Post by Head Moderator on Feb 22, 2013 8:11:50 GMT -5
"Everything a... being wants can be divided into four components
-- love, adventure, power and fame."
-Goethe-
Screen Name: dolentraven (but often played on tesarikone)
Text: Black TNR
Name: Kinneret Sabine Duggan
Nickname: Kinnet
Former Title: Sovereign of Ravenscrest
Former Occupations: Innkeeper, Spy, Messenger, Farmer
Alignment: CN (Selfish)
Age: Thirties
Height: 5'5"
Weight: 90lbs
Birthday: Oct 15
Hair: Jet Black
Eyes: Hazel
Race: Lycan (Corax)
Racial Weakness: Gold
Languages: Common, Commonsign, Feral (free), Elven
Polyglot: Umbral, Runin, Ancient, Bestial, Ignan
Country of Origin: Offworld - Ravenscrest, Umbra Victus on Aerth
murders daughter
Description: She was ever-youthful, adventurous, curious and very fond of getting herself in trouble--though always able to get herself right back out of it. She was of medium height, and her skin was creamy toned as most of her kin. Her eyes are hazel and hair was sable, her lips usually painted a deep, dark red. Tiny black feathers outlined her dark eyes, though to most who saw them they merely looked edged in kohl. She has a tattoo of a sunburst around her navel, rarely viewed by most.
Her sable hair had grown long, past her shoulders, and had a feathery aspect to it. She preferred dark colors, blacks, deep purples and dark reds, and her clothing was usually leather, and trimmed in feathers or fur, though not gaudy. She did carry a small dagger at her side, other than her blade she called Handmaiden. Every finger had silver rings circling them, sometimes more than one. These were worn beneath her gloves, on top of her gloves she wore two rings-- a black pearl ring circled in diamonds that signified her rule over Ravenscrest, and a diamond and sapphire ring gifted to her by a long lost friend that symbolized heartbreak and hope. She has long since gotten rid of her engagement and wedding ring, for her marriage was a tragedy and she is more than glad those days are in the long past.
She is a fragile woman, her bones are hollow which makes her prone to injury. She is deathly afraid of deep water. Kinnet has three forms, that of her human form she was born into, that of a hybrid raven-human form, and a raven form. Both the hybrid and raven form can fly. She has always relied on others to take care of her, from Caiya, to Kitanna, and other friends that keep a watch on the forgetful bird.
Personality: Curious, selfish, driven, friendly, talkative, generous, extremely forgetful.
Quirks: Kinnet collects buttons, all sorts of buttons but shiny silver or pearl ones are her favorites. She also likes finding bits of colored glass. She is a speed reader.
Background: Kinnet's parents were a poor human family, and Kinnet was the seventh child, her twin brother the eighth. A family friend took great interest in the pale, dark haired child. The twins were sickly, thin and gaunt, and they didn't expect either of them to live past their first birthday. The family friend, Caiya, took the small baby girl and boy into the Shadows and bound their spirits to spirit eggs, birthing them both as a Corax... for Corax are not born, they are made, making Kinnet & Aethin spiritual children of Caiya's.
When Kinnet's mother died a year later, birthing yet another child, Caiya and Kinnet (with Kinnet's father's blessing, for he was glad to not have another mouth to feed) set off wandering and Caiya began to teach the girl to use her were-raven gifts. She never knew a life that was not a corax, and looks upon it as a gift from the gods, especially Helios. Her twin brother Aethin stayed with the family, and she has not seen any of her brothers or sisters for many years.
For many years, Kinnet ruled the land of Ravenscrest in Umbra Victus, quite happily. But time goes on, things change, and she took to traveling to forget some of the heartaches of her past.
Family: Leona Branwyn Lacroix Duggan (20 yrs old, adopted daughter), 10 living siblings (1 male twin), mother deceased, father living, step-mother living.
Relationships: Daemian Berazalle, he gives me shinies.
Lady's Maid: Vivian d'Luza - 17 yr old Human, Blonde Hair, Green Eyes, 5'4"
Bodyguard: (ruby shield) [2d80][45hp][DC19] Jareth Leander w/ Greatsword [2d8]
Diehard
STR - 12
QCK - 12
WLP - 4
END - 0
PER - 2
CHA - 0
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. You also gain a one-time 2500gp when you take this 'profession'.
Secondary Class: Support
Bonus: 2 Free Skills
Secondary Profession: Rogue
Bonus: "Trap Sense" Rogues are very important to any adventure, and they gain the ability to detect traps at will. No roll needed. Getting past the trap...now that's another story. They also gain "Primary Strike", allowing them upon their first attack in combat, a one time +5 to Strike
Rank: Ruby Shield
XP: 300
GP: Unknown, a lot.
Dice: 2d80
Hit Points: 40
Defense DC: 20
TRAITS : 31
Strength [0]
Quickness [10]
Endurance [0]
Willpower [3]
Intelligence [6]
Perception [5]
Charisma [7]
TACTICS & TALENTS
Plus Trait Bonus
Spot [+5] + PER 5
Listen [+5] + PER 5
Diplomacy [+5] + CHA 7
FLAWS
1. Bruise Easily
Each time you take bludgeoning damage, including that from falls, you take extra damage.
Penalty: Take an extra 1/2 dmg from bludgeoning damage.
2. Fear of Water
You have an abiding fear of deep water and drowning.
Penalty: You take a -2 penalty on Swim checks. In addition, when on a boat, bridge, a ledge over deep water, or when otherwise in a position to fall into deep water, or when you voluntarily enter water greater than hip-deep, you become shaken until you leave the water's proximity. If you are involuntarily immersed in water greater than hip-deep (such as if you were bull-rushed off a ledge into water), you immediately become panicked.
