Post by Head Moderator on Feb 18, 2013 23:36:04 GMT -5
Contact: tesarikone - If you need information about the developing storyline surrounding Magdelana and her child, and Dunsany.
Name: Lady Magdelana Moretti (Hexenthal)
Nickname: Magda
Title: Queen of Dunsany
Alignment: CN
Age: Appears 20's
Height: 5'10"
Hair: Jet Black
Eyes: Darkest Blue
"Son": Hampton Moretti (Toddler)
Aaron ripped Hampton out of his mother's womb, killing her, and gave the child to Magda to raise as their child. The child had an unholy baptism - what that did to him we do not know quite yet. When Aaron died, and the control was gone, they could not find any relative of the child so Magda has decided to raise him. He is a beautiful child, with curly blond hair, and green eyes with a tendency to get into lots of trouble. Magda has her hands full, and is fully convinced she will be able to raise him up in a way that he will not follow that unholy path formed into his soul by Aaron Hexenthal's unholy baptism.
Description: Lady Moretti is regal and beautiful, a noble of the ancient kingdom of Dunsany. Her hair is long and straight, jet black in hue and her eyes are a deep dark blue. Her skin is ivory, as was the fashion of her time. Tanned skin was for the peasants, who worked out in the sun all day.
Personality: She is intelligent, well-read, and soft-spoken. She has deep regret for things that happened while she was under the control of Aaron Hexenthal, though she herself did nothing evil during that time but she stood aside while Aaron did much evil, and torment. She has a noble bearing about her, and has a great curiosity for this "new world" she has been brought back into. She still feels "dirty" due to the Hexenthal situation.
Background: Lady Moretti died young back in Dunsany, some say the target of a spurned suitor. Aaron Hexenthal, Prince of Dunsany, was so taken with her that he intended on making her his wife and queen, but she died before that could happen. Using a True Rezz spell, Aaron raised her from the dead and put her under his vampiric command. She speaks the Ancient tongue, as well as a few others that a woman of that time would learn in noble courts. She has been learning the current common tongue as well.
Race: Human
Racial Weakness: None
Languages: Ancient, Eirchaic, Halfling, Necronian, Giant, Common, Draconic, Elvish
Country of Origin: Dunsany (Present Day Kullyr)
Primary Class: Support
Class Bonus: 2 Free Skills
Primary Profession: Noble
Profession Bonus: "Noble Bearing" Those choosing to be a primary Noble have effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Knowledge (Nobility) Checks.
Secondary Class: Support
Class Bonus: 2 Free Skills
Rank: Emerald Adept
Dice: 2d70
Hit Points: 41
(35 + 3 + 3)
Defense DC: 16
TRAITS : 26
Strength [0]
Quickness [5]
Endurance [3]
Willpower [3]
Intelligence [6]
Perception [3]
Charisma [6]
TACTICS & TALENTS
Knowledge: [+18](Anthropology & Archeaology / Religion) (INT 6, Knowledge 10, Scion of Lore 2)
Knowledge (Nobility): [+20] (INT 6, Knowledge 10, Scion of Lore 2, Favored Region 2)
Diplomacy: [+12] (Alluring Tongue 5, Expensive Clothing 1, CHA 6)
Diplomacy (Noble Circles): [+17] (Alluring Tongue 5, High Society 5, Expensive Clothing 1, CHA 6)
Diplomacy (Dunsany Nobles): [+19] (Alluring Tongue 5, High Society 5, Expensive Clothing 1, Favored Region 2, CHA 6)
FLAWS
1. Easily Charmed
You succumb easily to mind control.
Penalty: You gain -2 penalty on saving throws against mind-affecting spells and effects.
SKILLS
(race) Versatility
(race) Alert | +5 Spot, Listen
(race) Low-Light Vision
(support) Performance
(support) Scion of the Arts | 5d100
You may roll a d100 to see how much gold you earn from your Performance, and it also allows you to perform up to four times a day instead of the normal two.
(noble) Patents of Nobility (Lady's Maid: Lara)(Knight: )
At Emerald Rank, your Bodyguard (NPC) is now Emerald Adept rank. The bodyguard (or knight) bears the noble's coat of arms on his/her shield, armor or clothing.
At Ruby Rank, your Bodyguard (NPC) is now Ruby Shield rank.
At Obsidian Rank, Your Bodyguard (NPC) is now Obsidian Prime rank.
At Diamond Rank, Your Bodyguard (NPC) is now Obsidian Grand Master rank.
