Difference between revisions of "Dallas, House of Burns"

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(Character Stats: added in the exp from monstering the two other linears and also from when I monstered and played the first linear of term as I don't believe I ever put that exp in. I also increased my influence in preparation for downtimes)
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==Description==
 
==Description==
Long ago, the House of Burns was a fearsome warrior family who heralded many great titles and feats. However, after having many of the family die out due to constant conflict and infighting, one of Dallas' ancestors decided that the quiet life of a merchant was what the House of Burns needed. So, using their resources from years of plundering, the house was transformed into a wealthy mercantile faction, who specialized in honey farming and mead making. They create unique honey treats and savoury recipes, selling them to the inhabitants of Talamard.
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Long ago, the House of Burns was a fearsome warrior family who heralded great titles and feats. However, after having many of the family die out due to constant conflict and infighting, one of Dallas' ancestors decided that the quiet life of a merchant was what the House of Burns needed. So, using their resources from years of plundering, the house was transformed into a wealthy mercantile faction, who specialized in honey farming and mead making. They create unique honey treats and savoury recipes, selling them to the inhabitants of Talamard.
  
 
Dallas lived a peaceful life, surrounded in wealth and the monotonous days of buying and selling goods. The rest of the Burns may have raised him as a esteemed merchant, but Dallas has always had a particular liking towards his great grandfather, Crombie. Many thought Crombie's way of life was too "rough" and all his old stories far too bloody, and Dallas at first thought they were silly tales but, one day, decided to take Crombies advice and started practicing with him. Dallas quickly realised that fighting is quite exhilarating, certainly more so than the cut-throat world of market day. Day in and day out, Dallas would train more and more, until Crombie recommended Dallas test his skills and go out monster hunting with the Ardent Vigil.
 
Dallas lived a peaceful life, surrounded in wealth and the monotonous days of buying and selling goods. The rest of the Burns may have raised him as a esteemed merchant, but Dallas has always had a particular liking towards his great grandfather, Crombie. Many thought Crombie's way of life was too "rough" and all his old stories far too bloody, and Dallas at first thought they were silly tales but, one day, decided to take Crombies advice and started practicing with him. Dallas quickly realised that fighting is quite exhilarating, certainly more so than the cut-throat world of market day. Day in and day out, Dallas would train more and more, until Crombie recommended Dallas test his skills and go out monster hunting with the Ardent Vigil.
  
The Burns all think that Dallas is just doing this as a "side hustle" for the family business. However, talking to Dallas you realise his heart is set on being the warrior his family would once be proud of. But, because of his past of being the "class clown" it's hard to tell when he's being serious or when he's being "Dashing Dallas".
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While fighting with the Vigil, Dallas took up a venture in becoming a registered merchant. Hochlant has a lot of rules and regulations around trade, and Dallas had the play the game. After a few months of researching, finding a suitable sponsor and passing the exam, Dallas was granted merchant guild member status and bought a shop and warehouse in Coelwant called "The Honeyed Cauldron". Here he sells an arrangement of meads, sweet treads, honeys and alchemicals - all with the purpose to make people feel good. The Burn's empire grows, and so does Dallas' will to aid the Vigil. Though how he can do so when he is but a humble merchant, he has still yet to see.
  
 
=Character Stats=
 
=Character Stats=
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Race: Elf (+2 resistance)
 
Race: Elf (+2 resistance)
  
Archetype: Unfettered
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Archetype: Specialist
  
  
Linears Played: 2
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Linears Played: 1 played, 4 monstered, 3 half-and-half
  
Exp: 0
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Exp: 3
  
Exp spent/earned total: 15
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Exp spent/earned total: 11 earned / 8 spent
  
Money: 18 shillings, 10 pence
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Money: 10 shillings, 5 pence
  
Money spent/earned total: 19 shillings, 5 pence spent/3 earned
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Money spent/earned total: 22 shillings, 5 pence spent/12 shillings earned
  
  
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Spirit: 1. Grace Period: 40 Seconds. Spellpower: 3.
 
Spirit: 1. Grace Period: 40 Seconds. Spellpower: 3.
  
