Posts from 🌕Selenia
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— I don't need a reward for doing good deeds.
— ?.. Alright. Then, let's split it between the three of us. I suggest we visit the information merchant at the market and then come up with a plan of action.
— That's true. Hmm... — Lyfa glanced around the room and, noticing a couple of orcs, suppressed a strong feeling of disdain within herself and called out to them. — Hey, green-skins! Want to earn some money? — While Gromm and Fowl were figuring it out, Lyfa decided to introduce herself. — Rissetta Askalif, I cast spells and shoot with a bow, and what's your name?
Added 6 minutes later
— Good. Should we split the reward equally?
— I don't need a reward for good deeds.
— ?.. Okay. Then we'll split it between the three of us. I suggest we visit the information merchant in the market and then come up with a plan of action.
Claymore
Damage: 11-15
30 Kaho
Spear
Damage: 5-13
15 Kaho
Sword
Damage: 7-11
25 Kaho
Dagger
Damage: 3-7
15 Kaho
Axe
Damage: 6-12
20 Kaho
Bow
Damage: 5-9
Range: 3
15 Kaho
Crossbow
Damage: 7
Range: 3
20 Kaho
Shop 2
Quiver of Arrows
15 Kaho
Quiver of Bolts
15 Kaho
Flask of Poison
Adds a poison effect to the selected weapon's attacks for one battle; used outside of battle; three uses.
30 Kaho
Flask of Incendiary Mixture
Adds a poison effect to the selected weapon's attacks for one battle; used outside of battle; three uses.
50 Kaho
Torch
Illuminates three cells around itself. Can be left on an empty cell next to a character.
5 Kaho
Shop 3
Racial Compatibility (book)
50 Kaho
Blizzard (spellbook; can only be used by one character)
100 Kaho
Information about the "Crimson Prism" Orcs
50 Kaho
Information about the Outcasts
20 Kaho
Information about the Criminal
50 Kaho
Shop 4
Mirror Shield [M]
Chance to block solar damage: 85%
250 Kaho
Shop 5
Medical Kit
Allows you to carry up to 5 items (food, potions, etc.) of one type in one slot.
20 Kaho.
Bandage
Stops bleeding/removes 1 injury/attempts to revive a character after receiving fatal damage (one use per action).
20 Kaho
Antidote
Removes poison.
5 Kaho
Peppermint Tincture
Removes stun and immobilization
5 Kaho
Ice Pack
Removes burn
3 Kaho
Herbal Tea
Removes fear and horror.
3 Kaho
Cleansing Tincture
Removes blindness.
3 Kaho
Healing Herbs
Used by a medic outside of battle. 1 portion = 10 health points.
2 Kaho
Info + 2 bandages = 90/4 = 23 kahos each (I only have 22)
I think we should buy supplies using one of these two schemes and get going.
Although, of course, Greek fire would be very useful for us right now, but 50 kahos is a bit expensive.
Around the old, abandoned fort, there is nothing, not a single stone or tree, only a wasteland stretches in all directions. There have been no rains in recent days, so the ground is dry and will not pose any problems for movement. The fort is surrounded by water. While on its walls, characters receive +5 to Dexterity checks against attacks "from below," as well as +1 to ranged attack distance, +5% critical hit chance, and +3 to Perception checks against downward attacks. The yellow square is a ladder.

Wrash

Hunter/Ereba/Axe
・If the character hits an enemy and the enemy is still alive, it deals another hit to the enemy.
Veteran
+10 to health.
Weapon: Crusher (axe)
Damage: 10-15
50% chance to destroy a random piece of the enemy's equipment upon a successful hit.
Secondary weapon: Smasher (shield)
Block chance: 30%
Blocks melee attacks and ranged shots.
A successful block in melee combat does not stop the damage, but deals 5-15 damage and has a 50% chance to destroy a random piece of the enemy's equipment.
Body:
Head: Scarecrow (helmet, orc)
Causes a fear effect on those who try to attack the character. +3 to Spirit checks for this effect.
Footwear:
Cloak:
Accessory 1: Padded gloves
+0-2 to damage.
Accessory 2:
Slot 1: Antidote
Slot 2: Ice pack
Glam and Diluk
Rogue/Ereba/Crossbow
・Control.
