Norah Monroe

Player: Briar
Upkeep: None
Income: 20,000z/mo (Northern Jingxi Co. CEO)
Race: Human…
Age: 28
Weapon Groups: Light Soldier, Mixed Soldier, Quattori Gunslinger, Quattori Serviceman
Weapon Proficiencies: Daggers, Boxing, Handguns, Revolvers, SMGs, Assault Rifles, Carbines, Sniper Rifles, Shotguns
Extra Proficiencies: Heavy Arms, Gunblades
Favored Elements: None
Armor Type: Medium
Meta Bonus: Gunsmith 8, Subtlety 6, Tinker 6, Roboticist 2
Status and Equipment
HP: 60
SP: 58
Damage: 5 Revolver, 6 Leviathan, 5 Arcturus, 10 Outsider
To Hit: 10 Revolver, 9 Leviathan, 10 Arcturus, 11 Outsider
Evasion: 7
Endurance: 6
Willpower: 1
Search: 0
Sneak: 14
Resistance: 5 Physical, 1 Magical
SP Reductions: -
Crafting Points: 24+2 (0 Used)
Equipped Weapon: Arcturus Mk.1
Equipment Equipment Equipment
Sunless Boots Nahr Excavator Gear Flamelight Tiara
- - -
Sidearm Grenadier -
Badlands Revolver - -
Study
Source Description Research Time
- - -
Temp Boons & Injuries (0/30 IP)
Name Effect Heal Date
Perk-It Pills +2 CP, -3/6/12/24 Days on Studies and Trainings! On-going (2.5k at Upkeep)
Skills
Skill Tree: Gunsmith VIII
Passive: Triggerman
Tier 1 Shortcut Materia Tune-Up
Tier 2 Fine Tuned Great Materia Sidearm
Tier 3 Superior Steady Aim Crack Shot
Tier 4 Excellent Grand Materia The Big One
Skill Tree: Tinker VI
Passive: Gearhead
Tier 1 Shortcut Materia Mech Masher
Tier 2 Great Materia Ping! Grenadier
Tier 3 Superior Keel Haul Shortwave Interruptor
Tier 4 Excellent Grand Materia Overclock
Skill Tree: Subtlety VI
Passive: Trickster
Tier 1 Subvert Obscure Snatch
Tier 2 Debilitate Observe Swerve
Tier 3 Raid Sly Strike Scapegoat
Tier 4 Play Dead Exploit Pounce
Skill Tree: Roboticist II
Passive: Turret Technician
Tier 1 Shortcut Efficiency Remote Control
Tier 2 Scheduled Maintenance Peak Efficiency Jailbreak
Skill Tree: Cosmology
Passive: -
- Soul Surrender - -
Adventure Skills
Name Bonus Description
Tech Lore 11 “I'm actually something of a gunsmith myself.”
Dexterity 11 “A bit of a twitch in your fingers is actually very healthy.”
Speed 10 “I have a lot of practice running from things.”
Gadgetry 8 “No motherboard, no problem.”
Acrobatics 8 “Gotta be light on your feet when you're packing heavy!”
Vitality 8 “Second degree burns are best taken in shifts.”
Strength 6+4 “It's guns all the way down.”
Harvesting 6+4 “Sometimes people throw away real treasures because they're stupid.”
Thievery 5 “This comes a lot easier with a warship and hundreds of rowdy friends.”
Relic Lore 5 “Relics are just machines for people who don't know engineering.”
Non-Combat Skills
Name Bonus Description
Robotics 8 “They call them 'laws', but they're more like suggestions.”
Disarming Charm 5 “Fellas, there's no need for violence.”
Photography 5 “I prefer being on the other end of a camera, when I can…”
Political Savvy 4 “Hey, aren't you that guy who…?”
Cooking (Barbecue) 4 “Sometimes, I just wanna grill.”
Active Signature Skill – …
“…”
Still searching…
Passive Signature Skill – …
“…”
Still searching…
Path of the Blackblood V
Boon Type Level Description
Special Training Racial - +1 Gunsmith Meta.
Quattori Locational - +2 Tech Lore.
Favorless Miscellaneous - +3 Disarming Charm.
Codex of Language Major - Norah is fluent in every modern, commonly spoken language on Aurora, as well as Elysian and its dialects.
Gift of Voices Major - When speaking with conviction, Norah is able to understand the spoken words of others, and they are able to understand her, regardless of language barriers. In the presence of Cosmic forces, she may make a Search roll to potentially receive relevant whispers and warnings on the Cosmic Winds. Once a day, this may be done without Cosmic forces present on a flat d20 roll.
Nascent Saturation Major - +2 HP, +1 WIL/END, +1 Physical/Magical DR. Something has changed…
Sunlight's Wrath Major - Once per Turn as a Free Action, the bearer may spend 1 SP to deal 2 Light DAM to enemy Units within Melee range Automatically. In direct sunlight, SP Cost and Damage are doubled. A runic inscription carved into flesh, and painted with 'solar nectar'.
Sunlight's Fury Major - Once per Turn as a Sub Action, the bearer may spend 2 SP to deal 3 Light DAM to enemy Units within Melee range Automatically. In direct sunlight, SP Cost and Damage are doubled, and it may be used immediately after Sunlight's Wrath. A runic inscription carved into flesh, and painted with 'solar nectar'.
Sunlight's Kiss Major - Once per Turn as a Free Action, the bearer may spend 1 SP to Heal 2 HP. In direct sunlight, both SP Cost and Healing are doubled! A runic inscription carved into flesh, and painted with 'solar nectar'.
Tricks of the Trade II (Tinker) Minor - Reduces Study/Training times related to Tinkering by 3/6/9/12 Days per Difficulty. Shortcut reduces 1 additional CP for Tinkering crafts. +2 CP.
Tricks of the Trade II (Gunsmith) Minor - Reduces Study/Training times related to Gunsmithing by 3/6/9/12 Days per Difficulty. Shortcut reduces 1 additional CP for Gunsmith crafts. +2 CP.
The Magnum Opus Major - +1 Gunsmith Meta and its Cap. Reduces the CP cost of producing Constructs and Turrets by 3. Norah adds 1/2 her Crafting Metas to the Robotics Adventure Skill.
Masterwork: Dwarven Ballistics Major - +1 Gunsmith Meta and its Cap. Grants access to both Passive effects of the Gunsmith skill tree. Off-spec Combat skills cost +2 SP to use, and off-spec Maker’s Marks cost +3 CP to use. Allows the limited crafting of items beyond the crafter’s main area of expertise. Norah can apply two temporary boons to firearms and ballistic weapons.
Masterwork: Magic & Steam Major - +1 Tinker Meta and its Cap. Grants access to both Passive effects of the Tinker skill tree. Off-spec Combat skills cost +2 SP to use, and off-spec Maker’s Marks cost +3 CP to use. Allows the limited crafting of items beyond the crafter’s main area of expertise. When working on very large crafts, such as vehicles, Norah adds her Tinker Meta to her maximum CP for the week.
Masterwork: Elysian Machinesmithing Major - +1 Tinker Meta and its Cap. Grants access to both Passive effects of the Tinker skill tree. Off-spec Combat skills cost +2 SP to use, and off-spec Maker’s Marks cost +3 CP to use. Allows the limited crafting of items beyond the crafter’s main area of expertise. Norah can substitute any Elemental effect on Tinker crafts with the Cosmic element.
Blessing of Fire
Tier Name Stamina Cost Description
I Hands of Flame - +1 To Hit. You favor the Fire Element. Once per encounter, you may use Fire or Magma Brand on your own Weapon as a Sub Action.
Hero of the Guild
Tier Name Stamina Cost Description
I Mettle - +6 HP & SP. Treat the Agitated and Frightened Conditions as though they were a Rank lower.
II Insight - +6 HP & SP. At the start of every encounter, gain X Ranks of Wary, with X equal to 1/2 Tier (round down). As a Quick Action, you may spend 3 Ranks of Wary to gain All DR equal to Tier against a Stealthed attack.
