Verania Scato
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Name
Age (Gender): 20 (female)
Homeland: Argos
Caste (Trait): Trader
Archetype: Merchant Captain
Nature/Education: Gregarious/Once a Merchant
War Story: It Walked the Decks
Appearance:
Personality:
Languages: Argossean, Aquilonean, Kushite, Vendhyan
Social Standing: 2
XP:
Fortune Points: 2
Beliefs
Combat
Bonus Damage: Ranged +X | Melee +Y | Presence +Z
Weapons
- Sword: Range or Reach X, Grip X, Size X, Damage X, Qualities (X, Y), Loads X
- Dagger: Range or Reach X, Grip X, Size X, Damage X, Qualities (X, Y), Loads X
Stress & Harm
Vigor: 7 X/Y | Wounds:
Resolve: 9 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: 7
- Acrobatics: 0/0
- Melee: 0/0
- Stealth: 0/0
Awareness: 12
- Insight: 3/3
- Observation: 2/2
- Survival: 0/0
- Thievery: 0/0
Brawn: 7
- Athletics: 1/1
- Resistance: 0/0
Coordination: 9
- Parry: 3/3
- Ranged Weapons: 0/0
- Sailing: 3/3
Intelligence: 8
- Alchemy: 0/0
- Craft: 0/0
- Healing: 0/0
- Linguistics: 1/1
- Lore: 0/0
- Warfare: 0/0
Personality: 11
- Animal Handling: 0/0
- Command: 1/1
- Counsel: 1/1
- Persuade: 4/4
- Society: 5/5
Willpower: 8
- Discipline: 1/1
- Sorcery: 0/0
Talents
- Sea Raider, Argos: The Difficulty of all Sailing tests made in your homeland’s waters and of Athletics tests related to swimming are reduced by 1.
- Sea-trader, Trader: In coastal settlements, you gain the Tradesman talent (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). When engaging in trade, you gain an additional +1d20 when rolling for Persuade or Discipline tests to get the best deals.
- Shipbuilder, Trader: You gain the Sea Raider talent and +1d20 on any Craft test to repair or maintain a watercraft.
- Sixth Sense, Rank 1: 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.
- Pierce the Veil, Rank 2: Whenever you are in the presence of the supernatural or beings with unusual powers — particularly if you are not aware of them — the gamemaster should call for you to attempt an Average (D1) Insight test. On success, you recognize that the other being (or presence) has supernatural abilities, and may spend 2 Momentum to identify the type of abilities
- Know the Signs, Rank 3: Whenever you are in the presence of a person or object that was affected by supernatural abilities within the last six hours, you may attempt an Insight test, with a Difficulty equal to the number of hours ago the person or object was affected. On success, you can recognize the taint of the supernatural. By spending 2 points of Momentum, you can identify the specific powers in use.
Spells & Formulae
Belongings
- Several sets of plain traveling clothes
- Suit of decent clothing
- Sea chest
- A share in a small merchant watercraft
- Sword
- A leather-bound folio of detailed notes about trade routes
- A coin of ancient Valusia, stamped with the face of savage king
- A fine dress
- Dagger scarred, but holds your family heraldry.
Gold: 16 | Upkeep: 4 (3+2-1)
Encumbrance: