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Ruby Halfskin

Ruby was born in a warm earthen den that smelled of pine needles somewhere north of Acryn. A born werewolf, she led a boisterous life with her pack before cockily setting out to fulfil her curiosity for new experiences. She ran with a pack of true wolves for a time, but after uncounted seasons drifted by, she decided to taste the less harmonious society of humans. For some reason she settled on the life of an Alchemist to achieve this. Her curiosity took an unfortunate turn for the worst after lengthy research culminated in the consumption of a potion meant to gift greater understanding of human psychology. This painfully destroyed her ability to change back into a wolf. Trapped in only half of her form, she is now forced to spend her days exclusively amongst humans. She supposes the potion, ironically, half-worked.

She has no problems with human emotions and relationships; it is the artificial fabrications of manner, metaphor and etiquette which confound her.

She has a large mass of dark hair and poor taste in bracelets.

As of Bad Romance, she has taken to clearly labelling her mundane healing potions, in case some fool girl pours an Eye of the Storm down her throat again.

Class: Journeyman Alchemist

Background #1: Survivalist

Background #2: Weaponry

Skills

  • Mix potion (Restoration of the Flesh)
  • Emergency aid
  • Medical knowledge
  • Well versed
  • Use weapon: Sword
  • Survivalist
  • Light armour training +1
  • Mix potion (Nightsight)
  • Resuscitate
  • Weapon talent 1: Sword (1 Wound 10 + 1 strikedown per encounter)
  • Diplomacy
  • Weapon potency: Sword (Strike doubles)
  • Mix potion (Soul Strength)
  • Improved skill focus: Once per encounter, so long as you have 1 or more body hits, you can immediately place yourself under the effect of any either two class C or D potions in an encounter OR one class A or B potion in an encounter.
  • Fairer Than Thou: The fact that you are of a nobler breed is impossible to ignore. Those who care about such things may react differently to you. For one encounter per an adventure you may freely use the call YOU DARE NOT STRIKE ME against non-sentient creatures. When using this ability the target will not attack you, but you will also be unable to use offensive abilities against them for the rest of the encounter. You must brief this ability at the beginning of any adventure in which you play.
  • Combat Master: You are able to continue to use a single-handed weapon or shield in one hand while you attempt to treat a patient with the other.
  • Advanced Application: Twice per Adventure you may use your advanced knowledge of Alchemy to apply a potion you know how to mix for additional effects. Your skills also allow you to deal with unusual poisons, so long as you have some experience with the base of the poison. (Soul Strength: Paste–>Strengthen on two strikes.)(Eye of the Storm: Mass double rend.)
  • Speak with the Weight of Ages: Your words have great weight, it is difficult to deny your desires. Once per an encounter you may call DOMINATE.
  • Mix Potion: Eye of the Storm
  • Extremely Well Versed
  • Overseer of Bargains: Your YOU DARE NOT STRIKE ME calls now extend to sentient creatures.
  • Concoction
  • Advanced Application: An extra two uses.
  • Advanced mixing 1 & 2 & 3: 15 total potion slots between adventures.
  • Tough x 2
  • Mix potion: Mirrored Soul Strength
  • Alchemical Manipulation
  • Using the Land
  • Potency
  • Home Away From Home: Lots of wibble, see Epic Tree
  • Mix Potion: Life Flow
  • Mix Potion: Limb Drop
  • Surgery: You may, with 30 seconds of medical roleplay, fully restore a character’s HP. You may use this ability once without weakening the patient.

Spare XP: 5 unallocated, 2 more once The First Step is written

Potions Created
Nightsight
Restoration of the Flesh (Heal 4)
Soul Strength (Strengthen)
Eye of the Storm
Mirrored Soul Strength (Weaken) (Obtained during Bad Romance)
Life Flow
Limb Drop

Stats
9+3 Per encounter: Wound 10, Strikedown, Dodge (normal terrain), Entangle (survival level 2 terrain), DOMINATE
Per adventure: YOU DARE NOT STRIKE ME
Four times per adventure: Double Mass Rend (Eye of the Storm, Advanced Application)
Triples (Soul Strength infuse)

Items & Resources

  • Angry letter from Johannes Luxos
  • First edition signed copy of Folklore of the Wyldwode by Phileas Grinning
  • The very tattered and magically inert Cloak of the Dead One
  • An extremely fashionable gilet with the word REFEREE across the back
  • Superior sword (+1 on 2 strikes per encounter)
  • Pharmacopoeia: A few competent Alchemists who work under your supervision. Either produces 2 class B potions that you know how to mix yourself, or 5 class C potions (which you do not have to know how to mix yourself)
  • A personal Emblem from the Emblemer's Guild. The prestige afforded by this emblem may have mechanical effects at GM discretion.
  • 44R
  • 1 limb drop
  • 3 eyes of the storm
  • 3 death wards
  • 1 nightsight
  • 2 restorations of the flesh

Addiction: Deathward: You feel euphoric. Tactile sensations are enhanced and feel pleasurable. If reduced to 0 hits you remain conscious and can, with some difficulty, consume a potion.

Epic Trees
As of Tower_of_Ceciline: The Fair Folk:
You have bonded yourself to a reality which was never meant to be, attempting to become people who should never have existed. You do not belong, you stand separate from reality. Any entity which has the ability to distinguish that something does not belong or is a threat to the consensus, will you see you as such. In any encounter where you use an active ability you gain the following roleplay effect: you are greater and more powerful than others, your desires are more important than others, yours is the right to control and influence reality itself.

Adventures

user/amy/pc/ruby_halfskin.1491123223.txt.gz · Last modified: 2017/04/02 08:53 by amy