Difference between revisions of "Calhar Redwool"

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'''Age (Gender):''' 27 (male)<br>
 
'''Age (Gender):''' 27 (male)<br>
 
'''Homeland:''' Argos<br>
 
'''Homeland:''' Argos<br>
'''Caste (Trait):''' Herder<br>
+
'''Caste (Trait):''' Herder (Vengeful)<br>
'''Caste Story:''' <br>
+
'''Caste Story:''' Raiders<br>
 
'''Archetype:''' Mercenary<br>
 
'''Archetype:''' Mercenary<br>
'''Nature/Education:''' Gregarious/Once a Merchant<br>
+
'''Nature/Education:''' Wrathful/Family Footsteps<br>
'''War Story:''' It Walked the Decks<br>
+
'''War Story:''' Shipwrecked<br>
'''Social Standing:''' 2<br>
+
'''Social Standing:''' 1<br>
 +
'''Renown:''' 0 <br>
  
'''Appearance:'''<br>  
+
'''Appearance:''' Tall, broad shouldered, auburn hair and beard<br>  
'''Personality:'''<br>  
+
'''Personality:''' A generally cold and grim disposition, hot-blooded when avenging wrongs<br>  
'''Languages:''' Argossean, Aquilonean, Kushite, Vendhyan<br>
+
'''Languages:''' Argossean, +1<br>
  
 
'''XP:''' <br>  
 
'''XP:''' <br>  
'''Fortune Points:''' 2
+
'''Fortune Points:''' 3
  
 
====Beliefs====
 
====Beliefs====
 
*
 
*
 
*
 
*
*
+
*  
  
 
===Combat===
 
===Combat===
  
Bonus Damage: Ranged +X | Melee +Y | Presence +Z
+
Bonus Damage: Ranged +0 | Melee +2 | Presence +0
  
 
'''Weapons'''
 
'''Weapons'''
*Sword: Range or Reach X, Grip X, Size X, Damage X, Qualities (X, Y), Loads X
+
*Unarmed: Reach 1, Damage 2 CD, Qualities Improvised, Stun, Knockdown
*Dagger: Range or Reach X, Grip X, Size X, Damage X, Qualities (X, Y), Loads X
+
*Sword: Reach 2, Grip right, Size 1H, Damage 4 CD, Qualities (''Knockdown'', Parrying)
 +
*Pike: Reach 4, Grip right, Unwieldy, Damage 4 CD, Qualities (''Knockdown'', Piercing 2)
 +
*Battleaxe: Reach 2, Grip right, Unbalanced, Damage 4 CD, Qualities (Intense, ''Knockdown'', Vicious 1)
 +
*Sling: Range M, Grip right, Size 1H, Damage 3 CD, Qualities (Stun, Volley), Loads 1
 +
 
 +
Weapon Qualities
 +
*''Improvised'': This item is not designed as a weapon but can be used as such in an impromptu manner. It could be a heavy rock, a wooden torch, or a thick leg bone. When damage is rolled with this weapon, it does not score damage when an Effect is rolled. It is possible for an item to have both the Improvised and Vicious Qualities, cancelling out their effects, but both will be noted in case some factor causes the attack to increase its Vicious Quality, or to lose Improvised.
 +
*''Knockdown'': The attack knocks the target prone if one or more Effects are rolled. The target may ignore this if they add 1 Doom for each Effect rolled, or in the case of non-player characters, at the cost of 1 Doom per Effect rolled.
 +
*''Intense'': If an Intense attack inflicts one or more Harms upon the target, then it inflicts one additional Harm.
 +
*''Parrying'': When wielding one or more weapons with this Quality, the Doom cost of making a Defend or Protect Reaction with the Parry skill is reduced by 1, to a minimum of 0.
 +
*''Piercing'': This attack ignores X points of the target's total Soak for each Effect rolled.
 +
*''Stun'': The attack inflicts the Staggered condition (see page 126) on the target, if one or more Effects are rolled. The condition lasts until the end of the target's next turn. The target may ignore this at the cost of 1 point of Doom for each Effect rolled.
 +
*''Vicious'': An attack with this Quality inflicts X additional damage for each Effect rolled.
 +
*''Volley'': This ranged weapon can be used quickly, allowing the wielder to unleash volleys of projectiles. Thus, wielders often carry bundles of ammunition (arrows, bolts, etc.). An attack with a Volley weapon does not expend any Shots; the user has enough ammunition to last the fight, barring Complications. Further, a Load of ammunition can be spent to perform a Volley, adding a bonus d20 to Ranged Weapons tests to attack, and +1 CD to the weapon's damage if the attack hits. Loads may also be lost as the result of a Complication. After a fight, spent Loads can be recovered in the same way as Shots.
  
