Lysennia Moonsinger

GMs: RFT & Pursuit
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Lysennia Moonsinger
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Lysennia Moonsinger

Post by Lysennia Moonsinger »

Respec following Dream sequence. . .

Player: Steve Dulson
Google Handle:


Name: Lysennia Moonsinger Seasoned Eldakar Druid (35 XP)

Agility:d8, Smarts:d10, Spirit:d12, Strength:d4, Vigor:d4
Parry: 7 (2) , Toughness: 5, Pace: 6, Charisma:+2 (+4)

SKILLS:
  • Fighting: d6
  • Knowledge (Magic): d10
  • Knowledge (History): d4
  • Knowledge (Cosmology): d6
  • knowledge (Flame Creatures): d4
  • Notice: d6
  • Persuasion: d8
  • Channelling: d10
  • Healing: d6
(All others treated as being d4 due to Venerable edge).

Racial
  • Enemies - All creatures of Darkness and Flame seek to kill Eldakar
  • Gossamer - Double cost to increase STR & Vig at creation. Double advancement cost to increase strength.
  • Immortal Grace Acumen & Will - Start d6 Agi, d6 Sma & d8 Spi. Spirit capped at d12+2 before professional/expert.
  • Keen Fae Senses - d6 Notice. +2 sight based checks
  • Low Light Vision - Ignore penalties for dim and dark lighting
  • Magically sensitive - Detect Arcana at will (spirit check) +2 on check if take an arcane background.
  • Unearthly Fae Beauty - +2 Charisma
  • Weakness - Black Iron and Blood Steel do +4 damage.

Languages: Fae (Racial), Galean (free “common tongue”), Goblinesh (d8 Smarts), Kalinesh (d10 Smarts), Childer (2 Def Ints)

Hindrances:
  • Obligations (Major) - The Four Paths
  • Loyal
  • Antagonism - Creatures of Flame (minor)
Edges:
  • Druid
    • Arcane Background Miracles (2 powers, 10 essence)
    • Aura Sense (detect arcana +2 racial, +2 vs Life magic)
  • Venerable - Ignore -2 penalty for unskilled attempts. Must still pay an advance to “learn” a skill before advancing it.
  • Spirit Singer - Spirit Singers can sense and speak with spirits of Life, including ethereal faeries, elemental entities (found in ancient stone, lively brooks, elder trees, and fresh winds), and animal spirits. The spirits will be very well disposed to the Spirit Singer and will, within their capacity, provide what assistance they can.
  • Healer - A hero with this Edge adds +2 to all Healing rolls (including natural healing rolls for his own wounds), whether natural or magical in nature. Up to five companions travelling with a Healer add the bonus to their natural healing rolls as well.
  • Bard - Bards are skilled orators, jugglers, singers, and musicians. They are also capable negotiators, and in many smaller towns they are called upon to arbitrate disputes. Bards may expect hospitality almost anywhere they go. They also gain a +2 on any Knowledge checks that have to do with the stories and lore of Shaintar. Bards all know how to play multiple instruments, sing, juggle, and tell good stories. They use their Persuasion skill in performing such feats, and affect entire crowds in doing so. Finally, Bards enjoy a +2 Charisma among those who respect their gifts and knowledge.
  • Soul Drain - Spellcasters, in dire need of Power Points may use this Edge to drain energy from their own souls. To use this dangerous ability, the arcane character first decides how many Power Points he wants to draw from himself. Then he makes a Spirit roll minus the number of points he’s trying to drain. (This is a free action.) On a Spirit total of 1 or less, the character suffers a wound and falls unconscious for 1d6 hours. On a failure, the character suffers a wound. On a success or better, the character gets the points he needed and may attempt to cast a spell with them immediately (they may not be saved).
Defining Interests: Etiquette, Singing, Creatures of Flame, (2 points to languages)

Gifts: Bolt, Deflection, Healing, Shapechange.

Posessions: Necklace set with blue tanzanite (+1 Toughness), Staff, Belt Knife, Pair of filigree inlaid bracers, Flint & Steel, Travel Clothing.

Lamp of Sanctuary
This small wooden lantern is inscribed with subtle symbols and iconographs of the spirits of Shaintar. When lit it emanates a golden light that makes all mortals within feel comfortable and at peace providing +1 to Spirit rolls.
However the holy light emanating from this lantern is harmful to creatures of darkness who must make a Fear check to enter the area. In addition they can in no way physically touch the lantern (even while dormant) and each turn within the light of the lantern they must make a spirit roll -2 or suffer 1d10 damage (one roll for all targets) that ignores all armor and enchantments.
The lantern can only be activated by a miracle worker, so while it has been in the inventory of the castle for many years. The house considers it a worthy gift. The lap is activate by its command word "Lumină și păstrați-ne" (Light and preserve us).