III Veteran Rogue - +6 HP & SP. Gain +1 Subtlety Meta and Cap, and +2 to Speed.
IV The Heaviest of Souls - Racial HP & SP Caps are boosted by Hero of the Guild Tier x3 [15], to a maximum of 20. Racial EVA, WIL & END Caps are boosted by Hero of the Guild Tier -1 [4]. Racial Search Cap is boosted by Hero of the Guild Tier -2 [3]. Gain the Racial Trait: Potent Soul.
V Heart of the Cosmos - +6 HP & SP. Add 1/2 Hero of the Guild Tier (Round up) [3] to WIL/END attacks made directly against your soul. You are Immune to Possession.
VI Locked ? ?
VII Locked ? ?

Equipment

Leviathan
Base Stats Train Gun. 5+1 DAM, 18×2 Ammo. Ignores 2 Ballistic DR, activates Perception/Subtlety/Gunsmith skills twice, destroys sources of Cover. +3 against Broken/Damaged, +1 against Mechanical Units.
Maker's Mark Bullet Belt :: Doubles Ammo capacity. Reduces Movement by 3 when held, and 1/2 whenever moving and attacking on the same Turn.
Legendary Dread Piracy :: The first time the weapon is fired in an encounter, it applies Frightened (vs END) to all enemy Units. If used from stealth, add another rank of Frightened. If used with an AoE skill, add another rank of Frightened.
Improvement Anti-Material Gearwork :: Grants +2 DAM. Wielder takes 1 DAM of recoil with each shot.
Improvement Heavy Silencer :: Grants -1 Damage, +1 Maximum Concealment. Missed Attacks with this Weapon don't cause you to leave Stealth. Can be applied to Heavy Arms.
Outsider
Base Stats Carbine. 6+4 DAM, 6+6 Ammo. Grants +2 Hit when Prone or not Moving. +3 against Broken/Damaged, +1 against Mechanical Units.
Description Once bore the name 'Lineage', but the engraving has worn off with excessive use. Barely resembles the original model after a dozen reassemblies…
Maker's Mark Excellent :: +2 To Hit.
Legendary Blackpowder Inferno :: Grants +4 DAM. Wielder takes 3 Fire DAM of recoil with each shot. SP costs are increased by 1.
Improvement Iron Sights :: Grants +1 Hit, and another +1 Hit against Units within 12 squares.
Improvement Secondary Drum :: Doubles Ammo Capacity. Cannot be applied to 1-Handed Firearms or Heavy Arms.
Enchantment Brave :: Roll after an Offensive Physical Action (Threshold: 8) to perform a second Offensive Physical action at +2 SP cost. You cannot use a skill that would restore Stamina with this additional action.
Arcturus Mk.1
Base Stats Gunblade. 4+1 Slashing DAM, 4 Ballistic DAM, 6 Ammo. Melee attacks may be Loaded, gaining +3 DAM and the Force element by expending 1 Ammo and 2 SP. Loaded attacks can consume 1 Charge of Special Ammo, conferring its effects until reloaded again. +3 against Broken/Damaged, +1 against Mechanical Units.
Maker's Mark Excellent :: +3 To Hit. (Accurate)
Improvement Manasink Prism :: Once per encounter, forgo a defensive roll and reduce an incoming Magic attack's Damage by half (Round up) before counting DR. When the encounter ends, the weapon is automatically Damaged.
Improvement Heavy Broadside :: +1 DAM, -2 To Hit. Attacks that deal 10 or more Damage in a single hit (not total) can apply Damaged with -3 Hit.
Badlands Revolver
Base Stats Revolver. 4+1 DAM, 6 Ammo. Ignores Rapid Stance's Hit penalty.
Maker's Mark Excellent :: +1 To Hit/DAM, +1 To Hit with Follow-Up attacks. (Accurate, Heavy, Steady)
Juperian Railgun
Base Stats Railgun. Requires Heavy Arms or its own Proficiency. Uses Juperian Canister Charges for Ammunition. 8 Ballistic DAM, ignores DR if target has 4 Ballistic DR or less. Automatically applies Bleeding to organic Units. Cannot be Enchanted or Improved.
