Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts

Thursday, July 3, 2014

Blazing Spear: Rulaani Clayborn Interview

Wrote this up to illustrate one of the major cultural perspectives in Blazing Spear- that of the Rulaani Empire, which has rapidly expanded in the last century.

I have encountered Peltan upon the road to Strongbranch. She is employed as a traveling sorceror's guard, and was ordered to answer my questions in exchange for information on current political events to the south.

Peltan is a tall clayborn warrior-witch, with brown skin and black hair that is shaven along both sides. She seems well accustomed to the weight of her armor. Her left arm and spear bear marks of power, a strange kind of Rulaani rasayana which I am ill-equipped to study. We converse in fluent crow tongue.

"Who are you?"
My name is Peltan il-Orphan Daughter, ar-Butcher's Ward, ar-Infantry Sergeant, Sellspear. I am called Peltan the Cold-Eyed.

"You have many titles."
Peltan Sellspear is my name, not a title. A Rulaani is defined by her labors. If was to I trade my spear for a plow and join a harvest guild, then my name would become Peltan Farmer.

"Where are you from and what is that place like?"
I was raised in the dawnside markets of the great city of Rulaan. It stands amid seas of grain, in the Heartland where the Titans once ruled over our predecessors. It is a place of great bounty, which all Rulaani will lay down their lives to protect.

"In my travels, I've heard many say that your empire has armies of witches. Is this true?"
I'd never heard that word, before I left my homeland. A witch seems to be any woman who wields strange and dangerous magic, who can do terrible harm in unexpected ways. So I will say it is half true. All our soldiers have the warlocks' marks and know how to use them; but only half are women.

"So your armies are comprised of both sexes."
Yes, and also those like the Alseid, who grow from their Heratrees and bear no children. All provinces of our empire must contribute to our armies, and those born in conquered territories can join our ranks to earn full citizenship. All who dedicate their lives to Rulaan may earn the right to be Rulaani.

"What does it mean to be a woman in Rulaan?"
It is a difficult thing for a foreigner to understand. In Rulaan there is no longer a woman's place and a man's place, woman's work and men's work. There is a woman's strengths and a man's strengths, but we teach them to each other. Our men are tempered- they learn discipline and foresight. In battle they fight in formation and hold ranks as well as any woman. And in turn, we learn from their fire- it is the men who show us how to inspire the masses, to sing with passion, to love our children. We make each other strong.

"To whom do you pray?"
No one. I am a sworn to the flame, like all true Rulaani. It is our most powerful oath and cannot be undone.

"Tell me about this oath."
It is sworn in the light of a true flame, the fires in which the first Rulaani burned the gods who created them. It means I have forsaken providence; the gods will not answer my pleas, and my fate has been unwritten. If I had some grand destiny, the world has now forgotten it; perhaps I will die tomorrow. But today I am alive.

"Why would you swear such a thing?"
To be Rulaani. To be a part of something more. Words can only say so much. Whatever my life, I know that no master has chosen it for me.

"What will become of your soul after death?"
Our lives are as fuel for the flame; my existence will end with my death. All that remains is the mark I have left on the world. As for my soul, who can say? I am clayborn, the favored titanspawn, sculpted in my long-dead creator's image. Perhaps I never had such a thing to begin with.

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Friday, February 12, 2010

Warlock High returns!


My last attempt to run a playtest game of Trigger Discipline with this Harry-Potter-meets-Rival-Schools premise quickly fell flat, in large part because we wound up not having enough players. This time, I don't expect that to be an issue- since I had 10 people applying for the 4 slots available.

I handled the selection process by running with an idea I'd put forward when I first announced the game- that the image above (taken from a panel showing various background characters in the Air Gear manga) was the class the protagonists were in. Everyone would be picking one of the characters in that picture as the person they would play as.

So for tryouts, I had everyone submit a short pitch (about two paragraphs) for a potential character- one that included notes on their fighting style (in a genre like this, a good half of a person's characterization consists of how they kick ass), personality (Trigger Discipline PCs lose chances to earn GAR Charge if they can't produce entertaining character interactions on a regular basis), and motivations (I didn't want too many mild-mannered types who'd always be trying to stay out of fights, since that'd mean I'd have to constantly come up with ways force them to participate in the gameplay).

I made it clear that people didn't have to worry about overlapping with other pitches; I wasn't selecting characters here, I was selecting players based on the quality of their concepts. Limiting the final pitch to a relatively short length let me see who could distill their character concept down to the key elements and communicate those elements effectively. Even then, deciding between these applications wasn't easy. Here are the pitches I received...

Makua
Character: 3 (where the character on the far left is #1 and the girl on the far right is #14)

Makua is a young, impressionable kid who's been picked on his whole life. He someday dreams of becomeing a badass hero like in his videogames and cartoons but understands that such a lofty goal is impossible for him to attain... or is it? Akuma, Makua's alternate ego, is a rash, headstrong and terrifying demon who represents all that Makua desires to become. Makua wishes some day to be the badass, Akuma IS the badasa. Makua has no idea that he has this innate power within him. But Akuma is keenly aware of Makua's shortcomings and wishes to make his prescense known to people so that he may properly put them in their place.

Makua's main hobbies include playing games and hanging out by himself. He's recently shown interest in learning how to fight. But Akuma is the real power behind Makua and when the demon makes his presense known he's only interested in one thing: bringing down everyone in his path. Akuma's fighting style is a fluid mix between hand to hand brawling and improvising various items on hand into various weapons. Because of Makua's love of games it's uncommon to see Akuma battling opponents with billiard balls or marbles.

Luis Castaneda
Character: 6
Luis has always had a mistrust of authority; The Man has always been up to some kind of shennagins in the back of his fertile imagination. This attitude solidifed one evening when Luis and Romero, his father, had an argument over sneakers, of all thing, before Romero went out on his evening beat. Luis has never forgiven himself for his last words to his father being so stupid, and while he does not wear this pain on his sleeve, the guilt and shame have guided his life since. Overall Luis is not nearly as misanthropic and bitter as he acts, but prefers to keep his compassionate side as buried as possible.

Luis works for the school paper; he thinks that everything is a story, and everyone has a hidden angle that he can discover, and Luis pursues them passionately, not being above using his natural knack for sensory magic and gift for 'talking' information out of inanimate objects to fill in the blanks on a story. His fighting style reflects this attitude, as Luis prefers to evade and confuse opponents until he is certain he has detected a weakness, and then use his mastery of the terrain to strike with back alley brutality. While Luis doesn't have the heart to really cripple or brutalize someone, he does believe in fighting smart rather than fighting fair, and isn't above an eye gouge, hair pull, or whatever else will finish the fight-after all, you never know who might be crazy enough to pull a knife on a prospective doctor of journalism.

