May of Sonora (base 100/30, earned 110, unspent .5) Characteristics (49-4) Skills (66) [with skill levels] *mothballed =============== ====== 3 str 13 150kg lift 3 Acrobatics (dex) 11- [12-] -4 dex 8 (11-) Acting 8- 3 con 13 (12-) 3 Breakfall (dex) 11- [12-] 16 int 23 (14-) Climbing 8- 3 ego 13 (12-) Concealment 8- pre 10 (11-) Conversation 8- ocv 3 1 Criminology 8- dcv 3 * Cryptography 8- omcv 3 Deduction 8- dmcv 3 3 Demolitions (int) 14- 10 spd 3 ...4...8...C 1 Electronics 8- (*int) 4 pd 6 +4r (armor) 3 Inventor (int) 14- 4 ed 6 +4r (armor) KS{skyhold locale} 8- 3 rec 7 3 KS{spatial/planar affinities} (int) 14- 2 end 30 3 KS{spellforms} (int) 14- body 10 1 KS{tappy spider culture} 8- 5 stun 30 1 Language{english} (basic) (*fluent) Language{ithonian} (idiomatic) Leaping 2" * Language{japanese} (basic->idiomatic) -4 Running 4" (12"/turn) 1 Language{tappy spider} (basic) Swimming 2" (4"/turn) 1 Lockpicking 8- 3 Mechanics (int) 14- Perks & Skill Enhancers (4) 3 Paramedics (int) 14- ======================= Persuasion 8- 1 Money{Well Off ($100k)} 13 Power{spellcasting} (int) 19- 3 Scientist 1 PS{repurposing} 8- PS{student} 11- Skill Levels (3) 1 SS{enchanting} 11- ============ 2 SS{healing} (int) 14- 3 +1 w/Acrobatics, Breakfall, 2 SS{mana fluidics} (int) 14- Stealth 2 SS{mathematics} (int) 14- 2 SS{spellcrafting} (int) 14- 2 SS{wardcrafting} (int) 14- 3 Security Systems (int) 14- Shadowing 8- 3 Stealth (dex) 11- [12-] 1 WF{clubs} Powers (91.5/90) 1 WF{crossbows} ====== 3 Weaponsmith (int) 14- battery for conduit mana 11|8.8 Endurance Reserve: 44 END, restricted use (conduit powers -1/4) 6|2.7 9 REC, restricted use (conduit powers -1/4), slow recovery (varies by environment, but generally per minute -1) battery for healing mana 2|1.6 Endurance Reserve: 8 END, restricted use (healing powers -1/4) 2| .9 3 REC, restricted use (healing powers -1/4), slow recovery (varies by environment, but generally per minute -1) conduit affinity sense (touch interpretation) [1 END] 20|6.7 Enhanced Senses: detect conduit(10) (unusual, passive), analyze(5), discriminatory(5), concentration (0 dcv -1/2, constant -1/2), costs endurance (-1/4), extra time (1 turn, no other actions -3/4) healing affinity sense (touch interpretation) [1 END] 5|1.2 Enhanced Senses: detect health(5) (unusual, passive), concentration (0 dcv -1/2, constant -1/2), costs endurance (-1/2), extra time (1 turn, no other actions -3/4), gestures (2H -1) conduit feelers (blocked by active spellforms) [1 conduit END, 1 END] 27|11.2 Enhanced Senses: detect solidity(10) (unusual, active), range(5), sense(2), targeting(10), affected as more than one sense (detect conduit -0), costs endurance (base detect -1/4, rest -1/2), extra time (extra segment, no other actions -1/4), limited range (as stretching -1/4), requires a roll (Power{spellcasting} -1/2) anastisian magic 27 VPP *stop*: Pool(27) 37|21.4 Control(50), powers can be changed as a half-phase action (+1/2), slightly limited class of powers (anastisian magic -1/4), shared limitations (-1/2) bromeliad environment suit 9|6 Resistent Protection: 3 PD/3 ED, focus (suit: OIF -1/2) 2 VPP *stop*: Pool(2) 6|2 Control(4), powers can be changed as a zero phase action (+1), no skill roll required (+1), character has no choice regarding when or how powers change (-1), limited class of powers (life support, defenses, some movement -1/2), shared limitations (-1/2) Complications (30) ============= 5 Hunted (as powerful, infrequently, extensive non-combat influence, watched): lightly watched by the powers that be 10 Negative Reputation (frequently): often involved in explosive mishaps, blew up former school 10 Psychological Complication (common, moderate): driven to investigate unfamiliar spellforms (wards, glyphs, enchantments, and others) - Psychological Complication (uncommon, moderate): increasingly frustrated about Anastis