Ironclaw Fur and Fury/Xote

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Xote d'Chauveau[edit]

Donkey Knight-Errant

Description[edit]

Background[edit]

Xote was born to peasants on Chauveau lands, but his parents died from disease when he was very young, too young to properly understand death. In a stroke of fortune alongside that tragedy, when the nobles overseeing that land arrived to assess damages and decide on what to do next, they brought along their son, Destin. The young lion had been sullen for months (his brother having died of the same illness that claimed Xote's parents), but meeting the young donkey helped to bring him out of his shell, the two getting on very well together. Seeing this change in their son and feeling for the poor orphan, the boy's parents adopted him into their household.

This caused grumbling in House Chauveau, but the house had fallen far since its glory days: adopting someone so lowborn barely registered as a scandal with their lowly finances and esteem. Still, while Destin and his adoptive parents grew to love Xote as family, he grew up acutely aware that many looked down their muzzles at him. Both within his house and at gatherings of other nobles, many regarded him as a novelty, a walking joke, or worse. Aside from giving him sympathy for other commonborn, on Chauveau lands and off, this sparked his burning desire to prove them all wrong -- to prove himself worthy of the noble legacy that had taken him in. He threw himself into his tutelage and training alongside his brother and the other leonine youths. While he never distinguished himself as a scholar (that was more Destin's specialty), he honed his skill with a blade to a very impressive degree.

One of the few who consistently matched him was Celeste, a young scion of a much more well-regarded noble house. At first, the two frustrated one another, each thinking from first impression that the other was arrogant and playing a frivolous game. If nothing else, a few clashes taught them to respect each other's skill in combat. Over the years, this rivalry gave way to warmth; the two came to better understand one another. Both felt somewhat out of their depth in familial circles and frustration at their circumstances, Xote from the casual disdain at his low birth and species and Celeste from the firm expectations that she comport herself as a proper lady. They began to enjoy their time together more and more. Perhaps too much: they've recently realized just how smitten with one another they've become. And painfully aware of how the gulf in social standing complicates any courtship.

But there are other pressing matters for Xote. While House Chauveau's finances have seen some improvements in the past few years,* there remains a lot of pressure on everyone in the household to find and earn additional revenue where they can. This past year, Destin has turned his mind to mercantile pursuits while Xote has taken up as a sell-sword, sometimes cycling in to support house efforts that need his strength of arms and blade.

  • Xote's aunt, a jovial if somewhat ruthless lioness, has proven an especially deft hand with investments, contracts, and political wheeling-and-dealing.

Sheet[edit]

Basics[edit]

Species
Habitat Plains
Cycle Day
Diet Herbivore
Senses Listen, Spot
Weapons Hooves
Personal
Age 19
Gender Male
Height Average
Weight
Eyes Blue
Pelt Light gray with white marks
Distinguishing Characteristic Surprising grace
Distinguishing Characteristic Cheerful disposition

Personal Motto[edit]

Don't judge a book by its cover.

Goals[edit]

  1. Earn some respect.

Dice[edit]

Traits
Species: Donkey d6
Career: Knight-Errant d8
Body d10
Speed d8
Mind d4
Will d10
Skills
Name Favorite Use Marks Species Career
Academics Legends, Tales and Folklore / d4
Brawling Hooves / d4
Climbing
Craft
Deceit
Digging
Dodge Vs. Melee //// d10 d8
Endurance d6
Gossip
Inquiry
Jumping d6
Leadership
Melee Combat With Swords ////(/) d12 d8
Negotiation With nobles /// d8
Observation Hearing things // d6
Presence ____ // d6
Ranged Combat
Riding ____ / d4
Searching
Stealth
Supernatural
Swimming
Tactics d6 d8
Throwing
Vehicles
Weather Sense

Gifts[edit]

Type Name Exhausted Refresh? Description
Personality Sanguine [] Respite After any roll that is somehow relevant to the personality, exhaust this Gift to roll a bonus d12.
Language Calabrese Permits speaking this language (reading/writing requires Literacy). Without this, Gossip and Negotiation are impossible, Inquiry is limited, Presence is unaffected.
Local Knowledge Bisclavret? Bonus d12 to know where things are, gossip with the natives, elude pursuit, and otherwise apply knowledge of the area.
Initial Combat Save [] Respite After rolling Soak & Armor from a failed attack/defense, exhaust this gift to negate results of Unconscious, Dying, or Dead. Or reduce Overkilled to Dying.
Species Hiking Bonus d12 to Endurance when enduring long-distance travel on foot.
Species Increased Trait (Body) Increase Body by one die size.
Species Increased Trait (Speed) Increase Speed by one die size.
Career Etiquette Bonus d12 to rolls at formal functions, parties, or social events.
Career Nobility [] Influence Bonus d12 to rolls with Noble Matters, entitlement to "high justice," etc.; exhaust this gift for Influence.
Career Veteran Bonus d12 to Guarding and Aiming actions (instead of d8).
Standard Literacy Can read and write.
Standard Resolve Will Dice as bonus Soak Dice.
Standard Knack for Melee [] Respite +1 Melee Mark; exhaust this Gift to reroll a Melee roll.
Heroic Strength Bonus d8 with all Natural Attacks, Melee Attacks, and Thrown Attacks. (No benefit for Counter-Attacks or Parries.)