 
'''Stress & Harm'''<br>
 
'''Stress & Harm'''<br>
Vigor: 7 X/Y | Wounds: <br>
+
Vigor: 12/12 | Wounds: <br>
Resolve: 9 X/Y | Trauma:
+
Resolve: 9/9 | Trauma:
 
 
Courage Soak: X<br>
 
Armor Soak (Armor Type): Head X, Right Arm X, Left Arm X, Torso X, Right Leg X, Left Leg X<br>
 
Armor Qualities:
 
  
 +
Courage Soak: 0<br>
 +
Armor Soak (Brigandine long coat and helmet): Head 3, Right Arm 2, Left Arm 2, Torso 2, Right Leg 2, Left Leg 2<br>
 +
Armor Qualities: Helmet-heavy
  
 
===Attributes/Skills===
 
===Attributes/Skills===
  
'''Agility: 7'''
+
'''Agility: 14'''
*Acrobatics: 0/0
+
*Acrobatics: 2/2
*Melee: 0/0
+
*Melee: 1/1
*Stealth: 0/0
+
*Stealth: 1/1
  
'''Awareness: 12'''
+
'''Awareness: 7'''
*Insight: 3/3
+
*Insight: 1/0
 
*Observation: 2/2
 
*Observation: 2/2
*Survival: 0/0
+
*Survival: 1/1
*Thievery: 0/0
+
*Thievery: 1/1
  
'''Brawn: 7'''
+
'''Brawn: 10'''
*Athletics: 1/1
+
*Athletics: 4/4
*Resistance: 0/0
+
*Resistance: 2/2
  
 
'''Coordination: 9'''
 
'''Coordination: 9'''
*Parry: 3/3
+
*Parry: 2/2
*Ranged Weapons: 0/0
+
*Ranged Weapons: 2/2
*Sailing: 3/3
+
*Sailing: 1/1
  
'''Intelligence: 8'''
+
'''Intelligence: 7'''
*Alchemy: 0/0
+
*Alchemy:  
*Craft: 0/0
+
*Craft: 1/1
*Healing: 0/0
+
*Healing: 1/1
*Linguistics: 1/1
+
*Linguistics:  
*Lore: 0/0
+
*Lore:  
*Warfare: 0/0
+
*Warfare:  
  
'''Personality: 11'''
+
'''Personality: 7'''
*Animal Handling: 0/0
+
*Animal Handling: 2/2
*Command: 1/1
+
*Command:  
*Counsel: 1/1
+
*Counsel:  
*Persuade: 4/4
+
*Persuade: 1/1
*Society: 5/5
+
*Society:  
  
 
'''Willpower: 8'''
 
'''Willpower: 8'''
 
*Discipline: 1/1
 
*Discipline: 1/1
*Sorcery: 0/0
+
*Sorcery:
 
 
  
 
===Talents===
 
===Talents===
 +
*'''Ancient Bloodline''': You are obviously descended from one of the great fallen civilizations, peoples whose physical and mental attributes were greater than those of the folk of the Hyborian Age. Though the root stock is Hyborian, the bloodline of the folk of Argos has blended with an influx from Shem, Zingara, and even Stygia, inheriting ancestral traits from those ancient bloodlines. When this talent becomes active, the Argossean feels a strong sense of competition with others, a desire to get the better of any negotiation, no matter what the cost. Whenever you fail a Personality test, pay the GM 1 Doom and add +1d20 to your test (unless you already gained +3d20). It is recommended that the GM use Doom points gained in this manner to harden the hearts of nearby non-player characters capable of witnessing the interaction, strengthening their resolve, manifesting itself in ancient hatred and fear against these long-forgotten foes of their race. If this is not appropriate as a result, it can be ignored and the Doom points spent as the GM sees fit.
 
