Heimurn Chronicles (No, SV, you're a young valkyrie in the middle of a bizarre and dangerous journey)

Who is the bae? (Yes, we know that it's Lucy, but still - who's your favorite character)


  • Total voters
    101
Character(s) sheet(s)
your team of lunatics so far
Lucifina (aka you, aka Lu, aka Lucy, aka Sparkling, aka Gosling)



Race: the new nameless humanoid species
Gender: Female
Age: biological - around 21 in human years; actual(?) - almost half a year (?).
Background: protege of a natural science scholar, unknown origins
Status: Healthy

Perk(s):
"Follow the white cat" - you have a moody guiding spirit at your side who can boost your spirit aspect advancement should you get on its better side (+1 spirit arcane charge point after passing hard charisma attribute check (18)), expect its occasional interference.

"No one is an island" - you get 1 + n bonus to all social influence skills and CHA rolls when applied to teammates, where n is the number of steps of the target's affection tier beyond neutral (applies to both positive and negative affection dimensions). Additionally, get +3 to the mentioned bonuses if Amalia is around and can provide quick advice. Passive effect: unearth more insights on followers.

"It's in my blood" - you get a permanent +1 bonus to Intelligence and +1 to arcane skill. Actions that train arcane aspects have a 1/6 chance to double the yields unless the base earning equals or exceeds one full level. You are more prone to magic-related actions and thoughts. You might find it harder to resist the allure of magic in some situations.

Attributes Base value Modified value Total value Dice bonus
Strength 9 9 4
Constitution 16 16 11
Mobility 10 (+2 cond.) 10 (12 cond.) 5 (7 cond.)
Perception 11 11 6
Coordination 14 14 9
Micromotorics 13 13 8
Intellect 18(+1/3) 18 13
Wisdom 17 17 12
Charisma 20 20 15
Luck 4 4 4
Misfortune 2 2 2
Skill​
Attribute value​
Learned value​
Modified value​
Dice bonus​
Melee combat​
1​
4​
5​
Ranged combat​
2​
2​
Arcane skill​
7​
7​
(+1 cnd.day)​
14 (15 cnd.day)​
Defense​
3​
4​
1 (+2 cnd.w.)​
8 (10 cnd.w.)​
Objects usage​
2​
2​
Mounted combat​
3​
3​
Willpower​
7​
1​
8​
Balance​
2​
(+2 cnd.w.)​
2 (4 cnd.w.)​
Sneaking​
3​
3​
Reconnaissance​
5​
1​
6​
Persuasion​
10​
2​
12​
Intimidation​
6​
6​
Haggle​
7​
7​
Performance​
8​
8​
Seduction​
8​
8​
Geography lore​
7​
2​
9​
Nature lore​
7​
1​
8​
Arcane lore​
7​
5​
12​
Social and cultural lore​
9​
2​
11​
Craft lore​
7​
2​
9​
Lingual lore​
9​
9​
Daily craft​
6​
2​
8​
Pharma and treatment​
7​
3​
10​
Weaponsmithing​
4​
4​
Armorsmithing​
6​
6​
Tailoring​
7​
2​
9​
Art​
7​
7​
Artificery​
6​
1​
7​
Burglary​
5​
5​
Huntsmanship​
4​
4​
Alchemy​
7​
7​
Sorcery​
7​
7​

Flight and wing-related traits
Wings skill level​

13​
Flight mastery level​
advanced​
Normal speed​
above average, can forcefully accelerate to considerably fast​
Maximum range​
considerably far, anywhere up to twenty-eight kilometers.​
Maximum height​
considerably high (up to 250 meters)​
Maximum extra lifting weight​
low (10 kg)​
Balance​
above average, withstands weather and can try to regain without landing​
Launching surfaces​
solid grounds​
Air feats​
diving, gliding, hovering, thrusting, basic aerial spellcasting​
Land feats​
dodge extra propulsion, posing, enhanced balance, enhanced surface acceleration, shielding with wings​
#1) Thaumaturgy level 7 (6/7 to level 8):
  • You can sense the activity of the entropic aspects within ~1000 meters radius, and unusual concentration/malfunction of other aspects within ~200 meters radius.​
  • You have gained the permanent +1 bonus to constitution​
  • You have gained the permanent +1 bonus to wisdom​
  • You regain mental strengths a little bit faster during the daytime.​
  • Using thaumaturgy during the daytime requires less mental and physical effort.,​
  • You can allegedly see prophetic dreams​
  • You can temporarily nullify magic in ~30 meters radius or in a 45 meters-long 30' cone a few times a day, or emit an anti-magic field up to ~15 meters radius a few times a day.​
  • you can temporarily amplify the aspects power around you once a day​
  • you can temporarily amplify or suppress the aspects power of a target up to two times a day​
  • You can try to scan surrounding areas for traces of planar breaching with very high odds to succeed and sense the short residue of extraplanar entities.​
  • You can conjure light on the basic level (sparks, flashes, rays)​
  • You can shape light on the basic level (flash explosions, molding into orbs, luminal barriers, luminal domes, wedges of solidified light, sparks strike)​
  • You passively gain +1 to arcane skill when exposed to the sun but also get -1 to arcane skill at night AND in dark places.​
#2) Spirit level 7:
  • You are able of an advanced Nether-realm vision​
  • You can assess the memory traces of objects and entities via nether-realm vision and tactile contact​
  • You can sense soul sparks in ~75 meters radius​
  • You can sense the sparks of the living, undead, minor spiritual beings, bound spirits, phantasms, genius loci, and some other spirits​
  • You can sense concentrations of the Limbus energies, the thickness of the barrier, and traces of spirits from the material plane​
  • You have gained the permanent +1 bonus to perception​
  • You have gained the permanent +1 bonus to wisdom​
  • You can scan the target's soul characteristics and receive advanced-depth results​
  • You can try to smite a spirit​
  • You can try to disperse a spirit​
  • You can try to temporarily bind or scare off a singular lesser spiritual being​
  • You can communicate with discovered spiritual beings​
#3) ~Open affinity slot~
Your journal, a comfortable set of clothes, a plain dress, a custom-made set of lightened composite armor, an arming sword ("Holly"), a high-quality rondel ("Mercy"), a decorative blue ribbon, a silver necktie with a bounded spirit, superb leather harness.​
Capable of crudely repairing clothes, making basic tailoring items like belts and patches, and producing low-effort/cost items like stuffed toys. Capable of applying first aid to prevent bleeding. Knows how to make and disinfect bandageware.​

