Difference between revisions of "New PC"

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     * Credit Rating: 5% (Poor), 15% (Commoner), 25% (Bourgeoisie), 35% (Gentry), 50% (Nobility/Peerage)
 
     * Credit Rating: 5% (Poor), 15% (Commoner), 25% (Bourgeoisie), 35% (Gentry), 50% (Nobility/Peerage)
 
     * Cthulhu Mythos: None at character generation
 
     * Cthulhu Mythos: None at character generation
    * Computer Use: N/A
 
 
     * Disguise: 1%
 
     * Disguise: 1%
     * Dodge: DEX x2%
+
     * Dodge: DEX 26%
 
     * Drive Wagon: 15%
 
     * Drive Wagon: 15%
    * Electrical Repair: N/A
 
    * Electronics: N/A
 
 
     * Fast Talk: 15%
 
     * Fast Talk: 15%
 
     * First Aid: 30%
 
     * First Aid: 30%
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     * Persuade: 15%
 
     * Persuade: 15%
 
     * Pharmacy: 1%
 
     * Pharmacy: 1%
    * Photography: N/A
 
    * Physics: N/A
 
 
     * Pilot (Sail Boat or Row Boat only): 5%
 
     * Pilot (Sail Boat or Row Boat only): 5%
 
     * Psychology: 5%
 
     * Psychology: 5%

Revision as of 18:47, 6 October 2008

George, Gascon mercenary

George was a smart guy. Luckily, the local padre noticed it when he was visiting the court where his father served. Two brothers-one had become man of the faith, the other, a man of the steel. Both were not great in their fields, but at least, good enough. They were the best the local people could hope for, anyway. Alternatively, some evil tongues would claim he was indeed aiming to see his mother, not just her husband, but since George and his father had equally large frames and fast fists, nobody was speaking about this openly. Curiously enough, the padre had an equally large frame. Whatever the truth about his true parenthood, George was to become a soldier, like his father. He had learned a bit about the Scripture form his uncle, although he noticed that the boy paid most attention upon hearing about the Old Testament battles. Still, nothing unusual about a boy his age-especially given his heritage and upbringing. To compare, other boys got a whupping if they were fighting-he only got one if he lost the fight. He was the son of a warrior, and losing was not a habit he needed developing, his father said. his uncle agreed, and he was rather good with a sword and buckler himself. Most priests studied it, anyway-the war was looming, and it seemed that there has always been war. Even the Church had to be prepared to defend. The boy learned the fundamentals of the sword-and-buckler style from them both. In this [George] surely learned from his father. Other skills as a soldier? Who knows... but he put them to good use anyway. [George] ran with a mercenary company at a young age. Nothing so unusual for boys like him. It even proved to be a good choice, after invaders sacked the city, a few years later. His brothers died there. His sister was alive, because she had become a nun, praying for their souls-an most of all, for [George]'s soul. He had seen her once or twice since then, when the tide of war was bringing him nearby. indeed, it is temperance this kind of that mercenaries often value even above valor. Excessive valor gets you killed. Excessive temperance gets killed the one that hired you. From the mercenaries' viewpoint, there can be no comparison. Meanwhile, for years, he fought at different battles. Their names meant little to him. Their causes, the winners-they also didn't mean a whole lot more, as long as he was on the winning side and lived to see the victory-or at least, as long as he lived to fight on another day. No mercenary company survived for long without showing restraint like this, when the battle didn't turn in their favor. He killed, than he drank. He sinned. There was not a sin he did not commit these days. Then he drank more. Now that the war is over, he is looking around him and sees the ravages of the war. Then he looked inside him, and there are the ravages of the war, too. Only strong drink and strong faith were able to help him dealing with the ravages inside-and the stronger the faith, the less he needed to drink. Indeed, it was the cheaper option-and like most mercenaries, he haven't spent a big fortune. But faith comes with its own costs. He realized he was a sinner, he hoped for forgiveness and he prayed for an opportunity to atone. The visions he occasionally had after fasting promised him he would get a chance. For now, he was working as a bodyguard for a [GM's call].

Stats STR: 12 CON: 14 SIZ: 15 INT: 13 POW: 13 DEX: 13 APP: 11 EDU: 6/5

  • HP: 15
  • Damage bonus +1d2?
  • Idea: 60%?
  • Know: ##%
  • Luck: 90%?
  • SAN: ##

Skill points: 270/250 to spend Gascon (Béarnais...je crois) 65% Latin 18/15% Basque 12/10% Breton 6/5%

   *  Accounting: 1%
   * Anthropology: 1%
   * Archaeology: 1%
   * Art
         o (Artistic default): 5%
         o Illumination: 1% 
   * Astronomy: 1%
   * Bargain: 15%
   * Biology: 1% (Keeper permission only)
   * Chemistry: 1%
   * Climb: 40%
   * Conceal: 15%
   * Craft
         o (Craft default): 5%
         o Book Binding: 1% 
   * Credit Rating: 5% (Poor), 15% (Commoner), 25% (Bourgeoisie), 35% (Gentry), 50% (Nobility/Peerage)
   * Cthulhu Mythos: None at character generation
   * Disguise: 1%
   * Dodge: DEX 26%
   * Drive Wagon: 15%
   * Fast Talk: 15%
   * First Aid: 30%
   * Geology: 1%
   * Hide: 10%
   * History: 5%
   * Jump: 25%
   * Law: 1%
         o Canon Law: 1% (Literate only past 25%) 
   * Library Use: 1% (Literate only)
   * Listen: 25%
   * Locksmith: 1%
   * Martial Arts: 1%
   * Mechanical Repair: 10%
   * Medicine: 1% (Literate only)
   * Natural History: 10%
   * Navigate: 10%
   * Occult: 10%
   * Operate Heavy Machinery: N/A
   * Persuade: 15%
   * Pharmacy: 1%
   * Pilot (Sail Boat or Row Boat only): 5%
   * Psychology: 5%
   * Ride: 20%
   * Sneak: 10%
   * Spot Hidden: 25%
   * Swim: 1%
   * Throw: 25%
   * Track: 10% 


   * Weapons
   * Hand to hand
         o Fist: 25%
         o Kick: 15%
         o Head Butt: 10%
         o Grapple: 25% 
   * Axe
         o One Handed Axe/Hammer: 10%
         o Two Handed Axe/Hammer: 10%
               + Poll Axe/Hammer: 
   * Club
         o One Handed Club/Mace: 15%
         o Two Handed Club/Mace: 15% 
   * Flail
         o One Handed Flail: 5%
         o Two Handed Flail: 5% 
   * Spear
         o Lance (couched): 5%
         o One Handed Spear: 5%
         o Two Handed Spear: 10% 
   * Sword
         o Dagger/Short Sword: 15%
         o One Handed Sword: 10%
         o Two Handed Sword: 10% 
   * Shield
         o Buckler: 20%
         o Shield: 25% 
   * Missile weapons
         o Bow: 10%
         o Crossbow: 25%
         o Javelin: 10%
         o Hurled stone: 25%
         o Seige weapons
               + Trebuchet/Catapult: 1%
               + Espringalde/Ballista: 5% 
   * Gunpowder weapons
         o Artillery
               + Bombard: 1%
               + Siege Gun: 1%
               + Field Gun: 1% 
         o Hand Guns
               + Arquebus: 30%