(F-crystal) Keen Memory
You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
(F-crystal) Perfect Ear (V)
A bard can hear a song, either sung or instrumental, and is so proficient that they can sufficiently recreate it.
(F-crystal) Knowledge | +10 Checks
crystal: Anthropology & Archaeology
topaz: Religion
amber: History
sapphire: Mythology
emerald: Nobility/Royalty
(crystal) Polyglot (1 per gemstone) (Giant, Halfling, Common, Draconic, Elvish)
(crystal) Elusive Dance | +4 DEF
Your training in dance allows you to mirror and anticipate an opponent's moves, granting you +3 Defense throughout the combat. At Emerald it becomes +4, at Obsidian +5 DEF.
(crystal) Teleportation Passport
A noble has struck a deal with the teleportation guild (Port Union) and can teleport free between the kingdoms. At no time does a noble need pay for transportation.
(crystal) Scion of Lore | +2 Knowledges Chosen
The noble is well versed in all of the arts and sciences available from books and was tutored in classical education so that she may be well prepared for the world. If you have the Knowledge skill, you gain an extra +2 to each knowledge check roll for those you've chosen to be proficient within.
(crystal) Alluring Tongue | +5 Diplomacy
People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(F-topaz) Lip Reading
The Lip Reading skill gives you a discreet method of eavesdropping on other's conversations. You must be able to see the speaker’s lips to use this skill and you must know the language that is being spoken to read the lips.
(topaz) Animal Friend (V)
Gives the ability to charm any mundane animal, no matter how enraged the animal may be, without need for any roll making the animal the caster's friend for one mun hour.
(topaz) High Society | +5 Diplomacy in noble circles
You know good manners and were trained to handle social interactions in noble circles. While in noble circles you gain a +5 to Diplomacy checks.
(topaz) Know Direction (V)
You instantly know the direction of north from your current position. This is effective in any environment in which “north” exists, but it may not work in extraplanar settings. You know instantly how to get to any place you've been before, and you are aware of all major cities and towns, and major landmarks in any given land which allows you to follow directions with ease. You can backtrack your way to the point you started no matter the environment unless it has been magically changed (such as in the Maze House).
(F-amber) Expensive Clothing | +1 Social Skills
The noble radiates the air of nobility, People feel very comfortable with his presence. They are more likely to invite him to exclusive places, treat her with respect, and regard him ‘first amongst equals’.You wear the most fashionable and well-fitting clothing, gaining the favor of those around you. This gives you a +1 to all Social based skills such as Diplomacy, Bluff, etc.
(amber) Charming Beauty | +4 DEF
A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat. At Emerald it becomes +4, at Obsidian +5 DEF.
(amber) Discern Lie (V)
The Mystic develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Mystic must be able to see and hear (but not necessarily understand) the individual under scrutiny. The Mystic can determine whether a spoken statement is true or false with a successful Insight check opposed by the subject’s Bluff check.
(amber) Favored Region (Dunsany)(Kullyr)
You are able to select a region of our land (Doxenia, Avilon Islands, Kir'viir, etc) and due to your extensive experience with the people, customs, and attitudes of the nobles and training in techniques for manipulating the nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), and Insight checks when using these skills in relation to regents and members of the upper class of this region. At Emerald you may choose a second region, at Obsidian a third.
(F-sapphire) Pact of Peace
You are able to offer a defeated creature the chance to accept a binding pact of peace as a condition of its surrender. A defeated creature is a creature that is within 5 hp of death, or knocked out by non-lethal damage and awakened after combat. This is similar to a geas but rather than assigning a mission or task, you give the creature a simple set of prohibitions to protect others. Example prohibitions include "Leave this city and do not return" or "Do not attack caravans." The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per gemstone rank. The target may choose to deny the pact of peace, and face whatever consequences that may befall them (imprisonment, death, banishment, etc).
(sapphire) Alchemy
(sapphire) Ransomable
When your foes look at you, they can't help but think that they might be able to get some money for you…if they keep you alive. For whatever reason, intelligent creatures that value wealth that see you get the feeling that you might be worth something to someone. It could be because you're a known member of a wealthy and prestigious family, or it could be that you're known to be a favored agent of a powerful noble, or it could just be that you wear expensive clothing. Whatever the reason is, it makes people think twice before killing you. Upon being attacked, you may roll a Diplomacy check against the attacker's Strike roll, if you win, the attacker will think twice about killing you and instead subdue you in some way. Once per combat.