Leon Hargrave
Character: 9
The poor kid who never has anything going for him. He tends to be clumsy, socially awkward, and overall not very impressive. Everyone pretty much takes the piss out of him. The fates deemed him unable to be happy. In fact, he’s not even supposed to be here. A paperwork mixup sent him here by mistake, and there’s no way to correct it. He tries to remain upbeat about it, though. This may be less optimism and more denial. He’s a bit of a wisecracker, and he has an unhealthy obsession with his weapon of choice. An aluminum bat that he’s dubbed “The Baseball Bat of Justice”. He talks to it.

In essence, Leon is a bright kid. He’s more the tactician than heavy bruiser. He has the power of “cut-and-paste” and “drag-and-drop”. Much like the MSPaint feature, he can trace an outline around an object and effectively remove it from the universe. He can then later “paste” the object back into the universe at any given time. He can also telekinetically move those objects around, which he does to create platforms for his acrobatics. He’s a springy bastard, he tends to hop around, smash your face in with his Baseball Bat of Justice, and then get out of range of your attack.

Angus Wicque

Character: 13
Angus is, despite his physique hinting to a football or rugby player, is a theatre actor, and a bit of a ham. He tends to be friendly to EVERYONE, even when it's a little inappropriate for the situation. He often likes to flaunt his "wordly knowledge," which may or may not be real or even applicable to the situation. He does have his moments of insight, but it's not like he's stupid when he isn't, it's more of an exuberant, theatrical need to break silence. He gets in fights fairly often, more for the HONOR OF A COMRADE or FOR GLORY AND SOME GOOD OLD FASHIONED VIOLENT SPORT than for a motivating cause.

His way of fighting is fairly straight fisticuffs, but since he dances a lot, he gives it a pretty entertaining flair (Pirouette, kick, turn, FIST IN YOUR GUT, and jazz haaaaands). He's just as amiable in fights as he is out of them, and he likes to talk about the weather with whoever he's fighting. Since talking isn't always a free action, though, he does need to incapacitate or hinder his opponent to allow him to catch his breath. He does this via his Sense magic: He tends to dull his senses slightly so that he can't be easily blinded or overwhelmed by sound or smell, and overloads his opponents by exponentially increasing their own senses. While they're seeing in over a hundred different colors at once and flailing at every single movement in the nearest 50 yards, he tends to either end it quickly or try and think up some improv to continue the fight with while catching his breath. Despite this fairly foul play sort of style, he upholds his own sense of honor, never hitting them below the belt or physically attacking their eyes or ears.

Fujimoto Kuniumi
Character: 12
Fuji is the second generation son of a local convenience store owner and his wife. He's a guy who couldn't care less about things like "responsibility" and "honor" or all the other bullshit his parents yammer on about. Instead, he's taken up partying, and when that isn't enough, picking a fight with whoever happens to piss him off at this very moment. He will probably not take the fight very seriously, as he's just funnin' around. Fighting someone is like knitting or baking a pie. Some people may suggest to him that he does this because of the empty hole in his soul. That person will then probably be blasted.

When Fuji fights, he will brawl and use his bokken. While brawling, he uses his Mind magic to do things such as slow down the opponent, or simply fill their mind with so much junk that they will stop fighting, leaving an opening that Fuji will gladly take. When that doesn't work, he uses Force magic, using the bokken as a focus, to blast pure energy at the opponent.

Chloe Walken
Character: 8
Chloe Walken, 14, is the second born daughter of her lawyer father and, near predictably, the black sheep of the family. With an older sister who’s an Honors Student at the prestigious Cowfreckle Academy, Chloe’s gone a more decidedly violent route. In middle school, two weeks before the end of the eighth grade, Chloe decided to finally usurp the school’s “Queen Bitch,” Miranda Solheim, apparently for the hell of it. She is every snide, smartass popular girl you ever hated in high school, except she’s telekinetic and wickedly ambitious. She’s got her greedy eyes set on taking over the whole school and it will take an act of God to shut the girl down.

Her preferred type of magics are force and matter. She is a “full body” spell caster, meaning she tends to be very kinetic in battle. She will gesture, spin, and generally bound about while transmuting plastic lunch tables to solid metal to be properly thrown about. When she’s not tearing apart the floor or throwing someone halfway across a room, she’s wailing on anyone who will sit still with some wooden sword she stole from the gym. Her hobbies include making fun of Leon’s cap, waiting for someone to start shit with her, and watching old 80’s movies.

Spencer
Character: 11
Spencer's got something most other kids don't: rhythm. Rarely seen without a pair of headphones on, he's off in his own little world, carefree and easy-going. Quiet and collected, Spence is the type to analyze a situation and pick it apart precisely; his actions speak louder than words. Not quite a mute, he's personable and by some standards, even nice - just don't fuck with his groove.

While other students might focus on more subtle ways of solving their problems, Spencer's straight to the point. When things come to blows his rhythm comes into play; Spencer's a boxer, plain and simple. Footwork, speed and a mean inside right get the job done. His magical affinity tends to give him the label of a "tank." Straight and simple, with a touch of flair. Body movin', body body movin'.

Sarah Van Allen
Character: 14
Sarah doesn't look like your average Warlock High student. Rather, she looks like the sort of person who people get transferred to Warlock High for bullying. And up to a point, this is correct: she is timid, shy, and easily pushed around. That is, until other people need her help.

While a lifetime as a bullying victim has made her virtually incapable of standing up for herself, for whatever reason, the same does not apply when other people are the victims, or otherwise in need of help. She will, in those cases, transform from her usual, timid self, into a determined figure dead-set on protecting others.

She is not terribly physically imposing by nature, and so does not favor direct combat if she can avoid it. Instead, she uses Matter magic to reshape the walls and floors into weapons, creatures, platforms, or whatever she needs to lay a hurt down.

Kyle Kairen
Character: 1
Personality wise: Intelligence but antisocial. Particularly pissed off at authority figures. All in all, just has a rather large chip on his shoulder.

