Post by Deleted on May 17, 2012 23:29:15 GMT -6
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STATISTICAL-
Total Experience Points:250
Unused Experience Points:
Titles: Earl (10 XP)
Settlements:
Expanding out from the vast walls of Tivinter's Keep, the village expands it's way downwards to the sea and into a nearby delta that provides fertile farming ground. While hosting it's own harbor, small trade vessels and large assortments of fisher vessels make their trades in the village. Serfs, Free Peseants and Fishermen make their livings here. Craftsmen often have outlying shops and settlements near the village or others are hosted up in the castle.
Equipment:
[/li][li]Weapons / Armor:[/b]
[/li][li]Potions, Poisons, Elixirs, and Alchemies:[/b]
[/li][li]Basic Enchanted Items:[/b]
[/li][li]Advanced Enchanted Items:
[/li][li]Superior Enchanted Items:
[/li][li]Ultimate Enchanted Items:
[/li][li]Companions:
Physicality:
Mental Fortitude:
Magical Prowess:
Combatant Fortitude:[/b]
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STATISTICAL-
Total Experience Points:250
Unused Experience Points:
Titles: Earl (10 XP)
Settlements:
- Tivinter (Large Castle/Castle Village) (50 XP)
This large stone fortress rests on the edge of a cliffwall, plummeting down to the shorelines of the sea that touches the country of Imperia. A full three stories high, the towers encircle the small castle village that lies in the second wall defenses of Tivinter, while protecting the cloistered keep that connects the walls together at the edge of the cliffs. Supplied and staffed by a basic assortment of militia, servants and skilled craftsmen. Tivinter is a fully operational village if needed. - Tivinter's Village ( 50 XP)
Expanding out from the vast walls of Tivinter's Keep, the village expands it's way downwards to the sea and into a nearby delta that provides fertile farming ground. While hosting it's own harbor, small trade vessels and large assortments of fisher vessels make their trades in the village. Serfs, Free Peseants and Fishermen make their livings here. Craftsmen often have outlying shops and settlements near the village or others are hosted up in the castle.
Equipment:
- Basic Kit:
- Backpack (1 XP)
- Bedroll (1 XP)
- Waterskin (1 XP)
- Torches (1 XP)
- Silk Rope (50 ft) (1 XP)
- Tindertwigs (1 XP)
- Tent (1 XP)
- Rations (1 XP)
- Wetstone (1 XP)
- Flint & Tinder (1 XP)
- Noble's Vestments (1 XP)
[/li][li]Weapons / Armor:[/b]
- Chainmail Armor (10 XP)
- Ceremoniously Crafted Plate Mail (10 XP)
- Bastard Sword (10 XP)
[/li][li]Potions, Poisons, Elixirs, and Alchemies:[/b]
- N/A
[/li][li]Basic Enchanted Items:[/b]
- N/A
[/li][li]Advanced Enchanted Items:
- N/A
[/li][li]Superior Enchanted Items:
- N/A
[/li][li]Ultimate Enchanted Items:
- N/A
[/li][li]Companions:
- N/A
Physicality:
- Vitality: 15 (+15 Racial)
- Strength:8 (+8 XP)
- Endurance: 9 (+5 Racial, +4 XP)
- Speed: 7 (+7 XP)
- Agility:7 (+7 XP)
Mental Fortitude:
- Social:5 (-10 Racial, +15 XP)
- Skill: 8 ( +8 XP)
- Cunning: 4 (+4 XP)
- Slyness: 4 (+4 XP)
- Will: 10 (+10 XP)
- Intelligence: 7 (+7 XP)
Magical Prowess:
- Overall Magical Aptitude:
- Innate Abilities:
- Innate Ability 1
- Innate Ability 2
- Magical Abilities:
- Ability 1
- Ability 2
- Schools of Magic:
- School 1
- School 2
Combatant Fortitude:[/b]
- Hand to Hand: 5 (+5 XP)
- Close-Armed: 9 (+9 XP)
- Ranged Combat: 5 (+5 XP)
- Extended Accuracy: 6 (+6 XP)
- Fighting Style: Tyre fights with logical thought and insight to the battle, rather than fighting with raw emotion and hoping that your actions will overpower the enemies actions. Each sword brings on an alternate trained style, similar to something one might see in a military, but honed with time and practice.
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