Ulren Kyres (aka Ren, aka Mountain boy)



Race: Bhiroth
Gender: Male
Age: 68
Background: mercenary, former soldier, outcast
Status: Healthy

Perk(s):
"Not on my watch, not again" - shields Lucy from considerable harm in combat situations at own expense.

"I promise you that" - when in the same group as Lucifina, will make the second set of saving rolls to avoid critical health conditions.

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).
Attributes Base value Modified value Total value Dice bonus
Strength 21 +1 22 17
Constitution 21 +1 22 17
Mobility 14 -1 13 8
Perception 12 12 7
Coordination 15 15 10
Micromotorics 13 13 8
Intellect 14 14 9
Wisdom 18 18 13
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 9 9 18
Ranged combat 5 5 10
Arcane skill 6 6
Defense 10 10 20
Objects usage 6 3 9
Mounted combat 8 8
Willpower 6 -3 3
Balance 7 7
Sneaking 4 -5 -1
Reconnaissance 5 4 9
Persuasion 4 4
Intimidation 9 9
Haggle 3 3
Performance 3 3
Seduction 5 5
Geography lore 6 5 11
Nature lore 6 3 9
Arcane lore 6 6
Social and cultural lore 5 5
Craft lore 6 6 12
Lingual lore 5 5
Daily craft 6 4 10
Pharma and treatment 5 2 7
Weaponsmithing 6 6 12
Armorsmithing 6 6 12
Tailoring 3 3
Art 4 4
Artificery 5 7 12
Burglary 4 4
Huntsmanship 5 2 7
Alchemy 6 6
Sorcery 6 6
Unknown, but he demonstrated feats of great balance, stability, and hardiness. Perhaps, he might have an undiscovered arcane aspect bound.​
A very worn half-plate armor set, worn set of clothes, a glaive, mechanical mace with spare heads, heater shield, hand crossbow, one quiver of bolts, enchanted amulet (+1 STR +1 CON - MOB)
Semi-proficient in the daily craft. Adept in smithing (martial-level weapons and armor). Proficient in artificiery (lesser contraptions). Expert in picking/maintaining war gear, and capable of minor mechanical upgrades of such. Knows the basics of hunting and skinning.


Sephorah of house Terphor (aka Seph, aka Sephie, aka Princess)



Race: Daeva
Gender: Female
Age: Adult
Background: Rosaline's agent, former slave, voluntary expatriate.
Status: Healthy

Perk(s):

"Odd kind of friendship" - when Ulren and Sephorah are fighting crowd-controllable enemies (not giants, flying creatures, etc.) in the same team, the one who makes the lowest total offensive or defensive score out of two can reroll that offensive or defensive roll set (only the highest score counts).​

Attributes Base value Modified value Total value Dice bonus
Strength 15 15 10
Constitution 15 15 10
Mobility 16 16 11
Perception 14 14 9
Coordination 18 18 13
Micromotorics 12 12 7
Intellect 14 14 9
Wisdom 12 12 7
Charisma 18 18 13
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 7 6 1 14
Ranged combat 4 4
Arcane skill 4 4
Defense 6 5 2 13
Objects usage 4 5 9
Mounted combat 7 7
Willpower 4 4
Balance 8 8 16
Sneaking 7 8 15
Reconnaissance 4 4 8
Persuasion 6 5 11
Intimidation 7 7
Haggle 6 2 8
Performance 6 7 13
Seduction 8 7 15
Geography lore 4 4
Nature lore 4 4
Arcane lore 4 4
Social and cultural lore 5 6 11
Craft lore 3 3
Lingual lore 5 5
Daily craft 3 2 5
Pharma and treatment 4 4
Weaponsmithing 4 4
Armorsmithing 4 4
Tailoring 5 5
Art 5 5
Artificery 3 3
Burglary 4 6 10
Huntsmanship 6 6
Alchemy 4 4
Sorcery 4 4
Unknown if any. No signs of her having seeds of arcane aspects bound so far.​
A set of clothes and undergarments, a superb set of compositive medium armor (manticore materials), a superb leather harness for bags and tools, a qualitative longsword "Ember", a parrying dagger, a quiver of tossing knives, a kit with burglar's tools.​
You suspect she's incapable of legal manual labor aside from the bare basics of daily routines.​