Combat: The words on that large ass jacket are each tied to spells. Think of them like advanced rune spells that come off and activate when they leave the fabric. About half of them are odds and ends he picks up from other people but they aren't usually as effective as if someone else just cast the spell. The other half are summoning spells he makes for himself. Pretty much all of them turn into stuff like baseball bats and brass knuckles and the like for whatever situation he might need them for. Doesn't do well with weapons with moving parts though.

Spends a lot of time sewing the words onto his jacket, and is quite adept at needlework, but gets more than a little pissed off if anyone mentions it.


So who'd I select? I stuck with what I'd said going in, and chose 4 players- the ones who'd come up with the pitches for Luis, Angus, Chloe and Fujimoto. I gave the first two places on the waiting list to the players behind Spencer and Leon, and asked them to stick around- my plan is to quickly determine whether the format and new version of the system can support a 5 or 6-person group without getting weighed down.

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Sunday, November 22, 2009

"Hey, I should write that down!"


I finally found a reason to use twitter! As its name might imply, dagdasnotepad is a sort of bite-size companion to this blog/portfolio, a collection of the ideas that pop into my head and seem worth holding onto. They're also potential blog posts, if people show interest in hearing more about them.

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Wednesday, November 4, 2009

Kjallak Havengard


Kjallak's my character for a Fantasy Craft game I'm playing in via Skype. The players are all denizens of a group of islands in the middle of this sea that's separating two nations with an ancient rivalry; the premise is that we're going to take a stab at the courier business, running messages and precious cargo back and forth between the two sides by whatever means necessary. We needed a reason for everyone to have gotten together, so I volunteered to make someone who'd be recruiting everyone else at the start of the game.

The island's population is a diverse collection of refugees that sailed from the other side of the world, so all kinds of concepts are possible; Kjallak's background/motivation is that he's emerged as a leader among the 20-odd people that make up the new generation of his clan. Said clan once occupied one of the highest places in a nordic version of imperial china, and his elder's tales of glory have left him confident that his people can attain a similar level of status in this new world. He's forcefully charismatic, and driven by ambition- though he doesn't yet have a long-term goal, beyond the recognition of the Havengard name as a noble title. That's something to figure out as the game goes on.

Kjallak's first level is in Assassin, but from here out I expect to take an even mix of Captain and Courtier levels. His two biggest specialties at this point are Intimidate and Tactics. Hit the link for his full statistics.

Kjallak Havengard (Kee-YAWL-awk HAW-ven-guard)
Ruthless Human Corsair
Assassin 1

Str 8 (1 pt, -1 talent)
Dex 10 (2 pts)
Con 10 (2 pts)
Int 18 (18 pts, +1 talent)
Wis 8 (0 pts)
Cha 15 (11 pts)

3/3 d4 Action Dice, 9/9 Vitality, 10/10 Wounds
Defense 16 (1 base+4 Int+1 Spec), DR 0
Ref +1, Fort +1, Will +0, Init +6 (2 base+4 Int)

+5 Unarmed (+6 vs. Special), 1d6+4, 19-20

+3 Athletics (4) [Origin]
+6 Blend (4)
+6 Bluff (4)
+8 Crafting (Carpentry, Writing) (4)
+6 Disguise (4)
+10 Intimidate, 19-20 (4+2 BSM+2 Orc Armor)
+4 Prestidigitation (4)
+0 Ride (Water Vehicles) (0)
+3 Sense Motive (4)
+4 Sneak (4) [Origin]
+10 Tactics, 19-20 (4+2 BSM)

-Basic Skill Mastery (Officer)
-Martial Arts (Intelligence)

-Always Ready
-Menacing Threat
-Terrifying Look
-Heartseeker
-Hand of Death (21)

Interests: Languages (Native, Keehorn, Zetra), Studies (Seamanship)
Proficiencies: Unarmed Forte, Cheap Shot [Talent], Mix-Up (Pummel, Threaten)
Panache 5, Prudence 0, Appearance 4 (2 Panache+1 Grooming Case+1 Orc Armor)
10 Reputation, 100 sp stake, 30 coin in hand

Vented Ceremonial Orc Padded Armor (5 cold resist, 4 heat resist, 5.4 lbs) [44s]

Grooming Case (D, 2 lbs) [8s]

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Monday, May 25, 2009

Kingslayers: The Protagonists


Ta-daa! Here's the final results of the Kingslayers character creation thread. Like most of their defining aspects, the portraits were selected from a set of options presented for each character. On the whole, it seems like people's votes gave us a team of seasoned experts with a rather serious bent, rather than, say, a ragtag bunch of misfits. Which is not to say that the game won't have its humorous moments- I suspect that at least one member of the group will turn out to be quite a deadpan snarker. Still, we'll have to see how things go from here. . .assuming, of course, that I can be remotely on-task about this. I'm not going to lie, these personal storytelling projects are always some of the hardest things for me to stay committed to. Still, I'll keep you posted.

Art Credits: From left to right, Honesty Algebra, Makani, Eiji Kaneda, and unknown.

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Saturday, May 23, 2009

Kinglsayers: Character Archetypes

This was a fun little exercise, I have to say. Kinslayers' character creation process was meant to take the same flexible approach as the rest of the game: I suggest options for how to succeed, and the audience votes and/or suggests alternatives. In this case, I started with the 4 "roles" the 4 party members would be serving in, and then supplied a set of options for the forms that role could take.

The fun bit was that these roles- muscle, guide, investigator and negotiator- were decided on based on the needs of this particular plot, rather than the gameplay system or the genre. It gave me a chance to approach things from a different direction than having a tank, healer, artillery, and so on; an interesting first step in coming up with the characters for the game.

Muscle: While most of the party will presumably be decent in a fight, this will be the real go-to character when things get violent.

A: Killing Machine. Forget codes, forget honor. . .it'd be a stretch to even call this character a warrior. They've always been a prodigy at using violence to end the lives of others, simple as that.
B: Martial Artist. The character's dedication to mastering the arts of physical combat is almost an end in and of itself. They might be a monk, or just a disciplined swordsman with a spiritual side.
C: Tactician. This character's excellent situational awareness and decision-making skills have helped them lead many an outmatched group to victory.
D: Veteran Soldier. The character has held a variety of military occupations in his time. Surviving that kind of life requires a wide variety of skills that range far beyond just marching in proper formation and knowing how to hold a blade.

Investigator: Remember when I said the premise would be something like Sherlock Holmes pursuing Dracula? This fellow will be our closest thing to Sherlock Holmes.

