Katiyana

Marique's page

30 posts. Alias of Foxy Quickpaw.


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Female Human Kineticist - Water

"I could build a house around this fountain and use it as a bath."

"A little less of this harsh sun and some food and drink..."


Female Human Kineticist - Water

"Get used to what? To getting beaten up again and again?" Marique asks.


Female Human Kineticist - Water

"Yay, crowd surfing!" Marique shouts waiting for her turn.


Female Human Kineticist - Water

"I used that, but there is a limit on that. Until now taking more burn doesn't help with that."


Female Human Kineticist - Water

"Tell me about easy to hit. I got one shot in in the whole fight. But besides that fighting it from the distance was quite nice." Marique expresses her opinion.


Female Human Kineticist - Water

"Some discussion about the pros and cons of being a kineticist? Marique replies to the ghostly voice of the human fighter who appears unexpectedly on this plain again and again.


Female Human Kineticist - Water

She didn't I just forgot to change the text to Confirm.


Female Human Kineticist - Water

As the dragon looks a bit burnt already Marique gets her hopes up again.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 3d6 + 8 ⇒ (1, 1, 2) + 8 = 12
Damage: 3d6 + 8 ⇒ (4, 2, 1) + 8 = 15


Female Human Kineticist - Water

Marique collects energy and shoots at the dragon again trying to entangle it.

Attack: 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Damage: 3d6 + 6 + 2 ⇒ (2, 5, 1) + 6 + 2 = 16


Female Human Kineticist - Water

"Probably I'm going to drown us all and this whole plain before I manage to do this thing some harm."

Marique shoots another stream of water at the dragon.
Attack: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12


Female Human Kineticist - Water

Marique shoots another stream of water at the dragon.
Attack: 1d20 + 7 ⇒ (10) + 7 = 17


Female Human Kineticist - Water

Marique throws a water blast at the creature accepting burn for the greater distance.

Attack: 1d20 + 7 ⇒ (1) + 7 = 8


Female Human Kineticist - Water

"Spread is good as I don't like to be close." Marique says stepping out of the fountain. She estimates her distance to the dragon to b about 100 feet. With her foot she draws a line in front of her.

Initiative: 1d20 + 6 ⇒ (2) + 6 = 8


Female Human Kineticist - Water

"I don't know. But who cares. If it makes that yellow guys happy." Marique replies. "How are we going to die this time? Close formation? Distributed over the area? Close to or far from the enemy?" she asks kind of resigned.


Female Human Kineticist - Water

"Maybe he is dividing this area. And when we go there he explains that his side is the fun side of the area." Marique tries an explanation.


Female Human Kineticist - Water

Fortitude Save: 1d20 + 7 ⇒ (10) + 7 = 17

Marique drops to the ground and doesn't move any more. All life drained from her.


Female Human Kineticist - Water

Initiative: 1d20 + 6 ⇒ (10) + 6 = 16


Female Human Kineticist - Water

Marique shoots another stream of water at the thing.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12

"What the ... why can't I hit that thing."


Female Human Kineticist - Water

"What are you throwing at it? Copper? Or do you make higher investments." Marique jokes.


Female Human Kineticist - Water

Marique now also aware of the shadow throws a stream of water at it.

Attack: 1d20 + 7 ⇒ (1) + 7 = 8
2d6 + 5 ⇒ (2, 4) + 5 = 11

Hey I would have been first! You stole my good rolls! I would have been first!


Female Human Kineticist - Water

Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative: 1d20 + 6 ⇒ (20) + 6 = 26

"Where, I don't see anything." Marique says being unsettled.


Female Human Kineticist - Water

"What's your elemental overflow side effect Thraggurim? Crumbs of earth falling out of your pants?"


Female Human Kineticist - Water

Yeah mithral shirt.

I took weapon focus as feat but I'm not sure if that is the best. Maybe weapon finesse for the kinetic blade?

"I have a cool water shroud I can use as a shield." she replies. "But everywhere I go I leave a puddle of water. It makes me look like I'm incontinent. And after a while all my clothes are wet and it looks like I came out of massive rain. I just wait for a matching cloud forming over my head."


Female Human Kineticist - Water

For a real ranged attack like the far shot water blast I could gather the energy for that. This would be rather cool. As a full round action it really sucks because even the last deaf and blind enemy will notice that and make you take two burn for nothing.


Female Human Kineticist - Water

Throwing water around is also cool.
A water blast is like a magic bow with bad ass damage. For free. At level one. I guess it will loose a bit, as I can only do one shot opposed to Manyshot, Rapid Shot and the like, but Therefore my base damage increases automatically. I guess I'll come out first for the first few levels. On the minus side I have that I need the same feats, like point blank shot, precise shot and the like. Does deadly aim work on a blast?
It sucks that I would need to take burn to shoot for some distance but overall it's nice. What sucks compared to a ranger is the rather limited skill list.


Female Human Kineticist - Water

Marique notices that she is not unconscious yet, but only staggered. As she is dragged insensibly by those minions she starts to resist, but as that would be a strenuous action she instead suffers the handling in silence.


Female Human Kineticist - Water

Marique splashes the rats with a stream of water.
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Female Human Kineticist - Water

Marique sends another stream of water at Korra's remaining skeleton.
Water Blast vs. AC: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Female Human Kineticist - Water

Marique sends a stream of water at one of the skeletons threatening Korra.
Attack+PPS: 1d20 + 5 ⇒ (3) + 5 = 8


Female Human Kineticist - Water

"Me too! Marique replies drawing two thirds of a circle with her foot in the sand around her taking a stand at the line.

