Marli: Difference between revisions
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*Cha: ''Encouragement'': May speak to 1 teammate for 1 min. to get them a +1 morale bonus with saving throws until the end of the current scene. 1/scene. | *Cha: ''Encouragement'': May speak to 1 teammate for 1 min. to get them a +1 morale bonus with saving throws until the end of the current scene. 1/scene. | ||
*Rog: ''Ambush Basics'' Need only 2 rounds to make a Tactics/Ambush check. +1 die sneak attack damage. | *Rog: ''Ambush Basics'' Need only 2 rounds to make a Tactics/Ambush check. +1 die sneak attack damage. | ||
*Rog: ''Practised sneak'' If | *Rog: ''Practised sneak'' If spend action die to boost Sneak and fail, get die back after action resolved. Against multiple targets you only regain the die if the check fails against all of them. | ||
*Rog: ''Sharp mind'' +1 skill point/level | *Rog: ''Sharp mind'' +1 skill point/level | ||
*Rog: ''Trap sense'' You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer. | *Rog: ''Trap sense'' You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer. | ||
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*Ass1: ''Hand of Death'' Blend or Resolve don't fail if DC =< CL+20 (p.30) | *Ass1: ''Hand of Death'' Blend or Resolve don't fail if DC =< CL+20 (p.30) | ||
*Ass2: ''Cold Read'' 1/session, free action, ask N=A/Dice Questions about special character (p.30) | *Ass2: ''Cold Read'' 1/session, free action, ask N=A/Dice Questions about special character (p.30) | ||
*Ass3/7: ''Quick on your feet 2/session | *Ass3/7: ''Quick on your feet'' Disguise needs no kit. Mask or Ambush check as free action 2/session | ||
*Ass4/8: ''Unspoken name +2'' | *Ass4/8: ''Unspoken name +2'' +2 Heroic renown and +2 Intimidate vs. any character who knows about | ||
at least one of your previous kills. | |||
*Ass5: ''Blade practice'' | *Ass5: ''Blade practice'' | ||
*Ass6: ''Masks'' | *Ass6: ''Masks'' |
Revision as of 15:11, 21 March 2010
Marli Meacher Fantasy Craft character for mathey's game.
- Level 10 Charismatic Rogue & Assassin, XP: 80,000
- Action dice: 4d6
- Recent changes to sheet:
Stats
- STR 12 (+1) / DEX 14 (+2) / CON 12 (+1)
- INT 12 (+1) / WIS 14 (+2) / CHA 18 (+4)
Combat
- Init: +12 (10 Assassin + 2 Dex)
- BAB: +7 / Melee +8 / Ranged +9
- Defence: 18 (10 + 6 Assassin + 2 DEX - ? ??? Armor DP)
- DR: ? (Leather Armor?)
- Fort: +6 (5 +1 Con) / Ref: +7 (5 +2 Dex) / Will: +7 (5 +2 Wis)
- Vitality Points: 100 / Wound Points: 12
Common Attacks/Defences/Actions:
- ????? Large Scale Glaive +3 To Hit; 1d10 + 1 Damage (+ 1 Str); 19-20; Keen 4, Reach +1; Hard 2
- Two
Social, Interests & Religion
Social:
- Lifestyle: 9 (Panache 8 [+ 3 Appearance; Income 80s] / Prudence 1 [20% savings])
- Legend: +3
- Reputation: 10
- Renown. Heroic: 0. Military: 0. Noble: 0.
Interests:
- Native Language: ???
- Study: Home culture
- Study: Street urchins
- Study: Nobility
- Study: Anatomy
- L6:
- L10:
Abilities, Feats & Proficiencies
- Cha: Charming: May improve Disposition of 1 non-adversary NPC by 5. 1/session.
- Cha: Double Boost: May spend & roll 2 action dice to boost Charisma-based skill checks.
- Cha: Encouragement: May speak to 1 teammate for 1 min. to get them a +1 morale bonus with saving throws until the end of the current scene. 1/scene.