A: Gumshoe. Classic Noir private detective. Will probably play the part to a shameless degree- trenchcoat, fedora, cigarette, the works.
B: Medium. A spiritualist with a limited array of inborn abilities, including the ability to "read" the memories of objects and perceive activity on the ethereal plane.
C: Profiler. An expert at reading people and predicting their behavior.
D: Scientist. Specializing in the realm of forensics, a realm of science that's achieved a moderate level of advancement in part thanks to divination magic; will probably be something of an artificer.

Negotiator:
The party face, an expert at handling social obstacles.

A: Ambassador. The character's a veteran political mover and shaker, an expert at negotiating bureaucracies who always has a few strings he can pull.
B: Psychic. As telepaths go, his raw power is less than average, but his skill in wielding it makes him excellent at subtly manipulating people's minds.
C: Underworld Agent. An expert in working with those on the wrong side of the law, and perhaps in using various less-than-legal tactics himself.
D: Spy. An honest-to-goodness espionage operative, skilled in tradecraft and the art of deception.

Guide: The party will be visiting plenty of strange and exotic locales over the course of our story. They'll need someone to lead the way.

A: Adventurer. One of those crazy folks who makes a career out of going into very dangerous places and coming back with lots of loot.
B: Cosmopolitan. A well-traveled soul with plenty of experience when it comes to dealing with foreign cultures.
C: Tracker. An expert huntsman, whether his prey's an escaped fugitive or a dire wolf.
D: Savage. Born and raised by an "uncivilized" people, completely at home in the wild.

Tune in next time to see the characters /tg/ settled on!

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Wednesday, April 15, 2009

Warlock High: 10 Magical Fighting Styles


As an challenge to myself, I came up with a variety of different potential magic-based fighting styles for the Warlock High game, each based on a combination of two different schools of magic. These were partly intended to be examples/suggestions for my players, as well as a reserve of ideas for my own characters. Each school of magic gets used twice.

Void+Entropy: Strategic Demonic Suppression
As mentioned in the previous post, "Demons" in this setting amount to a sort of superpowered evil side; any permanently demonic character is just a Mr. Hyde who managed to beat Dr. Jekyll into submission. So say there was a character who was a natural prodigy in the realm of demonology, meaning they could turn into a very powerful Mr. Hyde. Naturally, such a child's parents wouldn't be to keen on their little darling risking their 'life', so an arrangement was found that would still let them realize their potential: The child could become an expert at Void magic. Rather than trying to reign in their natural talents, they'd just keep their effects suppressed by using antimagic on themselves.
The side benefit to this is that they have can unleash their demonic form to a limited degree; for example, letting one or both arms transform and using that limb to throw or block a punch.
Force+Matter: Augmented Projectiles
The mage uses Matter magic to enhance objects in a variety of ways- hardening them, shaping them, sharpening them, and so on- and then uses Force magic to propel them towards her target in various highly dangerous ways.

Mind+Sense: Fake Familiar
The mage has a powerful construct, which they command with expert skill; say, an electric elemental, able to get around the vast majority of defenses and hit you with painful jolts that leave you barely able to move.

Except that the construct doesn't exist. It's an illusion that the character constantly projects, and its "attacks" are meant to make the enemies more susceptible to the mage's mind blasts; since they believe a physical source is wreaking havoc on their nervous system, they aren't trying to instinctively guard against a mental one.

Space+Fire: Unpredictable Beamspam
This one's fairly simple. Fire magic is great for attacking with blasts of energy or heating/cooling objects with a touch. But throw in the ability to create small close-range portals at the snap of a finger, and your attacks become much, much harder to anticipate. You can simultaneously look your enemy in the eye and shoot them in the back, and they know it.

Growth+Machine: Cyborg

The human body is an extraordinary machine, honed by untold ages of evolution to survive in its given environment. But modern society is a different sort of jungle; one with power outlets everywhere you look. It would be a shame to let this resource go to waste.

This mage's talents with constructs let them craft artificial enhancements; their knack for growth magic gives them the necessary capacity for biological manipulation, meaning they can surgically insert these mechanisms into their body and have them work in tandem with the existing system. Having to keep an eye on their battery levels is a small price to pay.

Space+Mind: Bullet Time

Time is relative, and advanced-level Space magicians can work with that fact in several ways, accelerating or decelerating themself or others. This mage, however, manages to take things a step further by enhancing themselves with Mind magic. Their thoughts flow at an advanced rate, and they accelerate their body to make sure that it can keep up- making it so that for them, the rest of the world really is moving in slow motion. It's a powerful combination; just don't let the enemy mess with your concentration. In this case a partial disruption of your spellcasting can throw you off worse than a total one.

Entropy+Sense: Chaos Theorist

Entropy magicians' power is labeled by the layman as "corruption", but the truth is more complex and subtle. At a fundamental, their magic deals in the forces and natural dynamics that disrupt and degrade functional systems- be they mechanical, biological, social, or otherwise.

As such, there's a natural synergy between this and sense magic. The more you can perceive and understand a given system, the better your ability to gum up the works; you have to see the lines of power in an enchantment or a person before you can strike at them. This mage can seem weak; but appearances can be very, very deceiving.


Growth+Force: Living Weapon

While most associate Force magic with telekinesis, it has another application: Enhancing or reducing exiting kinetic energy. Stop a sword blow or break a door down with a casual wave of your bare hand. Here, it's Growth magic that has a natural synergy with your efforts. If you enhance your physical power (and more to the point, durability), and simultaneously augment the kinetic energy your actions carry, you get exponential improvements to your results.

Machine+Void: Automated Assistance
The thing abut void magic is that in duels its applications are entirely defensive and reactive. You can't do anything to an enemy that doesn't use magic. As such, Void users traditionally work best when supporting one or more partners in combat. However, a Machine magic-user can make their own partner, who goes into combat while the magician sits back and negates any magic that would come their way. In fact, they can also use their magic to negate more temporary magic effects without interfering with the ingrained type of magic which allows their construct to function, a more advanced form of Void Magic that requires a greater level of skill but less raw power.


Fire+Matter: Magma Blade
This mage's approach is wonderfully straightforward. You take a weapon, and use your magic to heat it up to amazing levels- maybe even the point where it would normally be reduced to a puddle of molten metal burning a hole in the floor. But then you use your Matter magic to reinforce the weapon, letting it retain its integrity and sharpness while conveying heat even better than ordinary metal would. Voila; you have the hot knife, and the world is butter.


