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Post by Sveja on Dec 8, 2013 14:22:20 GMT -5
Quick Reference:
Death Rating: 56 Uncon. Rating: 46 Wound Threshold: 9 Recovery Tests: 3
Physical Defense: 10 (12) Spell Defense: 10 (12) Social Defense: 9
Physical Armor: 7 Mystic Armor: 7
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Post by Sveja on Dec 8, 2013 14:22:35 GMT -5
4th Edition Bruximus Consumables and Status Strain: 12 Damage: 6 Wounds: 0 Recovery Tests: 3 Karma: 13 / 16
Out of Date Money: 100 silver Healing Potions: 1 Booster Potions: _ Salve of Closure: _ Last Chance salve : _
Attributes | Value | Step (Dice) | Notes | Dexterity: | 16 16 | Step 7 (1d12) | | Strength: | 14 14 | Step 6 (1d10) | +1 Raised | Toughness: | 12 13 | Step 6 (1d10) | +1 Raised | Perception: | 16 16 | Step 7 (1d12) | | Willpower: | 17 17 | Step 7 (1d12) | | Charisma: | 13 13 | Step 6 (1d10) | |
Defenses | Physical Defense: | 9 (10)--12 | +1 Archer; +2 Shield | Mystic Defense: | 9 (10)--12 | +1 Archer; +2 Shield | Social Defense: | 8 ( 9) | +1 Nethermancer | Physical Armor: | 0 -------7 | +7 Crystal Ringlet | Mystic Armor: | 3 -------7 | +4 Crystal Ringlet |
Other Traits | Initiative | 7(d12)--6(d10)--4(d6) | -2 Ringlet, +1 Str, -2 Shield | Movement Rate | 14 Yards | +Sprint 1 | Karma Modifier | 4 (x Circle) | | Carrying Capacity | 140 lbs | | Unconsciousness | 26 (51) | +(5 x Durability) | Death Rating | 61 | Unconsciousness + Circle + Tou. Step | Wound Threshold | 9 | Toughness 13-14 | Recovery Tests | 3 | Toughness 13-18 | Ignore Init. Penalty | 1 | Strength 10-14 | Racial Trait | Low-Light Vision | Elf | Racial Trait | Sunlight Sensitivity | (-1 on A. Tests) Horror-Touched (Nightborne) | Racial Trait | Astral Sight | Horror-Touched |
Karma | Max Karma | 16 | Karma Per Day | 4 | Karma Die | 1D4 |
Karma Usage | Max Karma Used | Times Per Round | Source | Circle | Talents | 1 | - | Adept | 1 | Initiative Tests | 1 | - | Archer | 3 | Perception Test, Relying on Sight | 1 | - | Archer | 1 | Any Test against a Horror, Horror Construct, or Undead | 1 | 1 | Nethermancer | 3 |
Talents | Rank (Step) (Dice) | Strain / Action / Attribute / Source | Notes | Anticipate Blow: | 4 (11) | 1 / Simple / Percep. / A-D03 | Higher Initiative than target; Targets Mystic, Success +2 Phys. Def, +2 on firs tattack; Use # equal to Rank. | Astral Sight: | 5 (12) | 1 / Stand. / Charis. / N-D01 | Duration: rank rounds; range: 10x4 rank yards. | Avoid Blow: | 4 (11) | 1 / .Free. / Dexter. / A-D01 | TN = Attack Test; C/n use if surprised or Blindsided by attacker/ Max (Rank) uses per round | Awareness: | 3 (10) | 0 / Simple / Percep. / N-*02 | 1 result: short visibility; 3 results: medium range; with disarm traps, spot traps | Call Missile: | 4 (11) | 1 / Simple / Percep. / A-Fr | Result is number of missiles used by adept that return. Range: rank x 20 Yards | Command Nightflyer: | 2 ( 9) | 1 / Sustain/ .Will. / N-*04 | Targets Mystic. Converse for Rank Minutes. Number of Commands equal to successes. | Climbing: | 2 ( 9) | 0 / Stand. / Dexter. / A-*01 | Up or down 2 yards + 1/Success. | First Impression: | 2 ( 8) | 0 / Stand. / Charis. / A-*02 | Targets Social defense. Success improves attitude once. Three or more successes twice. Degrades once per day. | Frighten: | 5 (12) | 0 / Stand. / .Will. / N-D01 | Targets Mystic. -2 on all tests per success. Duration: Rank rounds. Will test vs. Step each round to break. | Durability: | 5 (x5) | - / Always / - - - - / A-Fr | +5 Uncon/Death Per Rank | Karma Ritual: | 4 (x4) | - / 30 min / - - - - / Fr | Amount of karma purchasable per day? | Long Shot: | 