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SotDL: Forestalling Midnight: Sugul
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==SUGUL== An ogress who has become the Oracle of The Seer, an Old God of justice, law, and prophecy. Bred to be a shock troop of Izrador's in his conquest of the continent, she now embodies a god of his strongest foes. She is on her own journey away from working for the forces of Izrador, to instead work against them.<br> Sugul is a typical ogress, 9 feet tall and 700 pounds. She resembles most other ogres, but nasty scars stand out all over her body. ===Ogre/Powerful Ancestry/Oracle L6=== '''Strength''' 14<br> '''Agility''' 9 <br> '''Intellect''' 9<br> '''Will''' 12 '''Perception:''' 9 | '''Defense:''' 15 | '''Health:''' 44 | '''Healing Rate:''' 11 <br> '''Size:''' 2 | '''Speed:''' 10 | '''Power''' 2 <br> * Ogre movement my be restricted by space (SotDL p38) | Size 1/2 and smaller creatures can freely move through your space (SotDL, page 38) '''Insanity:''' 4 | '''Corruption:''' 3 <br> '''Languages:''' Goblin; Iron Tongue; Erenlander<br> '''Professions:''' Religious | Folklore; Military | Labourer; Wilderness | Tracker; Military/Religious | Leader ===Talents=== *''Ogre'' **'''Devour:''' The ogre eats one defenseless target or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten. **'''Powerful Ancestry:''' When your group attains level 1, you do not choose a novice path. Instead, whenever the Advancement table in SotDL indicates you would gain benefits from a novice path, you gain the benefits from your ancestry for that level. **'''Catch Your Breath (L1):''' You can use an action, or a triggered action on your turn, to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until you complete a rest. **'''Weapon Training (L2):''' You make attack rolls with 1 boon when you attack with a weapon. **'''Magic (L4):''' You discover a tradition or learn one spell from that tradition. **'''Magic (L5):''' You increase your Power by 1 and either discover a tradition or learn a spell from a tradition you have already discovered. **'''Titan’s Strike (L5):''' When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the target takes 1d6 extra damage and must get a success on a Strength challenge roll or fall prone. *''Oracle of the Seer'' **'''Speaker of Dooms:''' You do not gain Corruption from discovering the Curse tradition, nor are you at risk of gaining Corruption from learning Curse spells. **'''Divine Ecstasy (L3):''' You can use an action to enter a state of divine ecstasy that lasts for 1 minute. You gain the following benefits for the duration. When this effect ends, you must get a success on a Will challenge roll or gain 1 Insanity. You can use this talent a number of times equal to your Power. You replenish your uses when you complete a rest: ***You gain a +10 bonus to Health. ***You cannot become charmed, compelled, or frightened. ***You cannot gain Insanity. ***You make Intellect, Will, and Perception attack rolls and challenge rolls with 1 boon. **'''Commune with the Gods (L6):''' When you use Divine Ecstasy, you can choose to go into a trance. If you concentrate until the effect ends, you can ask the supernatural presence up to three questions that can be answered with a yes, no, or maybe. You then make a Will challenge roll with 1 bane. On a success, the GM must answer you truthfully. On a failure, you gain 1 Insanity. '''Spell Traditions:''' Curse; Divination<br> '''Attuned Implement:''' Wooden fetish from the Seer´s original carving<br> '''Spells:''' *'''Curse:''' **L0 '''Pox''' (3/3 castings) (One living creature within short range) - Make a Will attack roll against the target’s Strength. On a success, the target’s body erupts in green, weeping blisters. The target takes 1d3 damage from disease and becomes frightened for 1 round. Attack Roll 20+ The target becomes frightened for 1 minute. *'''Divination:''' **L0 '''Eavesdrop''' (3/3 castings) (concentration or 1 min) - any point in sight (''long'' range), can hear from there **L1 '''Psychometry''' (2/2 castings) (1 object within reach) You touch the target and learn 1d6 facts about it, such as the identity of its previous owner; whether or not the object is cursed, possessed, or magical; how a previous owner gained or lost the object; and where it was made. **L2 '''Truth Ear''' (1/1 casting) (1 hr) - For the duration, you understand all spoken languages you hear and you recognize the truth