Terman Pellas

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NexusI

A scholar-soldier of the dead republic of Cambris. Scholar-Soldier were occult/magic specialists evolved to deal with a period when the land of Cambris faced repeated magical and demonic threats resulting in a project that saw the rise of a vibrant university system with heavy ties to the ruling military powers. The republic got rolled at least 400 years ago and Terman's memories of the last years are of a peak of glory for the republic until a threat, airborne Ebola-like plague, wiped the nation from the map.

Hero Points: 1
Adversity/Benefit: 0

Schtick: Scholar-Soldier of the Emerald Bower 17

  • Duellist +4

(Most weapons but mainly longsword)

  • Sealed against magic +4

(Resistance to magical effects)

  • Fear passes, Essence remains +3

(Resistance to psychological effects)


Hinterland: Cambrisi Rakehell 1W

  • An all too charming man +3
  • Mahana Kersvan's lover +1
  • An Irresistible Challenge +5

Others:

  • Ability 13
  • Ability 13
  • Ability 13
  • Ability 7 13
  • Ability 8 13
  • Ability 9 13
  • Ability 10 13

Flaws:

  • In thrall to Aziria, witch-queen 1W
  • Memory box is locked 1W
  • Can't resist a pretty face 17

(12 points spent)


Notes:

  • To return to power: Reread the mystical text "Emerald Bowers of Delight" by Mahana Kersvan. This was the highest level text of Terman's old school and was considered to give the person who understood it ultimate freedom. Something Terman no longer has.
  • Died 463 years ago
  • Ability checks:

CHARGEN:

  • We will need a name to make a character sheet for you - place double square brackets around your character name on the front page of this game on the wiki. Go to that page, copy the above text (after pressing edit) in and save. You now have a template sheet you can edit.
  • Come up with a character concept. Please try and think in terms already of two main areas: the character's Schtick and the character's Hinterland. these will be your two keywords. Edit them in in the relevant spots.
    • Schtick should be something like Savage Warrior, Swordsage, Master Thief, Fire Wizard, or something more off the wall.
    • Hinterland should be your homeland, for example Plains nomad, Mountain man/woman, Urban noble, and so on. this ought to give you a set of secondary abilities that will help.
    • Choose which is most important of these two keywords - leave this as 1W; leave the other as 17.
    • Note that there are a number of assumed abilities or traits under each keyword. If your keyword is Savage Warrior, for example, you can already fight, be savage, tough, intimidating and so on. If you ar a plains nomad, you can already see far, ride, resist the sun, track, hunt, work leather. You cannot, however, do this quite as well as that 1W or 17, so you may wish to specify some abilities or traits in the next step.
  • You may now choose ten abilities. At least one must be a personality trait (proud, ambitious, sly, savage, etc) and at least one a relationship with someone (or something) now long-dead (presumably).
    • If these come under one of your keywords, place them there. They will have a starting rating of the keyword +1.
    • Otherwise place them below under 'Other' - they will have a starting rating of 13.
    • If you can't decide on all ten, fill them in as you go. Note that I have left 'Ability 10', Ability 9' and so on under other, to keep a track of this.
  • Choose between 1 and 3 flaws. Something which will be fun when it causes your character to fail at something (e.g. your character has an unrequited love, is terribly argumentative, only more interesting). Place these under the flaws and keep the ratings of 1W, 17 and 13. Note that you already have one flaw. Note also that I define flaws as things that will more often hinder than help. I like them to help every now and again, and for abilities to hinder.
  • You now have 20 points to allocate to abilities (not to keywords). You may add a maximum of 10 to any single ability.
  • You may now delete this text from your character sheet.