2 | 1 / Simple / - - - - / A-D05 | +5 yards for missile weapon per rank / +2 yards for thrown weapon | Missile Weapons: | 4 (11) | 0 / Stand. / Dexter. / A-D01 | For Shooting Things with Arrows. Pew Pew. | Mystic Aim: | 4 (11) | 1 / Simple / Percep. / A-D01 | Targets Mystic. Each success grants +2 on ranged attacks against target until end of round. | Mystic Pursuit: | 4 (11) | 2 / Stand. / Percep. / A-D02 | Targets Mystic. Senses Direction. Range: Rank miles. | Patterncraft: | 4 (11) | 0 / Stand. / Percep. / N-D01 | Read and write magic stuff. Identify spells. | Spellcasting: | 5 (12) | 0 / Stand. / Percep. / N-D01 | For casting spells. Pew Pew. | --Astral Strain | --Knack | 2 / St.(Si)/ Percep. / - - - | Targets Mystic. If successful -2 Mystic Defense until end of next round. Simple action if Netherweaving. | Spirit Hold: | 5 (12) | 1 / Stand. / .Will. / N-D04 | Targets Mystic. Range: 20 yard. Target unable to move. Requires Conc. Will test vs. Step reach round to break. | Spirit Talk: | 5 (12) | 1 / Stand. / Percep. / N-D03 | Targets Mystic. Duration: Rank minutes. | Spell Matrix (Std): | 4 | N/A. N/Free; Death Rating 10 | | Spell Matrix (Std): | 4 | N/A. N/Free; Death Rating 10 | | Spell Matrix (Std): | 1 | N/A. N-*01; Death Rating 10 | | Stealthy Stride: | 3 (10) | 0 / Stand. / Dexter. / N-*02 | Test determines target number to be detected. Move at half speed. | Steel Thought: | 5 (12) | 1 / .Free. / .Will. / N-D02 | May use any time Mystic Defense is targetted, TN to resist = Ability Test. | Tracking: | 2 ( 9) | 0 / Stand. / Percep. / A-*03 | Following trails left by others, or covering own tracks. | True Shot: | 4 | 2 / .Free. / - - - - / A-D03 | May use extra karma. Declare first, if still miss, may continue to add karma until a success is achieved. | Thread Weaving(Ar): | 4 (11) | 0 / Stand. / Percep. / A-D01 | Arrow Weaving | Thread Weaving(NM): | 5 (12) | 0 / Stand. / Percep. / N-D01 | Netherweaving | Wilderness Survival: | 1 ( 8) | 0 / Sustain/ Percep. / A-*04 | Find Food. Find Water. Find Shelter. |
Skills | 2700 Legend Points | Artisan: Drawing | 2 ( 8) (2d6) | 0 / Sustn. / Charis. | Artisan - TN = 5 for an aesthetically pleasing piece. | Artisan: Fletching | 1 ( 7) (1d12) | 0 / Sustn. / Charis. | Artisan - TN = 5 for an aesthetically pleasing piece. | Disarm Trap: | 1 ( 8) (2d6) | 1 / Stand. / Dexter. | Allows disarming of traps. Not useful against magical traps and wards. May attempt rank times. | Entertainer: Mandolin | 1 ( 7) (1d12) | 0 / Sustn. / Charis. | Targets Social Defense. Each success leaves 25% of crowd enjoys and remembers performance. | Knowledge: Elf Culture | 1 ( 8) (2d6) | 0 / Stand. / Percep. | Knowledge Skill | Knowledge: Horror Lore | 1 ( 8) (2d6) | 0 / Stand. / Percep. | Knowledge Skill | Lock Picking: | 1 ( 8) (2d6) | 0 / Stand. / Dexter. | Allows opening of locks. Not useful against magical locks. May attempt rank times. | Melee Weapons: | 3 (10) (2d8) | 0 / Stand. / Dexter. | Attack with Melee Weapon. | Read/Write Language: | 1 | - / - - - / - - - - | Languages: Elven | Resist Taunt: | 1 ( 8) (2d6) | 1 / .Free. / .Will. | Use when Social Defense is targetted, TN to resist = Ability Test. Taunt, Persuasion, Intimidation, etc. | Speak Language: | 2 | - / - - - / - - - - | Languages: Dwarven, Elven | Sprint: | 1 | 1 / .Free. / - - - - | For strain add + Rank to yards of movement for one round. | Streetwise: | 3 ( 9) (1d8+1d6) | 0 / Sustn. / Charis. | Targets Social Defense. +1 per target. Convinces targets adept is local street level. May be used as knowledge | Surprise Strike: | 3 ( 9) (1d8+1d6) | 1 / .Free. / Streng. | When attacking with surprise, or blind sided, or knocked down replace strength step on damage roll. | Wound Balance: | 2 ( 8) (2d6) | 0 / .Free. / Streng. | Resisting Knockdown tests (from wounds or other sources) - if balancing/supporting his own weight. |
