Editing Ironclaw Fur and Fury/Odion

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=Odion Robair=
 
=Odion Robair=
  
'''Otter Warlock'''
+
'''Otter Elementalist'''
  
 
==Description ==
 
==Description ==
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===family's Land===
 
===family's Land===
 
Odion's Family land is almost just a small dock, keep and a few miles of near useless swamp. If not for the fact they were located on the border and a sly capture of a town or 2 from the neighboring country, They would have had no income and lost their tile and lands before they had began. The Robair's run this land as close to petty tyrants as allowed by law and their disregard for the common man.
 
Odion's Family land is almost just a small dock, keep and a few miles of near useless swamp. If not for the fact they were located on the border and a sly capture of a town or 2 from the neighboring country, They would have had no income and lost their tile and lands before they had began. The Robair's run this land as close to petty tyrants as allowed by law and their disregard for the common man.
 +
  
 
= Sheet =
 
= Sheet =
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|-
 
|-
 
|Weapons
 
|Weapons
|Claws, Teeth
+
|
 
|}
 
|}
  
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|-
 
|-
 
|Weight
 
|Weight
|Bulky
+
|Bilky
 
|-
 
|-
 
|Eyes
 
|Eyes
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|Warrior's body
 
|Warrior's body
 
|}
 
|}
 +
  
 
==Personal Motto==
 
==Personal Motto==
''My family is wrong Noblesse oblige is a strength''
+
''Just the bear necessities ''
  
 
==Goals==
 
==Goals==
  
# To get my metaphorical bearings
 
 
#  
 
#  
#
+
#
 +
#  
  
 
==Dice==
 
==Dice==
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|-
 
|-
 
|Species: Otter
 
|Species: Otter
|d8
+
|d6
 
|-
 
|-
|Career: warlock
+
|Career: Elementalist
 
|d6
 
|d6
 
|-
 
|-
 
|Body
 
|Body
|d10
+
|d8
 
|-
 
|-
 
|Speed
 
|Speed
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|Academics
 
|Academics
 
|Geography
 
|Geography
|/// d8
+
|// d6
|
 
 
|
 
|
 +
|d6
 
|-
 
|-
 
|Brawling
 
|Brawling
|/d4
+
|____
 +
|
 
|
 
|
 
|
 
|
|d6
 
 
|-
 
|-
 
|Climbing
 
|Climbing
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|Digging
 
|Digging
 
|Swamp
 
|Swamp
|/// d8
+
|// d6
 
|
 
|
 
|
 
|
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|Dodge
 
|Dodge
 
|Vs. Melee
 
|Vs. Melee
|// d6
+
|/ d4
 
|d8
 
|d8
|d6
+
|
 
|-
 
|-
 
|Endurance
 
|Endurance
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|
 
|
 
|
 
|
|
+
|d6
 
|-
 
|-
 
|Presence
 
|Presence
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|Supernatural
 
|Supernatural
 
|With elemental magic
 
|With elemental magic
|// d6
+
|/d4
 
|
 
|
 
|d6
 
|d6
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|
 
|
 
|
 
|
|'''Action "squeeze through tight spaces"'''
+
|Action "squeeze through tight spaces"
 
You can fit into spaces other people of your size cannot - the general rule is that if you get your head through the opening, you can get the rest of you
 
You can fit into spaces other people of your size cannot - the general rule is that if you get your head through the opening, you can get the rest of you
 
through too, given enough time. For really tight spaces the Game Host may call for rolls of your Speed & MindTraits vs. your own Body Trait.
 
through too, given enough time. For really tight spaces the Game Host may call for rolls of your Speed & MindTraits vs. your own Body Trait.
  
'''Retreating without moving'''
+
Retreating without moving
  
 
You may still Retreat without moving one pace, by contorting your body to move out of the way of the attack.
 
You may still Retreat without moving one pace, by contorting your body to move out of the way of the attack.
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grappled.  
 
grappled.  
  
'''Action "attack: brawling attack to break free"'''
+
Action "attack: brawling attack to break free"
  
 
When using the Brawling Attack "Break Free", you may claim a bonus d12.
 
When using the Brawling Attack "Break Free", you may claim a bonus d12.
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|Species
 
|Species
 
|Deep Diving  
 
|Deep Diving  
|[]
+
|
|Respite
+
|
|'''Swimming Dice Resist Suffocation'''
+
|
 
 
Include your Swimming dice with your Body dice when rolling to see if you suffer suffocation.
 
