Editing Generic Slightly-Anime Fantasy Craft:Ygrak

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Back to [[Generic_Slightly-Anime_Fantasy_Craft:Main Page]]
 
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'''Ygrak, Female Orc Shaman, Priestess 4 / Paladin 3, twenty-five-ish, played by Sam I Am'''
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'''Ygrak, Female Orc Shaman, Priestess 4 / Paladin 2, twenty-five-ish, played by Sam I Am'''
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*XP: 15,000
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*Alignment: Horizon Council (Paths Darkness, Light, Life)
  
*Alignment: Horizon Council (Paths Darkness, Light, Life)
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=Stats=
 
*STR 16 (+3) / DEX 12 (+1) / CON 15 (+2) INT 8 (-1) / WIS 16 (+3) / CHA 15 (+2)
 
*STR 16 (+3) / DEX 12 (+1) / CON 15 (+2) INT 8 (-1) / WIS 16 (+3) / CHA 15 (+2)
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*Action dice: 4d6
 
*Action dice: 4d6
*Caster level: 7
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*Caster level: 6
*XP: ?
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=Combat=
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'''Combat'''
*Init: +4 (+1 Priest +2 Pal + 1 Dex)
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*Init: +3 (1 Priest +1 Pal + 1 Dex)
*BAB: +5 /  Melee +8 /  Ranged +6
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*BAB: +4 /  Melee +7 /  Ranged +5
  
*Defence: 17 (10 + 4 Priest + 2 Paladin + 1 DEX - 0 Armor DP)
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*Defence: xx (10 + 4 Priest + 1 Paladin + 1 DEX - XX Armor DP)
*DR: 4 (4 Armour)
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*DR: X (??? Armour)
*Fort: +7 (5+2 Con)  /  Ref: +3 (2+1 Dex)  /  Will: +8 (5+3 Wis)
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*Fort: +7 (5+2 Con)  /  Ref: +2 (1+1 Dex)  /  Will: +8 (5+3 Wis)
*Vitality Points: 77 (=9+2Con/lvl) /    Wound Points: 15
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*Vitality Points: 66 (=9+2Con/lvl) /    Wound Points:  
  
 
'''Common Attacks/Defences/Actions:'''
 
'''Common Attacks/Defences/Actions:'''
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*2H Shod Staff Trip +12 / Reach +1  
 
*2H Shod Staff Trip +12 / Reach +1  
  
*1H War Club +8 (19-20) / 1d8+3 lethal (Bleed)
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*1H War Club +8 (19-20) / 1d8+4 lethal (Bleed)
  
 
*Tumble +10 (p.69)
 
*Tumble +10 (p.69)
*Threaten +18 (p.220) 1d10 stress damage
 
  
*Javelin +6 (19-20) / 1d8+6 lethal / 30ft x 3
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*Javelin +6 (19-20) / 1d8+6 lethal
 
** Zen shot (Stance) - Target's cover worsens by 2 grades - may not move while in this stance, only 5ft bonus steps
 
** Zen shot (Stance) - Target's cover worsens by 2 grades - may not move while in this stance, only 5ft bonus steps
  
 
=Social & Interests=
 
=Social & Interests=
 
'''Social:'''
 
'''Social:'''
*Lifestyle: +7 (+3 Priest +1 Pal +3 Wis): Panache 2 [+1 Appearance; Income 20s]  /  Prudence 4 [35% savings]
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*Lifestyle: +6 (+3 Priest +3 Wis): Panache 2 [+1 Appearance; Income 20s]  /  Prudence 4 [35% savings]
*Legend: +6
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*Legend: +5
 
*Reputation: 30
 
*Reputation: 30
 
*Renown. Heroic: 1. Military: 0. Noble: 0.
 
*Renown. Heroic: 1. Military: 0. Noble: 0.
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=Abilities, Feats & Proficiencies=
 
=Abilities, Feats & Proficiencies=
 
*Orc: ''Always Ready'': You may always act during surprise rounds.  
 
*Orc: ''Always Ready'': You may always act during surprise rounds.  
*Orc: ''Restricted Actions:'' Calm, Decipher, and Influence checks you make are considered untrained.
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*Orc: ''Restricted Actions:'' Calm, Decipher, and Influence checks you make are considered untrained [Updated for Errata, also removed Iconic classes - Jameswl].
 
*Orc: ''Enlightened Intimidate'': Your maximum Intimidate rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.  
 
*Orc: ''Enlightened Intimidate'': Your maximum Intimidate rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.  
 
*Orc: ''Enlightened Survival'': Your maximum Survival rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.  
 
*Orc: ''Enlightened Survival'': Your maximum Survival rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.  
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*Pal 1: ''Lay on hands'': Mend a character +1/day (or 2 if same alignment as me)
 
*Pal 1: ''Lay on hands'': Mend a character +1/day (or 2 if same alignment as me)
 
*Pal 1: ''Smite the indifferent'': when I spend action die to boost damage vs. opponent with lower Cha, may replace die result with (career level/2=3) - die will not explode.
 
*Pal 1: ''Smite the indifferent'': when I spend action die to boost damage vs. opponent with lower Cha, may replace die result with (career level/2=3) - die will not explode.
*Pal 2: ''Stand in judgement'': spend full action to judge single adversary in line-of-sight. Choose Fort, Will or Ref save, opponent suffers morale penalty with those saves (= Str mod = +3). Penalty for entire scene unless I change adversary. Uses = starting action dice (4)/scene.
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*Pal 2: ''Stand in judgement'': spend full action to judge single adversary in line-of-sight. Choose Fort, Will or Ref save, opponent suffers morale penalty with those saves (= my Str mod +3). Penalty for entire scene unless I change adversary. Uses = starting action dice (4)/scene.
  
 
*Lvl 1: Feat: Armour basics
 
*Lvl 1: Feat: Armour basics
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*Proficiencies: 6 (4 priest +2 levels): Blunt (forte) / Hurled (forte)  
 
*Proficiencies: 6 (4 priest +2 levels): Blunt (forte) / Hurled (forte)  
*Trick: ''Salt the Wound'': The character uses an opponent’s injuries against him. When he attacks an opponent who has the bleeding condition, he inflicts an additional 1d6 damage.
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*Tricks: Salt the Wound (p. 222) / Warding strike (p. 222)
*Trick: ''Warding strike'': The character claims his ground, daring anyone to force him from it. After one or more hits, the character gains a +2 morale bonus with Fortitude and Reflex saves until he leaves his current square.
 
  
 
=Skills (ranks/stat/misc)=
 
=Skills (ranks/stat/misc)=
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''Origin (*) or Class Skills'':
 
''Origin (*) or Class Skills'':
  
*Acrobatics* +4 (3/1Dex/0)
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*Acrobatics* +10 (9/1Dex/0)
*Athletics +4 (1/3Str/0)
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*Athletics +5 (2/3Str/0)
*Crafting (?) -1 (0/-1Int/0)
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*Crafting (?) ? (x/-1Int/0)
 
*Impress +2 (0/2Cha/0)
 
*Impress +2 (0/2Cha/0)
*Intimidate +18 (11/3Wis/2 armour 2 flag)
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*Intimidate +16 (11/3Wis/2 armour)
 
*Investigate +3 (0/3Wis/0)
 
*Investigate +3 (0/3Wis/0)
*Medicine* +9 (10/-1Int/0)
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*Medicine* +8 (9/-1Int/0)
 
*Notice +3 (0/3Wis/0)
 
*Notice +3 (0/3Wis/0)
*Resolve +8 (6/2Con/0)
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*Resolve +7 (5/2Con/0)
 
*Ride +1 (0/1Dex/0)
 
*Ride +1 (0/1Dex/0)
 
*Sense Motive +3 (0/3Wis/0)
 
*Sense Motive +3 (0/3Wis/0)
*Sneak* +11 (10/1Dex/0) +5 if not in direct sunlight
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*Sneak* +10 (9/1Dex/0)
  
 
''Other skills'':
 
''Other skills'':
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*Tactics -1 (0/-1Int/0)
 
*Tactics -1 (0/-1Int/0)
  
''(6-Int 1 = 5/lvl) (Total = 35) Max 9 (Orc - Intimidate & Survival max. rank = Career Level (7) + 5 = 12)
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''(6-Int 1 = 5/lvl) (Total = 45) Max 9 (Orc - Intimidate & Survival max. rank = Career Level + 5)
  
 
=Gear=
 
=Gear=
Loads: Light < 120 lb / Hvy 121-360 lb / Over > 361 lb (but note backpack effect)
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Loads: Light < 120 lb / Hvy 121-360 lb / Over > 361 lb
Weight of gear = 112.5lb
 
  
 
Starting cash 600s + (600 x Prudence %) = 600 + (600 x 0.35) = 600+210 ='''810s'''
 
Starting cash 600s + (600 x Prudence %) = 600 + (600 x 0.35) = 600+210 ='''810s'''
  
