performance ________ 6 + 8 + 7 + 15 = 36
Persuasion _________ 1 + 8 + 7 + 15 = 31
Physical Stealth ___ 1 + 6 + 7 + 15 = 29
Spot _______________ 1 + 4 + 7 + 0 = 12 , cannot be passively augmented


Descriptions

Basic description:
Personality:


Contacts:

Notes

Short-term plans: Specialized Luck (may take 40, only at something you're not normally good at and when required);
Long-term plans: >:3
Campaign notes:

Identities:
In the Exalted realm, and in his Rank-4/32-Point Role as a Chosen of Secrets, Lingering Smoke possesses a lesser Immunity to being remembered (Very Common/Minor/Minor, 8 CP), providing a high resistance to it, a Celestial Mansion, freedom to wander Yu-shan, and a certain amount of authority there (Major Privilege, 6 CP), considerable Wealth (3 CP), can call on Major Favors from several powerful entities and organizations (12 CP), and has some additional Contacts (3 CP), including a mentor in the Celestial Martial Arts - but none of this has much relevance elsewhere. As yet, he has established no other identities.

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