not having a modern tech base 5 Social Complication (infrequently, minor): secret past life Notes ===== Affinities: conduits, healing Equipment: spellbook, assorted tools (mechanical, spellcasting, wardcrafting) stretching range: 12"/80" (fluid can get to), 16"/256" (can walk to) TP" 1: .7 2:1.5 3: 2.2 4: 2.9 5: 3.6 6: 4.4 7: 5.1 8: 7.1 9: 8 10: 8.9 11: 9.8 ST" 1:1.1 2:2.2 3: 3.3 4: 4.4 5: 5.5 6: 8 7: 9.3 8:10.7 9:12 10:13.3 11:14.7 IST" 1:1.4 2:2.8 3: 4.2 4: 6.8 5: 8.5 6:10.2 7:11.9 8:13.6 9:15.3 10:17 11:18.7 STR 1:1.3 2:2.7 3:4 4: 6.2 5: 7.7 6: 9.2 7:10.8 8:12.3 9:13.8 10:15.4 DEX 1:2.9 2:6.7 3:10 4:13.3 5:16.7 OCV 1:1.8 2:3.6 3: 5.5 4: 8.9 5:11.1 6:13.3 7:15.6 8:17.8 9:20 10:22.2 DCV 1:2 2:4 3: 6 4:10 5:12.5 6:15 7:17.5 8:20 9:22.5 10:25 AW 3.6 limits rp advant bp hm (real points, base points, haymaker base points) -1 25 +0.25 40 55 typical concentration 0 dcv -0.5 -1.25 22.2 +0.5 33 45 ap/2x area guestures 2h -0.5 -1.5 20 +0.75 28 40 ap + 2x area increased end 2x -0.5 -1.75 18.2 +1 25 35 no knockback -0.25 -2 16.7 no range -0.5 -2.25 15.4 sans guestures reduced penetration -0.25 -2.5 14.3 (flash) requires a roll -0.5 -2.75 13.3 typical -3 12.5 reduced penetration +3 OCV(5.5)/reduced pen,-end(14.3)/5"ST(5.5)/2"TP(1.5) 6/5 5" ranged explode +3 OCV(5.5)/reduced pen(12.5)/6"ST(8)/1"TP(.7) 9/5 6" ranged explode +3 DCV(6)/reduced pen,-end,-con(16.7)/4"TP(2.9)/1"ST(1.1)8/6 defensive pb explod reduced pen,-end(14.3)/13"TP(11.6)/1"ST(1.1) 6/4 teleport and pb exp +4 OCV(8.9)/10"ST(13.3)/15 STR(4.6) 4/3 grab(weak) and drop +10 OCV(22.2)/4"ST(4.4) 5/2+# hth block +8 OCV(17.8)/deflection(8.9) 4/2+# ranged block defaults: (AW, 11"TP, 10"ST) VPP power examples, requires a roll (Power{spellcasting} -1/2) ------------------ combat conduit travel (25") [4 conduit END, 1 END] 50|22.2 Teleportation: 25", limited power (cannot path through active spellforms -1/4), limited power (no blind travel -1/4), no noncombat movement (-1/4) extended conduit travel (5km) [4 conduit END, 1 END] 50|25 Teleportation: 5", +256x noncombat(40), limited power (cannot path through active spellforms -1/4), limited power (no blind travel -1/4) combat conduit peek/poke/yank (16") [4 conduit END, 1 END] 48|21.3 Stretching: 16", doesn't cross intervening space (+1/4), invisible power effects (inobvious to sight +1/4), limited power (cannot path through active spellforms -1/4), limited power (not to locations unsafe to teleport to -1/4), no noncombat stretching (-1/4) extended conduit peek/poke/yank (4"/256") [4 conduit END, 1 END] 49|24.7 Stretching: 4", +32x noncombat(25), doesn't cross intervening space (+1/4), invisible power effects (inobvious to sight +1/4), limited power (cannot path through active spellforms -1/4), limited power (not to locations unsafe to teleport to -1/4) sneaky conduit peek/poke/yank (12") [4 conduit END, 1 END] 48|20.4 Stretching: 12", doesn't cross intervening space (+1/4), indirect *!* (+1/2) [cannot pass through solid objects (-1/2)], invisible power effects (inobvious to sight +1/4), limited power (cannot path through active spellforms -1/4), limited power (not to locations unsafe to teleport to -1/4), no noncombat movement (-1/4) extended sneaky conduit peek/poke/yank (5"/80") [4 conduit END, 1 END] 50|23.7 Stretching: 5", +8x noncombat(15), doesn't cross intervening space (+1/4), indirect *!* (+1/2) [cannot pass through solid objects (-1/2)], invisible power effects (inobvious to sight +1/4), limited power (cannot path through active spellforms -1/4), limited power (not to locations unsafe to teleport to -1/4) conduit vacuum (25 tons) [4 conduit END, 1 END] 50|15.4 Characteristic: 50 STR, instant (-1/2), limited power (doesn't combine with base STR -1/4), limited power (only for grabbing and moving objects with stretching -1) reactive conduit mobile surfaces [4 conduit END, 1 END] 50|16.7 Characteristic: +25 DEX, costs endurance (-1/2), limited power (only to improve Acrobatics, Breakfall, and Dive for Cover -1) conduit accuracy [4 conduit END, 1 END] 50|22.2 Characteristic: +10 OCV, costs endurance (-1/2), limited power (only conduit spells -1/4) conduit duck+cover [4 conduit END, 1 END] 50|25 Characteristic: +10 DCV, costs endurance (-1/2) conduit block [1 conduit END, 1 END] 20|8.9 Deflection *!