Difference between revisions of "Pei Feverfew"

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(Created page with "A sample character sheet developed for The Wyzard's WWN Caverns Without Number campaign. =Character Name= *Background: (This is a game mechanical term, details go under "D...")
 
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A sample character sheet developed for The Wyzard's WWN [[Caverns Without Number]] campaign.
+
=Pei Huai=
=Character Name=
+
*Background: Physician
*Background: (This is a game mechanical term, details go under "Description.")
 
 
*Appearance:
 
*Appearance:
 
*Description:
 
*Description:
 
*Goal:
 
*Goal:
*Class:
+
*Class: Expert
**Class benefits go here
+
 
**Class benefits go here
+
*Class Ability: Masterful Expertise
**Class benefits go here
+
**Once per scene, the Expert may reroll any non-combat
*HP: X/X
+
skill check as an Instant action. This allows the Expert
*System Strain: X/X
+
to make a roll and then immediately use this ability if
*Level:
+
the resulting total isn’t good enough to succeed. In cases
*XP: X/X
+
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=
 
=Attributes=
*Strength: X (+/-X)
+
*Strength: 9 (+/-)
*Dexterity: X (+/-X)
+
*Dexterity: 12 (+/-)
*Constitution: X (+/-X)
+
*Constitution: 7 (-1)
*Intelligence: X (+/-X)
+
*Intelligence: 14 (+1)
*Wisdom: X (+/-X)
+
*Wisdom: 11 (+/-)
*Charisma: X (+/-X)
+
*Charisma: 10 (+/-)
  
 
=Combat=
 
=Combat=
 
*Movement:
 
*Movement:
 
*Armor: (List the actual armor + shield worn)
 
*Armor: (List the actual armor + shield worn)
**AC: X
+
**AC: (+shield, if any)
 +
*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:
+
*Physical:  
*Evasion:
+
*Evasion:  
*Mental:
+
*Mental:  
*Luck:
+
*Luck:  
 
 
 
=Abilities=
 
=Abilities=
 
==Skills==
 
==Skills==
*Administer
+
*Heal - 0
*Connect
+
*Convince - 0
*Convince
+
*Administer - 0
*Craft
+
 
*Exert
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[[+2 Physical]]
*Heal
 
*Know
 
*Lead
 
*Magic
 
*Notice
 
*Perform
 
*Pray
 
*Punch
 
*Ride
 
*Sail
 
*Shoot
 
*Sneak
 
*Stab
 
*Survive
 
*Trade
 
*Work- Porter
 
  
 
==Foci==
 
==Foci==
*(Name)
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*Polymath
**(Summary)
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**You have a passing acquaintance with a vast variety of
*(Name)
+
practical skills and pastimes, and can make a modest attempt at almost any exercise of skill or artisanry. Note
**(Summary)
+
that the phantom skill levels granted by this Focus don’t
*(Name)
+
stack with normal skill levels or give a skill purchase
**(Summary)
+
discount. Only Experts or Partial Experts can take this
*(Name)
+
Focus.
**(Summary)
+
Level 1: Gain any one bonus skill. You treat all non-combat skills as if they were at least level-0 for purposes
==Spells & Arts==
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of skill checks, even if you lack them entirely.
*Spells Per Day: X/X
+
 
*Effort: X/X
+
*Gifted Chirurgeon
*Known Arts:
+
You have an unusual gift for saving Mortally Wounded
*Prepared Spells:
+
allies and quickening the natural recovery of the wounded in your care.
*Spells Known:
+
**Level 1: Gain Heal as a bonus skill. You may attempt to
**Spell: Summary
+
stabilize one Mortally Wounded adjacent person
**Spell: Summary
+
per round as an On Turn action. When rolling Heal
**Spell: Summary
+
skill checks, roll 3d6 and drop the lowest die. You
**Spell: Summary
+
heal twice as many hit points as usual when applying first aid after a battle, as described on page 48.
**Spell: Summary
+
 
 +
*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=
 
=Gear=

Revision as of 14:18, 12 September 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