Quoted By:
>This quest will feature a basic best-of-three 1d100 rolling system. I will let you know when you need to roll.
>You have three health points. If you run out of health points, you will be incapacitated.
>You have three magicka points. While magicka points can be spent on spells and supernatural abilities. At this point, you have nothing that you can spend magicka points on.
>You replenish a health point and a magicka point after you wake up at the beginning of every day.
Since you were born, you have been favoured by Tall Papa Ruptga and the stars that he put in the sky. You are certain of it. Yet which constellation shone on you when you were born, which stars offer your blessing and protection?
>The Apprentice. You receive +20 to all rolls regarding magical activity.
>The Atronach. You automatically succeed at all rolls to resist magic that does not directly harm or heal you.
>The Lady. You have five health points instead of the default three health points.
>The Lord. After every conflict, you replenish all of your lost health points.
>The Mage. You have five magicka points instead of the default three magicka points.
>The Ritual. Once every thread, you may restore all of a target's health points.
>The Serpent. Once every thread, you may poison a character with a successful touch. Unless cured, the poison will kill the target within an hour.
>The Shadow. Once every thread, you may render yourself invisible and undetectable for a short period of time.
>The Steed. You automatically succeed at all rolls to outrun others, resist fatigue and resist attempts to physically restrain you.
>The Thief. You receive +20 to all rolls regarding stealth and larceny.
>The Tower. Once every thread, you may cause a locked door or container to unlock for you.
>The Warrior. You receive +20 to all rolls regarding physical activity.