*'''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 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 Caste talent): Due to your familiarity with the coastal trade routes, you’ve developed a network of friends and allies in the various port cities, and know your way around such environments. 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.
+
*'''Sentry''' (Herder Caste): You learned at a young age that the watchful eye subsists on little rest. So long as you have had a total of four hours of sleep within the last two days (either one four-hour stretch or multiple short rests), you suffer no penalties for sleep deprivation when making Observation tests.
*'''Shipbuilder''' (Trader Caste talent): The craft of shipbuilding is zealously guarded by the members of your caste. You gain the Sea Raider talent and +1d20 on any Craft test to repair or maintain a watercraft.
+
*'''Subject''' (Herder Caste): You are a subject in good standing to a lord or king. While subject to their laws, the taxes you face are much less than the more expensive taxes others experience. Whenever you pay Upkeep within your homeland, you can reduce the amount of Gold the Upkeep costs by one.
*'''Sixth Sense''' (Insight 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.
+
*'''No Mercy''' (Melee Tier 1): 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.
*'''Pierce the Veil''' (Insight 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
+
*'''Strong Back''' (Athletics Tier 1): You are a magnificent example of human physical prowess, all-too-frequently abused for this ability. For any Athletics test that generates at least one success, you generate one additional success for each rank of Strong Back. Further, your Encumbrance limit is increased by 1 for each rank of Strong Back.
*'''Know the Signs''' (Insight 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.
+
*'''Might''' (Athletics Tier 2): You are able to perform feats of strength that seem at odds with your physique, due to a combination of training and expertise. On any test to lift or move an inanimate object, you may roll a number of bonus d20s equal to your ranks in Might, though the normal limit of three bonus d20s still applies.
 +
*'''Pugilist''' (Athletics Tier 3): You can add the Knockdown quality to all melee attacks.
 +
*'''Hardy''' (Resistance Tier 1): May re-roll any dice on a Resistance roll that do not generate success on the initial roll, but must accept the new result.
 +
*'''Just a Scratch''' (Resistance Tier 1): Shrug off injuries. The physical damage needed to inflict a Wound is 6.
  
===Spells & Formulae===
+
===Belongings===
 +
*Brigandine long coat
 +
*helmet
 +
*pike
 +
*battleaxe
 +
*my former master’s sword (aunt)
 +
*sling with load of stones
 +
*cheap riding horse
 +
*deerskin leggings
 +
*a heavy hooded cloak
  
 +
Gold: 7 | Upkeep: 4
 +
Encumbrance: 11
  
===Belongings===
+
===Character Story===
* Several sets of plain traveling clothes
+
A humble shepherd boy, known for singing beneath the starlight in his younger days. Calhar’s people were a small tribe of sheep herders living simple lives beyond the glittering coastal cities. They were meager of means but rich in humble pride.
* 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) <br>
+
Then the raiders came.
Encumbrance:
 
  
===Character Story===
+
One night his entire world went up in steel and flame. The animals and the people were stolen or slaughtered in kind. A sobbing young Calhar tried to staunch his parents’ bleeding wounds with handfuls of wool they had sheared together. But his aunt tore him away from those vain attempts to save the dead and they escaped into the night along with a handful of others. Survival became their trade, finding refuge and sustenance wherever they might. His aunt Eliar was hardy and determined, his rock in those stormy years. But the young Calhar was no longer the soft young man of those calm nights. Violence had awoken something deep in his blood.
Verania was the youngest child of a wealthy merchant captain, and her early life was a happy one, travelling with her father, mother, and older brother to distant realms, with just enough adventure to keep things exciting but not especially dangerous. Until one night on the final leg of a journey from Vendhya, only a few days from home, the ship's crew was attacked by a wretched horror that began slaying them one by one or driving them to madness.  Somehow Verania thought she knew how the horror could be fought, and worked with her father and brother to set a trap for it. The unspeakable horror was grievously wounded, but not destroyed. In its fury, Verania's family and the remainder of the crew were killed, and the ship itself destroyed. Verania herself faced the monster with only a dagger, which the creature raked with a claw, causing it to fall. Verania closed her eyes and prepared for the worst... but when she opened them a minute later, the horror was inexplicably gone.
 