As mentioned before, these kind of concepts have no direct mechanical significance in Trigger Discipline. And yet, they're still vital; the key to crunch advantage in TD is the rewards given to those who manage to do cool/interesting things, and if anything will help you there it's having a cool and interesting character with cool and interesting abilities. Being "strong" is a secondary priority at best.

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Thursday, May 22, 2008

Morgan (Warning: Not for kiddies)


It's not that this post contains material that isn't work-safe, it's just dealing with more dark/mature concepts than normal. Consider yourself warned and all that jazz. Anyways, the other day someone posted this on the /tg/ forum, along with some sketches:

Okay guys, help me make a character. Rogue/avenging executioner chick that crossdresses as she believes that all the traumatic events that happened to her were due to her being female. Among other things, she was given half a glasgow smile.

I'm having trouble coming up with a name and some general "behavioral" guidelines. I don't want to just be emo all the time, I don't play that archetype as a rule and am just dabbling with this particular character.


In response, I drew on an older villain concept of mine and combined it with this premise to create a concept that could work for a villian or antiheroine, depending on how you implement it. Out of personal preference, I opted to try and create a working psychological profile that stemmed from a background that was believable and traumatic while avoiding the cliche of sexual abuse.

Say she was a normal peasant girl, poor but loving family and all that. This all came to an abrupt end when cultists of Erythnul (or a similar deity CE deity of hate) broke in one night, brutally beating the parents and dragging the screaming, sobbing eight-year old girl into the night.

She was put into a cage, a two-meter cube of rough iron bars against one wall of a room that wasn't much larger. There was a small hole in the wall that ended in a shallow basin, for water and an occasional bit of raw meat or tough, stale bread. The room's only other feature was the door by which the cultists (always male) entered.

It was her only form human interaction, if you can call it that, and it was always the same. The cultists never said a word or opened the cage's door. Instead they howled bloody murder, wailing and screaming as they beat themselves against the bars or tore the skin off their arms as they forced them between the bars, inch by inch, hands grasping for her but never actually touching.

It was a ritual of sorts, one that most victims endure for about a week before retreating so deep into themselves that they never come out. But there are exceptions, and minds of children will bend where a more mature one might break. After a month, they began to open the door on occasion. The first time they did so she took off half the cultist's face before biting into his jugular. It would be the better part of a year before group of adventurers broke into warren and killed the cultists, rescuing what had once been a small child.

The adventurers took her to a holy temple, did what they could to heal her; but while magic could restore a measure of her mental functionality, there was nothing that could be done for her warped psyche. Eventually the girl was reunited with her family: A father that was now too weak to farm and worked charity jobs around the town to help feed the girl's younger sister.

The once-youthful man tried to raise his elder daughter well. He tried to restore some semblance of the bright, cheerful girl that had been taken away that night. And he truly did make progress; after a time the girl began to speak more often than she attacked or gave a terrible howl. After a time she began to ignore her little sister's existence entirely, rather than attacking the girl more and more viciously whenever the father was in a different room. But over the space of seven years, that's as far as the old man could get. That was when his child ran away, at the age of sixteen.

To elaborate on that psych profile: Put yourself in the child's shoes during her time in the cage. You have these people (all male, the start of that association) and whenever one's in the room he's always threatening her in a way that is extremely primal, extremely violent on both a physical and social level. Some part of her made a choice to fight back, rather than retreating past the point of no return; so she imitated the "strong" presence and made herself primal, made herself masculine, made herself violent in every sense of the word. Her perception of the world is based on the idea that everyone's going to have to make that choice just like she did- being weak and innocent means you'll be ground into nothing, being violent and manly is the only way to survive in this world. Her scars and smile are self-inflicted.

In the end, her worldview (from an objective outside analysis) is pretty simple. She believes there are two kinds of people in this world, men and women; and she doesn't equate sex with gender. Rather, her concept of gender and her concept of the choice between aggression and victimhood are one and the same. Of course, she wouldn't (possibly couldn't) really explain this distinction to others; for example, if someone expressed shock upon finding out that she was a "woman", she would take grave offense. In her mind, HE *is* a man. Because being a man means dominance through aggressive violence, not having a penis. That's why he wears men's clothing and talks like a man. When he insults a male pacifist monk by calling him a woman, he's also being completely serious. It's also why he tells people that his name is Morgan. There was a Mary, once, but she's long gone now.

The rest of the character, as mentioned above, is the implementation and will determine whether Morgan is a villain or antihero, CE or CG/N. As a villian, I see him as being constantly angry- agitated and on edge, never fully able to keep his feelings under control. Chewing his lip, speaking harshly to others in terse, blunt statements, cracking his knuckles or carving a line along her arm with a knife. . .the villanous Morgan will often break things as he speaks, whether objects or people. In the end, violence is just the way he interacts with the world. A happy young woman leading an idyllic life offends him on a fundamental level, the same as any overzealous paladin.

A good version of the character would share many of the above traits; after all, that's the definition of an antihero. But this version of Morgan, while retaining the misogyny and other flaws mentioned outside of the previous paragraph, is trying to overcome his violent impulses rather than clinging to them; to make the world a better place rather than simply guarding his own interests. He'll still harass passive women (or men), but he'll do it with the aim of strengthening them through adversity, showing them what he believes to be the true nature of the world.

I believe that's all the important details of the concept. Hope this proves useful!