Light (a special unique version)
4 Essence

Light

Rank: Novice
Power Points: 2
Range: None
Duration: 30 minutes (1/10 minutes) or 3 (1/round)
Light can be summoned in a large burst template and negates any darkness penalty up to -6 in the area.
Last edited by Lysennia Moonsinger on Thu Jan 31, 2019 5:18 pm, edited 12 times in total.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Lysennia Moonsinger
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Re: Lysennia Moonsinger

Post by Lysennia Moonsinger »

Advancement Track
Novice 1: Spirit Singer
Novice 2: Healer
Novice 3: Additional Power: Healing
Novice 4: Additional Power: Shapechange
Seasoned 1: Knowledge Magic d10, Channeling d10 (Gain Access to Soul Drain as Seasoned and Knowledge Magic d10)
Seasoned 2: Knowledge Cosmology d6, Persuasion d8
Seasoned 3: Bard
Seasoned 4:
Seasoned 5:
Veteran 1:
Veteran 2:
Veteran 3:
Veteran 4:
Veteran 5:
Heroic 1:
Heroic 2:
Heroic 3:
Heroic 4:
Heroic 5:
Legendary 1:
Legendary 2:
Legendary 3:
Legendary 4:
Last edited by Lysennia Moonsinger on Sun Jan 27, 2019 5:47 pm, edited 5 times in total.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Lysennia Moonsinger
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Posts: 112
Joined: Sun Oct 15, 2017 7:42 am

Re: Lysennia Moonsinger

Post by Lysennia Moonsinger »

Background

The war of the flame has brought back into focus, long suppressed memories etched deeply in Lysennia’s brain. She recalls as if it were only yesterday the flight of her family from a rampaging force of Childer. Her father turning to face the creatures, while she, her mother and her younger brother fled. She looked back to see him raise his staff aloft, hurling bolts of eldritch energy into the charging minotaurs. Two, three even dropped to the ground before he was overrun and hacked to pieces by their bloodsteel axes.

They raced for the river and the ferry that might buy them the time to escape to safety. At the dock a pair of grey cloaked rangers dropped their mugs of ale and grabbed the crossbows resting beside them
.
The lead minotaur was almost upon them when it was taken deeply in the chest by the first buzzing quarrel. A second reached out and dragged her mother to the ground as the second bolt took it in the shoulder.

“Run, in the name of the ascended run!”, screamed her mother as she tried ineffectually to fight off the beast. The longshoremen were casting off the boat as she and brother pounded down the dock, the boards reverberating dully like a poorly made drum. The rangers called for them to hurry, swords drawn, ready to fight for the lives of two children they had never before set eyes upon.

The Childer paused at the end of the dock, possibly made wary by the presence of so much water. That or perhaps the two grim faced rangers blocking their path. Lysennia and Kerudirin leapt for the boat collapsing to the deck, chests heaving with exertion.

“Clear” shouted the pilot, as the boat hove about and struck out for the centre of the river. The rangers leapt aboard at the last moment, eyes wary of the Childer following.

Kerudirin began to cry, soft inarticulate sobs, unable to give voice to his fear, pain and anguish. Lysennia wrapped her cloak around him, her eyes hardening as she gazed back toward the shore and the remaining minotaurs, now ambling off, no doubt to terrorize some other innocent.

One of the rangers came over to where the children sat.

“Bad business that little one”, he said, addressing Lysennia. “Do you have any family anywhere, somewhere safe we can take you?”

“No, nobody”, Lysennia replied, realising the truth that she and Kerudirin were now completely alone in the world. “Those things, are there many in the world?”, she asked icily.

“Too many these days, seems to be Childer everywhere, and where you find them, death and destruction are close at hand.”

“I don’t think I like that. One day, when Kerudirin is safe, then I am going to help seek out and kill every last one of the evil creatures.of flame. No one should ever have to fear them again.”

The ranger regarded her serious expression. “Happen you may need some help when the time comes. But for now, we will see you to safety.”
“Here, Jeran what you got on this boat besides ale? These youngsters look like they could do with a bite to eat. . .”
Last edited by Lysennia Moonsinger on Sun Apr 01, 2018 5:11 am, edited 1 time in total.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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