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Combat (COM) |
Knowledge (KNO) |
Stealth (STE) |
Endurance (END) |
Strength (STR) |
Dexterity (DEX) |
Magic (MAG) |
Agility (AGI) |
Perception (PER) |
Sociability (SOC) |
Survival (SUR) |
Marksmanship (MAR) |
Willpower (WIL)
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38 |
40 |
45 |
38 |
38 |
15 |
35 |
35 |
30 |
20 |
35 |
42 |
39
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/-- |
O-- |
O-- |
O-- |
/-- |
-- -- |
O-- |
-- -- |
O-- |
-- -- |
-- -- |
O-- |
OO
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43 |
40 |
45 |
38 |
43 |
15 |
35 |
35 |
30 |
20 |
35 |
42 |
39
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SB+4 |
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Axes & Maces 48 |
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Intimidation 48 |
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- Health Points: 18
- Fortune Points: 8
- Combat Special Move: Disabling blow (AGI/2, cumulative -10%): A blow delivered to the foot, kneecap, or shin. Their opponent’s AGI is halved during the remainder of the fight and they suffer a -10% penalty to their actions for the rest of the fight, which is cumulative if multiple disabling blows are delivered over the course of the battle.
- Career: Witch Hunter
- Archetype: Raven (Stealth +5, Willpower +5, Sociability -5)
- Character Traits: Honourable, Critical, Vengeful
Appearance & Personality
Background
Equipment
- Steel breastplate, helmet and buckler (PV 6, partial, helmet can be 'hot')
- Crossbow and 10 bolts
- Mace
- Cestus
- Dagger
- Riding horse
- Prized, sturdy boots
- Clothing (shirt, breeches and a tattered cloak)
- Satchel containing a blanket, wooden bowl and cutlery,
- Purse containing 1d10 crowns.
Weapons
Weapon |
Damage |
Reach |
Concealability |
Special
|
Unarmed |
+2 |
F |
n/a |
Temporary damage; stun
|
Cestus |
+2 |
F |
AA |
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Dagger |
+3 |
E |
A |
Can be thrown 8m
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Mace |
+4 |
C |
C |
Stun; ignore light armour
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Crossbow |
(+4) |
n/a |
C |
Range 30m; reload ; handy +10%
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Flaming Jet |
(+6) |
n/a |
n/a |
Range 8m; can ignite clothing
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Magic
- Domains: Divination (primary), Fire
- Divination Spells
Spell |
Test |
Duration |
Effect
|
Long Eye |
N+20 |
UR mins |
No obstacle, living or not, can block your vision. You can choose to focus on a being or object to study it better.
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Arcane Sense |
N+10 |
UR mins |
You detect all sources of magic and illusions no longer have an effect on you.
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Spell |
Test |
Duration |
Effect
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Magic Torch |
N+20 |
UR hours |
A flame appears on your palm. It can ignite a torch and is highly wind and rain resistant.
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Flaming Jet |
MAG/AGI |
instant |
You project a jet of flame at your enemy, causing UR+6 damage. This can also ignite clothing.
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Charm |
Effect
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Time Sense |
This charm has a double use: to instinctively know the age of a thing or person, and to know the exact time that has elapsed since a specific moment.
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Presage |
This spell allows you to roll a d100 and keep the result ‘in reserve’ for up to an hour. If you wish, you can use this result on your next test. But be careful, if you get a ‘00’ you lose 1 HP.
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Night Vision |
This charm gives you night vision for one hour, which will protect you from penalties due to darkness. This spell does not work in complete darkness.
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Being a Raven
Aloof and insightful, the Raven is a nomad who seems to bring death and bad luck wherever they go. However, they have learned to laugh about it and many Ravens have a dark sense of humour, full of cynicism and acidity. Mysterious and intelligent, they have a lucid view of the world but do not willingly share it. This intelligence can take the form of a dark determination and a scorned Raven is willing to bide their time with their grievances, nursing their revenge.