Physique: 1. Hits per location: 4.
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Physique: 2. Hits per location: 5. Healing per refresh: 2
  
 
Gnosis: 2. Maximum prima: 15
 
Gnosis: 2. Maximum prima: 15
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<u>Physique Abilities</u>
 
<u>Physique Abilities</u>
  
*Strength: 1
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*Strength: 1. 1 feat per refresh
  
 
Weapon Mastery:
 
Weapon Mastery:
*Staff: 2
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*Staff: 2. 1 feat per refresh (Proficiency | Bludgeon, Stun 2)
  
 
Defense:
 
Defense:
*Light Armour: 2
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*Light Armour: 2. DR 1. 1 Dodge per Encounter.
 
 
<u>Gnosis Abilities</u>
 
*Destruction: 0
 
*Source (Martial): 1
 
*Spell Sphere Mastery (Ocean): 3
 
 
 
  
 
<u>Skills</u>
 
<u>Skills</u>
*Influence: 2
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*Influence: 5 (Overflowing Coffers, Silver Tongue, Contacts, Know the Market, Read the room)
 +
*Alchemist: 3 (Empowerment Sphere | May craft up to tier 3 alchemicals)
 +
*Loremaster: 1 (Fey)
  
  
 
<u>Items</u>
 
<u>Items</u>
*Martial Focus/Staff: Tier 1.
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*Martial Focus/Staff: Tier 2 (Hastened Channelling).
 
*Fur Light Armour. Tier 1.
 
*Fur Light Armour. Tier 1.

Revision as of 17:52, 9 March 2024

Description

Long ago, the House of Burns was a fearsome warrior family who heralded great titles and feats. However, after having many of the family die out due to constant conflict and infighting, one of Dallas' ancestors decided that the quiet life of a merchant was what the House of Burns needed. So, using their resources from years of plundering, the house was transformed into a wealthy mercantile faction, who specialized in honey farming and mead making. They create unique honey treats and savoury recipes, selling them to the inhabitants of Talamard.

Dallas lived a peaceful life, surrounded in wealth and the monotonous days of buying and selling goods. The rest of the Burns may have raised him as a esteemed merchant, but Dallas has always had a particular liking towards his great grandfather, Crombie. Many thought Crombie's way of life was too "rough" and all his old stories far too bloody, and Dallas at first thought they were silly tales but, one day, decided to take Crombies advice and started practicing with him. Dallas quickly realised that fighting is quite exhilarating, certainly more so than the cut-throat world of market day. Day in and day out, Dallas would train more and more, until Crombie recommended Dallas test his skills and go out monster hunting with the Ardent Vigil.

While fighting with the Vigil, Dallas took up a venture in becoming a registered merchant. Hochlant has a lot of rules and regulations around trade, and Dallas had the play the game. After a few months of researching, finding a suitable sponsor and passing the exam, Dallas was granted merchant guild member status and bought a shop and warehouse in Coelwant called "The Honeyed Cauldron". Here he sells an arrangement of meads, sweet treads, honeys and alchemicals - all with the purpose to make people feel good. The Burn's empire grows, and so does Dallas' will to aid the Vigil. Though how he can do so when he is but a humble merchant, he has still yet to see.

Character Stats

Race: Elf (+2 resistance)

Archetype: Specialist


Linears Played: 1 played, 4 monstered, 3 half-and-half

Exp: 3

Exp spent/earned total: 11 earned / 8 spent

Money: 10 shillings, 5 pence

Money spent/earned total: 22 shillings, 5 pence spent/12 shillings earned


Attributes

Resistance: 2

Spirit: 1. Grace Period: 40 Seconds. Spellpower: 3.

Physique: 2. Hits per location: 5. Healing per refresh: 2

Gnosis: 2. Maximum prima: 15


Physique Abilities

  • Strength: 1. 1 feat per refresh

Weapon Mastery:

  • Staff: 2. 1 feat per refresh (Proficiency | Bludgeon, Stun 2)

Defense:

  • Light Armour: 2. DR 1. 1 Dodge per Encounter.

Skills

  • Influence: 5 (Overflowing Coffers, Silver Tongue, Contacts, Know the Market, Read the room)
  • Alchemist: 3 (Empowerment Sphere | May craft up to tier 3 alchemicals)
  • Loremaster: 1 (Fey)


Items

  • Martial Focus/Staff: Tier 2 (Hastened Channelling).
  • Fur Light Armour. Tier 1.