*, guestures (2H -1/2), limited range (stretching range -1/4) conduit mobile surface [1 conduit END, 1 END] 10|3.6 Flight: 4", no turn mode *!* (+1/4), increased endurance cost (2x -1/2), limited power (only if appropriate surface is available in stretching range -1/4), requires a roll (-1/5 ap -1/2) conduit detonation (superheated mana) [7 conduit END, 3 END] (9/5 END haymaker) 8/7/6/5/4/3/2/1, 11/9.5/8/7/5.5/4/2.5/1 50|13.3 Blast: 8d6 vs ED, area of effect (radius 8" explosion +1/4), concentration (0 dcv -1/2), gestures (2H -1/2), increased endurance cost (2x -1/2), no knockback (-1/4), no range (-1/2) 8/7/7/6/6/5/5/4/, 11/10/9.5/9/8/7.5/7/6/5.5/ 50|12.5 Blast: 8d6 vs ED, area of effect (cone 16" explosion +1/4), concentration (0 dcv -1/2), gestures (2H -1/2), increased endurance cost (2x -1/2), no knockback (-1/4), no range (-1/2), reduced penetration (-1/4) 7/6/5/4/3/2/1, 10/8/7/6/5/3/2/1 50|14.3 Flash: 7d6 vs sight & hearing groups, area of effect (radius 8" explosion +1/4), concentration (0 dcv -1/2), gestures (2H -1/2), increased endurance cost (2x -1/2), no range (-1/2) stabilize patient [2 healing END, 2 END] 10|1.4 Healing: 3 BODY, concentration (0 dcv -1/2), extra time (full phase -1/2), gestures (2H -1/2), increased endurance cost (4x -2), limited power (bad stuff happens if you mess up by enough -1/4), limited power (not a substitute for long-term care -1/4), one use at a time (-1), requires a roll (Paramedics -1/2) healing [5 healing END, 5 END] 50|13.3 Healing: 5d6 BODY, extra time (full phase -1/2), increased endurance cost (2x -1/2), limited power (bad stuff happens if you mess up by enough -1/4), limited power (not a substitute for long-term care -1/4), requires a roll (Paramedics -1/2), requires a roll (SS{healing} -1/4) (note that taking extra time can help with the skill rolls) neutralize poison [1 healing END, 1 END] 14|3.1 Life Support: Immunity{all anastisian poisons}, costs endurance only to activate *!* (+1/4), uncontrolled *stop* (+1/2), usable against others *stop* (unlimited number of recipients +1), concentration (0 dcv -1/2), costs endurance (-1/4), extra time (full phase -1/4), focus (spellbook: OAF -1), increased endurance cost (2x -1/4), limited power (only versus one known poison currently active in target -1/4) cure disease [1 healing END, 1 END] 14|3.1 Life Support: Immunity{all anastisian diseases}, costs endurance only to activate *!* (+1/4), uncontrolled *stop* (+1/2), usable against others *stop* (unlimited number of recipients +1), concentration (0 dcv -1/2), costs endurance (-1/4), extra time (full phase -1/4), focus (spellbook: OAF -1), increased endurance cost (2x -1/4), limited power (only versus one known disease currently active in target -1/4) adrenal boost [4 healing END, 1 END] {remember to halve effect} 48|13.7 Aid: 8d6 REC, focus (spellbook: OAF -1), one use at a time (-1) killer frost glyph [9 any mana END, 1 END] 50|13.3 Killing Attack: 2.5d6 vs ED, armor piercing (+1/4), concentration (0 dcv -1/2), inaccurate (0 ocv -1/2), increased endurance cost (2x -1/2), no knockback (-1/4), no range (-1/2) cantrips: create light, light fire, levitate small object, clean up liquids, cool small object, general cleaning, contraception conduit loop luggage (500kg) [9 conduit END, 1 END] 49|9.9 Characteristic: 22 STR, costs endurance only to activate (+1/4), invisible power effects (imperceptible to sight +1/2), uncontrolled *stop* (+1/2), concentration (0 dcv -1/2), extra time (1 