You can carry more weight. (+2 Stone for Burdened, +3 Stone for Overburdened. See "Encumbrance", page 90.)

Heroic Bravery [] Battle Exhaust this Gift to negate the Afraid condition. No effect on the Terrified condition.

Gear and cash[edit]

Cash: 8 Denarii

Weapons[edit]

Weapons
Weapon Hand Range Roll Effect Notes Carried Price Weight
Longsword Good hand Close Body, Melee Combat Vs. Defense Damage+2 Blade Carried at waist Average (3D) 1/4 Stone
Shortbow 2 hands Medium Speed, Ranged Combat Vs. Defense Damage +0 Critical Bow, Reload/1 Carried on back Cheap (2/3D) 1/8 Stone
Knife Good hand Close Body, Melee combat Vs Defense Damage +1 Blade, Concealable Carried at waist Cheap (1/2D) 1/8 Stone

Total: 1 Stone

Shields[edit]

Shields
Shield Use Cover Dice Carried Price Weight
Wooden Shield Strapped to arm d8 Carried on back Average (6D) 1/2 Stone

Total: 1/2 Stone

Armor[edit]

Armor
Armour effect Notes Carried Price Weight
Leather Armor Soak d6 On Body 12 D 1/2 Stone

Total: 1/2 Stone

Sundries[edit]

Common Arrows 1/8

Sundries
Item Notes Carried Price Weight
Signet Ring (Chauveau) Pewter (a tree in fruit, with a sword crossed before it) Worn Extravagant, Proscribed (100D or more) 1/32 Stone
Travel Grub (Plants) 5 days; Salted and dried vegetables and herbs In pack 1/2 D per day 2 1/2 Stone
Water 6 days In pack 1/4 D per day 1 1/2 Stone
Backpack Worn Free 1/4 Stone
Blanket, travel In pack 1/2 D 1/8 Stone
Tent (2 man) In pack 2 D 1 Stone
Commoner’s clothes Worn 3 D 1/4 Stone
Lantern, hooded In pack 1 1/2 D 1/8 Stone
Oil, Lantern 24 hours' worth In pack 1 1/2 D 1/8 Stone
Book, chap In pack 1/6 D 1/16 Stone
Book, chap In pack 1/6 D 1/16 Stone
Whetstone In pack 1/2 D 1/8 Stone
Dice (fair) In pack 3/4 D 1/16 Stone

Total: 6 7/32 Stone

Burden[edit]

Total 7 31/32 Stone

Pack 5 28/32 Stone

On Body 2 3/32 Stone


"None" at 5 Stone.

Burdened at 11 Stone.

Overburdened at 17 Stone.

Battle[edit]

Initiative: d8, d4

Movement[edit]

Movement
Quality Value Calculation
Stride 1 Normal
Dash 5 1/2 Max Speed +1 if Body>speed
Sprint d8 Speed die
Run 23 Max body + Max speed + Dash

Attack[edit]

Brawling
Attack Hand Range Attack Dice Effect
Generic (Varies by brawling attack) Close 1d4, 1d10, 1d8 Vs defense (Varies by brawling attack)
Natural
Attack Hand Range Attack Dice Effect
Hooves Foot Close 1d4, 1d10, 1d6, 1d8 Vs defense Damage +1 Critical
Weapons
Attack Hand Range Attack Dice Effect
Longsword Good-hand Close 1d10, 1d12, 2d8 Vs defense Damage +2
Shortbow 2 hand Medium 1d8 Vs Defense Damage +0 Critical; Reload/1
Knife Good-hand Close 1d10, 1d12, 2d8 Vs defense Damage +1

Magic[edit]

Defense[edit]

Defense
Type Defense Dice Effect/Notes Calculation
Dodge 3d8, d10 Prevents damage if successful; no range constraint; CAN retreat to break a tie Speed, Dodge (DO include Range and Cover such as Shields)
Parry (Melee) 1d10, 1d12, 2d8 Prevents damage if successful; only Brawling/Melee attacks; CAN retreat to break a tie Body, Melee (do NOT include Strength; DO include Range and Cover such as Shields)
Counter (Melee) 1d10, 1d12, 1d8 Prevents damage if successful; only Close attacks; CANNOT retreat to break a tie Body, Melee (do NOT include Strength; do NOT include Range or Cover)

Soak and armor[edit]

Soak d10, d10 (Body, Will) and Armor d6 (Leather)



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