Monday, April 30, 2018

The Dragon Tablets: Nephithi Andas 2.0

Let’s see what Nephithi looks like now. With the new templates she is a Shadow Elf (racial template), Arcane Warrior (character template), and Chosen One (motivational lens), which will take most of her budgeted points and leave little room for any personal touches. And considering that she spent 554 points last time and now only have 500, there is much that has to be left on the cutting room floor.
Feriel by kerembeyit as Nephithi Andas.


Attributes

ST 11 [10]; DX 15 [100]; IQ 14 [80]; HT 11 [10].

Secondary Characteristics

Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 14 [0]; Per 15 [5]; FP 11 [0]; Energy Reserve (Magicka) 10 [0].
Basic Speed 6.25 [0]; Basic Move 6 [0].
Move 6; Dodge 10; Parry (Broadsword)-14

Advantages/Perks

Absolute Direction [5]
Accessory (Map) [1]
Alcohol Tolerance [1]
Appearance (Attractive) [4]
Combat Reflexes [15]
Dark Vision [25]
Destiny [15]
Eidetic Memory [5]
Enhanced Parry 1 (Broadsword) [5]
Extra Attack 1 [25]
Luck [15]
Serendipity 1 [15]
Shtick (Absolute Direction and  your senses updates the Map automatically) [1]
Shtick (Absolute Direction shows the direction to all locations on the map) [1]
Silence 2 [10]
Sorcerous Empowerment 5 [60]
Sorcery Talent 3 [30]
Unaging [15]
Voice [10]
Weapon Bond (Sword) [1]

Known Spells

Affliction 1 (Advantage, Damage Resistance 5 (Magical, -10%; Maximum Duration, 10 minutes, -50%), +100%; Extended Duration, 3x, +20%; Magical, -10%; Selectivity, +10%) [21/5]
Burning Attack 3d (Damage Modifiers, Explosion, +50%; Damage Modifiers, Surge, +20%; Jet, +0%; Magical, -10%; Selectivity, +10%) [25/5]
Crushing Attack 3d (Cone, 5 yards, +100%; Damage Modifiers, Double Knockback, +20%; Damage Modifiers, Explosion, +50%; Increased 1/2D, 10x, +15%; Magical, -10%; Reduced Range, 10, -30%; Selectivity, +10%) [27/6]
Healing (Affects Self, +50%; Injuries Only, -20%; Magical, -10%; Temporary Disadvantage, Sessile, -50%) [9/2]
Regeneration (Very Fast; Magical, -10%; Magicka Only, -0%; Useless under stress, -60%) [30/6]

Disadvantages/Quirks

Code of Honor (Gentleman’s) [-10]
Obsession (Become the best sorcerer in the world!) (9) [-15]
Obsession (Become the best swordsman in the world!) (12) [-10]
Sense of Duty (Companions) [-5]
Social Stigma (Minority) [-10]
Unnatural Features (Large Ears) [-1]
Vow (Never refuse a challenge to combat) [-10]
Weirdness Magnet [-15]

Skills

Acrobatics (H) DX [4]-15
Alchemy (VH) IQ-1 [4]-13
Autohypnosis (H) Will-2 [1]-12
Brawling (E) DX [1]-15
Broadsword (A) DX+3 [12]-18
Carousing (E) HT+2 [4]-13
Cartography (A) IQ-1 [1]-13
Climbing (A) DX-1 [1]-14
Cloak (A) DX [2]-15
Connoisseur (Natural Environments) (A) IQ-1 [1]-13
Crossbow (E) DX [1]-15
Diplomacy (H) IQ+1 [2]-15†
Fast-Draw (Sword) (E) DX+1 [1]-16*
Fast-Talk (A) IQ+2 [2]-16†
First Aid (E) IQ [1]-14
Forced Entry (E) DX [1]-15
Gambling (A) IQ-1 [1]-13
Gesture (E) IQ [1]-14
Hazardous Materials (Magical) (A) IQ-1 [1]-13
Hidden Lore (Cryptozoology) (A) IQ [2]-14
Hidden Lore (Elementals) (A) IQ [2]-14
Hidden Lore (Free Spirits) (A) IQ [2]-14
Hidden Lore (Magic Items) (A) IQ [2]-14
Hidden Lore (Magical Writings) (A) IQ [2]-14
Hidden Lore (Restless Undead) (A) IQ [2]-14
Hidden Lore (Vampires) (A) IQ [2]-14
Hiking (A) HT+1 [4]-12
Holdout (A) IQ-1 [1]-13
Innate Attack (Beam) (E) DX+4 [2]-19‡
Innate Attack (Projectile) (E) DX+4 [2]-19‡
Intimidation (A) Will-1 [1]-13
Jumping (E) DX [1]-15
Meditation (H) Will-2 [1]-12
Occultism (A) IQ+1 [4]-15
Physiology (Vampires) (H) IQ-1 [2]-13
Research (A) IQ-1 [1]-13
Riding (A) DX-1 [1]-14
Running (A) HT-1 [1]-10
Savoir-Faire (High Society) (E) IQ [1]-14
Scrounging (E) Per [1]-15
Search (A) Per-1 [1]-14
Stealth (A) DX-1 [1]-14
Swimming (E) HT [1]-11
Thaumatology (VH) IQ-1 [4]-13
Throwing (A) DX [2]-15
Wrestling (A) DX-1 [1]-14
Writing (A) IQ-1 [1]-13
* Includes +1 for Combat Reflexes † Includes +2 for Voice ‡ Includes +3 for Sorcery Talent

Improvised Magic

The following are examples of improvised spells at Nephithi’s disposal.
Doesn’t Breathe (Gills, -50%; Magical, -10%; Maximum Duration, 1 week, -20%)
Infravision (Magical, -10%; Maximum Duration, 10 minutes, -50%)

Gear

I’m only listing combat gear. Encumbrance (24 lbs).
Clothes $0 2 lbs.
Thrusting Broadsword-19 1d+2 cut/1d+1 imp (reach 1) $600 3 lbs
Leather Armor DR 2 $100 10 lbs. torso, groin.
Heavy Leather Leggings/Sleeves DR 2 $110 6 lbs. arms, legs.
Boots DR 2* $80 3 lbs. $110

Notes

She has 6 unspent points and 4 remaining quirks.

Magicka, Absolute Direction, Accessory, and both Shticks are added outside the budget as they are setting switches. So there are no changes there.

In a general sense, she is less capable. But with almost 10% of her points gone, that wasn’t unexpected. But she is less capable to such an extent that one can assume that anything she was able to do before, she either cannot do at all or not as well.

She is still as strong, attractive, colorful, combat ready, but not combat precise, and lucky as she used to be. As the voice of the group, she is just as capable in that arena as she used to be. She knows monsters as well as she did, except demons.

She is more perceptive now, even in total darkness. And destiny is on her side. She is knowledgeable about cryptids, more undead than she used to be, and vampires. Vampires replace demons as her focus. She now know how to trance, use a crossbow, hike, ride, run, swim, and wrestle.

She is a sorceress instead of a wizardess. So the spells of the standard Magic system are gone and has been replaced by Sorcery. Which means it takes longer to pick the right spell, but she can improvise.

Her disadvantages are all there, but her desire to be the sorceress supreme is more severe and her main reason for being an adventurer. And we have added that shadow elves are not well liked and that her ears are much bigger than they should be.

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