Karl Norskov (aka Mage, aka 'that' mage)




Race: Human (unknown heritage)
Gender: Male
Age: appears to be in the late thirties to early forties
Background: elementalist mage, major arcane enthusiast, disowned son of a noble family.
Status: Healthy

Perk(s):

"Old habits die hard" - when making an offensive arcane skill roll in combat and getting less or equal to four, reroll it (only the highest score counts). This perk also applies to combat rounds where Karl makes an arcane skill roll only for the defensive score.​

Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 11 11 6
Perception 13 13 8
Coordination 10 10 5
Micromotorics 16 16 11
Intellect 20 20 15
Wisdom 16 16 11
Charisma 14 14 9
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 1 1
Ranged combat 4 4
Arcane skill 8 9 17
Defense 1 2 3
Objects usage 5 5 10
Mounted combat 2 2
Willpower 7 6 -2 11
Balance 1 1
Sneaking 2 2
Reconnaissance 6 6
Persuation 7 7
Intimidation 2 2
Haggle 5 1 6
Performance 6 6
Seduction 3 3
Geography lore 7 7
Nature lore 7 7
Arcane lore 7 9 16
Social and cultural lore 8 5 13
Craft lore 8 8
Lingual lore 8 7 15
Daily craft 8 8
Pharma and treatment 9 9
Weaponsmithing 7 7
Armorsmithing 7 7
Tailorng 8 8
Art 6 6
Artificery 8 8
Burglary 7 7
Huntsmanship 3 3
Alchemy 9 9
Sorcery 8 3 11
#1) Conflagration and radiation level 7:
  • You have gained the permanent +1 bonus to strength.
  • You have gained the permanent +1 bonus to intellect.
  • Your casting in dry weather or nearby fire sources amplifies pyromancy.
  • You can regain mental strengths faster near the heat sources.
  • You can sense and read the heat sources in a vast area.
  • You can channel the arcane powers to temporarily amplify own physical strength.
  • Your spellcasting uses both mental and physical strengths or the varying proportions of such.
  • You can temporarily infuse objects (including tools and weapons) with pyromancy powers.
  • You can conjure heat on the intermediate level (sufficient to melt iron)
  • You can suppress and channel heat on the intermediate level (rays, waves, charges, orbs, tactile)
  • You passively gain +1 to arcane skill for every 3 points of STR above 10. This trait also applies -1 penalty to arcane skill for every 2 points of STR below 10. Does not apply in the case of arcane self-empowerment.​
A worn set of travel clothes, a backpack, a grimoire (or a diary), an old pocket chornometer with a chain, an intricate smoking pipe
None you know about​

Amalia Brant (aka Lia)




Race: Human (Eastlander)
Gender: Female
Age: Young adult
Background: Former maidservant
Status: Healthy

Perk(s):
"Shipper on deck" - +3 To all social skill rolls against the companions with positive affection levels (neutrality affection level excluded). If previously gossiped with about other characters that she knows, can provide a one-time boost of +3 to all types of social interaction skill rolls to the requester.
Attributes Base value Modified value Total value Dice bonus
Strength 12 12 7
Constitution 15 15 10
Mobility 11 11 6
Perception 16 16 11
Coordination 12 12 7
Micromotorics 18 18 13
Intellect 12 12 7
Wisdom 20 20 15
Charisma 11 11 6
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 7 3 10
Arcane skill 5 5
Defense 4 1 5
Objects usage 7 3 10
Mounted combat 4 4
Willpower 8 3 11
Balance 2 2
Sneaking 4 4
Reconnaissance 7 7
Persuasion 5 5
Intimidation 4 4
Haggle 5 4 9
Performance 6 6
Seduction 3 3
Geography lore 8 2 10
Nature lore 8 8
Arcane lore 8 8
Social and cultural lore 6 2 8
Craft lore 8 3 11
Lingual lore 6 6
Daily craft 8 10 18
Pharma and treatment 7 7
Weaponsmithing 6 6
Armorsmithing 6 6
Tailoring 5 9 14
Art 7 3 10
Artificery 8 8
Burglary 7 7
Huntsmanship 7 7
Alchemy 7 7
Sorcery 6 6
Uknown if any
Leather camisole of fair quality, compositive crossbow, a quiver of bolts, a bag of small tools, a rucksack, a set of road clothes, a plain cloak, a knife, a belt water bag.​
Master of daily craft and inventory management. Fairly good cook (specializes in fried snacks) and knows how to correctly ration different foods. Good tailor, capable of qualitative repair of clothes and production of professional effort/materials goods like suits and dresses. Her designs lean towards practicality rather than fanciness.​


