Difference between revisions of "SotDL: Forestalling Midnight: Cairistìne"

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(Weapons + Damage)
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===Weapons + Damage===
 
===Weapons + Damage===
*Long Knife: 1d6 damage, finesse,  
+
*''Trickery + Rogue Cunning'' - Twice/round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
*Whip: 1d3 damage, finesse, reach +1
+
*''Dirty Tricks'' - Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
*Dagger: 1d3 damage, finesse, thrown, range - short
+
**Long Knife: 1d6 damage, finesse,  
*Hand Crossbow: 1d6, offhand, short range, reload, uses bolts, rare
+
**Whip: 1d3 damage, finesse, reach +1
 +
**Dagger: 1d3 damage, finesse, thrown, range - short
 +
**Hand Crossbow: 1d6, offhand, short range, reload, uses bolts, rare
  
 
==Notes/Story==
 
==Notes/Story==
 
*Fear: Isolation
 
*Fear: Isolation
 
*Desire: Love
 
*Desire: Love

Revision as of 09:48, 2 December 2020

Back to SotDL:_Forestalling_Midnight

CAIRISTÌNE

Character description and short introduction

Human Ghost/Rogue/Thief L6

Agility 13
Intellect 11
Will 11

Perception: 15 (w/boon) | Defense: 13 | Health: 20/20 | Healing Rate: 5
Size: 1 | Speed: 10 | Power 0
Insanity: N/A | Corruption: 0
Madness/Quirks:

  • Pain is Pleasure: You experience a thrill of pleasure when you inflict harm or receive it. Once per round, when you deal damage or take damage, you make your next attack roll or challenge roll before the end of the next round with 1 boon.
  • Sticky Fingers: You have a compulsion to steal. Whenever you see an item you can hold in one hand that’s neither worn nor carried by another creature, you must take it unless you get a success on a Will challenge roll.

Languages: Erelander, Courtier, Norther
Professions: Artisan | Leatherworker, Criminal | Pickpocket, Criminal | Fence

Talents

  • Human
    • Determined: When you roll a 1 on the die from a boon, you can reroll the die and choose to use the new number.
  • Rogue: You learned your techniques to help you become a better criminal.
    • Nimble Recovery: You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you cannot use it again until after you complete a rest.
    • Trickery: Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
    • Rogue Cunning: You can use Trickery twice per round.
    • Exploit Opportunity: Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
    • Rogue Talent - Skirmish: You can use an action to move up to half your Speed. This movement does not trigger free attacks. During the move, you can make an attack. You make the attack roll with 1 bane, but the attack deals 1d6 extra damage. If you choose this talent a second time, you can move up to your Speed instead of half your Speed.
    • Dirty Tricks: Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
  • Thief: I'm a stealer of rare antiquities
    • Quick Reflexes: You can use a triggered action on your turn to hide or retreat.
    • Thievery Talent - Keen Senses: You make all Perception rolls with 1 boon.
    • Thievery Talent - Open Locks: If you have lock picks, you can use an action to open one lock you can reach. If the GM calls for a challenge roll, you make it with 1 boon.
    • Dodge: You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attack rolls against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
    • Thievery Talent - Pick Pockets: You can use a triggered action to steal an item you can hold in one hand from a creature within your reach without the creature’s knowledge.
  • Ghost: an assassin, hired by your enemies, took you out
    • Attributes: You do not have a Strength score. You cannot physically interact with objects, creatures, or your environment. You are immune to any attack or effect that would target your Strength score or that can be resisted with a success on a Strength challenge roll.
    • Characteristics: Increase your Perception score by 2. Reduce your Health score by the Strength score you had when you died. Recalculate your healing rate based on this new score. Finally, discard your Insanity score. You are no longer at risk of gaining Insanity as you are already mad.
    • Frightening: A creature that does not have the frightening or horrifying trait must make a Will challenge roll when it first sees you. The creature makes the roll with 1 bane if it sees four or more frightening creatures at the same time. On a failure, the creature becomes frightened for a number or rounds equal to 1d3 + its Insanity total. Once a creature makes this roll, it becomes immune to your frightening trait until it completes a rest. Members of your group that get a success on the challenge roll become permanently immune to your frightening trait.
    • Darksight: You can see in areas obscured by shadows and darkness within medium range as if those areas were lit. Beyond this distance, you treat darkness as shadows and shadows as lit.
    • Immune: damage from cold, disease, fire, and poison; asleep, blinded, deafened, diseased, fatigued, immobilized, poisoned, slowed
    • Insubstantial: You take half damage from weapons. You ignore the effects of moving across difficult terrain and you can move through solid objects and other creatures.
    • Naturally Invisible: You are invisible to all creatures other than spirits, animals, and children. While invisible, you lose the frightening trait and you cannot use actions or triggered actions to attack.
    • Ghostly Equipment: You have ghostly copies of everything you wore and carried at the moment of your death. If you drop an item, it vanishes from existence. Ghostly armor protects you as it did when you were alive and your weapons deal half the damage they did when you were alive.
    • Manifestation: You can use an action to remove your Naturally Invisible trait, which causes you to become visible. You can use an action to end this effect.
    • Bound by Remains: You cannot move or be moved more than 20 yards from your object. If your object is moved more than 20 yards from you, you take 1d6 damage at the end of each round until you are within 20 yards of your object again. If this damage would cause you to become incapacitated, your soul descends to whatever fate it earned in life.
    • Reformation: When you become incapacitated, you do not make fate rolls. Instead, you disappear from existence. If you are within 20 yards of your remains object when you disappear in this way, you return to existence in a space of your choice within 1 yard of your remains 24 hours later. Otherwise, you find your fate in the Underworld or Hell, depending on your Corruption score. [GM: we can explore this distance, etc. to be playable]
    • Swift Manifestation: On your turn, you can use a triggered action to use your Manifestation trait or end its effect.


