Name: Raziya of Kaibun Origin: Nekogoblin of the Lion-like warrior tribeShishi tribe, from Basho-no-Neko Age: 20 Gender: Female Reason For Travel: To go on adventures like a hero would, and to make friends along the way.
Cat's Way (Nekogoblin): You do not suffer from journey check penalties regarding nighttime. However, you may suffer additional penalties during rainy weather. Class: Healer - Spend one Healing Herb. Recovers (INT + SPI) HP or, if used during battle, only (INT) HP.Healing, Relieve a character's status ailment for one hour. Lowers the ailment's strength by Raziya's level, curing it if reduced to 0. A character can only receive First Aid once per day, regardless of success. Stats used are (INT + SPI). TN is status effect's strength.First Aid, Find a single Healing Herb, based on current terrain. Critical = Find three Healing Herbs. Fumble = Afflicted with (Poison - 6). Usable once each morning. Stats used are (STR + INT). TN is based on topography.Herb Gathering Type:Max MP +4, Spellbook, Seasonal SorcererMagic (Summer) Mastered Weapon: Polearm Personal Item: Journal - Leather bound, properly sized for a nekogoblin, with a fiery paw print symbol etched into the cover Dances Learned: Olivewreath Ribbon Dance
Incantations Red glow on one's main weapon confers strength and skill, guiding it to its target. +1 to Accuracy.Enhanced Red Hand
4 MP - 6 rounds - 1 person - Close area
Blast of heat from the user's palm that slams into a target. Caster rolls SPI (1 die) to deal damage to the target.Shooting Star
4 MP - Instant - 1 person - All areas
Crystallizes the part of the tool touched. The crystallized part gives off a white light similar in intensity to the glow of a lantern. It may be turned on or off by tapping it.Pure Crystalight
2 MP - 12 hours - 1 tool - Touch
Heals a wound in an instant. Caster rolls INT (1 die) and heals a target's HP for that amount.Cure Touch
4 MP - Instant - 1 person - Touch
Seasonal Magic Thorny briars rise up to entangle. -2 Initiative to those caught within, starting next round.Briar Nonno
4 MP - 6 rounds - 1 area - Any area
Raises one's health and cheer, as if back from a vacation. +2 bonus to Condition.Vacation Vitality
4 MP - 6 rounds - 1 person - Touch
Loud cicada noises (*MIN MIN MIN MIN MIN*) disrupt concentration. Any who want to cast spells must beat Raziya in a contested (SPI + SPI) check, failing their spell if they lose. The noise is loudest next to Raziya, so she cannot cast spells during the duration. Plugging one's ears doesn't stop the effect.Min-Min Cicada Chorus
4 MP - 6 rounds - All in area - Caster
Rituals
(All rituals require one hour to cast) Huge leaves appear that can be used as umbrellas. +1 to rolls involving rainy weather. Doesn't stack with regular umbrellas.Koro-Pok-Kuro Cute Leaf
2 MP - 12 hours - Up to 7 people - Touch
(Equipped items have Size 0) Weapons
Fighting Staff (Polearm): Acc d8+d6, Dmg d6+1
Unarmed: Acc d6+d6, Dmg d6-2
Shield and Armor
Unarmored
Shieldless
Traveler's Outfit
A gift for helping Toffin Bell about his nightmares; an old summer hat with a garish goo-green colorUncool Wide-Brim Hat - Size 1
Currency: 104 Gold Carry Capacity: 10 / 10
Stored on the Wagon TOTAL SIZE: 8
Negates Hot weather for all Weather+Terrain checks across a day.Invigoratonic - Size 1 [Being carried by Raziya for Mirai] (Pending discard)
Containers
(Characters can only carry one big container at a time, but an animal can carry more)
Can hold up to 5 Size worth of stuffBackpack - Size 3
Goods: Backpack
(All equipped weapons, armor and shields are Size 0)
Capacity: 5 / 5
Sets Condition to 6 for one hour. Status effects and original Condition return after one hour.Relaxasoothing Salts - 3 uses, Size 1
Other Goods
Can hold up to 10 magic herbs, keeping them fresh for up to a week; becomes unusable a week after unsealingHerb Bottle (Unsealed, no herb, 5 days left) - Size 3
Can hold up to 10 magic herbs, keeping them fresh for up to a week; becomes unusable a week after unsealingHerb Bottle (Sealed) - Size 3
No longer in circulation; might find an interested buyer?Old Pewter Coins - Size 1
Appearance: 4' tall, sandy fur with a cute reddish-brown tail tuft, blue-violet eyes, rounder ears than most nekogoblins. Scarlet chest wrap, stitched linen skirt, bronze bracelets, red leather anklets. Has a small bronze pot with a strong herbal scent, like those that her race wear on their heads, but it's usually hanging by its handle on a cherry wood staff.