Note For Study! :: This'll stay nice and cozy in Norah's workshop until she finds the means to reverse-engineer it into something more… Sustainable.
The Empress' Travel Attire
Base Stats Medium Armor. 1 EVA/END, 1 Physical DR.
Improvement Elysian Alloy Vest :: Grants +3 Physical DR, 2 END.
Mode Arcanobarrier :: The wearer gains a Cosmic Barrier with HP equal to Tinker Meta. As a Sub-Action, the wearer may convert 1 CP into 2 Barrier HP, to a maximum of 5 CP/10 HP per use.
Inventory
Zeny 61,200.
Nahr Excavator's Gear +4 Strength & Harvesting, +2 END, and +3 CP.
Sunless Boots When in Stealth, increase Movement by ½. For every 10 squares moved, gain 1 Concealment.
Flamelight Tiara Ranks of Burning on you also count as Ranks of Brilliant. In direct sunlight, Burning also deals no Damage to you (but still lowers Fire DR at higher Ranks).
Storage
Belt of Recall Grants +3 Slots for holding weapons. Weapons stored in this belt are passively Soulbound, without sacrificing an Enchantment slot.
Potion Satchel XL Grants 3 Slots for consumables potions/food.
Thalj Reverberating Sculpture When placed in a residence (or workshop), add +2 to all Excellent rolls. For each extra Property added by an Excellent roll near the Crystal, refund 2 CP to the Crafter.
Westside Gaudy Rings Grants +1 to a single Numerical Bonus on any Enchantment laid on it. (None yet)
Medium's Lens Wearing this (or placing it over your eye) adds +3 Clairvoyance or, if you have 0 Clairvoyance, acts as though you rolled 12. The Coven warns to be careful of vengeful spirits… They see you, too.
Trickster's Trifle The first time per encounter you're discovered via Search or Attacked, apply Blind to the Unit that discovered you (vs END) via a flash of brilliant blue light and gain 1 Concealment.
Munitions Belt XL Treat Reloading a Firearm as a Free Action, thrice per encounter.
Infused Honey x2 This honey, infused with irh’sas, grants an Extra Standard Action every Turn - but the imbiber must roll as though they’re Dazed when it’s used.
Crystal Fruit Slice x1 Fully restores HP & SP, and will instantly remove most Injuries.
Health Soda x4 Heals 20 HP. Fizzy drinks that come in a variety of fruity and herbal flavors.
Chilled Coffee x3 Heals 20 SP. Cold, sweet coffee in a can. Available in mocha, caramel and vanilla.
Spiced Tea x1 +3 Bonus To Hit. Canned tea, with a little bite of cinnamon. Stays warm for up to three days, still tasty when cold.
Crimson Cooler x2 Purges all Negative Conditions, and then applies 1 Rank of Coughing for 2 turns if consumed during combat. A traditional Quattori drink made of non-alcoholic cider, rhubarb, ginger roots, and lemonade. Very sour, very spicy.
Hearty Noodle Cup x4 Heals 30 HP, takes a Standard action to consume. -3 to all Defensive stats until your next turn. A serving of noodles in an alchemically-treated cup that fills itself with warm broth when the lid is torn away.
Juperian Canister x1 5 Charges. A power source for Juperian technology.
Experimental Launch Boots Allows the wearer to leap 50 feet in the air, and effortlessly over rough terrain. Movement Range is Doubled when leaping in a straight line, and Units in Flight can be targeted with Melee attacks. Skills used with such a leap may be augmented with +3 DAM.
Experimental Kleptodeck A spider-shaped device, made to facilitate crime. Grants the creator’s Tinker Meta -1 (5) as a Bonus to actions involving the following tools/functions: Lockpick, Drill, Heat Laser, Image Scanning, Data Theft.
Focused Explosive x9 Requires a Focused Action to attach to enemy Units. Deals 20 Force DAM. When applied to Artificial or Mechanical Units, this becomes True Damage.
