Tiffany Korta Posted January 7, 2013 Share Posted January 7, 2013 It's 1814 and an older and (slightly) wiser Rene come across Gallia again. But not exactly as he expected... Link to comment
Supercape Posted January 11, 2013 Share Posted January 11, 2013 Character Name: Young RenePower Level: 7Trade-Offs: +1 Attack / -1 Defence, +1 Toughness / -1 Defence A one off Rene, following on from Gallia falling part 1. Rene is a considerably older (in his 40’s) and wiser. After the troubles of Revolutionary France, he has lost a few of his military skills and is less physically able, but – after training from Broken Crow, now has considerable magic powers, although they are not as refined as in the modern age. By this point, he has a crude version of his magic paintbrush, able only to create illusions. He has “the dead ringâ€, a relic of a necromancer he defeated which protects him from harm (and will eventually be used to forge his more formidable artefact of protection in the modern age).Abilities: 2 + 2 + 4 + 2 + 14 + 4 = 28PP Strength: 12 (+1) Dexterity: 12 (+1) Constitution: 14 (+2) Intelligence: 12 (+1) Wisdom: 24 (+7) Charisma: 14 (+2)Combat: 12 + 12 = 24PP Initiative: +5 Attack: +6, +8 Magic Grapple: +7 Defense: +6 Knockback: -4Saving Throws: 0 + 1 + 2 = 3PP Toughness: +2/+8 (+2 Con, +6 Protection) Fortitude: +2/+6 (+2 Con, +4 Ring) Reflex: +2 (+1 Dex, +1) Will: +9 (+7 Wis, +2)Skills: 48R = 12PP Bluff 4 (+6) Craft (Artistic) 10 (+11) Diplomacy 4 (+6) Knowledge (Arcane) 10 (+11) Knowledge (Art) 4 (+5) Knowledge (History) 2 (+3) Languages 6 (Arabic, English, French [Native], German, Greek, Latin, Spanish) Notice 4 (+11) Sense Motive 4 (+11)Feats: 5PP Artificer Attractive Improved Initiative Luck RitualistPowers: 0 + 0 + 0 = 0PPPower/Array Name (21 PP Magic Array Feats: Accurate, Alternate Power 2 ) [24PP]Snare: Snare 6 (Feats: Affects Insubstantial 2, Indirect 3, Precise, Reversible, Variable Descriptor 2) {21}Blast: Blast 6 (Feats: Affects Insubstantial 2, Indirect 3, Precise, Variable Descriptor 2) {20}Dazzle : Dazzle 6 (Feats: Indirect 3, Precise, Variable Descriptor 2) {18}Device 2 (Dead Ring; 10PP Container Flaws: Hard-To-Lose) [8/8PP]Protection 6[6PP]Enhanced TraitEnhanced Fortitude +4 ) [4PP]Device 3 (Paintbrush; 15PP Container; Flaws: Easy -To-Lose Feats: Restricted use: requires 8 Ranks of Craft (Art)) [10PP]Illusion 5 (Visual only Extras: Duration 2 (Continuous)Flaws: Action (Full) ) [15PP]Immunity 2 (Aging, Disease’ FlawsLimited – half effect)DC Block(see below)Totals: Abilities (28) + Combat (24) + Saving Throws (3) + Skills (12) + Feats (5) + Powers (43) - Drawbacks (0) = 115/115 Power Points Link to comment
Tiffany Korta Posted February 7, 2013 Author Share Posted February 7, 2013 Feel free to make the appropriate Knowledge (Arcane Lore) to remember about the three Mystical Organizations. Link to comment
Supercape Posted February 7, 2013 Share Posted February 7, 2013 1d20+11=22 although I dont know what the DC is! Link to comment
Tiffany Korta Posted February 11, 2013 Author Share Posted February 11, 2013 It's erm well, yeah that will do it. Rene know's about the three groups what any modern Google search will turn up, but in the 19th Century some of this would be virtually unknown. The main points that apply right here are: The Cathar's were a heretical gnostic cult, whilst the Knight Templar's were a martial Christian orders. Both were rumored to have possession of various holy artifacts. The Priory, or the Priory of Sion, are a ultra secretive order that dedicates itself to preserving the ancient Merovingians bloodlines of kings. Link to comment
