Difference between revisions of "Fill This In Yourself"

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(Created page with "=Kastalos the Untouchable= *Background: Thug (Professional duelist) *Appearance: *Description: *Goal: *Class: Warrior **Killing Blow Whenever a Warrior inflicts damage with an...")
 
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=Kastalos the Untouchable=
+
=Pei Huai=
*Background: Thug (Professional duelist)
+
*Background: Physician
 
*Appearance:
 
*Appearance:
 
*Description:
 
*Description:
 
*Goal:
 
*Goal:
*Class: Warrior
+
*Class: Expert
**Killing Blow
+
 
Whenever a Warrior inflicts damage with any attack,
+
*Class Ability: Masterful Expertise
spell, or special ability they may add half their character
+
**Once per scene, the Expert may reroll any non-combat
level, rounded up, to the damage done. This damage is
+
skill check as an Instant action. This allows the Expert
also added to any Shock they may inflict.
+
to make a roll and then immediately use this ability if
Combined with Foci meant to improve Shock attacks
+
the resulting total isn’t good enough to succeed. In cases
such as Armsmaster, Close Combatant, or Shocking
+
where it matters, the better of the two rolls may be used.
Assault, this ability ensures that an experienced Warrior
+
*Class Ability: Quick Learner
will almost always kill any ordinary human soldier
+
**When you advance a character level, you gain an extra
or minor monster, regardless of their attack roll result.
+
skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may
**Veteran’s Luck
+
save this point to spend later if you wish.
Once per scene, as an Instant action, the Warrior may
 
turn a missed attack they have made into a hit. Alternately,
 
they may turn a successful attack against them into a
 
miss, also as an Instant action. This ability is particularly
 
lethal when used with the Make a Snap Attack action
 
and leveled against weaker monsters or ordinary human
 
warriors, as explained on page 44.
 
Only one exercise of this ability is possible in a scene,
 
either to force a miss or ensure a hit on a foe; both options
 
may not be employed in the same fight.
 
A Warrior may use this ability with crew-served
 
weapons they are assisting in firing. This ability cannot
 
be used to negate environmental damage or damage done
 
to a vehicle or mount they are riding.
 
**Slayer
 
Your hit rolls are always successful against any creature with equal or fewer hit dice than you have levels, assuming it’s physically possible for your weapon to harm them
 
**Unbroken
 
Once per day as an Instant action, when reduced to 0 hit points or affected by hostile magic, you can negate the magical effect or push through the injury. Using this ability reduces you to 1 HP.
 
**Heroic Warrior’s Fray
 
Once per round, as an On Turn action, inflict 1d8 damage plus your level on any one target within reach of any of your Readied weapons, provided they have equal or fewer hit dice than you have levels. This damage is not modified by any ability or bonus, and can affect any creature who could be hurt by that Readied weapon.
 
**Heroic Resilience
 
+12 HP (included)
 
**Heroic Reflexes
 
Heroic PCs always win initiative at the start of hostilities unless their foes successfully ambush them or otherwise have the drop on the group
 
**Heroic Determination
 
Once per scene, as an On Turn actions, a Heroic PC can accept a point of System Strain to automatically heal 1d8 hit points of damage plus their character level. This can return them to the fray from a Mortally Wounded condition. Outside of combat, they can use this ability as often as they like during a five-minute rest, assuming they have the System Strain to support it.
 
*HP: 32+con bonus/X
 
*System Strain: X/X
 
*Level: 3
 
*XP: X/X
 
  
 
=Attributes=
 
=Attributes=
*Strength: 10 (+/-0)
+
*Strength: 9 (+/-)
*Dexterity: 14 (+1)
+
*Dexterity: 12 (+/-)
*Constitution: 14 (+1)
+
*Constitution: 7 (-1)
*Intelligence: 7 (-1)
+
*Intelligence: 14 (+1)
*Wisdom: 9 (+/-0)
+
*Wisdom: 11 (+/-)
*Charisma: 11 (+/-0)
+
*Charisma: 10 (+/-)
  
 
=Combat=
 
=Combat=
 
*Movement:
 
*Movement:
 
*Armor: (List the actual armor + shield worn)
 
*Armor: (List the actual armor + shield worn)
**AC: 18 (+shield, if any)
+
**AC: (+shield, if any)
*Base Attack Bonus +3
+
*Base Attack Bonus  
 
*Weapon:
 
*Weapon:
 
**+X, XdX+X. Shock: Range:
 
**+X, XdX+X. Shock: Range:
 
*Weapon:
 
*Weapon:
 
**+X, XdX+X. Shock: Range:
 
**+X, XdX+X. Shock: Range:
*Physical: 14
+
*Physical:  
*Evasion: 14
+
*Evasion:  
*Mental: 15
+
*Mental:  
*Luck: 15
+
*Luck:  
 
=Abilities=
 
=Abilities=
 
==Skills==
 
==Skills==
*Connect - 0
+
*Heal - 0
*Sneak - 0
+
*Convince - 0
*Stab - 2
+
*Administer - 0
 +
 
 +
[[+2 Physical]]
  