Full Name

Allrianne

Race

Human

Classes/Levels

Noble-Born Assasin (FP1/2; W11/11)

About Allrianne

Allrianne Constantine
Noble Born Assassin

WS 42 (32)**
BS 35
S 38
T 32
Ag 41 (31)**
Int 34
Per 38 (28)**
WP 22
Fel 44

Wounds: 11
Fate: 2

Insanity: 2

Skills
Acrobatics (Ag)
Awareness (Per)
Chem-use (Int)
Ciphers (underworld) (Int)
Climb (S)
Common Lore (Underworld) (Int)
Concealment (Ag)
Contortionist (Ag)
Deceive (Fel) +10
Disguise (Fel)
Dodge (Ag) +10
Forbidden Lore (Cults)
Inquiry (Fel) +10
Interrogation (WP)
Literacy (Int)
Medicae (int)
Pilot (Civilian) (Ag)
Scholastic Lore (Chymistry) (Int)
Security (Ag)
Shadowing (Ag)
Silent Move (Ag)
Sleight of Hand (Ag)
Speak Language (High Gothic)
*Speak Language (Low Gothic)

Traits
Etiquette: +1 Charm, Deceive & Scrutiny when dealing with high authority or formal situations.
Supremely Connected: Peer Nobility talent + Peer Underworld
Vendetta: TBC: Powerful Enemy, another noble family?
Wealth: Double starting cash, Noble for income purposes.

Talents
Melee Weapon Training (Primitive; Power)
Thrown Weapon Training (Primitive)
Basic Weapon Training (SP)
Pistol Training (SP)

Catfall: Agility test when falling, each degree reduce distance by Ag bonus (4m)
Heightened Senses (Sight, Hearing): +10 on Tests involving this sense
Leap Up: Stand up as a free action
Peer Nobility: +10 Fellowship dealing with Nobility
Peer Underworld: +10 Fellowship dealing with Underworld.
Rapid Reaction: Act normally when Surprised or ambushed with a successful Ag roll
Swift Attack: As a full attack action may make 2 melee attacks on your turn.
Unremarkable: Attempts to notice me in a crowd or describe me in detail suffer -20penalty.

Gear
Starting Gear: Hunting rifle and 16 rounds, sword, knife, 10 throwing knives, 3 doses of stimm, charm (corpse hair), black bodyglove (Common Quality Clothing).

Synskin (2500) - 2AP; +10 concealment/silent move invisible to infra-goggles/dark-sight
Power Blade (1750) - 1d10+3E; 6 Pen; Power Field
Multi-Key (150) +30 Security tests to open locks

3 doses: Powdered Maidensfoil (200ea) (1d5hours onset, T or stunned for d10 mins or unconscious for d5 hours if fail by 3+ degrees)
3 doses: Tox-Jack (50ea) (instant onset, T-10 or suffer 1d10dmg, ignoring T & A)

Thrones: 1450

Background
1.62m 57kg, Dark Skin and Hair. 32 years old.

Allrianne grew up among the gilded nobility, wanting for nothing, her family had little to do with her, she was the fourth child and third daughter, so she was left in care of the Governess and an array of servants.

As an unlikely heir she was allowed to pursue what she would like, as long as it did not shame House Constantine, initially she revelled in this, and pursued the combat arts, but over time she grew bored of such simple activity so redirected her abilities. If she would have no power over her family, perhaps she could aid them from the shadows. Thus her career as an Assasin was born. She trained in the silent kill, the art of disguise, learned poisoncraft and chem-use, and she still continued to learn how to fit into noble society, better to learn who to target.

Her masters took her for field trips down to the Underhive and she hunted and killed the scum and the creatures there that could barely be called men. She toyed with the servants, setting them up and testing the various poisons and mind-altering toxins, learning the reactions... and how to dispose of the occaisional body from a misjudged dose.

This all changed. Vangelia, her elder sister had been dabbling in darker forces, and one fateful night she dove to far into forces she didn't quite comprehend. If Allrianne thought the men of the underhive were barely human the creature that her sister was when she tried to kill her was a league apart, wearing her sister's body like a glove it moved quicker and more powerfully than anything she had faced. Allrianne barely managed to survive the encounter, and would be dead if not for the arrival of Inquisitor Marr.

Inquisitor Marr issued his sanctions to the family - warning them that they would be watched for further corruption, and their line purged and title stripped should any more consort with with Daemons be uncovered.

As to Allrianne, Marr was impressed at how long she had held out, against her possessed sister, he sponsored her indoctrination into the Ordos Sicarius. After a year of refining her skills and intense tutalage up she re-enters service in the Inquisitors name.

Notes- Advances:

Sell-Steel (0-499) (500)
Inquiry (100)
Catfall (100)
Heightened Senses (Sight) (100)
Pilot (Civilian Craft) (100)
WS advance (100)

Shadesman (500-999) (1000)
Security (100)
Heightened Senses (Hearing) (100)
Common Lore (Underworld) (100)
Acrobatics (100)
Ag advance (100)

Nighthawk (1000-1999) (2000)
Chem Use (100)
CIphers (underworld) (100)
Silent Move (100)
Climb (100)
Dodge +10 (100)
WS advance (250)
Per advance (250)

[Ordo Sicarius Initiate] Secluse (2000-2999) (3050)
Deceive (100)
Deceive +10 (100)
Disguise (100)
Shadowing (100)
Forbidden Lore (Cults) (100)
Concealment (100)
Ag Advance (250)
Swift Attack (200)

Assassin (3000-5999) (4400)
Contortionist (100)
Leap Up (100)
Inquiry +10 (100)
Melee Weapon Training (power) (100)
Perception Advance (250)
Rapid Reaction (100) Act normally on Ag test when surprised or ambushed.
Medicae (200)
Sleight of Hand (200)
Scholastic Lore (Chymistry) (200)