Special Abilities Half-Magic: Archer: Caring for ranged weapons, and recognizing different types of ranged weapons, ammunition, or their creators. Half-Magic: Nethermancer: Recognize Nethermantic magic. Undead. Spirits. Understand the effects of Blood Charms. Half Magic: Nethermancer: Perception Based to detect ally spirits within 30 yards vs. mystic defense. Sense is always active. Karma on Perception tests relying on sight. (Archer) Karma on Initiative tests. (Archer) Karma once per round on any test against a Horror, Horror Construct, or Undead (Nethermancer) Spells: 1 page per circle per spell. 1st Circle: (100 LP - 5 pages) 1. Astral Spear 2. Ethereal Darkness 3. Shadow Meld 4. Soul Armor 5. Soul Dart 2nd Circle: (600 LP - 12 pages) 1. Aspect of the Fog Ghost 2. Chilling Circle 3. Coiled Serpents (Zhong strikes the hand) 4. Night's Edge 5. Shield Mist 6. Summon Fog Ghost 3rd Circle: (3 pages each) (300 LP - 6 pages) 1. Arrow of Night 2. Fog of Fear 4th Circle: (4 Pages) (500 LP - 8 pages) 1. Dark Spy 2. Viewpoint Equipment: Armor:(45) Crystal Ringlet Armor (4/4/-2) [3 Times forged] [Blood Guard Armor] (10) Crystal Raider Shield (3/3/-2) Weapons:(1) Dagger (2D, Size 1, S 2-10, L 11-20) (1) Dagger Number Two (2D, Size 1, S 2-10, L 11-20) (5) Hand-and-a-half Broadsword (5D, 6D 2H, Size 3, Size 4 2H) [3 times forged] [Blood Guard weapon] (2) Sap (1D, Size 1, +1 to damage if attacking to stun, +2 damage if called strike to exposed area while attacking to stun) Potions: (0.5 x # of potions lbs) (1) Healing Potion (_) Booster Potion (_) Salve of Closure Starting Equipment: (14) Adventurer's Kit (backpack, bedroll, flint & steel, torch, waterskin, large sack) (3) Artisan Tools: Sculpting (Stone) (3) Artisan Tools: Drawing (3) Artisan Tools: Writing (5) Grimoire (magicians only), 100 pages (3) Traveler's Garb (soft boots, shirt, belt, robe or breeches, traveler's cloak) Small library of esoteric but mundane books. Two tomes of Nethermantic study and research (from manor). Master Avelane's Bow currently not in possession. Elven Warbow (5D, Size 5, S 2-48, L 49-96) No bow in possession, no arrows. Nice collection of typical clothing. Slightly nicer collection of fashion accessories. Two Blood Guard Work Uniforms Blood Guard Dress Uniforn In-Game Acquisitions: Healing Potion! (Noted above)
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Post by ehren on Dec 8, 2013 20:17:02 GMT -5
no worries.
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Post by Sveja on Jun 9, 2014 12:58:34 GMT -5
Further comments on Brux:
Where most children are first greeted by the light of the world, Brux instead was greeted by the Darkness of Horror, an encounter that has left him both scarred and haunted. Physically he has never seemed quite normal. A series of mysterious burn scars arch across his back and shoulders, birth marks left by his close encounter. His eyes seem haunted, and haunting, the whites sometimes appearing to change colors in the most eery fashion. While he could be said to be traditionally handsome, he always seems somewhat disheveled. There is a certain lack of order that always surrounds him: un-combed hair, whiskers that seem ever-present, and his clothing never quite formal enough for the occasion. As a Blood Guard his uniform always seems off, but it is difficult to pinpoint just what is wrong with it.