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Friday, October 12, 2007

10 Character Ideas


A villain successfully completed a ritual he found in an ancient tome; the ritual was meant to defend a long-lost civilization, but he instead intended to use it for his own fiendish ends. He interpreted the text as saying that the ritual would bestow upon him the powers and nature of a mighty warrior; this translation was technically correct, but lacked some important subtleties. Upon completing the ritual, the villain's mind was completely overtaken by that of a warrior who had agreed (out of patriotism) to have his spirit bound for use in the ritual's creation. The warrior was able to pick up enough from the villain's suppressed mind to determine the man's intentions and learn that his own civilization had long-since fallen (And get a decent idea of how to speak Common while he was at it). He could simply relinquish his control of the villain's body and move on to the afterlife, but that would be a bit of an anticlimax, not to mention it would mean unleashing a total bastard upon the world once more. No, he's going to stay in this body and live out the life he gave up when he was bound all those years ago.
----
A psion who believes that she's dreaming and comes from another world, the details of which she can't quite recall "because I'm not awake". Almost certainly insane, yes, but it is odd that any efforts to figure out her past and where she came from produce nothing in terms of results. Still, in the end she's just a young woman with more psionic potential than her mind could cope with. That's why she occasionally uses words and then can't define them when asked what she means, words like "skyscraper" and "gun". All there is to the story, in the end.
----
You wouldn't think it, but the common-born fellow in handwoven clothes before you is actually one of the greatest magical geniuses of his time. His defining character trait is humility; he's never sought recognition, never shows off his spells or prattled at length about the details of their casting. Nor has he ever gone out of his way to acquire magical knowledge or power. He casts spells in a minimalistic fashion without fanfare, and generally plays down any comments about his abilities as though he was just riding a horse or whittling a piece of wood. Perhaps he's even taken a vow of poverty (with GM-allowed exception for his spellbook, clothes and writing tools). His true genius is simply that his abilities match those of wizards who obsess over textbooks for years, with only his own occasional bits of research to fuel his development.
----
A necromancer who has an outlook similar to that held by many doctors. He has great respect for the sanctity of life, but takes the long view with regards to his research. His ambition is discovering new, effective, non-evil way of prolonging one's life as a sentient being (whether or not this involves a living body). However, he's well aware that experimenting with life and death tends to attract mobs of torch-and-pitchfork wielding villagers. The solution: join a heroic adventuring party. You get a reputation for good deeds and powerful allies who'll stand by you if things go south. He's also found that adventuring tends to fuel his research nicely. So many adventurers tends to take for granted the extraordinary creatures, artifacts and enchantments they come across; but not this mage!
----
A character who grew up poor and became involved in the criminal underworld, eventually working as a high-class enforcer for a powerful crime lord. At the same time, he had a better side in the form of his family- an elderly adopted grandfather and a younger sister, whom he always made sure were taken care of. Eventually, however, the crime boss decided to collect a bounty and send a message to his subordinate in one swoop; he forced the man to kill his grandfather by subtly holding his sister hostage. The enforcer made the hit, and did so mercifully and to the old man's face. He then trained himself rigorously and made a few other preparations over the course several months before sending his sister off to a far-off city and then immediately attacking and taking down his superior. Since then he has largely worked as a vigilante against the rest of the criminal underworld and others who similarly exploit the weak, playing them against one another using fear and intimidation as much as physical force.

They key for this character is that while good-aligned, he is not driven by righteous fury or empathy for innocent victims. Instead, he is simply sick and tired of dealing with those who oppress and seek to control all that is around them. He doesn't consider himself some grand hero, he just focuses on wiping out the next group of scumbags.
----
A ranger/fighter/horizon walker-type character who's practically obsessed with cartography- the subtleties of surviving, navigating and fighting in a given type of terrain and the production of maps whose proportions are honestly accurate on a large scale. He's very intense about all this, giving it a great deal of thought and writing pages of notes in a tight, indecipherable scrawl. However, he also keeps to himself about it except to offer the occasional valuable suggestion (Max ranks in knowledge(geography) and (tactics), not to mention survival), so others tend to regard it as an impressively intellectual hobby.

The truth of the matter is that the character has grand ambitions- ambitions that involve leading armies to victory and conquering massive amounts of land. The notes he takes and books he reads tend to concern things like the logistics of supporting an army in a given environment and the specialized tactics available. He's always careful with his finances, building up gold for when the day comes to raise his forces...
----
Once every ten years, a certain monastery selects one of their most promising members- one that has learned their teachings well but is still relatively young- and sends them out into the world. The purpose of this exercise is to test their disciplines and beliefs- not the mental strength of the disciple, but the worth of the teachings themselves. The monk sent out in this manner is afforded a unique status: he is free to do as he thinks best, though he is asked to return and report on an annual basis. After the space of a decade, he may return to the monastery once more if he wishes, and will be admitted regardless of how he has changed.

This is how the character came to leave his monastery a few weeks ago. Raised in the monastery for as long as he can remember, he marvels at the wonders of the world around him and, as is his duty, constantly reflects on how the lessons of his elders apply to his own experiences and strives to achieve new levels of understanding. (Said lessons can include buddhist doctrines, zen teachings, vows from the BoED, or whatever else you think might be interesting to try out. This is a case where the character is *expected* to evolve. Don't try to plan it out; have them keep an open mind and see where they go!)
----
A fearsome swordfighter from the north with numerous wolflike tendencies- beyond the superficial things like a tendency to growl and a preference to hunt down his food, he also places great importance on supporting his "pack" (adventuring group) and working as a team. He is fully human; the animalistic nature is not genetic but mental, as his father was a werewolf. As a boy he wished that he was also a lycanthrope, but his father sharply reprimanded him for these wishes, instead urging him to recognize and emulate the values he admired in wolves without losing control over his own humanity. To this day he isn't sure he understands what his father was attempting to get across to him, but he has remained fully human in faith that the wisdom of his father's directions will become clear someday. Still, more and more he finds himself dreaming of discarding civilization and escaping to the wild.
----
At a young age, the character (an only child) was taken by their dying parent across the country and into the desert, eventually reaching the lair of an ancient dragon. There, the parent identified the character as the dragon's great-great-great grandchild, and requested that the dragon take the character in rather than letting their own bloodline end with a helpless orphan dying in the street. The dragon accepted, his pride in his bloodline stirred more by his descendant's sheer chuptzah than anything else. Though perhaps statistically a normal member of their race (being 1/32nd dragon doesn't grant a ton of bonuses), the character has a very draconic set of views, including a tendency to hoard valuable items and speak in grand terms.
----
In a medieval setting with a relatively realistic social structure, a soldier falls in love with a woman while on a foreign campaign, and she with him. Although relatively well-off, she leaves her household to return home with him and live a humble life with him as a farmer and her as a housewife. After some thirty years of happy marriage, the husband dies, and the children are all dead or gone. She sells the farm (or is forced to relinquish it if) and, approaching the age of 50, finds herself without a home or clear purpose. The role of a wandering hermit is one option, but she decides to try her hand as a low-key adventurer instead, drawing on her training as a warrior from her youth. It's an odd role in this culture, but she finds it enjoyable- the risk makes her feel more alive than she has in years.

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Thursday, September 6, 2007

7th Circle: Potential Iconics #1

Here are 5 potential iconic characters for the 7th Circle game- the equivalent of D&D iconics such as Redgar and Lidda, characters used in examples and anecdotes.

