Difference between revisions of "G2W: Giorgios"

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(Created page with "- Main Page; Gateway to the West:Main_Page *Name: Giorgios *Class: *Level: 1 *XP: 0 *Age: 30 *Languages: *Background: Wande...")
 
(Skills)
 
(10 intermediate revisions by one other user not shown)
Line 2: Line 2:
  
 
*Name: Giorgios
 
*Name: Giorgios
*Class:            
+
*Class: Expert           
 
*Level: 1                 
 
*Level: 1                 
 
*XP:  0
 
*XP:  0
 
*Age: 30     
 
*Age: 30     
*Languages:        
+
*Languages:   Native, trade tongue     
 
*Background:  Wanderer         
 
*Background:  Wanderer         
 
*Description:           
 
*Description:           
Line 22: Line 22:
 
* HP: 6
 
* HP: 6
 
* System Strain:
 
* System Strain:
* AC:
+
* AC: 14
 +
* BAB: +0
 
* Attacks:
 
* Attacks:
 +
** Short Sword 1d6,
 +
** Light
 +
** Dagger 1d4
 
* Saves:
 
* Saves:
** Evasion:
+
** Evasion: 14
** Mental:
+
** Mental: 15
** Physical:
+
** Physical: 15
  
 
===Skills===
 
===Skills===
 
* Administer
 
* Administer
* Connect
+
* '''Connect-0'''
 
* Convince
 
* Convince
* Craft
+
* '''Craft(smith)-0'''
 
* Exert
 
* Exert
 
* Heal
 
* Heal
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* Lead
 
* Lead
 
* Magic
 
* Magic
* Notice -0
+
* '''Notice-0'''
 
* Perform
 
* Perform
 
* Pray
 
* Pray
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* Sail
 
* Sail
 
* Shoot
 
* Shoot
* Sneak
+
* '''Sneak-0'''
* Stab
+
* '''Stab-0'''
* Survive-0
+
* '''Survive-0'''
* Trade
 
 
* Trade
 
* Trade
 
* Work
 
* Work
  
 
+
===Foci===
==Foci==
+
* Alert-1 Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result.
 
+
* Cultured-1 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.
  
 
===Magic Powers===
 
===Magic Powers===
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===Class Abilities===
 
===Class Abilities===
 +
* Masterful Expertise - Once per scene reroll a non-combat skill check as an instant action
 +
* Quick Learner +1 skill point per level
  
 +
==Equipment==
 +
* Readied: (4/6)
 +
** Light spear (1it)
 +
** Buff coat (0it)
 +
** Small shield (1it)
 +
** Short sword(1it)
 +
** Dagger(1it)
  
==Equipment==
+
* Stowed: (7/12)
* Readied:
+
** Backpack(0it)
**
+
** Rope and grappling hook(2it)
**
+
** 1 Week rations (4it)
**
+
** tinder box and 3 torches(1it)
* Stowed:
+
** Waterskin (1it)
**
 
**
 
**
 
 
* Money:
 
* Money:
 +
** 0
 
**
 
**

Latest revision as of 12:14, 26 February 2023

- Main Page; Gateway to the West:Main_Page

  • Name: Giorgios
  • Class: Expert
  • Level: 1
  • XP: 0
  • Age: 30
  • Languages: Native, trade tongue
  • Background: Wanderer
  • Description:

Attributes:[edit]

  • Strength 12
  • Dexterity 14 (+1)
  • Constitution 11 (+)
  • Intelligence 11
  • Wisdom 10 (+0)
  • Charisma 10

Other Stats[edit]

  • Movement Rate:
  • HP: 6
  • System Strain:
  • AC: 14
  • BAB: +0
  • Attacks:
    • Short Sword 1d6,
    • Light
    • Dagger 1d4
  • Saves:
    • Evasion: 14
    • Mental: 15
    • Physical: 15

Skills[edit]

  • Administer
  • Connect-0
  • Convince
  • Craft(smith)-0
  • Exert
  • Heal
  • Know
  • Lead
  • Magic
  • Notice-0
  • Perform
  • Pray
  • Punch
  • Ride
  • Sail
  • Shoot
  • Sneak-0
  • Stab-0
  • Survive-0
  • Trade
  • Work

Foci[edit]

  • Alert-1 Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. If the GM rolls initiative by sides, you can add a +1 bonus to your side’s initiative roll, though multiple Alert PCs don’t stack this bonus. If you roll initiative individually, you can roll it twice and take the better result.
  • Cultured-1 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.

Magic Powers[edit]

Class Abilities[edit]

  • Masterful Expertise - Once per scene reroll a non-combat skill check as an instant action
  • Quick Learner +1 skill point per level

Equipment[edit]

  • Readied: (4/6)
    • Light spear (1it)
    • Buff coat (0it)
    • Small shield (1it)
    • Short sword(1it)
    • Dagger(1it)
  • Stowed: (7/12)
    • Backpack(0it)
    • Rope and grappling hook(2it)
    • 1 Week rations (4it)
    • tinder box and 3 torches(1it)
    • Waterskin (1it)
  • Money:
    • 0