Attitude: Cheerful and always willing to lend a hand paw, sometimes at her own expense. Brave, but mostly when others need her to be. She can get very angry when under duress, and doubly so if her mama bear cat instincts are being triggered by endangered loved ones. Despite this, she (usually) doesn't hold grudges for long and can show mercy to her enemies. Naïve, hard on herself, and gets snide when talked down to. Despite how close-knit she can be, she's irrationally afraid of others reading her journal, and recharges best when she's alone and writing or drawing in it. Downright bubbly among friends, tense but fearless against enemies, and hopeful of strangers' good intentions.
Quirks
Loves to eat (especially if meat's involved), and sleeps in too long.
Spends every other morning practicing katas with her staff and exercising.
Reacts with a "mreow?" in place of "huh?", "hmm?", et cetera.
Never has much money or many possessions for long.
Likes: Food (especially venison and similar meats), dancing, martial arts, being cozy, warm fires Dislikes: Bullies, water, bugs, greedy people, pork from domestic pigs (boars and hogs are fine)
Last edited by Seeks; Jan 26th, 2023 at 01:18 PM.
Reason: Reorganized items, with pending sell / give away
Name: Kidaru, Ki for short. Actually, just Ki. She doesn't like her full name. She knows the origin of it, and doesn't want to discuss it. Ever.
Race/Origin: Nekogoblin from the southern end of Olivewreath
Class: Minstrel, though Dancer may be more accurate, since she plays no instruments and she hasn't sung in public ever (though she's quite good).
Type: Technical, but she wishes she were more magical.
Personal Item: A well-crafted sanshin. She doesn't know how to play it yet, but it's something she wants to learn while she travels, probably to the annoyance of her traveling companions.
Appearance: Ki is a very smol (thinking 3'10"-ish) Angora, and is overall just...cute. Has heterochromia, with a blue eye on the right and a green eye on the left. Her tail is long and fluffy, and very clean, and her ears are large (all the better to hear new music to dance to). Her clothing is equally pristine as her fur.
Attitude: Ki likes sweets and small confections, even though they always make her fur sticky...which is just an excuse for her to lick the stickiness away! Hopeful, but nervous around new people, friend or foe. Quiet, even around friends, but eventually she'll break that habit. Ki keeps herself well-groomed, just in case. In case of what, she doesn't know, but she's sure it'll matter when the time comes. She tries her best to avoid violence when necessary, as she doesn't consider herself good at it. Nor does she want to be. Her parents are merchants, so she knows how to save money, even if she didn't take after them. Ki has a tendency to knock things over accidentally (or "accidentally". It's unclear if she's trying to).
Reason for travelling: A sudden and powerful wanderlust.
Mastered Weapon: Unarmed Party Role: Undetermined
STR 6, DEX 6, INT 6, SPI 6
Hit Points: 12/12 Mental Points: 12/12 Carrying Capacity: 12
Well-Traveled: +1 to Travel checks (always active) Knowledge of Tradition: You can get more information about the things you see and hear. Anytime you come across something interesting. [INT + INT]. TN is up to the GM. Music: Give all party members a +1 bonus to their next roll. Critical: +3 bonus. Fumble: Any PCs with Condition of 6 or less gain the [Muddled: 6] status effect. Usable when in a suitable area. Roll: [DEX + SPI]. TN based on Topography. Each use reduces the Minstrel’s HP by 1.
