Ralor: Difference between revisions

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==Name of character==
==Ralor the Blackblade==
Short description or Background
A fifth son of the Tathis family, minor landed Vothites who held territory on the border of Lliagis west of the great city of Acitor, until the Autumn War subsumed their lands under the rule of Golt Ice Maker, a Lliagian warlord and elementalist. Ralor's great-uncle was a Blackblade, an order dating back to before the arrival of the Reaping King, and he inducted Ralor into their threadbare ranks.


*Species Class L4
Three days ago Ralor was beaten and robbed. He bears the war robe and sword of the sole attacker he killed before they left Ralor for dead. He has vowed to retrieve the weapon of his naming, the obsidian greatsword Tomorrow's Promise.
*Background: X
*Class Ability:
*Languages: Archontean, X, Y


~*~
===Class===
 
*L3 Warrior/Mageslayer
*Traits:  
*Background: Noble
*Secondary Skill:  
*Class Ability: none
*Alignment, Alignment Goal:
*Languages: Modern Vothian, Trade Cant, Llaigisan
 
*XP: 6
~*~
 
*XP:  


===Attributes===
===Attributes===
*Strength 00 (+X)
*Strength 14 (+1)
*Intelligence
*Dexterity 9
*Wisdom
*Constitution 14 (+1)
*Dexterity
*Intelligence 11
*Constitution
*Wisdom 15 (+1)
*Charisma  
*Charisma 7 (-1)


===Skills===
===Skills===
*Skill-Rank
*Stab-2
*X banked SP
*Magic-1
*Lead-1
*Notice-1
*Connect-0
*Shoot-0


===Foci===
===Foci===
*Focus-Rank: focus rules
*'''Armsmaster-1:''' I have an unusual competence with thrown weapons and melee attacks (not unarmed or non-thrown projectiles). Gain Stab as a bonus skill. I can Ready a Stowed melee or thrown weapon as an Instant action. I may add my Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
*'''Close Combatant-1:''' I've had all too much practice at close-in fighting and desperate struggles with drawn blades. I'm extremely skilled at avoiding injury in melee combat. Gain Stab as a bonus skill. I can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. I ignore Shock damage from melee assailants, even if I'm unarmored at the time, but invoking this benefit disrupts any spellcasting I might do that round due to the need for violently active evasion.
*'''Connected-1:''' I'm remarkably gifted at making friends and forging ties with the people around me. Wherever I go, I always seem to know somebody useful to my ends. Gain Connect as a bonus skill. If I’ve spent at least a week in a not-entirely-hostile location, I’ll have built a web of contacts willing to do favors for me that are no more than mildly illegal. I can call on one favor per game day and the GM decides how far they’ll go for me.
*'''Nullifier-1:''' My mageslayer tattoos and training interfere with easy use of magic on me. I and all allies within twenty feet gain a +2 bonus to all saving throws against magical effects. As an On Turn action, I can feel the presence or use of magic within twenty feet of me, though I can’t discern details about it or the specific source. The first failed saving throw against a magical effect I suffer in a day is turned into a success.
 
===Mageslayer Arts===
Effort: 2
*'''Antimage:''' gain one level of the Nullifier focus for free
*'''Magebane:''' I add half my level, rounded up, to all damage I inflict on casters from any source, be it by weapon, Shock, or violent action.
*'''Witchfinder:''' As a Main Action, Commit Effort for the scene. For the rest of the scene, I gain the benefits of the Apprehend the Arcane Form spell, except for the spell’s darkvision ability.
**I open my mind to the presence of occult energies. I am capable of seeing active magical effects, curses, enchantments, or other dweomers as colored auras or patterns of light. I may identify magical items and get a one-sentence description of their purpose or most significant powers, and may get more sophisticated answers with successful Wis/Magic skill checks at difficulties of 8 or more depending on the subtlety of the enchantment. Mages with prepared spells are visible to me, though which spells the subject might have prepared is not knowable.
*'''Spell Shield:''' When a spell inflicts hit point damage on me, it’s automatically halved, rounded down, before any saves or resistances are applied.
*'''Disrupt Sorcery:''' As an On Turn action, Commit Effort for the scene. The next attack I make that round will leave the target unable to cast spells or trigger Mage arts for the rest of the round, even if the attack misses. Currently-active arts are not disrupted. If the attack is successfully Screened by an ally, however, the target is unaffected.