  
She saved herself, clinging to a piece of wreckage until it floated to a shore.
+
As the years passed he has hardened into a fighting man, a sellsword worth his fee. Calhar Redwool only sings songs of battle now, howls of victory beneath red moons. Never again will he be counted among the sheep - he has the eyes of the wolf.
  
 
===Notes===
 
===Notes===

Latest revision as of 19:05, 12 September 2022

Return to Shadow of the Sorcerer main page

Calhar Redwool[edit]

Age (Gender): 27 (male)
Homeland: Argos
Caste (Trait): Herder (Vengeful)
Caste Story: Raiders
Archetype: Mercenary
Nature/Education: Wrathful/Family Footsteps
War Story: Shipwrecked
Social Standing: 1
Renown: 0

Appearance: Tall, broad shouldered, auburn hair and beard
Personality: A generally cold and grim disposition, hot-blooded when avenging wrongs
Languages: Argossean, +1

XP:
Fortune Points: 3

Beliefs[edit]

Combat[edit]

Bonus Damage: Ranged +0 | Melee +2 | Presence +0

Weapons

  • Unarmed: Reach 1, Damage 2 CD, Qualities Improvised, Stun, Knockdown
  • Sword: Reach 2, Grip right, Size 1H, Damage 4 CD, Qualities (Knockdown, Parrying)
  • Pike: Reach 4, Grip right, Unwieldy, Damage 4 CD, Qualities (Knockdown, Piercing 2)
  • Battleaxe: Reach 2, Grip right, Unbalanced, Damage 4 CD, Qualities (Intense, Knockdown, Vicious 1)
  • Sling: Range M, Grip right, Size 1H, Damage 3 CD, Qualities (Stun, Volley), Loads 1

Weapon Qualities

  • Improvised: This item is not designed as a weapon but can be used as such in an impromptu manner. It could be a heavy rock, a wooden torch, or a thick leg bone. When damage is rolled with this weapon, it does not score damage when an Effect is rolled. It is possible for an item to have both the Improvised and Vicious Qualities, cancelling out their effects, but both will be noted in case some factor causes the attack to increase its Vicious Quality, or to lose Improvised.
  • Knockdown: The attack knocks the target prone if one or more Effects are rolled. The target may ignore this if they add 1 Doom for each Effect rolled, or in the case of non-player characters, at the cost of 1 Doom per Effect rolled.
  • Intense: If an Intense attack inflicts one or more Harms upon the target, then it inflicts one additional Harm.
  • Parrying: When wielding one or more weapons with this Quality, the Doom cost of making a Defend or Protect Reaction with the Parry skill is reduced by 1, to a minimum of 0.
  • Piercing: This attack ignores X points of the target's total Soak for each Effect rolled.
  • Stun: The attack inflicts the Staggered condition (see page 126) on the target, if one or more Effects are rolled. The condition lasts until the end of the target's next turn. The target may ignore this at the cost of 1 point of Doom for each Effect rolled.
  • Vicious: An attack with this Quality inflicts X additional damage for each Effect rolled.
  • Volley: This ranged weapon can be used quickly, allowing the wielder to unleash volleys of projectiles. Thus, wielders often carry bundles of ammunition (arrows, bolts, etc.). An attack with a Volley weapon does not expend any Shots; the user has enough ammunition to last the fight, barring Complications. Further, a Load of ammunition can be spent to perform a Volley, adding a bonus d20 to Ranged Weapons tests to attack, and +1 CD to the weapon's damage if the attack hits. Loads may also be lost as the result of a Complication. After a fight, spent Loads can be recovered in the same way as Shots.

Stress & Harm
Vigor: 12/12 | Wounds:
Resolve: 9/9 | Trauma:

Courage Soak: 0
Armor Soak (Brigandine long coat and helmet): Head 3, Right Arm 2, Left Arm 2, Torso 2, Right Leg 2, Left Leg 2
Armor Qualities: Helmet-heavy

Attributes/Skills[edit]