Weapon: Standard crossbow
Damage: 8
Range: 3
Secondary weapon:
Body: Chainmail
Protection +2
Protection +3 against ranged attacks
Head: Old helmet
Protection +1
Footwear:
Cloak:
Accessory 1:
Accessory 2:
Slot 1: Antidote
Slot 2:
50% chance to destroy a random piece of the opponent's equipment
- Ladies and gentlemen, distinguished audience! What you've been waiting for all evening! The highlight of our program! Behold, under the circus dome - the Soaring Sinclairs!
The master of ceremonies' final words were drowned out by thunderous applause. All eyes turned upward. There, beneath the very dome, the famous performers had already taken their starting positions — artists who for several generations had delighted all of Silur with their spectacular acts on the edge of impossibility. For a long time they performed as a married couple, but today there were three of them — a girl of about ten had joined the wedded pair. The daughter of the famous acrobats had trained hard and diligently, but this was her first public performance, fresh blood in the creative dynasty...
...for little Amber, this was her last performance with her parents.
To this day she sometimes wakes up in a cold sweat, remembering her mother's terror-filled eyes, and the crack of a snapping rope still rings in her ears. She still remembers how some wealthy patron calmed her down with hot herbal tea while she sobbed, telling him in a broken voice how some stern man had argued with her father and demanded payment. She remembers how the troupe leader threw her out onto the street that same evening, saying he wouldn't put up with dead weight, and how her feet carried her on their own to that patron's house...
Fortunately, the man turned out to be genuinely good. He took Amber in as his own daughter, gave her the best education and upbringing, and spent a long, very long time hunting down the criminal who had sabotaged that ill-fated performance. Amber remembers how in the evenings he would put on an inconspicuous dark suit, thinking she couldn't see, take a taut bow from a hidden cabinet, and leave — sometimes until morning.
One day she secretly followed him. She trailed silently at a respectful distance through half the city. After another turn, the sounds of a fight reached her, then a stammering voice.
- That little actor was asking for it himself! Said he didn't need protection! Well, now let him know...
She recognized that voice. Everything after that was a blur.
Her adoptive father barely managed to pry her fingers off the throat of the scoundrel who had robbed her of her parents. He made sure the man was locked in the most secure cell, and pulled every string to have him sentenced to death.
He also found someone willing to watch his back in the difficult business of fighting crime.
Amber proved to be a diligent student. Very soon she learned to shoot a pigeon sitting on the roof of a neighboring house right in the eye with her bow. She also kept up her circus training, constantly practicing to maintain her flexibility and agility.
Unfortunately, this story did not have a happy ending.
They picked up the trail of a major criminal organization, but overestimated their strength. They were surrounded on a bridge, never given the chance to use their ranged weapons. Amber's mentor, the man she had come to call father, pushed her into the water, and the last thing she saw was enemy swords piercing him.
With her tail between her legs, ashamed of her failure, she returned to the mansion only to find a blazing pyre where it once stood.
Amber had to flee the city.
For a while she wandered through forests and fields, living off hunting. Soon she joined a circus troupe under a false surname — she didn't want to stir up any commotion. She quickly befriended her colleagues and earned a certain respect from management — especially after she shot a scoundrel in the knee when he tried to make off with two weeks' worth of earnings. Alongside her main work, Amber uncovered minor crimes.
One day she caught herself realizing that juggling work and hobby was becoming harder and harder. A choice had to be made.
The troupe was certainly disappointed that the choice wasn't in their favor. They said a warm goodbye, wished Amber luck on her difficult path, and allowed her to keep part of the props as a memento — after all, who knows when makeup or the cover of a solo act by an acrobat widely known in narrow circles might come in handy.
Slinging her trusty bow over her shoulder, Amber set off toward Grasaika.
No, I'm not ashamed, because I can. What are you gonna do to me, I'm in another city.
Origin:
Silur
+1 to AP, ability to see in the dark.
Background:
Performer
+2 to spirit, +2 to dexterity.
Convictions:
Selene
+3 to health, +1 to dexterity, +1 to spirit.
Weapon Mastery:
Bow
Burn on attacks.
Starting Equipment:
Quality Bow
Damage: 8-12
Range: 3
7🟡
Combat Dress (F)
+2 to dexterity rolls
3🟡
Hood
0🟡
Inventory:
Money, a supply of arrows obviously, a cosmetics bag with everything needed for hair and makeup, a stage costume leaving little to the imagination.
🏹🎪+⛓️♿=💕