Sylia: Difference between revisions
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'''Homeland:''' Zingara<br> | '''Homeland:''' Zingara<br> | ||
'''Caste (Trait):''' Merchant (Vengeful)<br> | '''Caste (Trait):''' Merchant (Vengeful)<br> | ||
'''Merchant Story:''' Ruin <br> | |||
'''Archetype:''' Entertainer<br> | '''Archetype:''' Entertainer<br> | ||
'''Nature/Education:''' Reckless/Victim Turned Victimizer<br> | '''Nature/Education:''' Reckless/Victim Turned Victimizer<br> | ||
'''War Story:''' Survived a Pirate Raid<br> | '''War Story:''' Survived a Pirate Raid<br> | ||
'''Social Standing:''' 1<br> | '''Social Standing:''' 1<br> | ||
'''Appearance:'''<br> | '''Appearance:'''<br> | ||
'''Personality:'''<br> | '''Personality:'''<br> | ||
'''Languages:''' Aquilonian, Argossean, Zingaran <br> | '''Languages:''' Aquilonian, Argossean, Zingaran <br> | ||
'''XP:''' <br> | '''XP:''' <br> | ||
'''Fortune Points: 3''' | '''Fortune Points: 3''' |
Revision as of 14:02, 17 May 2022
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Sylia
Age (Gender): ?
Homeland: Zingara
Caste (Trait): Merchant (Vengeful)
Merchant Story: Ruin
Archetype: Entertainer
Nature/Education: Reckless/Victim Turned Victimizer
War Story: Survived a Pirate Raid
Social Standing: 1
Appearance:
Personality:
Languages: Aquilonian, Argossean, Zingaran
XP:
Fortune Points: 3
Beliefs
Combat
Bonus Damage: Ranged +X | Melee +Y | Presence +Z
Weapons
- Weapon 1 Name: Range or Reach X, Grip X, Size X, Damage X, Qualities (X, Y), Loads X
- Weapon 2 Name: Range or Reach X, Grip X, Size X, Damage X, Qualities (X, Y), Loads X
Stress & Harm
Vigor: X/Y | Wounds:
Resolve: X/Y | Trauma:
Courage Soak: X
Armor Soak (Armor Type): Head X, Right Arm X, Left Arm X, Torso X, Right Leg X, Left Leg X
Armor Qualities:
Attributes/Skills
Agility: 12
- Acrobatics: 1/1
- Melee: 3/3
- Stealth: 1/1
Awareness: 11
- Insight: 2/2
- Observation: 2/2
- Survival: 2/2
- Thievery: 1/1
Brawn: 8
- Athletics: 2/2
- Resistance:
Coordination: 8
- Parry: 1/1
- Ranged Weapons:
- Sailing: 1/1
Intelligence: 6
- Alchemy:
- Craft: 1/1
- Healing:
- Linguistics: 1/1
- Lore:
- Warfare:
Personality: 10
- Animal Handling:
- Command
- Counsel:
- Persuade: 5/5
- Society:
Willpower: 7
- Discipline: 1/1
- Sorcery:
Talents
- Sea Raider: The Difficulty of all Sailing tests made in your homeland's waters are reduced by 1. This can reduce tests to a Difficulty of Simple (D0). Additionally, the Difficulties of any Athletics tests relating to swimming are similarly reduced.
- Tradesman: When Carousing, if you do not have sufficient Gold to pay your Upkeep, you may offer your services to a tradesman or to a guild in order to cover your Upkeep. However, you may not take any other actions during that period of Carousing.
- Vagabond: Whether a nomad by choice or necessity, you can reduce the Difficulty of Survival tests by one, so long as you are on a maintained road. This may reduce the Difficulty of tests to Simple (D0).
- Force of Presence: Your damage bonus on mental attacks is increased by +1[CD].
- No Mercy: When making a Melee attack, you may re-roll a number of damage dice equal to the total number of Melee talents (and ranks in those talents) you have acquired, if desired. You must accept the results of the re-rolls.
- Naturally Charming (rank 1): You have a warm personality and a winning smile. People trust you. A successful Persuade test yields 1 point of bonus Momentum per rank of Naturally Charming.
- Sixth Sense: You may re-roll one d20 when making an Insight test, but you must accept the new result. In the event of an ambush, you gain 1 additional bonus point of Momentum. If the Insight test was requested because of sorcerous or otherwise unnatural phenomena, the gamemaster must reveal this.
Spells & Formulae
Belongings
Gold: X | Upkeep: X
Encumbrance: