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= Sheet = ==Basics== {| class="wikitable" |+Species |- |Habitat |Shore |- |Cycle |Twilight |- |Diet |Carnivore |- |Senses |Listen, Smell |- |Weapons |Claws, Teeth |} {| class="wikitable" |+Personal |- |Age |23 |- |Gender |Male |- |Height |Tall |- |Weight |Bulky |- |Eyes |Green |- |Pelt |Dark Brown |- |Distinguishing Characteristic |Friendly speech |- |Distinguishing Characteristic |Warrior's body |} ==Personal Motto== ''My family is wrong Noblesse oblige is a strength'' ==Goals== # To get my metaphorical bearings # # ==Dice== {| class="wikitable" |+Traits |- |Species: Otter |d8 |- |Career: warlock |d6 |- |Body |d10 |- |Speed |d6 |- |Mind |d8 |- |Will |d4 |} ===Skills=== {| class="wikitable" |+Skills |- |Name |Favorite Use |Marks |Species |Career |- |Academics |Geography |/// d8 | | |- |Brawling |/d4 | | |d6 |- |Climbing |Rigging |/ d4 | | |- |Craft | | | | |- |Deceit | | | | |- |Digging |Swamp |/// d8 | | |- |Dodge |Vs. Melee |// d6 |d8 |d6 |- |Endurance | | | | |- |Gossip | With busy people |// d6 | | |- |Inquiry |Vs Those low my station |/ d4 | | |- |Jumping | | | | |- |Leadership | | | | |- |Melee Combat | | | | |- |Negotiation | | | | |- |Observation | | | | |- |Presence | | | | |- |Ranged Combat | | | | |- |Riding | | | | |- |Searching | | | | |- |Stealth | | |d8 | |- |Supernatural |With elemental magic |// d6 | |d6 |- |Swimming |Fighting in water |/ d4 |d8 | |- |Tactics | | | | |- |Throwing | | | | |- |Vehicles |Boats |/d4 | | |- |Weather Sense |Sailing |/d4 | | |} ===Gifts=== {| class="wikitable" |+ |- |Type |Name |Exhausted |Refresh? |Description |- |Personality |kind |[] |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 | | | |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 |Contorionist | | |'''Action "squeeze through tight spaces"''' You can fit into spaces other people of your size cannot - the general rule is that if you get your head through the opening, you can get the rest of you through too, given enough time. For really tight spaces the Game Host may call for rolls of your Speed & MindTraits vs. your own Body Trait. '''Retreating without moving''' You may still Retreat without moving one pace, by contorting your body to move out of the way of the attack. The contortionist ability allows you to claim a successful Retreat when Knocked Down, when dodging against Ranged Weapons without Cover, and when grappled. '''Action "attack: brawling attack to break free"''' When using the Brawling Attack "Break Free", you may claim a bonus d12. |- |Species |Deep Diving |[] |Respite |'''Swimming Dice Resist Suffocation''' Include your Swimming dice with your Body dice when rolling to see if you suffer suffocation. '''Hold Breath 1Ox as Long''' You hold your breath for ten times longer than characters without this Gift. '''X (Respite)''' '''Trigger:''' when suffocation sends you Reeling When you are sent Reeling because you cannot breathe, negate that Reeling. |- |Species |Fast Swimming | | |'''Improved action "swim"''' For you, swimming is just an action, not a stunt. (Other characters are sent Reeling after a "swim" stunt.) You can travel over swampy terrain faster than those who don't have this Gift. (See "Hiking", page 148.) |- |Career |Elementalist Tappings |[] |New session |'''X (Special)''' '''Action "replace your missing trappings"''' If you are parted from your items, ask the Game Host for a plot twist to return or to replace them. Once exhausted, you cannot recover this Gift until the next game session. |- |Career |Elementalist Apprentice |[] |Battle (takes an action) |'''Stunt "reason with elemental"''' You may speak with elementals, the manifestations of universal energy, by taking the "Reason" action. You cannot force an elemental to manifest, but you can talk to one that is still dormant. If you roll well with your Gossip or Negotiation skills, the elemental might deign to speak with you. (Elementals are notoriously emotional.) While people without this Gift may talk to elementals, their words are not understood, and they receive no intelligible reply. '''Stunt "minor elemental effect"''' Your knowledge of petty elemental magicks allows you to perform minor little feats of wizardry to manipulate the physical world. You can call forth a misty fog, spark a candle or a gun, lift V.. stone or less of unattended physical materials and move them around within Near range, freeze or boil one liter worth of liquid, or any other petty feat of magic involving the physical world. The Game Host is the final arbiter of what is petty elemental magic and what isn't. '''X (Battle)''' '''Action "ready Elemental weapon"''' Exhaust this Gift, then use the ready action to draw forth an Elemental weapon. The spell remains in your hand, your rod, or your wand until you cast it forth (with the Attack action), until you drop it (as a free action), or until the end of the Scene (five minutes). Elemental weapons are Magic Attacks. Your Gift allows you to ready the following magical weapons: *Create Air *Create Earth *Create Water *Ignite Fire *Move Air *Move Earth *Move Fire *Move Water |- |Career |Literacy | | | Can Read and write |- |General |Nobility |[] |Influence | '''Bonus d12 with Noble Matters''' You are a noble. When gossiping with other nobles, when negotiating special favors appropriate to the upper class, or when asserting your noble presence, you may claim a bonus dl2. You have the rights and privileges of the noble class. You are entitled to "high justice", and different laws will apply to you, most favorably. You begin the game with a signet ring, a pewter or gold ring that you wear with the seal of your noble house on it. You may press the ring into wax to put your noble seal on official documents. '''X (Influence)''' You may invoke your noble status for special favors ... even after failing a roll! Refer to the Influence rules for more details. |- |General |Sailing | | |'''Bonus dl2 for sailing craft''' When making rolls to identify a sailing craft's type, operate a sailing craft, or basically for any roll involving a boat with sails, you may claim a bonus dl2. |- |General |First Aid | | |'''New action "improved first aid"''' For you, first aid is no long~r a stunt- it's a standard action. You are not automatically sent Reeling after performing First aid. Also, you may claim a bonus d12 with a first aid attempt. |- |General | Brawling Fighter | | |'''Parry with Body & Brawling Dice''' You can use your Body & Brawling dice to Parry against attacks! (Characters without this Gift can't Parry with Brawling attacks.) '''Brawling Attacks Threaten at Close Range;''' '''Counter with Brawling Attack''' Your body is a lethal weapon. If you're not disadvantaged or otherwise out of it, you constantly threaten other foes within Close Range of you, just with your bare hands or your natural weapons. Because your Brawling weapons now threaten at Close Range, you may now Counter with Brawling! |- |General | Landslide | [] |X (Respite) |'''Action "ready Landslide"''' Exhaust this Gift, then use the ready action to draw forth a "Landslide" weapon. The spell remains in your hand, your rod, or your wand until you cast it forth (withthe Attack action), until you drop it (as a free action), or until the end of the Scene (five minutes) . Make a note of where the Landslide's center point. Evezything near that point is covered in rubble, and is now bad footing until the end of the Scene (about five minutes). |}
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