Objectives:
Primary- Open the 9 gates in the name of Gax to empower the Genie (Gax) and return its power to it.
Update: Gax needs 10 of the 20 gates worth of power in order to recreate the barrier around Urth to shield this world from the Demon Lord.
The Players: Demons, Trolls, The Fae, The Insects.
Allies: Father Death (he understands what needs to happen.)
Enemies: The Dark Gods.
Other: The New God
- Alternative solutions: Slay the current "Gods" and restore power to their gates in the name of Gax.
Then get back home.
Side Quests:
- Actively hunt and slay demons to buy Urth more time before they become too saturated in the world and call forth the Demon Lord to devour this place.
Next Location:
Patron: Gax, The Marquis of Lunacy (The Genie of Urth)
Powers Granted: 1. Level up- Monk 1, and Revival at Water Temple.
Ideas: Now that I know more about what's going on, time to bargain for more the next time we reach a temple. Demand 1 alteration to our arrangement for each gate I open from now on.
Friends/Allies:
Kil'hara- Yerath, Priest of the New God.
The others of the Party.
Appearance: You are Striking, catching the eye of both halfling and humans alike. With bright healthy skin, wavy dark brown hair, and darting blue eyes, he gives a friendly grin trying to break the ice.
Flaws:
Overly curios: I have to keep pressing forward even when it seems dangerous.
Professions:
Theology
Academic- Language- English (Read/Write),
Knowledge Shadow of the Demon Lord,
Occult,
Law,
Politics,
Literature.
General (Specific)
Ancestry Traits and Abilities:
Good Fortune: Whenever a creature within short range rolls a 1 on any die, you can use a triggered action to discard the roll and let the creature roll the die again.
Uncommon Courage: When you become frightened, you can use a triggered action to make a Will challenge roll. On a success, you remove the affliction.
Quirks and Marks of Darkness:
(Write in these if you ever gain a quirk or mark of Darkness)
Paths and Path Abilities:
(Write here your Paths and class abilities when you gain them).
Novice Path: Novice Path level 1: Monk
Attributes: +1 Strength/+1 Agility
Characteristics: Health +4, Speed +2
Languages and Professions: Theology
Defensive Recovery: You can use an action, or a triggered action on your turn, to heal damage equal to your healing rate. Until the end of the next round, you make challenge rolls to resist attacks with 1 boon and you impose 1 bane on attack rolls made against you. Once you use this talent, you must wait until you complete a rest before you can use it again.
Martial Arts: When you attack with an unarmed strike and use a melee attack option (Shadow, page 50), you reduce the number of banes imposed by the option by 1.
Unarmed Combat Training: When you attack with an unarmed strike, you make the attack roll with 1 boon. In addition, your unarmed strike’s damage die becomes 1d3 unless it is already higher.
Unarmored Defense: While you’re not wearing armor or wielding a shield, you have a +3 bonus to Defense.
Novice Path Level 2: Monk
Characteristics: Health +4
Stunning Strike: When the total of your attack roll with an unarmed strike is 20 or higher and beats the target number by 5 or more, your target becomes stunned until the end of the next round.
Unarmed Prowess: Your attacks with unarmed strikes deal 1d6 extra damage.
Expert Path: Mystic Attributes: Agility +1, Will +1,
Characteristics: Health +4, Power +1
Enlightened Defense: While you are not wearing armor or wielding a shield, you have a bonus to Defense equal to 1 + your Power.
Iron Fist: Your unarmed strike’s damage die becomes 1d6 unless it is already higher.
Qi Focus: You can use an action to focus your Qi, which remains focused until you expend it, you become unconscious, or you complete a rest. While focused, your Qi grants you a +1 bonus to Defense and a +4 bonus to Speed. In addition, you move at full Speed across difficult terrain.
Qi Strike: When you get a success on an attack roll made using an unarmed strike, you can expend your Qi focus to deal 1d6 extra damage per point of your Power.
Master Path:
Attack Options:
Melee Attack Options:
When you make an attack with a melee weapon, you can choose one of the following options. You must make the choice before you make the attack roll.
Driving Attack: You make the attack roll with 1 bane. On a success, you and the target move a number of yards equal to your Strength modifier in the same direction.
Guarded Attack: You make the attack roll with 1 bane, but the next creature to make an attack roll against your Defense before the end of the round does so with 1 bane.
Lunging Attack: You can increase your reach by 1 yard, but you make the attack roll with 1 bane.
Shifting Attack: You make the attack roll with 1 bane. On a success, your movement does not trigger free attacks from the target until the end of the round.
Unbalancing Attack: You make the attack roll with 1 bane. On a success, if the target is your Size or smaller, it must make an Agility challenge roll. On a failure, the target falls prone.
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Enchanted Gear:
Clean trident:
1- You can use an action to cause long barbed spikes to grow out of one weapon within your short range, granting it the impale property. This object has 1d3 uses.
(Impale- When taking damage from a weapon with the impale property, the target becomes grabbed. While grabbed this way, attacks made with the impaling weapon automatically succeed. Attempts to escape the grab are made with 1 bane.)
2- This object cannot be destroyed and ignores any damage done to it. (Learned by combat.)
3- While wielding this object, you can safely breathe water. (Learned by drowning.)
Wave trinket
Gift Robe- Halfling sized: (A white long sleeved V-neck shirt sewn onto alternating black and orange slit skirt which goes down to the knees.)
Monocle:
A monocle that, when looked through, causes other people's faces to have bizarre animal qualities.
The Ring of Life:
This ring is a one of a kind - created by the First People before the rise of Ashrakal. It is very powerful; you can use it to bring someone back to life." Mechanics: The ring has two uses.
First, you can use an action to grant one creature you are touching a +5 bonus to Health for 1 minute. This effect has three uses, and uses reset when you take a rest.
Secondly, you can concentrate for 24 hours to bring one deceased mortal with a soul back to life; you must be touching the body while you concentrate. When you use this ability, the ring become inert for 1 week.
Earth Gear:
Earth Gear:
Cellphone (dead battery, wet & useless?)
Ipod (dead battery, wet and useless?)
Wallet- cash, I.D., receipts, cards, bus ticket, analogue horror membership card (Most items are wet and falling apart)
Thin Multi-tool
Blue-tooth ear pods w/case (wet and damaged???)
Folding Knife
Flashlight w/ strap.
fingerless gloves
Lighter
mechanical pencil
pen
Keys
Data stick (Designed to be waterproof.)
Spellcasting:
Tradition: Tradition Special: Rank 0:
Spell Name (2/2): Description.
Rank 1:
Spell Name (1/1): Description.
For each tradition, write the name of the tradition, any special features about that tradition (for example, Battle Madness), each spell you know followed by the current and daily number of castings and a description.
Questionnaire:
(Copy and paste the questions and answers from character generation here, using the questions on pages 27-28)