turn, no other actions -3/4), focus (endpoint wards: IIF -1/4), guestures (2H -1/2), increased endurance cost (2x -1/4), limited power (does not combine with base STR -1/4), limited power (only to carry items which cannot then be accessed until spell is cancelled -1) VPP power examples, focus (bromeliad suit: OIF -1/2) ------------------ stiffened resistance {default setting} 3|2 Resistent Protection: 1 PD/1 ED exotic defenses {only if special effect is appropriate} 3|2 Power Defense: 3 environmental protection {as appropriate for local/nearby environment} 3|1.7 Life Support: Extended Breathing{1 END/5 minutes}, perceivable (inobvious -1/4) 1| .7 Life Support: Diminished Eating{only need to eat/drink 1/week} 2|1.3 Life Support: Safe Environment{low pressure/vacuum} 1| .7 Life Support: Safe Environment{high pressure} 2|1.3 Life Support: Safe Environment{high radiation} 2|1.3 Life Support: Safe Environment{intense cold} 2|1.3 Life Support: Safe Environment{intense heat} 2|1.1 Life Support: Immunity{Mallipattra's spore attack}, perceivable (inobvious -1/4) leaf upon the wind {must descend at least 1"/phase} 2| .8 Flight: 1", gliding (-1) frond fins 3|2 Swimming: +3" self camoflage(adopt look of nearby flora) {usually happens while sleeping} 4| .8 Transform *stop*: 1d6 cosmetic, improved results group (+1/4), limited target (must target suit -1/2), charges (16x -0), no conscious control *!* (-2), no range (-1/2) conduit notes ------------- If something won't fit down a conduit, it doesn't interact with the conduit at all; likewise, conduits have an active side, and moving through them from the inactive side won't interact with them. However, if part of something fits through the conduit and is blocked (say, by a solid surface on the far side), the entire thing effective "hits" whatever the blocking object is, even if the whole thing couldn't fit through (for example, while a dragon's snout might not fit through, one tooth could). This is the essence of conduit blocking against large-size attacks. background ---------- May's former life was as Mei Hatsume from My Hero Academia, the support item creating character in class 1-H. While not a leading character, her ideas, devices, and skills were instrumental in the Final War - the fight against the final boss hinged on her ideas and abilities (among others), and she was quite likely involved in the setup of other parts of the fight as well (such as the initial villain dispersal). This life, May is from an upper-middle class family in Sonora, a 70-80 year old lich demesne in the western foothills of the Skyreach Range somewhat south of the Louthem Ruins. Her father has a spatial affinity he uses to craft gate enchantments for indoor plumbing; her mom has glass and healing affinities, working as a fine-art sculptor and part-time with various combat trainers. Life was fairly typical until puberty (modulo the past life memories), at which point May displayed a never seen before affinity. No one had any idea what it could do or how to use it (beyond the general "well, it's probably related to your dad's spatial affinity?"), leading May to perform a lot of research and experimentation (which she quite enjoyed). And that experimentation led to a hugely destructive blast in the middle of the city's school (which she did not). The explosion that blew up May's previous school was pretty big - it ate all of the conduit mana she'd stored in an experimental conduit loop, causing an 18d6 explosion. May survived (she was wearing her usual protective gear and is fairly tough), but took a few minutes to recover consciousness, during which time several students and staff who had happened to be nearby nearly died (people farther from the epicenter were able to get to them in time). Her mom arrived later and assisted with injured folks' recoveries. May's a fair bit more careful messing