John Hallidae
World: Wild West equivalent of the Urban Arcana campaign setting.
Crunch: LG Elven Ranger/\Tough Hero\Gunslinger\Frontier Marshal
Supplements: d20 Past, Oriental Adventures

Special Bonus: Quick-Draw Attack (Uses the Iaujitsu Focus skill from Oriental Adventures, but with one-handed firearms instead of swords) and Lay Down the Law (Can Smite Chaos in the same manner as the Smite Evil ability of a paladin of his level).
Background/Personality: John's father was a half-elf veteran of the Mexican-American and Civil Wars, who came west with his wife and worked as the sheriff of a fierce frontier town for over a century. John wanted nothing more than a steady job as a ranch hand, but when his father was killed in a shootout with a troll bandit known as Ike Rothide, he felt obligated to take his father's place as lawman. In the eighty years that have followed, he has com
e to understand the reverence his father held for the law. Now that his home has become increasingly civilized, he welcomes the chance to more good elsewhere.
Abilities: John is a crack shot with two pistols (Two-weapon fighting combat style, Gunslinger), but is also experienced when it comes to
nonviolent methods of conflict resolution (Field Marshal, Law Enforcement occupation). He is regarded by many as one of the toughest elves they've ever met (Tough Hero), a quality he usually credits to his human grandmother.

Takano Reeves

World: Modern-day gothic urban arcana.
Crunch: LN Human Warlock/\Dedicated Hero\Arcane Arranger
Supplements: Complete Arcane
Special Bonus: +2 save DC against chaotic outsiders and evil outsiders (Stacks against CE
outsiders).
Background/Personality: Since the age of six, Takano has been a loyal earthly agent of Hell- or at least, one of its factions. Specifically, he served the devils in his world's equivalent of the Blood War- not an endless conflict, but a revolution by Lucifer and his demons that was only a few centuries old and fast coming to a close with the devils on the losing side. While the demons sought only to pursue their own sadistic inclinations,
Takano's faction still sought to follow their assigned role in the grand cosmology, testing and strengthening humanity through trials instead of seeking to do them ill. At any rate, to make a long and complicated story short Takano's masters lost the war. In the warlock's own words, there's nothing left for him back home, only a life of revenge he'd rather not get sucked into.
Abilities: In addition to the formidable eldritch power he channels (Warlock) Mr. Reeves has a knack for dealing with supernatural communites- occult undergrounds and the like (Empathy talent, Arcane Arranger). In addition. he has an uncanny ability to sense troub
le long before it arrives (Intuition talent tree).

Sir John Anton
idus Cadderly
World: Victorian-Era Mild Supernatural
Crunch: Male Kalashtar Cleric/Psion/Elocator/\Fast Hero\Acolyte(Cleric)

Supplements: Eberron Campaign Setting, Expanded Psionics Handbook.
Special Bonus: Slippery Mind, can simultaneousl
y cast spell an manifest power as metamagic feat (+2 spell level)
Background/Personality: A decade ago the man Sir John once was was attempting to conduct a séance together with other members of a gentleman's club dedicated to researching the occult. Rather than contacting the spirits of the deceased, they found themselves being plunged into the dream-world of Kadaath, where a group of benevolent spiritual entities had cried for aid. In the end Anton and his fellows decided to merge with a few of the dream-entities in order to defend them from the approaching Quorian horrors, resulting in beings who were the fusion of man and dream-entity.
Abilities: Anton was a young man with great psychic potential, while the quorian he merged w
ith was a high priest of their kind. As such, even in the material realm the being resulting from their fusion possesses great reserves of both psionic and divine power (cleric and psion). The sight of him striding forwards through empty air with grim purpose is a frightening image indeed, especially when one of these steps can somehow bypass normal space and take him right to your side (Elocator).

Emily Ad
ams
World: Modern Day Paranormal Conspiracy
Crunch: NG Halfling Scout/\Smart Hero\Spec Ops
Supplements: Complete Adventurer, Urban Arcana Web Enhancement
Special Bonus: Reduced price increase for future-era equipment, cover bonus to AC increases by 2
Background/Personality: Emily was a trained government
operative, similar to the FBI agents of our world but with a more militaristic bent. Her career experienced an abrupt shift in direction when she not only witnessed but prevented an alien abduction. An agent that just wanted to do her job now found herself in the center of a mess of cloak-and-dagger politics. Life as an interloper agent has proven a welcome alternative.
Abilities: Though smaller than many of her compatriots, Emily has a knack for quickly navigating hostile terrain while remaining undetected (Scout, Spec Op) and is an expert in the field of demolitions and sabotage (Spec Ops, Smart Hero). In combat she tends to use her old pistol but is quite proficient with a sword as well; in either case she uses sound tactics, keeping behind cover and lashing out when her opponent's guard is down (Scout, Tactics talent tree).

Dawn Kedrickson
World: Dystopian Cyberpunk
Crunch: CG Human Rogue/Reaping Mauler/\Tough Hero\Thrasher
Supplements: Complete Warrior, Complete Scoundrel
Special Bonus: Cybernetic arm gives +2 strength and functions like brass knuckles, as well as being enchantable like any normal weapon.
Background/Personality: Although highly disillusioned and cynical, Dawn has an altruistic streak she can't seem to keep under control; it compels her to stand up for the underdog and, in her opinion, is much more trouble than it's worth. IN her homeworld she was an excellent arena fighter and did a more than a little detective work when money was tight, but neither occupation ever appealed to her as anything more than a way of making ends meet.
Abilities: Dawn is a surprisingly tenacious close-range combatant, able to take a hell of a beating (Tough hero and Thrasher) and give as good as she gets with an arsenal of dirty fighting moves (Improved Feint combined with Sneak Attack, Ambush feats and Knockout Punch). Though she tends to sell herself short, Dawn is also talented in the areas of infiltration, hacking and thievery (Rogue levels, Investigative occupation).

As always, your opinion would be highly appreciated. Which characters do you find interesting?

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Saturday, August 4, 2007

7th Circle: Sample Character #1

The following is a sample 7th Circle character. I'm working on statting out her fellow team members; everyone in the group is ECL 12.

Sarah Aradayon, Female Fire Genasi
LG Swordsage 6/Bloodclaw Master 5/\Strong Hero 3\Martial Artist 8
Non-Core Material: Forgotten Realms, Tome of Battle
Once the heir apparent to a powerful medieval-era desert empire ruled by fire genasi, Sarah had no interest in the stifling, pampered court lifestyle. Disguising herself as a human commoner, the haughty but honorable girl began living a double life away from the palace as an adventurer in the service of the Seventh Order. When her aunt began to abuse the power she wielded as queen, the Seventh Order revealed its secrets to Sarah and asked her to sacrifice her place as queen-in-waiting in order to challenge her aunt's claim to the throne. They expected reluctance if not an outright refusal, but Sarah practically jumped at the opportunity- the offer of a new life as an Interloper was just icing on the cake.