 
==Foci==
 
==Foci==
*Impervious Defense
+
*Polymath
**Whether through uncanny reflexes, remarkable luck, supernatural
+
**You have a passing acquaintance with a vast variety of
heritage, or magical talent, you have natural
+
practical skills and pastimes, and can make a modest attempt at almost any exercise of skill or artisanry. Note
defenses equivalent to high-quality armor. The benefits
+
that the phantom skill levels granted by this Focus don’t
of this Focus don’t stack with armor, though Dexterity
+
stack with normal skill levels or give a skill purchase
or shield modifiers apply.
+
discount. Only Experts or Partial Experts can take this
Level 1: You have an innate Armor Class of 15 plus half
+
Focus.
your character level, rounded up. (AC 17+dex+shield)
+
Level 1: Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes
*Close Combatant
+
of skill checks, even if you lack them entirely.
**You’ve had all too much practice at close-in fighting and
+
 
desperate struggles with drawn blades. You’re extremely
+
*Gifted Chirurgeon
skilled at avoiding injury in melee combat, and at level
+
You have an unusual gift for saving Mortally Wounded
2 you can dodge through a melee scrum without fear of
+
allies and quickening the natural recovery of the wounded in your care.
being knifed in passing.
+
**Level 1: Gain Heal as a bonus skill. You may attempt to
Level 1: Gain any combat skill as a bonus skill. You can
+
stabilize one Mortally Wounded adjacent person
use knife-sized thrown weapons in melee without
+
per round as an On Turn action. When rolling Heal
suffering penalties for the proximity of melee attackers.
+
skill checks, roll 3d6 and drop the lowest die. You
You ignore Shock damage from melee assailants,
+
heal twice as many hit points as usual when applying first aid after a battle, as described on page 48.
even if you’re unarmored at the time, but
+
 
invoking this benefit disrupts any spellcasting you
+
*Cultured
might do that round due to the need for violently
+
**Through wide travel, careful observation, or extensive
active evasion.
+
study, you’ve obtained a wide experience of the cultures
*Nullifier
+
of your region and an ability to navigate their customs,
**Something about your hero interferes with easy use of
+
laws, and languages. You know what to do and say to
magic on them. It may be a strangely powerful birth
+
impress others with the reasonableness of your wishes.
blessing, a particular supernatural bloodline, or simple
+
Level 1: Gain Connect as a bonus skill. You can fluently speak all the common languages of your native
occult incompatibility. This Focus cannot be taken by
+
region and convey at least basic information in the
Mages or Partial Mages.
+
uncommon or esoteric ones. You can learn a new
Level 1: You and all allies within twenty feet gain a +2
+
language with only a week’s practice with a native
bonus to all saving throws against magical effects.
+
speaker. Once per game day, your polished ways automatically gain a minor favor from an NPC that
As an On Turn action, you can feel the presence or
+
would not put them to significant expense or risk,
use of magic within twenty feet of you, though you
+
assuming the NPC isn’t hostile to you.
can’t discern details about it or the specific source.
 
The first failed saving throw against a magical effect
 
you suffer in a day is turned into a success.
 
  
  

Revision as of 08:08, 16 August 2022

Pei Huai

  • Background: Physician
  • Appearance:
  • Description:
  • Goal:
  • Class: Expert
  • Class Ability: Masterful Expertise
    • Once per scene, the Expert may reroll any non-combat

skill check as an Instant action. This allows the Expert to make a roll and then immediately use this ability if the resulting total isn’t good enough to succeed. In cases where it matters, the better of the two rolls may be used.

  • Class Ability: Quick Learner
    • When you advance a character level, you gain an extra

skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.

Attributes

  • Strength: 9 (+/-)
  • Dexterity: 12 (+/-)
  • Constitution: 7 (-1)
  • Intelligence: 14 (+1)
  • Wisdom: 11 (+/-)
  • Charisma: 10 (+/-)

Combat

  • Movement:
  • Armor: (List the actual armor + shield worn)
    • AC: (+shield, if any)
  • Base Attack Bonus
  • Weapon:
    • +X, XdX+X. Shock: Range:
  • Weapon:
    • +X, XdX+X. Shock: Range:
  • Physical:
  • Evasion:
  • Mental:
  • Luck:

Abilities

Skills

  • Heal - 0
  • Convince - 0
  • Administer - 0

+2 Physical

Foci

  • Polymath
    • You have a passing acquaintance with a vast variety of

practical skills and pastimes, and can make a modest attempt at almost any exercise of skill or artisanry. Note that the phantom skill levels granted by this Focus don’t stack with normal skill levels or give a skill purchase discount. Only Experts or Partial Experts can take this Focus. Level 1: Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes of skill checks, even if you lack them entirely.

  • Gifted Chirurgeon

You have an unusual gift for saving Mortally Wounded allies and quickening the natural recovery of the wounded in your care.

    • Level 1: Gain Heal as a bonus skill. You may attempt to

stabilize one Mortally Wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die. You heal twice as many hit points as usual when applying first aid after a battle, as described on page 48.

  • Cultured
    • Through wide travel, careful observation, or extensive

study, you’ve obtained a wide experience of the cultures of your region and an ability to navigate their customs, laws, and languages. You know what to do and say to impress others with the reasonableness of your wishes. Level 1: Gain Connect as a bonus skill. You can fluently speak all the common languages of your native region and convey at least basic information in the uncommon or esoteric ones. You can learn a new language with only a week’s practice with a native speaker. Once per game day, your polished ways automatically gain a minor favor from an NPC that would not put them to significant expense or risk, assuming the NPC isn’t hostile to you.


Gear

  • Readied Items:
    • Total: X/X
  • Stowed Items:
    • Total: X/X

Miscellanea

Notes

Assets