Tiffany Korta Posted March 5, 2013 Author Share Posted March 5, 2013 And lo they did say let us roll (virtual) dice. Give me a diplomacy roll to see if you can talk them round. To start with they are unfriendly. Link to comment
Supercape Posted March 5, 2013 Share Posted March 5, 2013 1d20+6=16 I think puts them at neutral? Link to comment
Tiffany Korta Posted March 5, 2013 Author Share Posted March 5, 2013 That would be indifferent, but yay no shooting! Link to comment
Supercape Posted March 25, 2013 Share Posted March 25, 2013 1d20+1=16 Stealth roll for young Rene! (May of course be not needed, throwing it out in case it is!) Link to comment
Supercape Posted June 8, 2013 Share Posted June 8, 2013 In case needed, Rene is trying to be stealthy! 1d20+1=17 Link to comment
Tiffany Korta Posted June 18, 2013 Author Share Posted June 18, 2013 I'd say that was a Bluff, possibly Diplomacy at a push, roll please. Either way it's a DC 15. Link to comment
Tiffany Korta Posted June 24, 2013 Author Share Posted June 24, 2013 Just so we're on the same page in the back garden of the Chateau is a cave entrance hidden in the undergrowth. To get there she's pointing out the roof just below the window. Link to comment
Supercape Posted June 24, 2013 Share Posted June 24, 2013 Ok Lets go for a wincing drop or two. Obviously Rene will take due care to lower himself as carefully as possible, but on the other hand, he isn't taking 20 so to speak. So Ill go for two toughness Rolls for falling damage for you, although of course he may need only one, and you set the DC! 1d20+8=11, 1d20+8=18 If eitiher of those result in him being staggered Ill burn an HP to reroll (and pass that on to you!). i.e. I dont mind a bruise or two but getting staggered is probably a bit much. Link to comment
Tiffany Korta Posted June 24, 2013 Author Share Posted June 24, 2013 Okay let's say DC 17 so that would be a bruise. Link to comment
Tiffany Korta Posted June 27, 2013 Author Share Posted June 27, 2013 Could you give me Notice DC 10 and a Craft (Artistic) DC 20. Link to comment
Supercape Posted June 28, 2013 Share Posted June 28, 2013 Cant fail the notice roll (+11 Bonus), and Craft Art is 1d20+11=27 Link to comment
Supercape Posted July 22, 2013 Share Posted July 22, 2013 Ok So Rene will bluff - if needed, a roll: 1d20+6=12 If needed, I will expend my HP to reroll, as its pretty critical! 1d10+16=23 Link to comment
Supercape Posted July 25, 2013 Share Posted July 25, 2013 Well I guess Rene's initiative is called up! 1d20+5=9 He will act as soon as the leader leaves. Link to comment
Tiffany Korta Posted July 25, 2013 Author Share Posted July 25, 2013 You're welcome to try any plan you wish, including trying to talk you way our. And because I'm not mean you'll get a free action before we go to initiatives. Link to comment
Supercape Posted July 26, 2013 Share Posted July 26, 2013 Well I shall go for a probably ineffective intimidate! 1d20+2=3[/url Well and truly ineffective! Link to comment
Tiffany Korta Posted August 13, 2013 Author Share Posted August 13, 2013 That doesn't have any effect unfortunatly. Soldier Initiative 1d20+1=5, 1d20+1=8, then again Rene still has the drop on the them... Link to comment
Supercape Posted August 14, 2013 Share Posted August 14, 2013 Well as Rene doesn't want to get Iron Age on their ass, he will dazzle one of them! Ill Shift -2 Attack, +2 DC. If they are minions I will take 10 for a 16 Result (? hit) if not: 1d20+6=16 well how about that...16 anyhow. Thats a DC 18 Reflex or blinded. For his move action he will move! Link to comment
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