Isaac



Race: Human (unknown heritage)
Gender: Male
Age: Young adult
Background: Healer apprentice
Status: Healthy

Perk(s):
"We are of one blood" - Any non-hostile actions towards animals or beast folk have +4 bonus to attributes or skill rolls. Can use WIS instead of CHA for interactions with animals and beast folk (aka empathetic approach).
Attributes Base value Modified value Total value Dice bonus
Strength 13 13 8
Constitution 15 15 10
Mobility 12 12 7
Perception 14 14 9
Coordination 10 10 5
Micromotorics 17 17 12
Intellect 15 15 10
Wisdom 14 14 9
Charisma 7 7 2
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 -5 -3
Ranged combat 5 -5 0
Arcane skill 6 6 12
Defense 4 1 5
Objects usage 6 -5 1
Mounted combat 3 -7 -4
Willpower 5 7 12
Balance 2 2
Sneaking 2 2
Reconnaissance 5 5
Persuasion 1 1
Intimidation 3 3
Haggle 1 1
Performance 2 2
Seduction 1 1
Geography lore 5 5
Nature lore 5 2 7
Arcane lore 5 5 10
Social and cultural lore 3 3
Craft lore 6 6
Lingual lore 3 3
Daily craft 6 3 9
Pharma and treatment 6 7 13
Weaponsmithing 6 6
Armorsmithing 7 7
Tailoring 5 5
Art 4 4
Artificery 7 7
Burglary 7 7
Huntsmanship 3 3
Alchemy 6 6
Sorcery 5 5
#1) Body level 5:
  • You can sense breathing and blood pulse of living entities in ~100 meters radius.​
  • You gain the permanent +1 bonus to constitution.​
  • You gain the permanent +1 bonus to charisma​
  • You can scan the detailed physiological state of a target in many details including sicknesses, inflammations, as well as the state of physical integrity.​
  • You can make an attempt for a minuscule boost of the physical performance of oneself or a target at the cost of own mental strengths.​
  • You can accelerate the metabolism (and so, often times, the recovery from ailments or traumas) of living creatures at the cost of own mental and physical strengths.​
  • You can try to numb the minor pain of a target living creature at the cost of both mental and physical strengths or share it with yourself with the low transference loss ratio​
A robe with a hood, a bag with bandages and medications, an old iron amulet, a belt with tincures​
Good at applying and synthesizing remedies. Capable of providing first and complex medical aid. Has some skills in inventory management.​

Jorgen Ostgard (aka Jory, aka Craven)


Race: Human (Lyflander?)
Gender: Male
Age: Young adult
Background: Alchemist assistant
Status: Healthy
Attributes Base value Modified value Total value Dice bonus
Strength 11 11 6
Constitution 11 11 6
Mobility 12 12 7
Perception 18 18 13
Coordination 12 12 7
Micromotorics 15 15 10
Intellect 16 16 11
Wisdom 13 13 8
Charisma 9 9 4
Luck 2 2 2
Misfortune 2 2 2
Skill Attribute value Learned value Modified value Total value / Dice bonus
Melee combat 2 2
Ranged combat 6 1 7
Arcane skill 5 5
Defense 2 2
Objects usage 6 4 10
Mounted combat 3 3
Willpower 6 6
Balance 2 2
Sneaking 5 4 9
Reconnaissance 7 5 12
Persuation 2 2
Intimidation 1 1
Haggle 3 3
Performance 2 2
Seduction 1 1
Geography lore 6 6
Nature lore 6 4 10
Arcane lore 6 3 9
Social and cultural lore 4 4
Craft lore 5 6 11
Lingual lore 4 4
Daily craft 5 3 8
Pharma and treatment 6 6
Weaponsmithing 5 5
Armorsmithing 5 5
Tailoring 5 5
Art 3 3
Artificery 6 6
Burglary 7 7
Huntsmanship 6 6
Alchemy 6 6 12
Sorcery 6 6
Unknown if any
A robe with a hood, a traveling cane, a bag with small instruments, a belt with glasses, a rucksack
Good at synthesizing remedies or other compounds from both organic and inorganic ingredients. Fairly good at understanding how chemistry works and has an eye for experimentation. Capable of locating and recognizing substances. Has basic skills in inventory management and knows a thing or two about craftworks.​

General condition: High morale, everyone's healthy, two weeks worth of food supplies, sufficiently-budgeted, low on alchemic reagents.
Money: 1081 Talers
Food: 82 food units (9 full days of sustenance on Bloom 28)
Food consumption: 8.5 food units per day
Lucifina - 1
Ulren - 2
Sephorah - 1.5
Karl - 1
Amalia - 1
Isaac -1
Jory - 1
Mount(s) - n/a (pasturing season)
Medication: 5 medicine units
Alchemy stash: 4 reagent units, 5 blank alchemical basis compounds (crafting boosters & subsidizes)