Interesting Things: (we'll work on together, if already rolled then enter)

Equipment

Worn: Soft leather, cloak, long knife, whip, dagger, hand crossbow w/5 bolts, spotlight lantern, coil of rope, waterskin, pouch, pack
Carried in pouch: lock picks, garrote, fine silver 'choker'
Carried in pack: clockwork device, doll, week of rations, leatherworking tool kit, deck of cards, dice, 2 oil flasks, matches, 2 torches, 2 daggers, stolen coinpurse with coins
Free carry: a shadow in the corner of every room you enter that never moves
6 ss, 7 cp, 4 bits

Lifestyle: Getting By
Worn:
Pack:

Background

Generated background:

  • Ancestors: One of her ancestors was a great archaeologist, who discovered an ancient tomb and the treasures contained within. The tale inspired Cairistìne
  • Family Circumstances: Your family was getting by. To determine your family’s profession, roll on the Common, Military, Religious, or Wilderness table.
  • Parents: Your parents were alive when you were L0 and starting out.
  • Siblings: You were an only child.
  • Family Profession: Wilderness: Drover or herder. You started with a staff.
  • Age: You started the game as an adult, from 26 to 35 years old. Roll once on the Childhood table and three times on the Life Experience table.
  • Build: You are of average height and weight. Female: 63 inches and 120 lbs.
  • Appearance: You are neither attractive nor unattractive.
  • Childhood; 3 x Life Experience
  • Childhood: You were apprenticed to an artisan. Add an artisan of your choice to your list of professions.
  • Artisan such as baker, blacksmith, bookbinder, brewer, carpenter, chandler, cobbler, gem cutter, jeweler, leatherworker, mason, potter, printer, scribe, or tailor. You started with a tool kit.
  • Life Experiences: You Worked!, Minor Windfall, You Worked!
  • Minor Windfall; Starting Lifestyle; Personality; Relationships; Obligations; Morality; Religious Beliefs; Piety
  • Minor Windfall: You inherited money from a relative or friend. Gain a +1 bonus to your Starting Lifestyle roll.

Generated personality:

  • Personality: You are quiet and withdrawn. You are most comfortable when you’re alone and become uncomfortable in large crowds.
  • Relationships: You only value your friends and family but dislike others.
  • Obligations: You obey the law and keep up your oaths when it suits you.
  • Morality: You are capable of good and evil, though you mostly see to your self interests and those of people close to you.
  • Religious Beliefs: The Queen of Summer
  • Piety: You are skeptical about your faith.
  • Thief: I am a stealer of rare antiquities

Weapons + Damage

  • Trickery + Rogue Cunning - Twice/round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
  • Dirty Tricks - Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
    • Long Knife: 1d6 damage, finesse,
    • Whip: 1d3 damage, finesse, reach +1
    • Dagger: 1d3 damage, finesse, thrown, range - short
    • Hand Crossbow: 1d6, offhand, short range, reload, uses bolts, rare

Notes/Story

  • Fear: Isolation
  • Desire: Love