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Casey has a background!
 
Casey has a background!
 
==Character Sheet==
 
==Character Sheet==
*Investigator/Forestwalker 4
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*Investigator/Forestwalker 3
 
*Science, Scout
 
*Science, Scout
  
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CHA 10
 
CHA 10
  
*HP 36
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*HP 27
 
*AC 10
 
*AC 10
*BHB +3
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*BHB +2
*Save 10 - +2 to Saving Throws versus interrogation or deception, +1 on WIS saves
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*Save 11 - +2 to Saving Throws versus interrogation or deception, +1 on WIS saves
  
+2 when attempting action checks related to perception, interrogation, or computers
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+1 when attempting action checks related to perception, interrogation, or computers
  
 
2d6, take the better, when making action checks related to knowledge of scientific methods and principles, theories, and practical applications.
 
2d6, take the better, when making action checks related to knowledge of scientific methods and principles, theories, and practical applications.
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*Informant: Hephzibah Larue - bartender, voodoo priestess. Has her finger on the pulse of Boston's supernatural scene.
 
*Informant: Hephzibah Larue - bartender, voodoo priestess. Has her finger on the pulse of Boston's supernatural scene.
 
*Informant: Slide - fixer, Uber driver. Can get you what you want, where you want it.
 
*Informant: Slide - fixer, Uber driver. Can get you what you want, where you want it.
*Informant: K1L0W0G - white hat hacker, comic book enthusiast.
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*Tree of Life: The forestwalker’s communion gives them the ability to tap into the very life essence of the natural world, and to use that to the benefit of the wounded and the injured. By touching living plants, the forestwalker may transfer some of that life essence into another living being, healing it of wounds and disease at the cost of some of the life force of the plant itself. By anointing the brow of the suffering mortal with a bit of the sap of the tree, then placing a hand on each, the forestwalker transfers life essence from one to another, healing the subject for 1d6 HP.  This ritual can be completed once per day.
*Informant: Dr. Judy Wen - coroner. When the cops find a body, she knows about it.
 
*One with Nature: As the sun hangs brightly in the sky, and the world is alive with activity, the forestwalker’s body sings with newfound energy, increasing their DEX for the purposes of initiative and saves by +1 (which has no effect at the moment).
 
*Tree of Life: The forestwalker’s communion gives them the ability to tap into the very life essence of the natural world, and to use that to the benefit of the wounded and the injured. By touching living plants, the forestwalker may transfer some of that life essence into another living being, healing it of wounds and disease at the cost of some of the life force of the plant itself. By anointing the brow of the suffering mortal with a bit of the sap of the tree, then placing a hand on each, the forestwalker transfers life essence from one to another, healing the subject for 1d6 HP.  This ritual can be completed twice per day.
 
 
*Eyes of the Beast: The forestwalker may sense any animals within 100 meters, and by going into a trance, may send their spirit into the creature and “ride” its mind, experiencing its senses as if they were their own, and may “suggest” that it take a specific action with a WIS check, gently guiding it towards the desired action. If the creature journeys beyond a kilometer from the forestwalker, the creature is injured, or the forestwalker themselves are attacked or the trance interrupted, the link is severed instantly.  While within the mind of the creature, the forestwalker may also attempt to search its memories for events in the recent past (no more than a month), but this is challenging, as animals do not possess a human sense of time, and it takes considerable focus to sift through the information. Make an INT check: on a success, the forestwalker finds the information they seek, but on a failure, the creature’s mind rejects the forestwalker’s presence and the link is broken.
 
*Eyes of the Beast: The forestwalker may sense any animals within 100 meters, and by going into a trance, may send their spirit into the creature and “ride” its mind, experiencing its senses as if they were their own, and may “suggest” that it take a specific action with a WIS check, gently guiding it towards the desired action. If the creature journeys beyond a kilometer from the forestwalker, the creature is injured, or the forestwalker themselves are attacked or the trance interrupted, the link is severed instantly.  While within the mind of the creature, the forestwalker may also attempt to search its memories for events in the recent past (no more than a month), but this is challenging, as animals do not possess a human sense of time, and it takes considerable focus to sift through the information. Make an INT check: on a success, the forestwalker finds the information they seek, but on a failure, the creature’s mind rejects the forestwalker’s presence and the link is broken.
 
*Totem:  Snake "Caduceus" – Viper’s Sting :  Strikes with short blades inflict almost venomous pain, dealing an additional 1 damage per turn that can only be stopped by magical healing.
 
*Totem:  Snake "Caduceus" – Viper’s Sting :  Strikes with short blades inflict almost venomous pain, dealing an additional 1 damage per turn that can only be stopped by magical healing.
  
*$1050
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*$4100
 
*Semi-Automatic Pistol
 
*Semi-Automatic Pistol
*Silencer
 
 
*Spare Ammo upgrade
 
*Spare Ammo upgrade
 
*Operative kit
 
*Operative kit
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*Medic kit
 
*Medic kit
 
*Survivalist kit
 
*Survivalist kit
*Researcher kit
 
*Hacker kit
 
  
  

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