Accurate: Gain an extra +1 bonus to any check when using Concentration, for a total bonus of +2. Quick: +1 bonus to Initiative checks in combat Pocket: Your Carrying Capacity is increased by +3
Name: Katheryn Wyndell, prefers to be called Kate. Race/Origin: Human / Daughter of a baron in the southlands. Gender: Female Age: 18 Personal Item: A choker, a gift from Kate's mother.
Appearance: Kate has long black hair she tied up with a fancy red ribbon. While she tried to appear modest, she has no idea what a commoner would wear on a normal day so her outfit is still kind of elegant. She picked what she thought was a simple dress, but it's actually still pretty formal if she'd were to pose for a normal traveler.
Attitude: She was always raised to be demure, and it shows. Generally she's pretty calm and withdrawn. She's doesn't express her emotions very well. A frawn instead of anger, for example. She smiles rarely, but people that have seen it say it's a very precious thing. Yet beneath that hides a strong-willed young woman who knows what she wants and actively works towards that. She doesn't let others look into herself easily and is slow to trust, but a friend is a friend for life. While she isn't stupid, she can appear a little out of touch sometimes due to her sheltered background.
Likes: Stories, Calm weather, Trying different clothes, Spicy food.
Reason for travelling: A mix of not wanting to marry the guy her parents want her to marry and a desire to see the world.
Class: Noble Noble Abilities:
Etiquette: Leave a positive impression on someone of high rank or status with a contested [DEX+INT] check.
Refined Education: Know detailed information about the things you see or hear. Seeing or hearing something may allow an [INT+INT] check for history, famous people or key locations.
Weapon Grace: Choose Blade, Polearm or Bow; it becomes an additional Mastered Weapon. If chosen category is already a Mastered Weapon, gain +1 bonus to Accuracy checks.
Type: Magic(Spring)
Will: Max MP +4.
Spellbook: Acquire two Incantation Magic spells per level.
Seasonal Sorcerer: Acquire Seasonal Magic.
Mastered Weapon: Light Blades and Bows(Weapon Grace) Party Role: ???
Max HP: 8 Current HP: 8 Max MP: 20 Current MP: 20 Cumbrance: 4/7
Normal:
Alert Bell Alarm: 4 | 12 hours | 10 sqm area | Touch
Causes a magical bell to appear. The bell will sound an alarm if a monster comes within 10 m. The bell cannot be
moved. This spell is recommended for new players. Grants +1 on Camp Checks.
Shooting Star | 4 Instant | 1 person | All Areas
Shoots a blast of heat from the caster’s palm that slams into the target. Caster rolls [SPI] (1 die) and deals damage to target equal to that amount.
Normal:
Wake up and Stand Up | 2 | Instant | 1 area | Close Area
Anyone sleeping in the area immediately awakens and stands up. Anyone awake but lying down will immediately stand up. This only affects living things with 2 legs.
Emina Nonno | 2 | 1 day | Touched area | Touch
The area touched will be covered with lots of tiny flowers. The caster decides the variety of flower. If the flower chosen is appropriate for the area touched, and is cared for, the flowers may last longer than the normal duration.
Cure Plus Plus | 2 | Instant | 1 person | Touch
This is cast at the same time as Cure Touch (only one Magic Check required) and makes that magic stronger. Add 1d6 to the effect of Cure Touch. This spell may not be cast separately.
Ritual:
A Little Beauty | 4 | 1 day | 1 person | Touch
The target’s hairstyle and hair color are changed, and makeup is applied to fit a desired image. This hairstyle and
makeup will not change until the end of the spell’s duration. This spell cannot actually change a person’s features.
Last edited by Mitsuki; Jan 1st, 2022 at 02:15 PM.
Race/Origin: A human from a small farming community in the Southlands. Happily married and with a full set of grandchildren, Wulfwin has a son set to take over the family shoe making business.
Class: Artisan (Shoemaker)
Type: Attack type
Personal Item: An old, knitted scarf, given to him by his wife.
Appearence: Wulfwin Cobbler is an old man, with a broad frame that is a bit rounded from a less than vigorous lifestyle. He dresses in the simple yet tough clothing of a craftsman, often donning his apron and toolset as a matter of habit. Wulfwin has a bushy beard and a round pair of spectacles that help him with his day-to-day life.