 
 
'''Hold Breath 1Ox as Long'''
 
 
 
You hold your breath for ten times longer than characters without this Gift.
 
 
 
'''X (Respite)'''
 
'''Trigger:''' when suffocation sends you Reeling
 
 
 
When you are sent Reeling because you cannot breathe, negate that Reeling.
 
 
|-
 
|-
 
|Species
 
|Species
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|
 
|
 
|
 
|
|'''Improved action "swim"'''
+
|
 
 
For you, swimming is just an action, not a stunt. (Other characters are sent Reeling after a "swim" stunt.)
 
 
 
You can travel over swampy terrain faster than those who don't have this Gift. (See "Hiking", page 148.)
 
 
|-
 
|-
 
|Career
 
|Career
 
|Elementalist Tappings  
 
|Elementalist Tappings  
|[]
+
|
|New session
+
|
|'''X (Special)'''
+
|
 
 
'''Action "replace your missing trappings"'''
 
 
 
If you are parted from your items, ask the Game Host for a plot twist to return or to replace them. Once exhausted, you cannot recover this Gift until
 
the next game session.
 
 
|-
 
|-
 
|Career
 
|Career
 
|Elementalist Apprentice  
 
|Elementalist Apprentice  
|[]
+
|
|Battle (takes an action)
+
|
|'''Stunt "reason with elemental"'''
+
|
 
 
You may speak with elementals, the manifestations of universal energy, by taking the "Reason" action. You cannot force an elemental to manifest, but you
 
can talk to one that is still dormant. If you roll well with your Gossip or Negotiation skills, the elemental might deign to speak with you. (Elementals are
 
notoriously emotional.) While people without this Gift may talk to elementals, their words are not understood, and they receive no intelligible reply.
 
 
 
'''Stunt "minor elemental effect"'''
 
 
 
Your knowledge of petty elemental magicks allows you to perform minor little feats of wizardry to manipulate the physical world. You can call forth a
 
misty fog, spark a candle or a gun, lift V.. stone or less of unattended physical materials and move them around within Near range, freeze or boil one liter
 
worth of liquid, or any other petty feat of magic involving the physical world. The Game Host is the final arbiter of what is petty elemental magic and
 
what isn't.
 
 
 
'''X (Battle)'''
 
 
 
'''Action "ready Elemental weapon"'''
 
 
 
Exhaust this Gift, then use the ready action to
 
draw forth an Elemental weapon. The spell remains in your hand, your rod, or your wand until you cast it forth (with the Attack action), until you drop it (as a
 
free action), or until the end of the Scene (five minutes).
 
 
 
Elemental weapons are Magic Attacks. Your Gift allows you to ready the following magical weapons:
 
*Create Air
 
*Create Earth
 
*Create Water
 
*Ignite Fire
 
*Move Air
 
*Move Earth
 
*Move Fire
 
*Move Water
 
 
|-
 
|-
 
|Career
 
|Career
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|
 
|
 
|
 
|
| Can Read and write
+
|
 
|-
 
|-
 
|General
 
|General
 
|Nobility  
 
|Nobility  
|[]
+
|
|Influence
+
|
| '''Bonus d12 with Noble Matters'''
+
|
 
 
You are a noble. When gossiping with other nobles, when negotiating special favors appropriate to the upper class, or when asserting your noble presence, you may claim a bonus dl2.
 
 
 
You have the rights and privileges of the noble class. You are entitled to "high justice", and different laws will apply to you, most favorably.
 
 
 
You begin the game with a signet ring, a pewter or gold ring that you wear with the seal of your noble house on it. You may press the ring into wax to put your
 
noble seal on official documents.
 
 
 
'''X (Influence)'''
 
 
 
You may invoke your noble status for special favors ... even after failing a roll! Refer to the Influence rules for more details.
 
 
 
 
|-
 
|-
 
|General
 
|General
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|
 
|
 
|
 
|
|'''Bonus dl2 for sailing craft'''
+
|
 
 
When making rolls to identify a sailing craft's type, operate a sailing craft, or basically for any roll involving a boat with sails, you may claim a bonus dl2.
 
 
|-
 
|-
 
|General
 
|General
 
|First Aid  
 
|First Aid  
 
|
 
|
|
 
|'''New action "improved first aid"'''
 
 
For you, first aid is no long~r a stunt- it's a standard action. You are not automatically sent Reeling after performing First aid.
 