around with conduit-based mana storage these days, using less mana and remote locations. Among other effects, like getting kicked out of the school and generally ostracized from the city (her parents still love her, but it's a lot easier on them if she's not around), nearby great powers took note, as an explosion that large could actually cause them problems, and they've been keeping an eye on May since then. It's also quite likely why May was invited to attend Skyhold Academy, although the exact reasoning has never been made clear. Shortly after the explosion, at May's insistence, her mom wrote down an emergency healing spell for her and gave her some training in how to use it. May's current grand plan for when she has time is to write down all the chemistry and physics and stuff she knows from her past life (or whatever it is), because this place could use some non-magic based science. (The glowstone related stuff should be fun.) Sonora ------ The lich Sonora founded this city around 75 years ago with the help of Kanderon Crux. The city is situated along a minor river and floodplain with a variety of interesting muds and clays in the region - Sonora has a mud/clay affinity[1]. While trade volume is somewhat limited, as the city isn't adjacent to the Endless Erg and the river isn't navigable by larger ships, the immediate area has rich soils which, together with a fairly mild climate, support a variety of agricultural products - Sonora doesn't lack for food. While Skyhold is more than just the Academy, it still has the feel of a university city. Similarly, Sonora has the feel of an art commune[2] - a wide variety of ceramics, ranging from daily use to high art, are crafted there and traded throughout the continent, and a number of non-ceramic artists have gravitated to the city over time, as well. Paper production, for example, is fairly notable, supporting various paper industries, and textiles and the like also see a fair amount of production and use. Sonora's favorite color is green, and the city can almost blend into the countryside at the right time of day and year. [1] The exact boundaries of mud/clay affinities are a bit slippery. [2] For example, during harvest season a fair number of people from the city core will travel to the farms to help with harvesting; they'll also visit during the year as well, from time to time, to check in and help out. character sheet notes --------------------- Point costs for limited powers are represented as X|Y, where X is the active cost and Y is the real cost. Y is given to tenths to help prevent me from gaming breakpoints. I also keep fractions for X, but don't show them here. I use the larger of the total fractional costs and the total rounded costs when calculating total character points spent. *Mothballed skills are ones I don't think are likely to ever come up, so I'm not paying points for them, but if they do come up, I plan to treat them as paid for and then buy them as soon as possible. Mothballed background skills aren't even listed. level 12 (10.5) -------- 5 SPD +.5 -1 Running -.5" .9 conduit REC +3 1 PD +1 1 ED +1 2.2 remove extra time from conduit affinity sense 1.4 remove extra time from conduit feelers level 13 (10) -------- 5 SPD +.5 -1 Running -.5" -1 Swimming -1" 1 REC +1 1 END +5 1 PD +1 1 ED +1 3 bromeliad armor VPP: pool +2, control +2 level 14 (9.4) -------- 1 REC +1 1.6 add sense to conduit affinity sense, remove endurance cost from everything but analyze 2.8 add discriminatory, sense to healing affinity sense, remove extra time, costs endurance 4 bromeliad armor VPP: pool +2, control +4 level 15 (10.4) -------- 1 END +5 1 Language{english} (basic) -> (fluent) 1.4 add analyze (cost endurance) to healing affinity sense 4 VPP pool +4 3 bromeliad armor VPP: pool +2, control +2 1st year plans -------------- cast any spell type (mostly requiring