Attitude: Wulfwin is a quiet, cheerful old man whose smile is never far from his face. A lifetime of curiosity has led to him wanting to see a bit of everything, and sometimes the youthful whims he indulges in can lead him to making poor decisions (all the worse for his wife Emi not being around to set him straight). Wulfwin loves horses, and sometimes wishes he had become a smith so he could make horseshoes instead. He very much dislikes carrots, and thinks that no good salad or soup should have anything to do with carrots. Wulfwin greets everyone with a welcoming smile and a solid handshake, which is only polite and right to do. A proper "Good day" or "good morning" is of course something given to friends, enemies and strangers alike, though his tone and expression would be Wulfwin's only tell to the sincerity of that greeting.*
Reason for travelling: Wulfwin had always been an adventurous young man, or at least he had felt he had been, and liked to wander the less trod paths of his hometown. But then came responsibility, helping his father with work, doing chores, fixing things as they needed fixing. Then came a girl, who he doted on and courted as best he knew. And then came marriage, with all of its responsibilities at the same time as him taking more work at his father's shop. Then came children and full ownership of the shop. And so on and so forth until now, quite old, with a full life behind him, plenty of grandchildren, a successful shoemaking shop and very few regrets, Wulfwin decided that it was time to do something he had always wanted to do.
So he left a bundle of flowers with his wife's headstone, left his shop with his eldest son, left a good memory with his grandchildren, and left for the wider world.
Wulfwin Cobbler HP: 22/22 | Capacity 22/22 | MP 9/9 STR: 8 DEX: 6 SPI: 4 INT: 8 Class Abilities:You are able to take valuable materials from defeated monsters, such as leather or food. The type of items you receive on a success is shown in the Monster’s entry in the Dragonica.Trapping, You can use this skill to make handy, cute, beautiful and delicious things. As long as you have the time and tools, you can make things during your Journey. Since each occupation is diferent, so, too, are the things every character can make. When choosing the Artisan class, choose a single category from the item list below as your specialization. For example, if you choose the “Shoes,” you can make any item from the Shoes category. If you fail this skill check, you may try again; the materials won’t be lost, but the time will.Crafting, You can make damaged items as good as new. No matter what category the item may be, you can repair an item’s durability to its full value. The same chart as the Crafting skill also determines the Repair Check target number. Whether you succeed or fail, 10% of the item’s value in gold must be spent. You may retry a failed skill check, but the cost will have to be spent once more.Repair, +1 bonus to damage rolls during combatPower, Blades, unarmedMastered Weapons
Name: Annabelle Forsyth {Prefers "Anna"} Age: 18 Race: Human Origin: Aspiring knight of the realm! Anna comes from a long line of noble (and sometimes not so noble) guardians. Though to be honest, there's not much call for them these days. Anna's home is suffocatingly peaceful. Her family have grown rich and complacent. But young Anna takes the 'knight' thing much more seriously.
Class: Noble Type: Attack
Personal Item: A shield-shaped brooch, bearing the family coat of arms.
Appearance: Anna is a tall, muscular teenager. She has long red hair and green eyes. She usually wears 'practical' tunics and trousers. Though these garments are much fancier than she believes.
Attitude: Anna is a proud and dutiful scion of her family's legacy. Her head is filled with tales of knightly virtue. She thinks of herself as a champion of the common people. The common people, by contrast, often see her as a posturing snob. Anna is loud, assertive, and brash. Her desire to do good is genuine. She's a loyal protector of those under her care. But her inner spirit lacks something crucial. Anna's sheltered upbringing hasn't prepared her for life in the outside world. She has a great deal to learn.
Reason for travelling: She volunteered to escort her friend Kate on her own journey.
Str: 8 Dex: 6 Int: 6 Spr: 4
HP: 20/20 MP: 8/8 Carrying Capacity: 6/11
Mastered Weapons: Blade {Double Mastered by Noble}, Bow
NAME: Bauer Race: Human Origin: Bauer hails from the quaint County of Chauncey, far, far away from Olivewreath. Chauncey is prosperous but ever-expanding as a result.
