G2W: Metuta: Difference between revisions
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<div> | <div> | ||
==Attributes:== | ==Attributes:== | ||
*Strength | *Strength 9 (+0) | ||
*Dexterity 14 (+1) | *Dexterity 14 (+1) | ||
*Constitution | *Constitution 14 (+1) | ||
*Intelligence | *Intelligence 16 (+1) | ||
*Wisdom | *Wisdom 12 (+1) | ||
*Charisma | *Charisma 11 (+1) | ||
===Other Stats=== | ===Other Stats=== | ||
*Movement Rate: | *Movement Rate: | ||
* HP: | * HP: 7 | ||
* System Strain: | * System Strain: | ||
* AC: | * AC: | ||
Line 33: | Line 33: | ||
* Effort: 4 | * Effort: 4 | ||
* Saves: | * Saves: | ||
** Evasion: | ** Evasion: 14 | ||
** Mental: 14 | ** Mental: 14 | ||
** Physical: 14 | ** Physical: 14 | ||
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<div> | <div> | ||
==Skills== | ==Skills== | ||
* Administer | * Administer |
Revision as of 18:33, 13 February 2023
- Main Page; Gateway to the West:Main_Page
- Name: Metuta
- Class: Wizard
- Level: 1
- XP: 0
- Age:
- Languages: Native, Trade Tongue
- Background: Nomad
- Description:
Attributes:
- Strength 9 (+0)
- Dexterity 14 (+1)
- Constitution 14 (+1)
- Intelligence 16 (+1)
- Wisdom 12 (+1)
- Charisma 11 (+1)
Other Stats
- Movement Rate:
- HP: 7
- System Strain:
- AC:
- BAB: 0
- Attacks:
- Effort: 4
- Saves:
- Evasion: 14
- Mental: 14
- Physical: 14
Skills
- Administer
- Connect
- Convince
- Craft
- Exert
- Heal: 0
- Know
- Lead
- Magic: 0
- Notice
- Perform
- Pray
- Punch
- Ride: 0
- Sail
- Shoot: 0
- Sneak
- Stab
- Survive: 0
- Trade
- Trade
- Work
Equipment
- Readied (5/7):
- Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2)
- Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)
- Arrows 20 (Enc 1)
- Backpack (Enc 1/0)
- Clothes (Enc 1/0)
- Healer's Pouch (Enc 1)
- Stowed (7/14):
- Cooking utensitls, and 1 week of rations (Enc 5)
- Lantern (Enc 1), Oil (2x Enc 1)
- Waterskin, one gallon (Enc 1)
- Riding Armadillo
- Money:
- 11s
Foci
- Gifted Chirurgeon: 1
- You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action.
- When rolling Heal skill checks, roll 3d6 and drop the lowest die.
- You heal twice as many hit points as usual when applying first aid after a battle
Magic Powers
Arts
- Elemental Resilience
- Elemental Sparks
- Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+3 damage)
Spells
- 1st
- Elemental Favour
- Elemental Spy
- Cognitive Supersession of the Inferior Orders
- The Long Amber Moment