He believes that he walks a careful line between Light and Darkness, his entire life a struggle to remain on the right side of the line. Only two pursuits clear his mind, buying him peace from the chaos and darkness that assault him: the practice of the arts, especially literary, and exhausting physical training. He had the potential to be one of the great Elven poets and artists, his tone always haunting, his verse melodic, serious, and touching. But that was not to be.
He finds violence, combat, and the world of magic to be subjects of practical application rather than art. He seeks the most effective means to reach his ends, preferring an economy of motion that eliminates any unnecessary expenditure of energy. His sword technique has no flourish, and he will utilize any tactic to bring advantage without regard for concepts of honor, or right. He seeks to rid the world of evil, and shield it from darkness, and holding anything back is a sign of weakness. He is fit, training constantly for the coming struggle.
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Post by Sveja on May 12, 2019 15:13:06 GMT -5
Re-Written for 4E:
Son of a generally poorly regarded and impoverished aristocratic family. Suffered a notable birth as his mother was killed by a Horror before, during or soon after giving birth. Rumors suggest she may have intentionally drawn the Horror to her.
As a young man Brux was recognized for his creativity and artistic talent. Attended the same prep school as the brothers, but never quite 'fit in'.
Following his education he pursued the path of the Song Smith, focusing on poetry and sculpting. He did not last under tutelage, with increasing social and monetary pressure causing a mental breakdown. He wound up becoming a not-very-enthusiastic member of the criminal underworld, surviving off of petty robbery and existing just above the level of an independent thug.
Turned his life around after meeting his mentor in the Way of the Archer - Averlane. Left his criminal life behind.
Joined the Blood Guard when his father's maneuverings finally bore fruit. Seems rather miscast as a Blood Guard, but does his best in the position. He still bears his youthful, mostly negative reputation and has not gained much prestige or credence within the Guard. However, he is happy for his position there as long as it serves his interests.
Deciding that he should dedicate himself to hunting Horrors he sought to study Nethermancy. With no good options for pursuing these studies among the Kaer's Nethermancers, he sought out his mother's old tomes in search of another path. During this search he was approached by a Mentor Spirit named 'Guide', which has all the indications of being a Horror itself. However, the two reached an agreement of mutual interest (and shared distrust) and he has begun the pursuit of the Art in order to learn what he can of Horrors, the better to hunt them.
General appearance: Brown hair, usually long, and worn in a casual but conformist manner. Traditionally handsome, cuts a mildly dashing figure. His eyes are of a deep purple hue, rather uncommon. Despite broad shoulders he has a slender and slightly effeminate look. The stubble and beard he often wears does little to offset this.
First Impression: Charming and mysterious - almost dashing.
Lasting Impression: Maybe charming, but rather more sad around serious - lightened by bouts of levity.
General Manner: Distant, but not hostile. Especially when serving in his official capacity, Brux plays the role well. He does not seem to have many close friends, but many associates. He has a rather serious and sad demeanor, bouyed by moments of unexpected mirth and good cheer.
Does not speak much, and when he does it is often bluntly phrased but spoken in a friendly manner.
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Post by Sveja on May 12, 2019 22:44:16 GMT -5
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Post by Sveja on Jul 20, 2019 1:07:26 GMT -5
Non-Magical Equipment Sought in the Short Term
Note regarding equipment and some items I'm hoping to get for Brux.
At the moment he is equipped for his 3E Horror Stalker version. He had a higher "ignore initiative" penalty, and was melee-centric. I elected to keep the gear he had because it was what he had already used, and was thematically appropriate for a Blood Guard. So he is walking around in heavy-ish armor, with a big sword, and big shield.
He is using: Crystal Ringlet +3 Forged Hand-And-a-Half Broad Sword +3 Forged Crystal Raider Shield
Ideally, to actually be appropriately equipped for his abilities, he should be using: Crystal Cuirass, or preferably, Runed Hard Leather (forged by Mal - in a Circle!) Crystal Buckler, usable with a bow.
Continue to use his Hand-And-a-Half Broad Sword (forged to +4 by Mal, maybe! - he should be able to do that now right?) And once he has retrieved his Elven Warbow from Averlane, have that forged as well. Hopefully asap! (This is really the most important thing, probably, and will take several weeks sadly. I imagine he will be primarily using magic for whatever upcoming giant disaster there is).