when you hear it. '''Interesting Things:''' *Special Ingredients (L1 Ogre)... eleven secret herbs and spices passed down by the ogresses. ''What are these used for?'' *Tools and Devices (L3 Oracle)... a box of one hundred nails that can be hammered into any material with the ease of pushing the nail into a stick of butter. It could be said that every nail is like this with you pushing it into wood with your thumb, but these nails work that way for the frail creatures as well.. humans, hobgoblins, etc. ===Equipment=== Lifestyle: Getting By (has been Wealthy)<br> Equipment (Str 13 allows 13 items) 1. Mail 15<br> 2. Large shield (size 2) 1d6, Defensive +2<br> 3. Flanged and spiked mace (size 2) 2d6 + 2 One<br> 4. Spear (size 2) 2d6 One, thrown, range (short), silvered<br> 5. Maul 4d6 Two, Cumbersome<br> 6. Sling 1d6 Off Range (medium), 5 stones<br> 7. Wood-axe, size 2<br> 8. Furs, winter<br> 9. Consolidated pouch with a few sets of dice, shiny stones, a few animals carved from wood, an odd coin here and there, some tied-off clumps of hair, and a monocle<br> 10. Pouch containing 3 ss and 1 cp <br> 11. Equipment and trade goods: 2ss 5cp 10 bits<br> 12. 5 sling stones 12. Backpack, size 2<br> In pack: <br> a. Bedroll<br> b. Shovel (size 2) 2d6<br> c. Eating knife<br> d. Tinderbox<br> e. 3 torches<br> f. Rope, thick, coil 20 yards<br> g. Grapnel<br> h. Rations, Week <br> i. Waterskin<br> j. Pipe<br> k. Pipe tobacco 6cp worth<br> l. Sack, size 2<br> m. Uniform of the Order of Shadow kurasatch udareen guard<br> n. Clothing, basic – in pack when wearing armour<br> o. Manacles size 2<br> p. Healing potion <br> q. Fancy nails<br> r. Magical wooden rod - You can use an action to place the rod against a flat surface and cause it to transform into a ladder that extends up to 20 yards from the rod. If you pick up the rod, the rest of the ladder disappears.<br> s. Stone baby (Implement?<br> t. Eleven secret herbs and spices<br> u. 10 sling stones v. Rebel heads in a sack for burning 15 sling stones<br> ===Background=== '''Generated background:''' *You grew up hearing tales of the Shadow's conquests in the south. You won glory and honor by slaughtering the humans living there. *Bad thing done in the past: We can leave that open. It would have been something in her past... maybe she (or members of her family group) got designated to march south with the Iron Legion, and she tricked others into responding to that call-up? Word came back a few months later that that platoon all drowned in a sailing accident, which is one of the worst fears of hobgoblins (hey hate the water). Refusing military service, tricking others into going for you, and them drowning without ever seeing the glory of combat are all pretty bad-apple from a goblinoid perspective. But we can leave it open if that doesn't compel. *Life Event (L1 Ogre): Major Setback - You did something profoundly wrong that has stained your soul. Gain 3 Corruption. Roll a d6 - '1'. On an odd number, other people know what you did. Oddly, this could have been a boon within the forces of the Shadow. Unless it was something that goes against everything an ogre should stand for. *The ''Seer'' has whispered that hobgoblins and ogres are descended from the ''Jotun'' rather than having been made by ''Izradur''. *Life Event (L3 Oracle): Strange Event - You stopped a harvester from stealing another person’s organs. The harvester ran off, but is sure to give you trouble. The person you saved is friendly to you and will try to help you, and they supplied you with sufficient trade goods that you were able to have a wealthy lifestyle for a season. Wealthy lifestyle items added to the equipment above. I think we'll detail the people in play. '''Generated personality:''' *'''Desire:''' Wealth *'''Fear:''' Judgment *'''Secret:''' Carrying the ''Seer''. *You have nothing to prove. You know your worth and won’t be baited into a fight you could avoid. ===Weapons + Damage=== *'''Mace''' (''one''), +4 +boon to hit, 2d6+2 *'''Maul''' (''cumbersome'', ''two''), +4 +boon -bane to hit, 4d6 *'''Spear''' (''one'', ''thrown short range'', ''silvered''), +4 +boon to hit, 2d6 *'''Sling''' (''off'', ''medium range''), 5 stones, -1 +boon to hit, 1d6 *'''Shield''' (''off''), +4 +boon to hit, 1d6 *'''Titan’s Strike:''' If total of attack roll is 20+ and 5 over target number, +1d6 damage & target tries Strength challenge roll or falls prone.
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