Darien GM Info
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As at Summer 810
<-- Back to Darien
- Visible Value
- Well-off to rich, unless trying to look otherwise. Religious Symbol (a 6" ceramic cylinder) is worn openly if the situation permits, or in a belt pouch if not.
- Level
- Offense: High
- Defense: Medium (armour only slightly special)
- Utility: High
- Party Roles
- Investigation, Combat Support
- Goals
- To further the cause of the Church of The One-Horned God
- To be a respected and successful Adventurer
- To make the world a better place, preferably in a condition to enjoy it
These are pursued pragmatically, with a preference for the long-term over the short.
- Gods and Powers
- Agent of Eric, The One-Horned God
- generally considered a white hat, and tolerated as a useful ally by The Unified Church in most circumstances
- anti Demons in general, although will talk to them if the situation requires
- Friends and Allies
- Favoured by Tuscana
- Volunteered abilities in the fight against the Dark Circle
- various grateful ex-employers (mainly off-plane)
- Enemies
- Assumes Cain dislikes him more than average (involved in Eastdale Winter 801)
- Denizens of the Dark Circle (not that they know of him specifically)
- Undead, and anything that disrupts long-term fertility
- Other Relationships
- has arrangements with the Destinian Navy
- Languages
- Native Common
- Courtly Lalange
- Good Elven
- Passable Eldaran
- Literate in all the above
- Passable Dwarvish, Smattering of Gnomish and Folksprach
- Adept at Silent Tongue
- Main Skills
- 7 Spy (including Counterspy)
- 5 Courtier (spec seduction)
- Good at gathering information by talking to people (due to abilities taken)
- 8 Healer, 5 Thief, 4 Ranger (Highlands)
- 7 Philosopher (incl Knowledge taken)
- Animals
- Land (reproduction, Humanoids)
- Magical (reproduction)
- Avians
- Social World (Farway Dwarves)
- Heraldry & Genealogy
- Politics
- Baronies
- Tuscana
- Ranke
- Theology & Mythology (One Horned God, History)
- Magical World
- The Powers
- Animals
- Main Spells
- Instant Petrification 8, Shadow Wings 12, Shadow Walking 13, Witchsight 20, Shadowform 16
- Non-Standard magic
- Religious symbol destroys struck undead (greater get +20 to resistance)
- takes at least several minutes each day for formal worship
- Charismatic Cloak modifies Charismatic Aura (rk14) to provide one of 4 effects (+2rk to std effect/Stealth +19%/Disguise rk7/Undead protection 70% resist Fear etc, -3 draining)
- Stone Amulet provides targetable magic-suppressing effect (powerful but resistable)
- Web is non-damaging, but harder to get out of
- Has ritual that (rarely) gets information from the subject's dreams
- Can activate a basilisk's soul (Rk15) to gain 3 points of Protection, and access to Instant Petrification - costs a TMR and other penalties.
- Has just learnt some Umbral Shadow abilities - 'Pall' of 6.
- Ablative protection from Undead draining, alternative bonus to cast
- Can cast a spell to enhance a magical shadow of own creation (e.g Shadowform has the effects of Armour of Earth)
- Shadow Soul prevents a soul leaving its body
- Passive Detections and protections
- Armour removes 4 ranks from all aspects (BC, range, damage etc) of incoming fire magics (incl when Darien is in area of effect)
- Also reduces bleeders by 1
- Helmet takes 10 off MR roll vs Necro magic
- Ring makes him harder to stun than normal (+2 to dam req)
- Can breathe and see underwater due to fishskin boots
- Non-standard Amulets:
- Rk15 Invis vs demonic entities (may be over-ridden by witchsight)
- +20 to MR vs Chaos
- Undead won't approach within 20' (from religious symbol, mechanics per Chalcedony etc)
- Standard Amulets
- Elder Flowers (Evil Eye)
- Chalcedony (10' undead)
- Luck
- Aquilegius (-10 on Fright Table)
- Hypericum (+10 MR vs Demonics)
- Reaction Modifiers
- Accepted by Nordic types as a good honest warrior/raider (I don't think this applies to Sabrina)
- Human
- Gets along with folks (Spy: Befriend, Imitation; Courtier: Carousing, Seduction, Simulate Emotions)