 
Also, you may claim a bonus d12 with a first aid attempt.
 
|-
 
|General
 
| Brawling Fighter
 
 
|
 
|
 
|
 
|
|'''Parry with Body & Brawling Dice'''
 
 
You can use your Body & Brawling dice to Parry against attacks! (Characters without this Gift can't Parry with Brawling attacks.)
 
 
'''Brawling Attacks Threaten at Close Range;'''
 
'''Counter with Brawling Attack'''
 
Your body is a lethal weapon. If you're not disadvantaged or otherwise out of it, you constantly threaten other foes within Close Range of you, just with your bare hands or your natural weapons.
 
 
Because your Brawling weapons now threaten at
 
Close Range, you may now Counter with Brawling!
 
|-
 
|General
 
| Landslide
 
| []
 
|X (Respite)
 
|'''Action "ready Landslide"'''
 
 
Exhaust this Gift, then use the ready action to draw forth a "Landslide" weapon. The spell remains in your hand, your rod, or your wand until you cast it forth (withthe Attack action), until you drop it (as a free action), or until the end of the Scene (five minutes) .
 
 
Make a note of where the Landslide's center point.
 
Evezything near that point is covered in rubble, and is now
 
bad footing until the end of the Scene (about five minutes).
 
 
|}
 
|}
  
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|Weight
 
|Weight
 
|-
 
|-
|Rod (Gilded)
+
|Rod (dioptre)
 
|2 hand
 
|2 hand
 
|Close
 
|Close
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|1/2 Stone
 
|1/2 Stone
 
|-
 
|-
|Wand (Rowan)
+
|Wand
 
|Good Hand
 
|Good Hand
 
|Close
 
|Close
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|On Body
 
|On Body
 
|Cheap (1/2D)
 
|Cheap (1/2D)
|1/8 Stone
 
|-
 
|Cestus
 
|Offhand
 
|Close
 
|Body, Brawling vs. defense
 
|Damage+1,Parry d12
 
|Rare, Truncheon
 
|On Body
 
|Average (3d),
 
 
|1/8 Stone
 
|1/8 Stone
 
|}
 
|}
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|Weight
 
|Weight
 
|-
 
|-
|Robe (Brown)
+
|Robe (starred)
 
|
 
|
 
| E Trappings
 
| E Trappings
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|1/2 Stone
 
|1/2 Stone
 
|-
 
|-
|Hematite Necklace
+
|Astrolabe
 
|E Trappings
 
|E Trappings
 
|On Body
 
|On Body
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|
 
|
 
|1/8 Stone
 
|1/8 Stone
|-
 
|Signet Ring
 
|pewter with image of frigate
 
|on Body
 
|
 
|1/36 Stone
 
|-
 
|Various Smoked fish
 
|Travel rations 8 days
 
|in bag
 
|
 
|2 Stone
 
|-
 
|Water
 
|6 days
 
|In pack
 
|1/4 D per day
 
|1 1/2 Stone
 
|-
 
|Hat, serviceable
 
|
 
|on head
 
|Average (1D2f)
 
| 0 stone?
 
 
|}
 
|}
  
 
==Burden==  
 
==Burden==  
  
'''Total''' 8.1875
+
'''Total''' 4 9/16
'''On Body''' 2.375
+
'''On Body''' 2 1/4
  
 
Note: Burdened (two sets of armor)
 
Note: Burdened (two sets of armor)
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=Battle=
 