3. Frail
Due to a serious vitamin deficiency in your youth (or something similar), your bone structure is unnaturally weak, and you are overly thin.
Penalty: You may not take any skills or items that build up your hit points. You always only have half your dice as your hit points. You cannot use temporary hit points either.
SKILLS
(race) Shapeshifting
(race) Bestial Fury | Extra 1d when shifted
(race) Swallow's Return | No matter how wounded or tired the corax is, she will always be able to fly home.
(support) Acrobatic
(support)
(noble) Always Welcome | Free room & board, 5 Rep Points
(support) Alert | +5 Spot & Listen
(support) Story Collector
(flaw) Elemental Resistance | +2 DEF against Fire
(flavor-c) Polyglot | (Umbral, Runin, Ancient, Bestial, Ignan)
(flavor-c) Low Light Vision
(flavor-c) Entrepeneur
(crystal) 1. Claw Strike | 1d4 Claw Attack
(crystal) 2. Healing Shift
(crystal) 3. Thievery
The thief is a cunning type of person. They see an opportunity and exploit it. With a successful unarmed or short weapon attack (dagger, bladed gloves, etc) the thief not only hurts their target but also steals some of their gold. The number rolled by both dice on the attack roll is also the amount of the victim's gold that was lifted. (ie: a roll of 20 20 would yield 40 gold). They must have one hand open, meaning that they are not holding a weapon or another object. At Sapphire Rank, you may double the gold stolen (so a roll of 20 20 would yield 40x2=80gp). At Ruby you may triple the gold stolen, and at Obsidian you quadruple the gold stolen. One time use in combat.
(crystal) 4. Flyby Attack | 2 targets in one turn
(crystal) 5. Easy Reload
(flavor-t) Death's Whisper |
The Corax may speak with and hear the spirit of a recently (no more than 24 hours) dead body.
(topaz) 6. 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.
(topaz) 7. Gift of Eyes:
A corax may drink the eyes of the slain. If it is a PC, and they are rezzed, they are blind (they have no eyes) when they are rezzed. It is a permanent scar. In corvid form, can 'drink' the eye of any fresh corpse, be it man, raven, wolf, or another animal entirely. Permission is needed from the corpse before you do this, though, and its difficult to explain how exactly you get that permission, but you ask the corpse, and you just sorta know whether you're allowed to drink or not. Then you have to choose which eye to drink from. The right will show you the good in the death, and the left will show you the bad. You can pick either, but drinking from too many left eyes or right eyes in row can get unpleasant. And no, you can't drink both eyes.
What do you see when you drink an eye? It depends on the individual corax, the feelings of the corpse, the way it died, and the generosity of the Storyteller. Most commonly, though, you can see the dead person's last sight, feel what they were feeling, and remember bits of what they were thinking.
(topaz) 8. Performance
You may take this skill if you are a performer of some type, choose one. You are allowed to perform in chats, and after your performance you will roll a d50 to determine how much gold the audience tips you! Roll as many dice as you have gemstone ranks, so a Crystal would roll 1d50, a Topaz would roll 2d50, etc. You may perform up to three times every 24 hours. Some examples are: Comedy, Dance, Drama, Poetry, Erotic Dance, Instrument (flute, lute, drums, etc), Juggling, Mime, Storytelling.
(flavor-a) Polylingual
(amber) 9. Immunity to Charm
You are immune to the sweet and seductive words of a Charmer. A Charmer cannot seduce or charm you by any means, magic or otherwise, outside of combat. The following skills do not work: All You Can Think About, Aura of Lust, Forgetful Caress, Smoldering Glance and Pheromones. Spells that attempt to charm or seduce the target outside of combat simply do not work.
(amber) 10. Midas Touch | double gold
(amber) 11. Patents of Nobility
(flavor-s) Teleportation Passport
(sapphire) 12. 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.
(sapphire) 13. Reloaded Discipline
Where a lesser gunman would be frustrated by the cycle of reloading, you simply let the time and effort of every reload embolden you to make every shot count. You may re-roll your weapon damage dice once per combat, and take the better damage roll.
(sapphire) 14. Reputation Precedes
(flavor-e) 15. Alluring Tongue | +5 Diplomacy
(emerald) 16. 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.
(emerald) 17. Dark Truths | This allows the Corax to discover a deep, dark secret of someone else. The target must roll 1d20 Willpower, DC10+CHA, if they fail their saving throw, the Corax discovers a mental/psychological secret of theirs (mun must comply).
(emerald)18. The Finer Things
Art, culture, cuisine, jewelry – the noble enjoys the finer things in life. He may replace any of his normal gear slots with either an extra ring, or amulet/necklace. He loses the gear slot that is replaced. So, for instance, if he decides he wants to use his Head slot for an extra ring, he no longer can wear anything in the head slot.
(flavor-r) 19. Evaluate Item
This allows the Thief to take a look at an item and determine its value. A d20 Appraise Check plus your Perception Bonus is rolled, with the following results.
1: No information.
2-11: Can determine the value of the item within 1000 gold.
12-16: Can determine the value of the item to within 100 gold.
17-19: Can determine the value of the item to within 50 gold.
20: Determines the exact value of the item.
Can be useful in circumstances where it would help to know the value of an item (ie: negotiations with other player characters or NPCs. If taken and stated in a selling transaction with the emporium, will give a 10% bonus to gold received. This stacks with the Fence skill.
(ruby) 20. Peerless Patrician
Once per adventure a noble can roll a check twice and take the better roll. Once per week, a noble can take a 20 on any Bluff, Diplomacy, Intimidate, Knowledge (nobility) check.
(ruby) 21. Great Escape
This gives you a +5 to Escape checks, and also allows you to auto-pass one escape maneuver per day.
(ruby) 22. Diehard [For Bodyguard]