(sapphire) Charismatic Fighter | CHA for Strike
(F-emerald) Exceptional Breeding
The noble is of such exceptionally fine birth that he maintains superiority and grace at all times. He is gifted with the ability to negate fumbles in any of his skills (even to Strike, although the roll will still fail). The character can fail at a task but will never look ridiculous doing so. Thus even the worst rolls will not look horrible to observers.
(emerald) Decadence | +3 END drugs, alcohol, ingested poison
A noble knows very well how debauchery and decadence can be common in the court, whether he embraces it or not, he has become resistant to it. A noble gains a +3 bonus on Endurance Saves against all negative effects of drugs, alcohol and ingested poison.
(emerald) Noblesse Oblige
The noble knows that his position imposes certain obligations towards his lesser companions. The noble may grant any passed save he's made to any one ally within 60 feet. At Ruby, you may grant your passed save to two allies per adventure, at Obsidian, to three allies per adventure.
(emerald) Improved Iron Will
Once per adventure, you may re-roll your Willpower Check and take the better of the two rolls.
(support) Iron Will | +3
(support) Pulse of the City
The contacts of a noble have grown so widespread and operate so deeply in the infrastructure of cities where he has a home that he learns about anything of importance almost as soon as it happens. He is kept up to date on major thefts, purchases, arrests, social engagements and political occurrences at all times. In game terms, the noble can ‘take 10’ on Gather Information checks every morning of every day and gains a re-roll on the check the same evening without any risk of informing people of his interest.
(teamwork)
Primary Weapon: n/a
Secondary Weapon: n/a
Extra Attack Item: n/a
Extra Defense Item:
Head:
Face:
Neck:
Torso:
Body (Armor):
Cloak:
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Rings: (Up to two active)
1.
2.
Consumables:
1.
2.
3.
4.
5.
Magical Pack Items
1.
2.
3.
4.
5.
Name: Lady Magdelana Moretti (Hexenthal)
Nickname: Magda
Title: Queen of Dunsany
Alignment: CN
Age: Appears 20's
Height: 5'10"
Hair: Jet Black
Eyes: Darkest Blue
"Son": Hampton Moretti (Toddler)
Aaron ripped Hampton out of his mother's womb, killing her, and gave the child to Magda to raise as their child. The child had an unholy baptism - what that did to him we do not know quite yet. When Aaron died, and the control was gone, they could not find any relative of the child so Magda has decided to raise him. He is a beautiful child, with curly blond hair, and green eyes with a tendency to get into lots of trouble. Magda has her hands full, and is fully convinced she will be able to raise him up in a way that he will not follow that unholy path formed into his soul by Aaron Hexenthal's unholy baptism.
Description: Lady Moretti is regal and beautiful, a noble of the ancient kingdom of Dunsany. Her hair is long and straight, jet black in hue and her eyes are a deep dark blue. Her skin is ivory, as was the fashion of her time. Tanned skin was for the peasants, who worked out in the sun all day.
Personality: She is intelligent, well-read, and soft-spoken. She has deep regret for things that happened while she was under the control of Aaron Hexenthal, though she herself did nothing evil during that time but she stood aside while Aaron did much evil, and torment. She has a noble bearing about her, and has a great curiosity for this "new world" she has been brought back into. She still feels "dirty" due to the Hexenthal situation.
Background: Lady Moretti died young back in Dunsany, some say the target of a spurned suitor. Aaron Hexenthal, Prince of Dunsany, was so taken with her that he intended on making her his wife and queen, but she died before that could happen. Using a True Rezz spell, Aaron raised her from the dead and put her under his vampiric command. She speaks the Ancient tongue, as well as a few others that a woman of that time would learn in noble courts. She has been learning the current common tongue as well.
Race: Human
Racial Weakness: None
Languages: Ancient, Eirchaic, Halfling, Necronian, Giant, Common, Draconic, Elvish
Country of Origin: Dunsany (Present Day Kullyr)
Primary Class: Support
Class Bonus: 2 Free Skills
Primary Profession: Noble
Profession Bonus: "Noble Bearing" Those choosing to be a primary Noble have effect on those around them, gaining respect and admiration. They are naturally able to convince others to see things their way, giving them a +5 to Diplomacy and Knowledge (Nobility) Checks.