Class: Farmer Type: Technical
Personal Item: A carved wooden birdcall on a leather string. His very young son made it for him with the help of a family friend.
Appearance: Tall and lanky, but with weirdly big shoulders. Has big ears, ruddy brown hair that sticks up in the front and a thin beard and sideburns. His hands are massive, but his long fingers make him surprisingly dexterous with a pen. Typically wears simple and sturdy work clothes, with just a splash of more colorful fabric here and there (typically a dark green vest). Travels with a huge backpack full of camping gear and surveyor's equipment.
Attitude: His true attitude can be a little hard to pin down; as an administrator he has to deal with people of all classes and professions, and to help things go smoothly he often switches tone depending on who he's dealing with. He can be friendly, professional, or intimidating as the situation demands, though maintaining all these different faces makes it a little hard for him to talk to people in groups. When alone (or with people he trusts), Bauer's true nature shines through: the man is utterly peaceful. He delights in quiet moments filled with small pleasures, like cracking a fresh loaf of bread or watching the winds blow waves in the grass. It is extremely difficult to wrong him in a way he won't immediately forgive, provided you apologize.
Likes: Quiet, Weekends, Fresh-cooked meals, Rain, Reading something besides ledgers for a change
Dislikes: Being busy, Rude people, Pettiness, Early mornings
Reason for Traveling: The Count of Chauncey's idiot son will soon be coming of age, and to prevent him from mucking up the holdings his father has taken such pains to build, he has dispatched Bauer to work as a surveyor to find a new frontier for him to settle. The spoiled young noble is very particular about the type of town he wants to build, and has given Bauer a long list of traits to look for.
Farmer Abilities: Robust: +1 bonus to Condition Checks, and +3 to Carrying Capacity Animal Owner: Can keep a total of 3 animals without needing to pay for food and water Side Job (Trader): You You may buy items at a reduced price or sell items at an increased value. However, in order to do so, you must buy or sell at least four items of the same type at once. An [INT+SPR] check is made (-1 since it's only a side job), with a gradient result on the price depending on the outcome.
Type: Technical Accurate: Gain an extra +1 bonus to any check when using Concentration, for a total bonus of +2 Quick: +1 bonus to Initiative checks in combat Pocket: +3 to Carrying Capacity
Name: Winnie Waft (they/them) Age: 19 Origin: Olivewreath Aristocratic Scion Class: Noble Type: Magic (Spring) Personal Item: A saucer-sized brass astrolabe Appearance: Waifish build. Sky blue neck-length hair and sky blue clothing with grass green accents. Attitude: Enthusiastic to the point of obsession Likes: Books, coffee, learning new things, showing off, stargazing Dislikes: Early mornings, failure, being snubbed or ignored Reason for Traveling: To see the things they've only read about.
STR 4 DEX 6 INT 10 SPI 6 Max HP: 9 Max MP: 18 Carrying Capacity: 8 Mastered Weapon: Bow ([INT + DEX] -1*, [DEX] damage) XP: 250
Skills: When conversing with someone of rank or status, roll [DEX + INT] to leave a good impression.Etiquette,Roll [INT + INT] to know detailed information about things seen or heard.Refined Education,+1 Accuracy with Bows (included above)Weapon Grace
Spellbook: Arrow Compass, Cure Touch, Enhanced Red Hand, Round Reflection Seasonal Magic: Wake up and Stand up, Emina Nonno, Cure Plus Plus, A Little Beauty
Accuracy: [STR + STR] - 1, Damage: [STR]. Two-handedMastered Weapon: Axe | Spend a Healing Herb to heal an ally [INT + SPI] hit points, or [INT] in combatHealing | Target an ally's status effectand roll [INT + SPI], if you meet the status effect's strength, relieve it for an hour and reduce the strength of the status ailment by one per level. A character can receive First Aid only once per day, whether the check succeeds or not.First Aid | Each morning before the travel check roll, roll [STR + INT] against the current topography. On success, find an area appropriate healing herb. Critical: Find 3 Healing Herbs. Fumble: Afflicted with [Poison: 6]Herb Gathering