Other than that, I may inquire about having a dagger forged as a backup weapon.
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Post by Sveja on Jul 26, 2019 22:02:12 GMT -5
Additional Character and Role-Play Notes:Traits:- Steadfast and Brave
- Determined when he has an object in mind
- Often seems to be notice things that other people have failed to (whether or not he actually has)
- Self-Doubt: not so much in his abilities, but in his self-worth and value.
- Hates bright light
- Secretive and more comfortable out of sight or in the shadows(literally and metaphorically).
- Inquisitive, but not curious (many personal secrets are better left unknown, but some are incredibly powerful tools).
- Strong moral code when it comes to himself. Built around the idea of protecting the weak, and protecting everything from Horrors and their servants and creations.
- Strong streak of forgiveness when it comes to lapses that are not associated with Horrors. Tends to view things from a long perspective focused on what flawed individuals can still contribute, and on the ease with which people can fall into traps of self-destructive behavior.
- Deeply respects those who do genuine work for the benefit of the weak. Does not consider himself one of those.
- Resourceful and Cunning.
- Distrusts authority in general.
- Skeptical and often cynical.
- Loves music.
- Loves beauty and art. May not admit it, but anyone watching him observe a piece of fine craftsmanship will recognize it.
- Has shifted his remaining artistic talent to drawing, something he rarely practiced in school.
- Enjoys playing the Mandolin.
- Dislikes fighting. Views violence as a tool, not an aim in and of itself.
- Cares little about a fair fight, or about games and gamesmanship.
- If there is a reason to fight, there is a reason to win. And if there is a reason to win, that is reason enough to fight to win.
- Patience is a learned trait (taught by his Master). Impatience comes more naturally.
- Perfectionist tendencies, though these have ebbed significantly in the wake of his breakdown.
Discipline Based Traits:Archer:Strength: Vision. Patience Flaws: Over-Reliance on sight. Bluntness. Nethermancer:Strengths: Fearless. Inquisitive. Flaws: Secretive. Horror Stalker (Burgeoning)Strengths: Driven. Determined. Flaws: Resigned. Song Smith (Failed)Strengths: Creative. Flaws: Perfectionist. Doubting. Quirks:- Often 'doodles' when thinking or when preoccupied. These are not so much sketches, as mostly indecipherable diagrams representing his way of thinking through a problem, or internalizing complex ideas.
- Easily irritated by repetitive and meaningless movement such as finger tapping, pen clicking, and fidgeting (this grabs the attention of his senses, and makes it more difficult to pay attention to everything else.
- Does not drink.
- Eats quickly, as if he always has something he really needs to get back to doing.
- Poor at making small talk.
- Despite his nondescript look, he pays more attention to his clothing and fashion than he would ever admit. Usually noticeable in his efforts to keep his clothing well maintained despite his relative poverty, and in small details and accessories to the way he dresses.
- Sometimes talk to animals, or to spirits he senses.
- Likes sweets, and often carries a bag of them on his person.
- Doesn't drink alcohol - at all. Enjoys tea.
Other Notes:General poor reputation among almost everyone:Blood Guard: Appointed due to his connections, and not worthy of the position. Still young and inexperienced. Probably not capable of much, and probably not even smart enough to be corrupted. Age Cohort: A talented burn-out with few friends. Some may genuinely wish him well (or even like him), but none expect anything out of him at this point. Pretty much a lay-about. Underworld: A petty thief and lay-about. Not good for much. He has started to rebuild a reputation for trustworthiness and earnestness, at least. They trust him more than a similar Guardsman who had not spent time among them. But less than an actively corrupt one who works with them. Aristocrats: A layabout from a bad and poor family who should really no longer be considered on of them. Family: They love him, and think highly of him (and mostly fail to see all the trouble he has been in for what it is).
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Post by Sveja on Mar 13, 2020 19:51:18 GMT -5
Although I am planning to swap Brux out, while deciding which character to play I decided to abandon some of the wasteful over-reach on the character, cutting back skills, changing optional talent selections that I had made in order to pursue Scout and Wizard (that I don't care about any more), and investing in a 5th rank of Durability.
I've left a little bit of LP unspent (I decided at the last minute that I should have that rank of Disarm Traps, cuz...) but if I play him again I am sure he will have leveled up, so its not a big deal.
This is the state I will put Brux into Carbonite in case he has to be thawed out to replace an overeager Ork....
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