===Conflict===
===Conflict===
*HP:  
*HP: 22
*System Strain:  
*System Strain: 14
*AC:  
*AC: 14
*Initiative Bonus:  
*Initiative Bonus: +0


Basic Attack Bonus:
Basic Attack Bonus: +3
*Melee Attack Bonus: +X
*Ranged Attack Bonus: +Y


Weapons:
Weapons: <br>
*melee weapon, attack +X, damage, Shock X/AC Y, Enc X
''+2 damage magebane''
*ranged weapon, attack +X, damage, X'/Y' range, keywords, Enc X
*short sword: +6 to hit, 1d6+3 damage, Shock 5/AC 15
*hand axe: +6 to hit melee / +3 to hit thrown,  
*unarmed: +2 to hit, 1d2+1 damage


===Saving Throws===
===Saving Throws===
*Physical:  
*Physical: 12
*Evasion:  
*Evasion: 13
*Mental:  
*Mental: 12
*Luck:  
*Luck: 13


===Equipment===
===Equipment===
Readied (X/max):
Readied (5/7):
*X
*war robe
Stowed (Backpack, X/max):
*short sword
*X
*short sword
*hand axe
*dagger
Stowed (sling bag, 3/14):
*mirror
*waterskin, 1/2 full
*blanket


Stashed (where):
Stashed (where):
Line 64: Line 80:


Wealth:
Wealth:
*Coinpurse:  
*Coinpurse: 22 sp
*Factor (which factor): --
 
===Hired Help===
Retainers:
--
Mercenaries:
--
Specialists:
--


==Notes==
==Notes==
Ralor's oldest brother died in the Autumn War. Golt Ice Maker took his second brother (the only other one born at the time) hostage and banished Ralor's family out of the region, where they probably settled on the new border between New Voth and Lliagis. His father probably found a place serving as a seneschal for another minor house who was friendly to the Tathis family. Ralor was born 14 years after the Autumn War ended and grew up with a tiny amount of privilege and the traditions and expectations of a minor noble family, but no wealth.
<br><br>
Ralor feels kinship and a responsibility to the people of the village his family oversaw forty years ago, but he didn't grow up there.

Latest revision as of 05:54, 8 January 2025

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Ralor the Blackblade[edit]

A fifth son of the Tathis family, minor landed Vothites who held territory on the border of Lliagis west of the great city of Acitor, until the Autumn War subsumed their lands under the rule of Golt Ice Maker, a Lliagian warlord and elementalist. Ralor's great-uncle was a Blackblade, an order dating back to before the arrival of the Reaping King, and he inducted Ralor into their threadbare ranks.

Three days ago Ralor was beaten and robbed. He bears the war robe and sword of the sole attacker he killed before they left Ralor for dead. He has vowed to retrieve the weapon of his naming, the obsidian greatsword Tomorrow's Promise.

Class[edit]

  • L3 Warrior/Mageslayer
  • Background: Noble
  • Class Ability: none
  • Languages: Modern Vothian, Trade Cant, Llaigisan
  • XP: 6

Attributes[edit]

  • Strength 14 (+1)
  • Dexterity 9
  • Constitution 14 (+1)
  • Intelligence 11
  • Wisdom 15 (+1)
  • Charisma 7 (-1)

Skills[edit]

  • Stab-2
  • Magic-1
  • Lead-1
  • Notice-1
  • Connect-0
  • Shoot-0

Foci[edit]