Secondary Class: Support
Class Bonus: 2 Free Skills
Rank: Emerald Adept
Dice: 2d70
Hit Points: 41
(35 + 3 + 3)
Defense DC: 16
TRAITS : 26
Strength [0]
Quickness [5]
Endurance [3]
Willpower [3]
Intelligence [6]
Perception [3]
Charisma [6]
TACTICS & TALENTS
Knowledge: [+18](Anthropology & Archeaology / Religion) (INT 6, Knowledge 10, Scion of Lore 2)
Knowledge (Nobility): [+20] (INT 6, Knowledge 10, Scion of Lore 2, Favored Region 2)
Diplomacy: [+12] (Alluring Tongue 5, Expensive Clothing 1, CHA 6)
Diplomacy (Noble Circles): [+17] (Alluring Tongue 5, High Society 5, Expensive Clothing 1, CHA 6)
Diplomacy (Dunsany Nobles): [+19] (Alluring Tongue 5, High Society 5, Expensive Clothing 1, Favored Region 2, CHA 6)
FLAWS
1. Easily Charmed
You succumb easily to mind control.
Penalty: You gain -2 penalty on saving throws against mind-affecting spells and effects.
SKILLS
(race) Versatility
(race) Alert | +5 Spot, Listen
(race) Low-Light Vision
(support) Performance
(support) Scion of the Arts | 5d100
You may roll a d100 to see how much gold you earn from your Performance, and it also allows you to perform up to four times a day instead of the normal two.
(noble) Patents of Nobility (Lady's Maid: Lara)(Knight: )
At Emerald Rank, your Bodyguard (NPC) is now Emerald Adept rank. The bodyguard (or knight) bears the noble's coat of arms on his/her shield, armor or clothing.
At Ruby Rank, your Bodyguard (NPC) is now Ruby Shield rank.
At Obsidian Rank, Your Bodyguard (NPC) is now Obsidian Prime rank.
At Diamond Rank, Your Bodyguard (NPC) is now Obsidian Grand Master rank.
(F-crystal) Keen Memory
You have a memory so fine tuned that you can recall any event as if it was currently happening. You can remember passages from books you've read once, or signs you just briefly glanced at in passing. You can perfectly repeat to others what you hear. Whenever you make a successful Listen check to hear a noise, you can describe that sound any time up to 1 hour later with such clarity that any individuals hearing the description are treated as if they had heard the sound themselves. This trick is particularly useful if you overhear a conversation but don't understand the language spoken, since it allows you to repeat it verbatim to an ally who might be able to translate.
(F-crystal) Perfect Ear (V)
A bard can hear a song, either sung or instrumental, and is so proficient that they can sufficiently recreate it.
(F-crystal) Knowledge | +10 Checks
crystal: Anthropology & Archaeology
topaz: Religion
amber: History
sapphire: Mythology
emerald: Nobility/Royalty
(crystal) Polyglot (1 per gemstone) (Giant, Halfling, Common, Draconic, Elvish)
(crystal) Elusive Dance | +4 DEF
Your training in dance allows you to mirror and anticipate an opponent's moves, granting you +3 Defense throughout the combat. At Emerald it becomes +4, at Obsidian +5 DEF.
(crystal) Teleportation Passport
A noble has struck a deal with the teleportation guild (Port Union) and can teleport free between the kingdoms. At no time does a noble need pay for transportation.
(crystal) Scion of Lore | +2 Knowledges Chosen
The noble is well versed in all of the arts and sciences available from books and was tutored in classical education so that she may be well prepared for the world. If you have the Knowledge skill, you gain an extra +2 to each knowledge check roll for those you've chosen to be proficient within.
(crystal) Alluring Tongue | +5 Diplomacy
People believe what you say more times than not, and listen to your advice and diplomatic attempts more readily giving you a +5 to Diplomacy. You know how to use your natural charms to turn decisions (heads, and hearts) in your favor.
(F-topaz) Lip Reading
The Lip Reading skill gives you a discreet method of eavesdropping on other's conversations. You must be able to see the speaker’s lips to use this skill and you must know the language that is being spoken to read the lips.
(topaz) Animal Friend (V)
Gives the ability to charm any mundane animal, no matter how enraged the animal may be, without need for any roll making the animal the caster's friend for one mun hour.
(topaz) High Society | +5 Diplomacy in noble circles
You know good manners and were trained to handle social interactions in noble circles. While in noble circles you gain a +5 to Diplomacy checks.
(topaz) Know Direction (V)
You instantly know the direction of north from your current position. This is effective in any environment in which “north” exists, but it may not work in extraplanar settings. You know instantly how to get to any place you've been before, and you are aware of all major cities and towns, and major landmarks in any given land which allows you to follow directions with ease. You can backtrack your way to the point you started no matter the environment unless it has been magically changed (such as in the Maze House).