Free stash space: up to 130 kg
1 Incindiary bomb (great)
1 Regeneration potion (superb)
1 Regeneration potion (weak)
1 Stimulator/painkiller potion (weak)
1 Potion of momentum (Temp: +3 STR +3 SPD +3 COOR - 1 INT - 1 WIS - 1 CHA) (standard)
A bundle of books from Dalgaard's library, Yvie's ulchaar (Morinth's parcel)
Mounts: 1 workhorse (Softie)
Team's reputation:
Kheree hunters (Tevon-Talab militia) - CELEBRATED
The Lyf Kingdom (Lyflanders) - WELCOMED
Eastern Freelanders (Baathorians) - CELEBRATED
Central Freelanders (Tevons) - UNKNOWN
Western Freelanders (Ertanghalians) - UNKNOWN
Nyth-Rhathon (Bhiroths) - UNKNOWN?
Olfadir (Westlanders) - UNKNOWN?
Ship-o-meterLucifinaUlrenSephorahKarlAmaliaIsaacJorgen
LucifinaXDevotion (96)Comradery (82)
Amiability (12)
Friendship (70)
Sympathy (44)
Neutrality (10)
UlrenDevotion (96)XFriendship (58)Amiability (13)Sympathy (38)Amiability (20)Neutrality (4)
SephorahComradery (82)Friendship (58)XSuspicion (-11)Sympathy (34)Amiability (16)Neutrality (0)
Karl
Amiability (12)
Amiability (13)Suspicion (-11)XNeutrality (9)Amiability (13)Amiability (14)
AmaliaFriendship (70)Sympathy (38)Sympathy (34)Neutrality (9)XSympathy (47)Sympathy (32)
IsaacSympathy (44)Amiability (20)Amiability (16)Amiability (13)Sympathy (47)XFriendship (51)
JorgenNeutrality (10)Neutrality (4)Neutrality (0)Amiability (14)Sympathy (32)Friendship (51)X
Tier Relative numeric scale Description
Devotion 91 to 100 You would likely self-sacrifice for each other if necessary
Comradery 71 to 90 You are deeply loyal to each other
Friendship 51 to 70 You have each other's trust
Sympathy 31 to 50 You have common interests, views, or simply find each other nice
Amiability 11 to 30 You are polite and good-willing toward each other
Neutrality -10 to 10 You are strangers or largely indifferent towards each other
Suspicion -11 to -30 You question each other's views and values
Distaste -31 to -50 You avoid and distrust each other, but remain rational
Intolerance -51 to -70 You dislike and disrespect each other
Scorn -71 to -90 You avert and loathe each other, even if irrationally
Hatred -91 to -100 You are at each other's throats
 
Last edited:
Suggestion @ConfusedPotato ... Use some goddamn spoilers! You almost doubled the height of the page with those :p
And if you do throw them in spoilers, perhaps you could separate them and number them?

That said, I like the fourth from the bottom the most personally.
 
*puts a half-emptied cup o' bleach back on a table*
*grossly wipes his mouth with an imaginary sleeve*
*coughs theatrically*

Oh, thy mighty @Hannz, the dweller of bohemian pits, we seeketh for thou generous contributions!

I will give it a try myself, but not from my work PC. I believe that our system administrators are already defecating bricks when monitoring the resources where I waste the corporate traffic, but I don't want my web surfing to become the reason of their heart strokes.
 
Last edited:
Oh, thy mighty @Hannz, the dweller of bohemian pits, we seeketh for thou generous contributions!
Oh, aren't you just the most adorable thing!


I feel like since the race is "Celestial", we should go for the classic Angel look. Plenty of white, and kind and benevolent. However, we could also have Dragon Wings and since anime characters with Wings like Peacock Feathers are hard to find, I think I'll settle for the Draconic look or at least something a bit less generic.
 
However, we could also have Dragon Wings
*hastily hides the copy of "The lusty argonian maid vol2"*

Anyway, a little reminder that the anime style is not mandatory, and the realm is kinda too grimdark for exaggeratingly stereotypical angel lasses.
 
Last edited:
Alright, here's the results of my 26 minutes-long digging of pinterest








@ConfusedPotato just, please, hide your links in the way I did in this post. Gotta keep the thread tidy, you know.
 
Last edited:
Some more angel pics:
 
Last edited:
1.1 Discovering oneself
"What are you peeking at? Never seen a..."

As you attempted to form a stinging question originally addressed to the pudgy avian via your inner voice, your flow of thought has stumbled over a sudden logical misconception. You realized two things: you yourself are oblivious to your own nature, and never before have you experienced this existence.

These realizations made your eyes widen, and then, your heart began to beat like a row of war drums, with the blood banging on your temples like an entire festival of blacksmiths in the heat of competition. The winter's crispy night air has burnt your lungs like bellows that heat a forge, the light of the stars pierced your sight like thousand of needles. All these perceptions - the sensations that seem to belong to a newly-born being - intimidated you to the level of primordial, instinctive panic. You fell on your back, wriggling wildly, shrieking loudly, and helplessly crawling in the snow, like a larva that was struck by the ruthless gaze of the Sun.