Automatic Turret 5 Durability. Deals 3×3 Ballistic DAM to Units at range per turn. To Hit is equal to its wielder's base value. Made with Efficiency: Turret has +1 To Hit.
Nullifier Turret 5 Durability. Applies Nulled (vs END) to Units within 5 squares per turn. Efficiency: Turret has +1 To Hit.
Regenerator Turret 5 Durability. Restores 3+1 HP to allied Units within 5 squares per turn. Made with Efficiency: Turret has +1 Healing.
Zapper Turret 5 Durability. Deals 5 Lightning DAM to all Units (Friendly Fire!) within 5 squares per turn. To Hit is equal to its wielder's base value. Made with Efficiency: Turret has +1 Durability.

Crafting

working on it ;__;

Research
Craft Source Description Research Time
Auto-Shotgun Inspiration Norah has her mind set on inventing a new shotgun for the modern era- Harder, better, faster! Intermediate, 56→36 Days. Reduced by Tech Lore (-1/4) and Perk-It Pills (-6 Days). Done Sep 13th!
Juperian Railgun Study Norah's got her hands on a devastating weapon- And she means to reverse-engineer it! Master, 224→144 Days. Reduced by Tech/Relic Lore (-1/4) and Perk-It Pills (-24 Days). Sep 13 - Feb 4 ('21)
Crafts
Crafting Points 24+2 Max 26/26 CP Available. Replenishes on Sundays.
Work Station Legendary Daedalus' Workshop, located in Tortuga. Quite literally in Tortuga. -8 CP costs when used.
Permits & Licenses
Street Vending El Quattor Norah is a licensed merchant in the Barony! So long as she's not running a store with any permanent address. This is the cheap license!
Gunsmithing El Quattor Norah is a licensed gunsmith in the Barony! She better be.
Tinkering El Quattor Norah is a licensed engineer in the Barony! This mostly covers explosives.
Stockpile
Excellent Pistol A Handgun, made to be Excellent (Accurate): +3 To Hit.
Excellent Pistol A Handgun, made to be Excellent: +2 To Hit.
Excellent Revolver A Revolver, made to be Excellent: +2 To Hit.
Excellent Revolver A Revolver, made to be Excellent (Accurate, Steady, Sturdy): +3 To Hit, +1 To Hit with Follow-ups, ignores Damaged (but not Broken).
Excellent Carbine A Carbine, made to be Excellent (Accurate, Light): +5 To Hit, -1 DAM.
Excellent Carbine A Carbine, made to be Excellent (Accurate, Heavy): +1 To Hit, +1 DAM.
Excellent SMG An SMG, made to be Excellent (Accurate, Heavy, Steady): +1 To Hit, +1 To Hit with Follow-ups, +1 DAM.
Excellent SMG An SMG, made to be Excellent: +2 To Hit.
Excellent Assault Rifle An Assault Rifle, made to be Excellent (Accurate, Steady, Light): +5 To Hit, +1 To Hit with Follow-ups, -1 DAM.
Excellent Assault Rifle An Assault Rifle, made to be Excellent (Accurate, Steady, Heavy): +1 To Hit, +1 To Hit with Follow-ups, +1 DAM.
Excellent Gunblade x2 A Gunblade, made to be Excellent: +2 To Hit.
Excellent Gunblade A Gunblade, made to be Excellent (Accurate, Sturdy): +3 To Hit, ignores Damaged (but not Broken).
Excellent Gunblade A Gunblade, made to be Excellent (Accurate): +3 To Hit.
Excellent Clockwork Rifle A Clockwork Rifle, made to be Excellent (Accurate, Steady, Light): +5 To Hit, +1 To Hit with Follow-ups, -1 DAM.
Excellent Clockwork Rifle A Clockwork Rifle, made to be Excellent (Accurate): +3 To Hit.

Notes

Stat Math
HP ….
SP ….
HIT ….
EVA ….
END ….
WIL ….
DAM ….
Search ….
Sneak ….
Point Expenditure -
world_setting/sheets/norah_monroe.txt · Last modified: 2020/08/09 23:47 by sage