Editing To Build A Nation: Cairistìne

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OLD SHEET, please go instead to [https://wiki.rpg.net/index.php/SotDL:_Forestalling_Midnight:_Cairist%C3%ACne NEW SHEET]
 
 
 
 
 
  
 
==CAIRISTÌNE==
 
==CAIRISTÌNE==
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'''Will''' 11
 
'''Will''' 11
  
'''Perception:''' 15 (w/boon) | '''Defense:''' 13 | '''Health:''' 20/20 | '''Healing Rate:''' 5 <br>
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'''Perception:''' 15 | '''Defense:''' 13 | '''Health:''' 20/20 | '''Healing Rate:''' 5 <br>
 
'''Size:''' 1 | '''Speed:''' 10 | '''Power''' 0 <br>
 
'''Size:''' 1 | '''Speed:''' 10 | '''Power''' 0 <br>
'''Insanity:''' N/A | '''Corruption:''' 0 <br>
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'''Insanity:''' 0 | '''Corruption:''' 0 <br>
 
'''Madness/Quirks:'''
 
'''Madness/Quirks:'''
 
*''Pain is Pleasure:'' You experience a thrill of pleasure when you inflict harm or receive it. Once per round, when you deal damage or take damage, you make your next attack roll or challenge roll before the end of the next round with 1 boon.
 
*''Pain is Pleasure:'' You experience a thrill of pleasure when you inflict harm or receive it. Once per round, when you deal damage or take damage, you make your next attack roll or challenge roll before the end of the next round with 1 boon.
 
*''Sticky Fingers:'' You have a compulsion to steal. Whenever you see an item you can hold in one hand that’s neither worn nor carried by another creature, you must take it unless you get a success on a Will challenge roll.
 
*''Sticky Fingers:'' You have a compulsion to steal. Whenever you see an item you can hold in one hand that’s neither worn nor carried by another creature, you must take it unless you get a success on a Will challenge roll.
  
'''Languages:''' Erelander, Courtier, Norther <br>
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'''Languages:''' Erelander, Courtier <br>
'''Professions:''' Artisan | Leatherworker, Criminal | Pickpocket, Criminal | Fence
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'''Professions:''' Artisan | Leatherworker, Criminal | Thief
  
 
===Talents===
 
===Talents===
 
*''Human''
 
*''Human''
 
**'''Determined:''' When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number.
 
**'''Determined:''' When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number.
*''Rogue: You learned your techniques to help you become a better criminal.''
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*''Rogue''
 
**'''Nimble Recovery:''' You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
 
**'''Nimble Recovery:''' You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
 
**'''Trickery:''' Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
 
**'''Trickery:''' Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
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**'''Rogue Talent - Skirmish:''' You can use an action to move up to half your Speed. This movement does not trigger free attacks. During the move, you can make an attack. You make the attack roll with 1 bane, but the attack deals 1d6 extra damage. If you choose this talent a second time, you can move up to your Speed instead of half your Speed.
 
**'''Rogue Talent - Skirmish:''' You can use an action to move up to half your Speed. This movement does not trigger free attacks. During the move, you can make an attack. You make the attack roll with 1 bane, but the attack deals 1d6 extra damage. If you choose this talent a second time, you can move up to your Speed instead of half your Speed.
 
**'''Dirty Tricks:''' Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
 
**'''Dirty Tricks:''' Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
*''Thief: I'm a stealer of rare antiquities''
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*''Thief:''
 
**'''Quick Reflexes:''' You can use a triggered action on your turn to hide or retreat.
 
**'''Quick Reflexes:''' You can use a triggered action on your turn to hide or retreat.
 
**'''Thievery Talent - Keen Senses:''' You make all Perception rolls with 1 boon.  
 
**'''Thievery Talent - Keen Senses:''' You make all Perception rolls with 1 boon.  
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**'''Dodge:''' You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attack rolls against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
 
**'''Dodge:''' You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attack rolls against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
 
**'''Thievery Talent - Pick Pockets:''' You can use a triggered action to steal an item you can hold in one hand from a creature within your reach without the creature’s knowledge.
 
**'''Thievery Talent - Pick Pockets:''' You can use a triggered action to steal an item you can hold in one hand from a creature within your reach without the creature’s knowledge.
*''Ghost: an assassin, hired by your enemies, took you out''
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*''Ghost''
 
**'''Attributes:''' You do not have a Strength score. You cannot physically interact with objects, creatures, or your environment. You are immune to any attack or effect that would target your Strength score or that can be resisted with a success on a Strength challenge roll.
 
**'''Attributes:''' You do not have a Strength score. You cannot physically interact with objects, creatures, or your environment. You are immune to any attack or effect that would target your Strength score or that can be resisted with a success on a Strength challenge roll.
 
**'''Characteristics:''' Increase your Perception score by 2. Reduce your Health score by the Strength score you had when you died. Recalculate your healing rate based on this new score. Finally, discard your Insanity score. You are no longer at risk of gaining Insanity as you are already mad.
 
**'''Characteristics:''' Increase your Perception score by 2. Reduce your Health score by the Strength score you had when you died. Recalculate your healing rate based on this new score. Finally, discard your Insanity score. You are no longer at risk of gaining Insanity as you are already mad.
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===Equipment===  
 
===Equipment===  
Worn: Soft leather, cloak, long knife, whip, dagger, hand crossbow w/5 bolts, spotlight lantern, coil of rope, waterskin, pouch, pack<br>
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(we'll work on together, if already rolled then enter)
Carried in pouch: lock picks, garrote, fine silver 'choker'<br>
 
Carried in pack: clockwork device, doll, week of rations, leatherworking tool kit, deck of cards, dice, 2 oil flasks, matches, 2 torches, 2 daggers, stolen coinpurse with coins<br>
 
Free carry: a shadow in the corner of every room you enter that never moves<br>
 
6 ss, 7 cp, 4 bits<br>
 
  
 
Lifestyle: Getting By<br>
 
Lifestyle: Getting By<br>
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*Religious Beliefs: The Queen of Summer
 
*Religious Beliefs: The Queen of Summer
 
*Piety: You are skeptical about your faith.
 
*Piety: You are skeptical about your faith.
*Thief: I am a stealer of rare antiquities
 
  
 
===Weapons + Damage===
 
===Weapons + Damage===
*Long Knife: 1d6 damage, finesse,
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*Weapon 1
*Whip: 1d3 damage, finesse, reach +1
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*Weapon 2
*Dagger: 1d3 damage, finesse, thrown, range - short
 
*Hand Crossbow: 1d6, offhand, short range, reload, uses bolts, rare
 
  
 
==Notes/Story==
 
==Notes/Story==
 
*Fear: Isolation
 
*Fear: Isolation
 
*Desire: Love
 
*Desire: Love

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