(F-amber) Expensive Clothing | +1 Social Skills
The noble radiates the air of nobility, People feel very comfortable with his presence. They are more likely to invite him to exclusive places, treat her with respect, and regard him ‘first amongst equals’.You wear the most fashionable and well-fitting clothing, gaining the favor of those around you. This gives you a +1 to all Social based skills such as Diplomacy, Bluff, etc.
(amber) Charming Beauty | +4 DEF
A charmer is a stunning physical specimen, so much so that it is difficult to land a hit on her in combat as the attention keeps moving to just how beautiful or handsome the charmer looks. The charmer gains a +3 defense throughout combat. At Emerald it becomes +4, at Obsidian +5 DEF.
(amber) Discern Lie (V)
The Mystic develops the ability to gauge whether another character is telling the truth by reading facial expressions and interpreting body language. The Mystic must be able to see and hear (but not necessarily understand) the individual under scrutiny. The Mystic can determine whether a spoken statement is true or false with a successful Insight check opposed by the subject’s Bluff check.
(amber) Favored Region (Dunsany)(Kullyr)
You are able to select a region of our land (Doxenia, Avilon Islands, Kir'viir, etc) and due to your extensive experience with the people, customs, and attitudes of the nobles and training in techniques for manipulating the nobility of this region, the noble gains a +2 bonus on Bluff, Diplomacy, Gather Information, Intimidate, Knowledge (Nobility), and Insight checks when using these skills in relation to regents and members of the upper class of this region. At Emerald you may choose a second region, at Obsidian a third.
(F-sapphire) Pact of Peace
You are able to offer a defeated creature the chance to accept a binding pact of peace as a condition of its surrender. A defeated creature is a creature that is within 5 hp of death, or knocked out by non-lethal damage and awakened after combat. This is similar to a geas but rather than assigning a mission or task, you give the creature a simple set of prohibitions to protect others. Example prohibitions include "Leave this city and do not return" or "Do not attack caravans." The prohibition must be against an area no larger than 300 square miles or one specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per gemstone rank. The target may choose to deny the pact of peace, and face whatever consequences that may befall them (imprisonment, death, banishment, etc).
(sapphire) Alchemy
(sapphire) Ransomable
When your foes look at you, they can't help but think that they might be able to get some money for you…if they keep you alive. For whatever reason, intelligent creatures that value wealth that see you get the feeling that you might be worth something to someone. It could be because you're a known member of a wealthy and prestigious family, or it could be that you're known to be a favored agent of a powerful noble, or it could just be that you wear expensive clothing. Whatever the reason is, it makes people think twice before killing you. Upon being attacked, you may roll a Diplomacy check against the attacker's Strike roll, if you win, the attacker will think twice about killing you and instead subdue you in some way. Once per combat.
(sapphire) Charismatic Fighter | CHA for Strike
(F-emerald) Exceptional Breeding
The noble is of such exceptionally fine birth that he maintains superiority and grace at all times. He is gifted with the ability to negate fumbles in any of his skills (even to Strike, although the roll will still fail). The character can fail at a task but will never look ridiculous doing so. Thus even the worst rolls will not look horrible to observers.
(emerald) Decadence | +3 END drugs, alcohol, ingested poison
A noble knows very well how debauchery and decadence can be common in the court, whether he embraces it or not, he has become resistant to it. A noble gains a +3 bonus on Endurance Saves against all negative effects of drugs, alcohol and ingested poison.
(emerald) Noblesse Oblige
The noble knows that his position imposes certain obligations towards his lesser companions. The noble may grant any passed save he's made to any one ally within 60 feet. At Ruby, you may grant your passed save to two allies per adventure, at Obsidian, to three allies per adventure.
(emerald) Improved Iron Will
Once per adventure, you may re-roll your Willpower Check and take the better of the two rolls.
(support) Iron Will | +3
(support) Pulse of the City
The contacts of a noble have grown so widespread and operate so deeply in the infrastructure of cities where he has a home that he learns about anything of importance almost as soon as it happens. He is kept up to date on major thefts, purchases, arrests, social engagements and political occurrences at all times. In game terms, the noble can ‘take 10’ on Gather Information checks every morning of every day and gains a re-roll on the check the same evening without any risk of informing people of his interest.
(teamwork)
Primary Weapon: n/a
Secondary Weapon: n/a
Extra Attack Item: n/a
Extra Defense Item:
Head:
Face:
Neck:
Torso:
Body (Armor):
Cloak:
Waist:
Legs:
Arms/Wrist:
Hands:
Feet:
Body Mod:
Rings: (Up to two active)
1.
2.
Consumables:
1.
2.
3.
4.
5.
Magical Pack Items
1.
2.
3.
4.
5.