Spells: Cost 2MP. Target 1 tool. Duration 12 hours. Crystallizes the part of the tool touched. The crystallized part gives off a white light similar in intensity to the glow of a lantern. It may be turned off and on by tapping it. Pure Crystalight | Cost 4MP. Target one person in any zone. Shoot a blast of heat (can I reflavor as cold?) from the palm dealing d[INT] to the targetShooting Star | Ritual. Cost 10MP. Duration 12 hours. One person in touch range. A round pale barrier appears and protects the target. The target receives 3 defensive points (-3 damage from enemy attacks)Round Reflection | Ritual. Cost 10MP. Duration 1 hour. Rations in touch range. Caster rolls d[SPI] that many rations are now “Delicious.” The caster decides exactly what flavor. Any affected rations not eaten within an hour rot and are destroyed.Tastegood Taste | Cost 2MP. Duration 10 mins. Target an open space in touch range. Creates a large, translucent, frozen block 50cm on each side. This block may be used as an object in battle. Once it melts, it disappears so it cannot be used for waterCandy Ice Cube | Cost 4mp. Duration 6 rounds. Target one person in touch range. The target’s countenance is frozen in place like a mask. The target does not suffer any mind-based status effects while the spell is in effect. Once the spell expires, any previous status effects return.Cool Masquerade | Cost 4MP. Target one close area. A barrage of snowballs is hurled at the area, inflicting d[SPI] damage to enemies, while allies in the area receive half damage.Snowball Storm | Cost 4MP. Target any one area. The targets feels the lethargy of winter overcome them, and they fall asleep. On the targets’ next action and every action thereafter, they may attempt to wake up by rolling a [STR + SPI] check with a target number of 6. If they succeed, they awaken, but their turn is over. If a sleeping creature takes any damage, they immediately wake up.Winter Sleep
Race/Origin: Kimi is a human woman born under a frigid star in the town of Weiltzburgh high in the mountains. Some say the winter dragons smiled on Kimi in her youth, blessing her with their power. Kimi doesn't see it that way, and though she is not so disrespectful as to curse the seasonal dragons, sometimes she wishes they had just left her alone. At her touch flowers wilt and friends recoil, a power she never wanted, and which makes it difficult to form close connections. Kimi has always wanted to help people, in spite of the harmful magic that runs through her, and trained as an apprentice in a potions shop in her hometown, where her parents Ema and Jotun still live with her baby brother Katsu. Kimi was a good apprentice, a quick study and passionate about her craft, but her clumsiness and her ill-controlled magic caused accident after fumble, and in the end it was more than Master Imil could bear, and he sent her away. That was a year ago. Embarrassed, and too proud to face her failure, Kimi set off to travel the world, and now finds herself far from home.
Personal Item: A silver ring set with a purple stone. It was a gift from the mother of a young boy whose illness Kimi cured with one of her tinctures. This was her first victory as a healer, and it reminds her of what she can be at her best. She wears it looped onto a pewter chain bracelet, along with a few other charms that jingle jangle with it as she walks.
Appearence: Kimi is a young woman with short hair which shimmers like grass sparkling with frost on a cold winter's morning. She prefers practical apparel, shirts and pants made from thin fabrics in light, sun-reflecting colors, to help keep her cool as she travels.
Attitude: Kimi is drawn to help others very powerfully, but she's hesitant about getting too close to people, out of a fear of hurting them by accident, as happened on occasion in her youth. She likes feeling the wind in her hair, looking at cool bugs hiding under rocks, and things that make jingly-clinky noises. She dislikes weather that is hot and dry, sour foods, and rooms that are very crowded. She's notoriously clumsy and accident prone, and because of this practices a great deal of conscious diligence in her actions, hoping to counteract her natural tendency towards chaos. In truth, Kimi has never known anyone she'd call a true friend, or a true enemy, though she tries to be kind to strangers even if she keeps them at arms length. She presents a front of absolute self confidence, even when she is feeling doubt, because she feels like she needs someone in her corner, and who better.
Reason for travelling: Kimi wants to prove, to herself and anyone else who cares to listen, that she can be more than the destructive magic she was born to.
Last edited by squirmonkey; Jun 14th, 2024 at 02:10 AM.