Your feathery 'friend', however, observed this oddly theatrical scene with the composure worthy of a judge. All it did, was slowly bobbling its head and hooting rather questioningly. Perhaps, this was the best way for it to convey the "are you stupid?" question. Alas, you were way too busy, reflexing your inner tensions and shock into the winter night ambiance to socialize with pudgy eared birds, and so its "question" remained utterly ignored.

Regardless of your undoubtedly expressive act of greeting this realm, you began to adapt to the senses surrounding you. Perhaps, you just wasted too many strengths, or maybe you have plainly grew bored acting like a terrified toddler, but eventually, your vitals and perceptions normalized. You were still there - somewhere in the woods, in the realm that you knew nothing about, and so the best option at the time was to play the cards you've been given and to assess the situation.

Once the thought suggesting that additional inspection might be in order flashed through your mind, you stood up and turned all of your focus to the only object in your possession: your body. You slowly inspected your arms, noticing just how delicate they are. Shifted the weight in your hips, registering that you have a relatively high center of mass, situated below two springy - and so funny - сonvexities strapped to what seemed to be your frontal side. You have also surrendered to the itchiness originating from the middle section of your rear, sliding your finger against that part of your body, and discovering that there is something tightly pressed to your back. This something felt soft and smooth to therouch as if made of small yet resilient particles. You finally looked at your "interlocutor" and deduced that the thing you've touched might be something akin to the body surface of this critter. Is it why it found you interesting that not annoying you would be a day wasted? Eh... you are too busy discovering yourself!

Once you have finished palming your bits, you decided to concentrate on the feelings your body was recasting back to you and the more necessary details such as what was situated near your optics. Even though the sensations were new to you conceptually and empirically, you managed to come to some conclusions about who you are now.
_________________________

Select the core archetype

[] Strong archetype


CORE ATTRIBUTES
Attributes Base value Modified value Total value Dice bonus
Strength 18   18 8
Constitution 15   15 5
Mobility 12   12 2
Perception 10   10 -
Coordination 13   13 3
Micromotorics 10   10 -
Intellect 14   14 4
Wisdom 10 -9 1 -9
Charisma 13   13 3
Luck 4   4 4
Misfortune 2   2 2
SKILLS
Skill Attribute value Learnt value Modified value Dice bonus
Melee combat 6     6
Ranged combat 3     3
Arcane skill 4     4
Defence 6     6
Objects usage 3     3
Mounted combat 5     5
Willpower 4     4
Balance 5     5
Sneaking 2     2
Reconnaissance -2     -2
Persuation -     -
Intimidation 6     6
Haggle -     -
Performance -     -
Seduction 4     4
Geography lore -3     -3
Nature lore -3     -3
Arcane lore -3     -3
Social and cultural lore -2     -2
Craft lore -3     -3
Lingual lore -2     -2
Daily craft -2     -2
Pharma and treatment -     -
Weaponsmithing 4     4
Armorsmithing 3     3
Tailorng 2     2
Art -1     -1
Artificery -1     -1
Burglary 2     2
Huntsmanship -1     -1
Alchemy -1     -1
Sorcery -1     -1

[] Agile archetype

CORE ATTRIBUTES
Attributes Base value Modified value Total value Dice bonus
Strength 12   12 2
Constitution 12   12 2
Mobility 12   12 2
Perception 16   16 6
Coordination 14   14 4
Micromotorics 12   12 2
Intellect 14   14 4
Wisdom 10 -9 1 -9
Charisma 13   13 3
Luck 4   4 4
Misfortune 2   2 2
SKILLS
Skill Attribute value Learnt value Modified value Dice bonus
Melee combat 3     3
Ranged combat 5     5
Arcane skill 4     4
Defence 3     3
Objects usage 3     3
Mounted combat 5     5
Willpower 5     5
Balance 4     4
Sneaking 5     5
Reconnaissance 1     1
Persuation -     -
Intimidation 3     3
Haggle 2     2
Performance -     -
Seduction 4     4
Geography lore -1     -1
Nature lore -1     -1
Arcane lore -1     -1
Social and cultural lore -2     -2
Craft lore -2     -2
Lingual lore -2     -2
Daily craft -1     -1
Pharma and treatment 1     1
Weaponsmithing 3     3
Armorsmithing 3     3
Tailorng 3     3
Art -     -
Artificery -     -
Burglary 4     4
Huntsmanship 2     2
Alchemy -     -
Sorcery -     -