  • Armsmaster-1: I have an unusual competence with thrown weapons and melee attacks (not unarmed or non-thrown projectiles). Gain Stab as a bonus skill. I can Ready a Stowed melee or thrown weapon as an Instant action. I may add my Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
  • Close Combatant-1: I've had all too much practice at close-in fighting and desperate struggles with drawn blades. I'm extremely skilled at avoiding injury in melee combat. Gain Stab as a bonus skill. I can use knife-sized thrown weapons in melee without suffering penalties for the proximity of melee attackers. I ignore Shock damage from melee assailants, even if I'm unarmored at the time, but invoking this benefit disrupts any spellcasting I might do that round due to the need for violently active evasion.
  • Connected-1: I'm remarkably gifted at making friends and forging ties with the people around me. Wherever I go, I always seem to know somebody useful to my ends. Gain Connect as a bonus skill. If I’ve spent at least a week in a not-entirely-hostile location, I’ll have built a web of contacts willing to do favors for me that are no more than mildly illegal. I can call on one favor per game day and the GM decides how far they’ll go for me.
  • Nullifier-1: My mageslayer tattoos and training interfere with easy use of magic on me. I and all allies within twenty feet gain a +2 bonus to all saving throws against magical effects. As an On Turn action, I can feel the presence or use of magic within twenty feet of me, though I can’t discern details about it or the specific source. The first failed saving throw against a magical effect I suffer in a day is turned into a success.

Mageslayer Arts[edit]

Effort: 2

  • Antimage: gain one level of the Nullifier focus for free
  • Magebane: I add half my level, rounded up, to all damage I inflict on casters from any source, be it by weapon, Shock, or violent action.
  • Witchfinder: As a Main Action, Commit Effort for the scene. For the rest of the scene, I gain the benefits of the Apprehend the Arcane Form spell, except for the spell’s darkvision ability.
    • I open my mind to the presence of occult energies. I am capable of seeing active magical effects, curses, enchantments, or other dweomers as colored auras or patterns of light. I may identify magical items and get a one-sentence description of their purpose or most significant powers, and may get more sophisticated answers with successful Wis/Magic skill checks at difficulties of 8 or more depending on the subtlety of the enchantment. Mages with prepared spells are visible to me, though which spells the subject might have prepared is not knowable.
  • Spell Shield: When a spell inflicts hit point damage on me, it’s automatically halved, rounded down, before any saves or resistances are applied.
  • Disrupt Sorcery: As an On Turn action, Commit Effort for the scene. The next attack I make that round will leave the target unable to cast spells or trigger Mage arts for the rest of the round, even if the attack misses. Currently-active arts are not disrupted. If the attack is successfully Screened by an ally, however, the target is unaffected.

Conflict[edit]

  • HP: 22
  • System Strain: 14
  • AC: 14
  • Initiative Bonus: +0

Basic Attack Bonus: +3

Weapons:
+2 damage magebane

  • short sword: +6 to hit, 1d6+3 damage, Shock 5/AC 15
  • hand axe: +6 to hit melee / +3 to hit thrown,
  • unarmed: +2 to hit, 1d2+1 damage

Saving Throws[edit]

  • Physical: 12
  • Evasion: 13
  • Mental: 12
  • Luck: 13

Equipment[edit]

Readied (5/7):

  • war robe
  • short sword
  • short sword
  • hand axe
  • dagger

Stowed (sling bag, 3/14):

  • mirror
  • waterskin, 1/2 full
  • blanket

Stashed (where): --

Wealth:

  • Coinpurse: 22 sp

Notes[edit]

Ralor's oldest brother died in the Autumn War. Golt Ice Maker took his second brother (the only other one born at the time) hostage and banished Ralor's family out of the region, where they probably settled on the new border between New Voth and Lliagis. His father probably found a place serving as a seneschal for another minor house who was friendly to the Tathis family. Ralor was born 14 years after the Autumn War ended and grew up with a tiny amount of privilege and the traditions and expectations of a minor noble family, but no wealth.

Ralor feels kinship and a responsibility to the people of the village his family oversaw forty years ago, but he didn't grow up there.