Agility: 14

  • Acrobatics: 2/2
  • Melee: 1/1
  • Stealth: 1/1

Awareness: 7

  • Insight: 1/0
  • Observation: 2/2
  • Survival: 1/1
  • Thievery: 1/1

Brawn: 10

  • Athletics: 4/4
  • Resistance: 2/2

Coordination: 9

  • Parry: 2/2
  • Ranged Weapons: 2/2
  • Sailing: 1/1

Intelligence: 7

  • Alchemy:
  • Craft: 1/1
  • Healing: 1/1
  • Linguistics:
  • Lore:
  • Warfare:

Personality: 7

  • Animal Handling: 2/2
  • Command:
  • Counsel:
  • Persuade: 1/1
  • Society:

Willpower: 8

  • Discipline: 1/1
  • Sorcery:

Talents[edit]

  • Ancient Bloodline: You are obviously descended from one of the great fallen civilizations, peoples whose physical and mental attributes were greater than those of the folk of the Hyborian Age. Though the root stock is Hyborian, the bloodline of the folk of Argos has blended with an influx from Shem, Zingara, and even Stygia, inheriting ancestral traits from those ancient bloodlines. When this talent becomes active, the Argossean feels a strong sense of competition with others, a desire to get the better of any negotiation, no matter what the cost. Whenever you fail a Personality test, pay the GM 1 Doom and add +1d20 to your test (unless you already gained +3d20). It is recommended that the GM use Doom points gained in this manner to harden the hearts of nearby non-player characters capable of witnessing the interaction, strengthening their resolve, manifesting itself in ancient hatred and fear against these long-forgotten foes of their race. If this is not appropriate as a result, it can be ignored and the Doom points spent as the GM sees fit.
  • 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.
  • Sentry (Herder Caste): You learned at a young age that the watchful eye subsists on little rest. So long as you have had a total of four hours of sleep within the last two days (either one four-hour stretch or multiple short rests), you suffer no penalties for sleep deprivation when making Observation tests.
  • Subject (Herder Caste): You are a subject in good standing to a lord or king. While subject to their laws, the taxes you face are much less than the more expensive taxes others experience. Whenever you pay Upkeep within your homeland, you can reduce the amount of Gold the Upkeep costs by one.
  • No Mercy (Melee Tier 1): 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.
  • Strong Back (Athletics Tier 1): You are a magnificent example of human physical prowess, all-too-frequently abused for this ability. For any Athletics test that generates at least one success, you generate one additional success for each rank of Strong Back. Further, your Encumbrance limit is increased by 1 for each rank of Strong Back.
  • Might (Athletics Tier 2): You are able to perform feats of strength that seem at odds with your physique, due to a combination of training and expertise. On any test to lift or move an inanimate object, you may roll a number of bonus d20s equal to your ranks in Might, though the normal limit of three bonus d20s still applies.
  • Pugilist (Athletics Tier 3): You can add the Knockdown quality to all melee attacks.
  • Hardy (Resistance Tier 1): May re-roll any dice on a Resistance roll that do not generate success on the initial roll, but must accept the new result.
  • Just a Scratch (Resistance Tier 1): Shrug off injuries. The physical damage needed to inflict a Wound is 6.

Belongings[edit]

  • Brigandine long coat
  • helmet
  • pike
  • battleaxe
  • my former master’s sword (aunt)
  • sling with load of stones
  • cheap riding horse
  • deerskin leggings
  • a heavy hooded cloak

Gold: 7 | Upkeep: 4 Encumbrance: 11

Character Story[edit]

A humble shepherd boy, known for singing beneath the starlight in his younger days. Calhar’s people were a small tribe of sheep herders living simple lives beyond the glittering coastal cities. They were meager of means but rich in humble pride.

Then the raiders came.

One night his entire world went up in steel and flame. The animals and the people were stolen or slaughtered in kind. A sobbing young Calhar tried to staunch his parents’ bleeding wounds with handfuls of wool they had sheared together. But his aunt tore him away from those vain attempts to save the dead and they escaped into the night along with a handful of others. Survival became their trade, finding refuge and sustenance wherever they might. His aunt Eliar was hardy and determined, his rock in those stormy years. But the young Calhar was no longer the soft young man of those calm nights. Violence had awoken something deep in his blood.

As the years passed he has hardened into a fighting man, a sellsword worth his fee. Calhar Redwool only sings songs of battle now, howls of victory beneath red moons. Never again will he be counted among the sheep - he has the eyes of the wolf.

Notes[edit]