[] Intelligent archetype

CORE ATTRIBUTES
Attributes Base value Modified value Total value Dice bonus
Strength 8   8 -2
Constitution 12   12 2
Mobility 10   10 -
Perception 12   12 2
Coordination 10   10 -
Micromotorics 13   13 3
Intellect 20   20 10
Wisdom 14 -9 5 -5
Charisma 16   16 6
Luck 4   4 4
Misfortune 2   2 2
SKILLS
Skill Attribute value Learnt value Modified value Dice bonus
Melee combat -1     -1
Ranged combat 1     1
Arcane skill 7     7
Defence 1     1
Objects usage 1     1
Mounted combat -     -
Willpower 7     7
Balance -     -
Sneaking 1     1
Reconnaissance 2     2
Persuation 4     4
Intimidation 3     3
Haggle 3     3
Performance 3     3
Seduction 4     4
Geography lore 2     2
Nature lore 2     2
Arcane lore 2     2
Social and cultural lore 3     3
Craft lore 2     2
Lingual lore 3     3
Daily craft 3     3
Pharma and treatment 5     5
Weaponsmithing 5     5
Armorsmithing 6     6
Tailorng 7     7
Art 3     3
Artificery 4     4
Burglary 6     6
Huntsmanship -     -
Alchemy 4     4
Sorcery 4     4

[] Charismatic archetype

CORE ATTRIBUTES
Attributes Base value Modified value Total value Dice bonus
Strength 8   8 -2
Constitution 14   14 4
Mobility 10   10 -
Perception 10   10 -
Coordination 13   13 3
Micromotorics 13   13 3
Intellect 15   15 5
Wisdom 12 -9 3 -7
Charisma 20   20 10
Luck 4   4 4
Misfortune 2   2 2
SKILLS
Skill Attribute value Learnt value Modified value Dice bonus
Melee combat -     -
Ranged combat 1     1
Arcane skill 5     5
Defence 2     2
Objects usage 2     2
Mounted combat 1     1
Willpower 4     4
Balance 1     1
Sneaking 2     2
Reconnaissance -1     -1
Persuation 4     4
Intimidation 5     5
Haggle 4     4
Performance 5     5
Seduction 7     7
Geography lore -1     -1
Nature lore -1     -1
Arcane lore -1     -1
Social and cultural lore 1     1
Craft lore -1     -1
Lingual lore 1     1
Daily craft 1     1
Pharma and treatment 2     2
Weaponsmithing 3     3
Armorsmithing 5     5
Tailorng 6     6
Art 3     3
Artificery 2     2
Burglary 4     4
Huntsmanship -     -
Alchemy 2     2
Sorcery 2     2

_________________________

Read the descriptions of the aspects and distribute three bonus points

Thaumaturgy is considered the "core" or the "divine" sort of magic. So far, only rare humans were able to somewhat practice it, which granted them the status of "saints" and "wonder workers". Thaumaturgy organizes all other aspects, serves as the core device of the magical system, and also operates through the light.

Level 1:
- The affiliated can sense activity of the entropic aspects within ~200 meters radius, and unusual concentration/malfunction of other aspects in ~50 meters radius.
Level 2: Level 1 bonuses plus:
- The affiliated gains the permanent +1 bonus to wisdom
- The affiliated regains mental strengths little bit faster during the daytime.
Level 3: Level 2 bonuses plus:
- The affiliated can once per a day temporarily nullify magic in ~30 meters radius
- The affiliated can try to scan surrounding area for traces of planar breaching with low odds to succeed
The mind magic - the magic that manipulates, manages, and disrupts the mental processes and capacities of living (and not only) beings. Obviously, the target must be capable of higher thinking and rational processing to be afflicted by this domain

Level 1:
- The affiliated can sense higher mental activity and its potency in ~25 meters radius
Level 2: Level 1 plus:
- The affiliated gains the permanent +1 bonus to intellect
- The affiliated can try to read the thoughts including inner voice of a singular target
Level 3: Level 2 plus:
- The affiliated can try to convey an echo of their inner voice to their target
- The affiliated can try to clear the thoughts process of their target with some odds to succeed
The body aspect is about all things organic. It senses, manipulates, restores, and disrupts the vital processes of targets, be it the caster or another subject. Body aspect teaches the affiliated to understand the weave of life and its mechanics (read: biology and physiology)

Level 1:
- The affiliated can sense heartbeats of living entities in ~50 meters radius
Level 2: Level 1 plus:
- The affiliated gains the permanent +1 bonus to constitution
- The affiliated can scan the detailed physical state of a target in minor details
Level 3: Level 2 plus:
- The affiliated can attempt to boost the physical performance of oneself or a target slightly in exchange of mental stamina
The emotion aspect governs the domain of basic instincts and unconscious reactions to exterior stimuli. The target must not necessarily possess the ability of higher thinking to be afflicted, it just needs to have core instincts.

Level 1:
- The affiliated can sense sparks of strong emotions in ~50 meters radius
Level 2: Level 1 plus:
- The affiliated gains the permanent +1 bonus to charisma
- The affiliated can try to scan the emotional state of their singular target
Level 3: Level 2 plus:
- The affiliated can try to temporarily dampen the emotions of their singular target
- The affiliated can try to temporarily fan the emotions of their singular target
The spirit aspect governs the domain of existing beings, also called the "soul sparks". It can sense, affect, and manipulate anything that has a soul or that was unnaturally devoided of it.

