Difference between revisions of "Adventures in the Distal Provinces:Dru Gothehki"

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(Skills:)
(Character: Dru Gothehki)
 
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'''Refresh:''' 3
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'''Refresh:''' 2/3
  
 
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===Picture:===
 
===Picture:===
[[File:Tarko_the_Bouncer.png]]
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[[File:Flute Player Landsknecht.jpg]]
  
 
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===Stress:===
 
===Stress:===
'''Physical O O O O'''
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'''Physical O O O'''
  
 
'''Mental O O O'''
 
'''Mental O O O'''
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===Stunts:===
 
===Stunts:===
''Smarter Than you Think:'' You can use Provoke in place of Empathy to learn a target’s aspects, by bullying them until they reveal one to you. The target
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''Virtuoso (flautist/poetry)'' - You get a +2 to all Rapport rolls relating to that art.
defends against this with Will. (If the GM thinks the aspect is particularly vulnerable to your hostile approach, you get a +2 bonus.) ("Okay, Fine!" Stunt from Fate Core rulebook)
 
  
''Like a Monkey in his Element:'' +2 on Athletics to overcome or create an advantage in awkward, rough, or dangerous terrain (trees, cliffs, rooftops, balconies, etc.)
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''Signature Strike (Iron Flute)'' - You have a specific attack which you have honed to devastating perfection. Describe it as an aspect. Once per conflict, as a free action, you can attach this aspect to an opponent as a boost.
  
''Grappler:'' +2 to Physique rolls made to create advantages on an enemy by wrestling or grappling with them. (Stunt from Fate Core rulebook)
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''Large Ham'' - You may use Rapport in place of Provoke to intimidate someone
  
 
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===Phases:===
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===Backstory:===
 
 
'''First Phase:'''  ''Half-Imperial/Half-Autochthonous - Befreinded by neither''
 
 
 
Coming from a dual heritage, Tarko can move with ease between Imperial factions and indigenous ones. But sometimes folk resent someone who isn't "purebred" who thinks he's better than both halves.
 
 
 
'''Second Phase:'''  ''Veteran of the Border Skirmishes''
 
 
 
He fought bravely to defend against the Orc incursions, but it was a losing war. His enemies are quick to remind everyone of that.
 
 
 
'''Third Phase:'''  ''Got a family to support''
 
 
 
Settler-descended Ma and Native Aakuana-e Pa are getting old. Big sis and litter brother are there to help, though.
 
  
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Dru is the scapegrace younger son of one of the aristocratic families of Matan. He has all the sense of entitlement that comes with that background, but sees himself as an open-minded friend to all and citizen of the whole earth. He's set himself up as a chivalrous wandering poet, roaming all parts of the Provinces, righting wrongs, fighting duels, and having adventures. Naturally, this makes him intolerable in many situations, but his poetic talent is genuine and much sought-after. He uses it to pay his way as he wanders the land, getting into scrapes and disgracing the family name. Poetry in this age is definitely associated with music (think medieval European minstrels), and his signature weapons are his iron flute (which serves as a light mace/singlestick, and a blowgun), and his lute (handily lined with lead). He pretends to be indifferent to the factional tensions in the Provinces, and of course believes that the Principality of Matan is the genuine heir to Imperial grandeur, but in fact his loyalty hasn't been tested yet. He relies heavily on his schooling in the finest traditions of the Empire (and his contacts), but is too naturally anarchic to really fit into the regimented Empire of old - if only he knew. Things could get interesting if he's called on to pick a side...
  
 
[[http://wiki.rpg.net/index.php/Adventures_in_the_Distal_Provinces Campaign Main Page]]
 
[[http://wiki.rpg.net/index.php/Adventures_in_the_Distal_Provinces Campaign Main Page]]

Latest revision as of 12:35, 22 May 2023

Character: Dru Gothehki[edit]

Refresh: 2/3


Picture:[edit]

Flute Player Landsknecht.jpg


Aspects:[edit]

High Concept: Wandering highborn Matan minstrel

  • Invoke: To charm or inspire folks.
  • Compel: He is often one of the "usual suspects" to get rounded up.

Trouble: Insufferably entitled.

  • Invoke: Easily dazzled folk often give something for nothing.
  • Compel: Irritating the crap out of everyone.

Phase One: Iron Flute reprimands the unrighteous.

  • Invoke: Disguised weapon allows fast / surprise attacks.
  • Compel: "That's a weapon, not a flute. Confiscate it!"

Phase Two: Matanese aristos are the true Imperials

  • Invoke: Aids social, knowledge rolls regarding Empire & Imperial traditions.
  • Compel: Despised by the real Imperials.

Phase Three: Scapegrace ingrate younger son.

  • Invoke: Generous, charitable and open-handed.
  • Compel: Financially unreliable and often broke.

Skills:[edit]

Great (+4) Craft (Poetry)

Good (+3) Rapport, Fight

Fair (+2) Contacts, Athletics, Shoot

Average (+1) Will, Stealth, Notice, Resources


Stress:[edit]

Physical O O O

Mental O O O


Consequences:[edit]

Mild [2]: _________________________

Moderate [4]: _____________________

Severe [6]: _______________________



Stunts:[edit]

Virtuoso (flautist/poetry) - You get a +2 to all Rapport rolls relating to that art.

Signature Strike (Iron Flute) - You have a specific attack which you have honed to devastating perfection. Describe it as an aspect. Once per conflict, as a free action, you can attach this aspect to an opponent as a boost.

Large Ham - You may use Rapport in place of Provoke to intimidate someone


Backstory:[edit]

Dru is the scapegrace younger son of one of the aristocratic families of Matan. He has all the sense of entitlement that comes with that background, but sees himself as an open-minded friend to all and citizen of the whole earth. He's set himself up as a chivalrous wandering poet, roaming all parts of the Provinces, righting wrongs, fighting duels, and having adventures. Naturally, this makes him intolerable in many situations, but his poetic talent is genuine and much sought-after. He uses it to pay his way as he wanders the land, getting into scrapes and disgracing the family name. Poetry in this age is definitely associated with music (think medieval European minstrels), and his signature weapons are his iron flute (which serves as a light mace/singlestick, and a blowgun), and his lute (handily lined with lead). He pretends to be indifferent to the factional tensions in the Provinces, and of course believes that the Principality of Matan is the genuine heir to Imperial grandeur, but in fact his loyalty hasn't been tested yet. He relies heavily on his schooling in the finest traditions of the Empire (and his contacts), but is too naturally anarchic to really fit into the regimented Empire of old - if only he knew. Things could get interesting if he's called on to pick a side...

[Campaign Main Page]