It only takes a minute or two of conversation to see just how poorly cut out the young planetouched woman was for the politics of nobles, even if the nobles in question are all hot-tempered fire genasi themselves. Sarah is often blunt and brutally honest, with a talent for making a terrible first impression and no head for social niceties- though she does have an impressive aptitude for fitting in when she puts her mind to it. Her teammates have little trouble tolerating her rough manner, since they know that underneath is a good-natured young woman who means no offense by her actions and works fiercely to repay her debts (regardless of whether she's paying someone back for good or for ill).

Sarah's main contribution to her team is her proficiency for melee combat- she needs only her bare hands to rip an enemy to apart. Her training in martial arts has focused more on physical techniques than the spiritual discipline that usually accompanies such an advanced level of study. Though she still channels ki to devastating effect, the young fire genasi achieves this end not through inner tranquility but the powerful techniques of the Sublime Way and her own elemental heritage. The end result is a fighting style that, as one teammate puts it, tears into enemies “like a combination dire tiger and fireball spell.”

Statistics
Str 19 – (16+1 level+2 magic)
Dex 18 – (16+2 magic)
Con 15 – (13+2 magic)
Int 12 – (10+2 race)
Wis 17 – (15+1 level+2 magic)
Cha 6 – (8-2 race)

HD 5d8+5d12+30, Hit Points 85, Massive Damage Threshold 25
Defense 34 (10+8 base+4 dex+3 wis+1 monk+7 armor+1 deflection), Touch 27, Flat 26
Init +6
BAB +11, Grap +15
Speed 40 (light armor, 22/116 lbs)
Fort +9, Ref +13, Will +11 (+3 vs. fire spells and effects)

+16 Melee, Unarmed Strike, 2d6+4, 19-20/x2
+16/16/11/11/6/6 Unarmed Strikes, 2d6+4, 19-20/x2
+14/14/14/9/9/4/4 Flurry of Blows, 2d6+4, 19-20/x2
+15 Ranged

Medium Size, 6'1" tall, 162 lb, 27 yrs old
Blond hair, gold eyes, pale skin

Occupation: Cloistered (Knowledge (Society), Sense Motive, Improved Unarmed Strike)
Complete fluency in Common and Ignan, intermediate fluency in Draconic

+9 Balance (5)
+18 Hide (9+5 enhancement)
+27 Jump (14+4 speed+5 enhancement)
+7 Knowledge (Society) (5+1 occupation)
+18 Move Silently (9+5 enhancement)
+18 Sense Motive (14+1 occupation)
+7 Treat Injury (4)
+13 Tumble (9)
+12 Listen (9)
+3 Spot (0)

Feats
-Combat Martial Arts (O)
-Defensive Martial Arts (1)
-Power Attack(S2)
-Cleave (3)
-Elusive Target (M3)
-Advanced Combat Martial Arts(6)
-Unbalance Opponent (M6)
-Tiger Blooded (9)

Fire Genasi Traits
-Control Flame 1/day
-Darkvision 60 ft.
-Native Outsider

Swordsage Abilities
-Martial Maneuvers
-Quick to Act +2
-Discipline Weapon Focus: Tiger Strike
-AC Bonus
-Discipline Insightful Strike: Tiger Claw

Bloodclaw Master Abilities
-Shifting 6/day (6 rounds)
-Claws of the Beast
-Superior Two-Weapon Fighting
-Tiger Claw Synergy (Stance, Strike)
-Low-Light Vision
-Rending Claws
-Scent

Strong Hero Abilities
-Melee Smash +2

Martial Artist Abilities
-Living Weapon 1d10
-Flying Kick +8
-Iron Fist (One attack)
-Flury of Blows

Maneuvers Known
1st: Blistering Flourish, Charging Minotaur, Counter Charge (Wind Stride), Stone Bones, Sudden Leap
2nd: Baffling Defense (Flashing Sun), Emerald Razor, Mountain Hammer
3rd: Devastating Throw (Fan the Flames), Feigned Opening (Zephyr Dance), Soaring Raptor Strike
4th: Bounding Assault
5th: Soaring Throw (Leaping Flame)
6th: Rabid Bear Strike

Stances Known: Blood In The Water, Leaping Dragon Stance, Stance of Clarity


Special Bonuses
(1st) Jane Doe: Sarah adds her character level to any bluff, disguise and/or hide checks made to pass herself off as a normal, nondescript citizen; though she's no master manipulator, Sarah has a talent for blending in that can be traced back to her childhood adventures disguised as a commoner.
(5th) Twin Disciplines I: Sarah is first and foremost a master of the Tiger Claw discipline, but she must often decide whether to fall back on the calm, controlled fighting style she was formally taught or the blistering speed and fury that is a natural part of her heritage. She cannot simultaneously ready Setting Sun and Desert Wind maneuvers. Every even-numbered level, she may select a Setting Sun maneuver she knows; for each maneuver selected this way, she may as a counterpart learn a free Desert Wind Maneuver of the same level for which she meets all the prerequisites.
(10th) Twin Disciplines II: While mortal bloodclaw masters embrace their inner animals, Sarah's heritage and inner division throws an additional wrinkle in the process. She may use her Shifting ability an additional number of times per day equal to her wisdom modifier, minimum 1. She can either shift in a Setting Sun style (which functions normally) or a Desert Wind style (which provides a +2 bonus to her dexterity instead of her strength). While shifting, she cannot use maneuvers of the opposing discipline but may substitute a maneuver for its counterpart (For example, if she shifts in the Setting Sun style she may not use a readied Leaping Flame maneuver but may expend it to use the Soaring Throw maneuver instead).


Equipment
Worn:
Amulet of Constitution +2
Boots of Striding and Springing
Cloak of Charisma +2
Gauntlets of Ogre Strength +2
Headband of Wisdom +2
+3 Mithral Chain Shirt of Shadow and Silent Moves
Monk's Belt
Ring of Protection +1
Ring of Sustenance

Carried:
Bag of Holding (Type I)
-2 Antitox Injections
-Aquaconverter
-40 Arrows
-Fast-Use Medkit
-Intellipicks
-Masterwork Composite Longbow
-Piercing Visor
-Grappling Tether
-Portable Glow Lamp

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