Level 1:
- The affiliated can sense souls of the living and minor spiritual beings in ~25 meters radius
Level 2: Level 1 plus:
- The affiliated gains the permanent +1 bonus to perception
- The affiliated can scan their target's soul characteristics
Level 3: Level 2 plus:
- The affiliated can try to temporarily bind or scare off a singular lesser spiritual being
- The affiliated can try to communicate with discovered spiritual beings with some odds to succeed

One point - one level

[] The first bonus point goes to the Thaumaturgy aspect
[] The first bonus point goes to the Mind aspect
[] The first bonus point goes to the Body aspect
[] The first bonus point goes to the Emotion aspect
[] The first bonus point goes to the Spirit aspect
[] The first bonus point is traded for +1 Luck

[] The second bonus point goes to the Thaumaturgy aspect
[] The second bonus point goes to the Mind aspect
[] The second bonus point goes to the Body aspect
[] The second bonus point goes to the Emotion aspect
[] The second bonus point goes to the Spirit aspect
[] The second bonus point is traded for +1 Luck

[] The third bonus point goes to the Thaumaturgy aspect
[] The third bonus point goes to the Mind aspect
[] The third bonus point goes to the Body aspect
[] The third bonus point goes to the Emotion aspect
[] The third bonus point goes to the Spirit aspect
[] The third bonus point is traded for +1 Luck


There will be opportunities to learn the aspects from the scratch (unless you DO take three various aspects at this very stage), so there is no need to spread all points to cover as many disciplines as possible.

_________________________

Choose the appearance

[] Appearance #1


[] Appearance #2

[] Appearance #3

[] Appearance #4

[] Appearance #5


You have 36 hours to vote
 
Last edited:
[x]Plan this is happening.

[x] Strong archetype
[x] The first bonus point goes to the Mind Aspect
[x] The second bonus point goes to the Body Aspect
[x] The third bonus point goes to the Emotion aspect

[x] Appearance #1
 
[x]Talk our way out of anything

[x] Charismatic archetype
[x] The first bonus point goes to the Mind aspect
[x] The second bonus point goes to the Emotion aspect
[x] The third bonus point goes to the Emotion aspect

[x] Appearance #4
 
Only Appearance 4 is good here. 1 has weird clothes, 2 has a oversized sword/lanve thing, 3 way too indecent for me to take seriously, and 5's colors just don't match.

[X] Appearance #4
 
[X] The Angel from Above
-[X] Charismatic archetype
-[X] The first bonus point goes to the Thaumaturgy aspect
-[X] The second bonus point goes to the Spirit aspect
-[X] The third bonus point goes to the Spirit aspect

----------------------------------------
[X] Appearance #3

EDIT: Changed my vote to something slightly different below.

The only archetype that I do not want to win is the Strong... Other than that, it's basically level.

As for the Aspects... Well, first of all, Thaumaturgy helps offset our horrible Wisdom... and it's really rare... So valuable... Plus, it's something that has some very interesting leads to follow up on... By which I mean, temporarily disrupting magic at a low level? The ability to detect planar breaching?

As for Spirit... I'll admit, partially that's because we typically associate 'Angels' with the Soul/Divine... But also, I'm interested to see just what is defined as 'possessing a soul'...
 
Last edited:
As for the Aspects... Well, first of all, Thaumaturgy helps offset our horrible Wisdom...

Well, the PC has the natural degree of wisdom. The problem is that she's de-facto about an hour old, so she might need to gain some knowledge about the ways the world works. Learning languages might be a good start since she knows none.
 
Last edited:
@Hannz
Erm... you forgot the numbers and points. Give the girl some meats :D
 
Last edited:
[x]Talk our way out of anything

[x] Charismatic archetype
[x] The first bonus point goes to the Mind aspect
[x] The second bonus point goes to the Emotion aspect
[x] The third bonus point goes to the Emotion aspect

[x] Appearance #4
 
[x] Charismatic archetype
[X] The first bonus point goes to the Thaumaturgy aspect
[X] The second bonus point goes to the Thaumaturgy aspect
[X] The third bonus point goes to the Spirit aspect
[X] Appearance #4

Two points of Thaumaturgy looks VERY tasty
 
23 hours left

PS: Honestly, I was absolutely sure you'd gonna go for the diplomat type
 
Last edited:
Changing my vote slightly.

[X] Angel from Above v2.0
-[X] Charismatic archetype
-[X] The first bonus point goes to the Thaumaturgy aspect
-[X] The second bonus point goes to the Thaumaturgy aspect
-[X] The third bonus point goes to the Spirit aspect

[X] Appearance #3
 
Last edited:
14 hours left to finalize the player character.

So far, the lead looks like this:
Charismatic archetype;
#1 mind;
#2 emotion/thaumaturgy tie;
#3 emotion;
Appearance #4.

It may still change though.
 
Errr... @Changeofheart You might not have noticed, but I changed my vote to Veekie's... It's mostly the same, just swapped the second bonus point from Spirit to Thaumaturgy, so we're 2 Thaumaturgy/1 Spirit, instead of 2 Spirit/1Thatumaturgy.

Decided to do so because it gave a chance to win.

Hopefully we can pick up the second level in Spirit soon...
 
Back
Top