*Moderate hardened leather - DR 4 / Fire 5 /  DP-1 / ACP -1 / -5ft / -4 disguise / Soft 4 / 10M / 32lbs+8
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*Hardened leather - DR 4 / Fire 5 /  DP-1 / ACP -1 / -5ft / -4 disguise / Soft 4 / 10M / 32lbs / 250s
**+2 gear bonus for intimidate
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**+2 gear bonus for intimidate +25% cost =  62,5
** Reinforced +2 Edged resistance
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** Reinforced +2 Edged resistance / +2 Comp / 25% weight / +50% cost
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** = 250 +62.5+125 = 448.5s
  
*Quarter-staff, shod 1d8 lethal / Threat 19-20 / Double, trip
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*Quarter-staff, shod 1d8 lethal / Threat 19-20 / Double, trip / M/2h / Hard 2 / Comp 5D / 7ls / 40s
**Orc always lethal dmg / target suffers 1 stress dmg with a miss /  +2 Comp
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**Orc always lethal dmg / target suffers 1 stress dmg with a miss /  +2 Comp / +50% cost = +20s
**Bleed
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**Bleed +2 Comp / +25% cost +10s
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**Superior +1dmg +50% cost = +20s
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= 90s
  
 
*War club 1d8 lethal (19-20) / Bleed 8lb 20s
 
*War club 1d8 lethal (19-20) / Bleed 8lb 20s
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**Superior +1dmg +50% cost = +10s = 30s
  
*Javelin x 3 30ft x 3 3x3lb=9lb
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*Javelin x 3 = 36s
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**1d8 lethal, 19-20, 30ft x 3, Hard 1 / 10D / 3x3lb=9lb
  
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Money so far= 810 - (448.5+90+30+36) = 810-604 = '''205.5s'''
  
*[Prize] Grandmother's bracelet - holy bracelet passed down the maternal line. 1 Greater Essence: Damage Aura, Greater - Adjacent attackers suffer 1d10 Divine damage when they hit you. Rep. 10
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[PRIZE] Grandmother's bracelet - holy bracelet passed down the maternal line. 1 Greater Essence: Damage Aura, Greater - Adjacent attackers suffer 1d10 Divine damage when they hit you. Rep. 10
*[Prize] Second prize slot - empty
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[PRIZE] Second prize slot - empty
  
*Backpack +2 for Str carrying capacity 5lb
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*  Rope, silk 50 ft. long; max load 750 lbs.; escape DC 25 S/2h Soft 2 10W 5 lbs. Ancient 20s
*Blanket Cold res 4 5lb
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* Backpack +2 for Str carrying capacity 5 lbs 10s
*Canteen 1lb
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*Blanket Cold res 4 5lb 4s
*Flag (on back like a Samurai) 12lb
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*Canteen 1 lb 5s
*Pick/Shovel +4 Str for clearing rubble, 8lb
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*Flag/Standard +2 bonus with Impress/Intimidate 10W 12 lbs / 40s
*Pouch (50 coins)
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* Pick/Shovel +4Strs for clearing rubble, 8 lbs / 5s
*Rations 7 uses 5lb
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*Pouch (50 coins) 2s
*Whistle .5lb
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*Rations 7 uses 5lb 5s
*Ink, common [check weight etc]
 
*Body paint [check weight etc]
 
*Chalk [check weight etc]
 
*Candles (5) [check weight etc]
 
  
Medical (p. 162)
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*Coin: 1s
*Balm 1lb
 
*Bandages (negates Bleed) .5lb
 
*Leeches .5lb
 
*Medicine bag 2lb
 
*Salve 1lb
 
*Smelling salts .25lb
 
*Tonic .25lb
 
 
 
*Coin: 10.5s
 
  
 
=History=
 
=History=
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=Notes=
 
=Notes=
'''Some descriptions:'''
 
* ''...her bone-strewn armor and bloody flag...''
 
* ''Her staff is as grim as her armour, all carvings and notches and embedded shark teeth...''
 
  
* check -  lifestyle +1 and legend +1
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To Do:
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*Gear
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* Your Legend should be +5, meaning you should have an extra (5 x 6) 30 points of Reputation to spend.
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Chargen notes:
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Houserules:
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You start with 60 Reputation. As a houserule you have additional Reputation equal to "your Level 6 Legend x 6".
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TRIP 1 Half Action • Attack Action The character attempts to trip an adjacent opponent whose Size may be no larger than 1 category bigger than his own. The characters make an opposed Acrobatics check. The bigger character gains a +4 bonus per Size category of difference. If the character wins, the opponent becomes sprawled; otherwise, the tripping character becomes flat-footed.
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