- Rog: Ambush Basics Need only 2 rounds to make a Tactics/Ambush check. +1 die sneak attack damage.
- Rog: Practised sneak If spend action die to boost Sneak and fail, get die back after action resolved. Against multiple targets you only regain the die if the check fails against all of them.
- Rog: Sharp mind +1 skill point/level
- Rog: Trap sense You may roll twice when making Reflex saves prompted by security devices and traps, keeping the result you prefer.
- AssC: Heartseeker BAB = character level vs. special characters (& for feats; p. 30)
- Ass1: Hand of Death Blend or Resolve don't fail if DC =< CL+20 (p.30)
- Ass2: Cold Read 1/session, free action, ask N=A/Dice Questions about special character (p.30)
- Ass3/7: Quick on your feet Disguise needs no kit. Mask or Ambush check as free action 2/session
- Ass4/8: Unspoken name +2 +2 Heroic renown and +2 Intimidate vs. any character who knows about
at least one of your previous kills.
- Ass5: Blade practice
- Ass6: Masks
- Ass9: Blade practice, masks
- Ass10: Bald-faced lie 1/session
- Lvl 1: ...
- Lvl 3: ...
- Lvl 6: ...
- Lvl 9: ...
- Proficiencies: +4 for level 10 Hurled weapons / Edged weapons (forte) / Blunt weapons (forte)
Skills (ranks/stat/misc)
(6+Int 1 = 7/lvl) Max 13 Total (4x7)+10(7)+14 sharp mind = 112
- Acrobatics* (13/2Dex/0)
- Athletics* (13/1Str/0)
- Blend (13/4Cha/0)
- Bluff (13/4Cha/0)
- Crafting (???) +1 (0/1Int/0)
- Disguise (13/4Cha/0)
- Intimidate (13/4Cha/0)
- Notice (13/2Wis/0)
- Prestidigitation (13/2Dex/0)
- Sense Motive (13/2Wis/0)
- Tactics (13/1Int/0)
- Haggle 5 (3/2Wis/0)
- Impress 7 (5/4Cha/0)
- Investigate 7 (5/2Wis/0)
- Medicine 5 (3/1Int/0)
- Resolve 5 (3/1Con/0)
- Ride 0 (0/2Dex/0)
- Search 3 (1/1Int/0)
One asterisk = Origin skills
Gear
Loads (as Huge so Str 20): Light < 200 lb / Hvy 201-600 lb / Over > 601 lb
Stake 200s
- Padded moderate armour, giant, crude [/I] DR1 Cold 5 +2 resistances12lb 25s
- Shield, tower[/I] 1d6 subdual (-) Giant, Guard +3 12lb 60s (p.177)
- Throwing spear, Giant, Guard[/I] 1d10 lethal (19-20/16-20 vs. M) hurl, reach +1 20lb 35s
= 120s
- Iron Hawk Standard +2 Intimidate or Impress 12 lb 40s
=40s
- Blanket Cold res 4 5lb 4s
- Canteen 1 lb 5s
- Pouch (50 coins) 2s
- 100ft hemp rope 20 lb 12s
- Stonecutter’s kit 10 lb 15s
- Doctor’s bag 2lb 20s
- Oil, 2 pints 2 lb 2s
- Torches 5 3 lb 2s
- Bandages 10 uses ½ lb 3s
- Rations 7 uses 5lb 5s
= 70s!
- Coin: 10s
Notes
Origins from:
Talent Attributes Benefits
Charismatic +2 Cha Charming, double boost (Cha), encouragement
Striking +2 Cha, –2 Con Celebrated, engaging diversion, natural elegance
Specialty Feat Benefits
Rogue Ambush Basics Practiced sneak, sharp mind, trap sense
Swindler Basic Skill Mastery (Spy) Attribute training (Dex/Cha), beguiling, charming, practiced bluff