=Battle=
  
'''Initiative:''' d6, d10
+
'''Initiative:''' d4, d6
  
 
==Movement==
 
==Movement==
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==Attack==
 
==Attack==
 
{| class="wikitable"
 
|+Brawling
 
|-
 
|Attack
 
|Hand
 
|Range
 
|Attack Dice
 
|Effect
 
|-
 
|Generic
 
|per attack
 
|Close
 
|1d4,1d6,1d10
 
|per attack
 
|}
 
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|+Natural
 
|+Natural
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|Head
 
|Head
 
|Close
 
|Close
|1d4, 1d6, 1d8, 1d10 Vs Defense
+
|2d8 Vs Defense
 
|Damage +1 Grapple
 
|Damage +1 Grapple
 
|-
 
|-
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|Off-hand
 
|Off-hand
 
|Close
 
|Close
| 1d4, 1d6, 1d8, 1d10 Vs defense
+
|1d8 Vs defense
 
|Damage +1 Critical
 
|Damage +1 Critical
 
|}
 
|}
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|2 hand
 
|2 hand
 
|Close
 
|Close
|1d10 Vs Defense
+
|1d8 Vs Defense
 
|Damage +2
 
|Damage +2
 
|-
 
|-
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|Good-hand
 
|Good-hand
 
|Close
 
|Close
|1d10 Vs defense
+
|1d8 Vs defense
 
|Damage +0 Can't parry
 
|Damage +0 Can't parry
 
|-
 
|-
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|Good-hand
 
|Good-hand
 
|Close
 
|Close
|1d10 Vs defense
+
|1d8 Vs defense
 
|Damage +1
 
|Damage +1
 
|}
 
|}
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|Attack Dice
 
|Attack Dice
 
|Effect
 
|Effect
|Descriptor
+
|Discriminators
  
 
|-
 
|-
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|Off-Hand
 
|Off-Hand
 
|Medium
 
|Medium
|1d4,1d6 vs defence
+
|1d4 1d6 vs defence
 
|Damage + 2 Critical Counters Earth,
 
|Damage + 2 Critical Counters Earth,
 
|Magic Air Apprentice
 
|Magic Air Apprentice
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|Off-Hand
 
|Off-Hand
 
|Medium
 
|Medium
|1d8 1d10 vs defence
+
|1d6 1d8 vs defence
 
|Damage + 2 Critical Counters Air,   
 
|Damage + 2 Critical Counters Air,   
 
|Magic Earth Apprentice
 
|Magic Earth Apprentice
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|Off-Hand
 
|Off-Hand
 
|Medium
 
|Medium
|1d4, 2d8 vs defence
+
|1d4 1d6 1d8 vs defence
 
|Damage + 2 Critical Counters Fire,  
 
|Damage + 2 Critical Counters Fire,  
 
|Magic Water Apprentice
 
|Magic Water Apprentice
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|Off-Hand
 
|Off-Hand
 
|Medium
 
|Medium
|1d8 1d10 vs. 3, Resist with Speed Dodge vs. 3  
+
|1d6 1d8 vs. 3, Resist with Speed Dodge vs. 3  
 
|Damage +1 Counters Earth,
 
|Damage +1 Counters Earth,
 
| Magic, Earth, Apprentice, Environmental
 
| Magic, Earth, Apprentice, Environmental
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|Off-Hand
 
|Off-Hand
 
|Medium
 
|Medium
|1d4 2d8 vs. 3, Resist with Speed Dodge vs. 3  
+
|1d4 1d6 1d8 vs. 3, Resist with Speed Dodge vs. 3  
 
|Damage +2 weak Counters Water,  
 
|Damage +2 weak Counters Water,  
 
|Magic, Air, Apprentice, Environmental
 
|Magic, Air, Apprentice, Environmental
|-
 
|Landslide
 
|Off-Hand
 
|Medium
 
|1d8 1d10 vs. 3
 
|Explosion: Near
 
 
Resist with Speed, Dodge vs. 3;
 
 
Damage+2
 
|Magic, Earth, Journeyman, Loud
 
 
|}
 
|}
  
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'''Defense---Defense Dice---Effect'''
 
'''Defense---Defense Dice---Effect'''
  
Speed & dodge dice---3d6,d8---dodge
+
Speed & dodge dice---d4 d6,d8---dodge
 
 
Parry rod --- D10 d12
 
  
Parry brawling --- 1d4,1d6,1d10, 1d12
+
Parry rod --- D8 d12
  
 
===Soak and armor===
 
===Soak and armor===
 
'''Soak''' d8  and '''Armor''' Leather d6
 
'''Soak''' d8  and '''Armor''' Leather d6
 +
 +
 +
  
 
[https://wiki.rpg.net/index.php/Ironclaw_Fur_and_Fury]
 
[https://wiki.rpg.net/index.php/Ironclaw_Fur_and_Fury]

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