a spellbook) most likely to be generally useful (beyond attacks): *cold (debuffs) fire (debuff) force (movement) *friction (debuffs, utility, movement, no attack) illusion (defense, utility, no attack) lightning (power source) wind (defense, movement) @1 increase KS{spellforms} to increase range of spells? start using VPP with trigger/constant+uncontrolled, focus, extra time, guestures, concentration (control limit is an issue, though) 3@1 KS{wards} to (int) to expand range of effects? -invent conduit lens (+INT to offset normal sight range mods) -invent thin cone and line shapes for conduit detonations -can increase size of AoE for larger explosions -invent conduit cover mk2 (low profile) -invent conduit dispersal (resistant defense against dispersed attacks) -invent larger opening vacuums (AoE on STR) -invent conduit auto-dodge -invent conduit barriers (DEF&BODY subject to local materials) 1 language{tappy spider} -> fluent, if continued tappy spider interaction 1 +KS{tappy spider culture} @1 increase VPP pool as needed -invent conduit reflection once there're enough points for it and +OCV @.8 continue increasing mana battery END @.9 ensure enough REC to prevent hitting 3x rec/turn usage @1 PD + ED to 8, more CON, STUN, BODY (as damage accrues) 2.2 improve conduit affinity sense 1.3 extra time turn -> extra segment .9 remove extra time 3.1 improve healing affinity sense 1.2 add discriminatory 1.1 add analyze .5 extra time -> extra segment .3 remove extra time 8 improve conduit feelers 1.4 remove extra time 3.4 add discriminatory (and keep END cost the same) 2.5 add 360 .7 reduce end cost to 1 END 4/3 more SPD + reduced normal movement to match 2@1 with +REC, +END as you go .7 move LS{only need to eat/drink 1/week} out of suit VPP 1.5 add impenetrable (+1/4) to suit base def 2nd year thoughts ----------------- 2@1 SS{aether theory} -> (int) -conduit leech (requires conduit sense + enemy mana use to "see" target) -avad *!* conduit explosion: 4d6 vs power defense 7@1 SS{human anatomy}, KS{anastisian diseases}, KS{anastisian poisons} -> (int) assuming continued healing classes (also get scholar) possibly also anatomy for dragons, medusas, and nagas 1 SS{enchanting} -> (int) 6@1 SS{physics}, SS{chemistry}, SS{material science} -> (int) penetrative conduit feelers (put concentration, extra time, end cost on this) remove indirect *!* limits on stretching remove limits on conduit affinity sense, add sense -invent no-range counterspell (requires conduit sense to target) remove limits on healing affinity sense, add sense -invent conduit ears (+INT to offset normal hearing range mods) -invent more conduit detonation spells 6d6 ap, 2.5d6 killing, 2d6 ap killing, 1.5d6 penetrating *!* killing, 1d6 autofire penetrating *!* killing -invent detonations that don't taper -invent conduit bazooka (explode one conduit inside another with a strong gradient) allow for very narrow focus, armor piercing 7.2 reduce VPP change time to zero-phase 14.3 allow changing VPP without a skill roll 1.3+ get rid of Power{spellcasting}? (plus boatloads more for VPP pool) 3 remove "character has no choice regarding when or how powers change" from suit also remove NCC from self-camoflage slot? @1.1/1" better footing for air walking (Knockback Resistance up to 3.5") @1.25 conduit anchors: Teleportation: floating location, concentration (0 dcv -1/2, constant -1/2), gestures (2H -1), limited power (need tools and surface to write ward -1/4), limited power (ward holding endpoint can be broken -1/4), no range (-1/2) 2.6 invent self-refining spellforms 10|2.6 Aid: 1d6, increased maximum effect (2x +1/4), variable effect *!* (magic spells +1/2), concentration (0 dcv -1/2), extra time (full phase -1/2), guestures (2H -1/2), only aid self (-1), requires a roll (Power{spellcasting} -1/2) (note: can add to this from VPP) .9 remove self only limitation