Editing SotDL: Forestalling Midnight: Sugul

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'''Will''' 12
 
'''Will''' 12
  
'''Perception:''' 9 | '''Defense:''' 15 | '''Health:''' 44 | '''Healing Rate:''' 11 <br>
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'''Perception:''' 9 | '''Defense:''' 9 | '''Health:''' 44 | '''Healing Rate:''' 11 <br>
 
'''Size:''' 2 | '''Speed:''' 10 | '''Power''' 2 <br>
 
'''Size:''' 2 | '''Speed:''' 10 | '''Power''' 2 <br>
 
* Ogre movement my be restricted by space (SotDL p38) | Size 1/2 and smaller creatures can freely move through your space (SotDL, page 38)
 
* Ogre movement my be restricted by space (SotDL p38) | Size 1/2 and smaller creatures can freely move through your space (SotDL, page 38)
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===Talents===
 
===Talents===
 
*''Ogre''
 
*''Ogre''
**'''Devour:''' The ogre eats one defenseless target or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.
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**'''Devour:''' The ogre eats one target defenseless or dead creature that is Size 1 or smaller and within its reach. A living creature dies instantly on being eaten.
 
**'''Powerful Ancestry:''' When your group attains level 1, you do not choose a novice path. Instead, whenever the Advancement table in SotDL indicates you would gain benefits from a novice path, you gain the benefits from your ancestry for that level.
 
**'''Powerful Ancestry:''' When your group attains level 1, you do not choose a novice path. Instead, whenever the Advancement table in SotDL indicates you would gain benefits from a novice path, you gain the benefits from your ancestry for that level.
 
**'''Catch Your Breath (L1):''' You can use an action, or a triggered action on your turn, to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until you complete a rest.
 
**'''Catch Your Breath (L1):''' You can use an action, or a triggered action on your turn, to heal damage equal to your healing rate. Once you use this talent, you cannot use it again until you complete a rest.
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'''Spell Traditions:''' Curse; Divination<br>
 
'''Spell Traditions:''' Curse; Divination<br>
'''Attuned Implement:''' Wooden fetish from the Seer´s original carving<br>
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'''Attuned Implement:''' ???<br>
 
'''Spells:'''  
 
'''Spells:'''  
 
*'''Curse:'''  
 
*'''Curse:'''  
**L0 '''Pox''' (3/3 castings) (One living creature within short range) - Make a Will attack roll against the target’s Strength. On a success, the target’s body erupts in green, weeping blisters. The target takes 1d3 damage from disease and becomes frightened for 1 round. Attack Roll 20+ The target becomes frightened for 1 minute.
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**L0 '''Pox''' (3 castings) (One living creature within short range) - Make a Will attack roll against the target’s Strength. On a success, the target’s body erupts in green, weeping blisters. The target takes 1d3 damage from disease and becomes frightened for 1 round. Attack Roll 20+ The target becomes frightened for 1 minute.
 
*'''Divination:'''  
 
*'''Divination:'''  
**L0 '''Eavesdrop''' (3/3 castings) (concentration or 1 min) - any point in sight (''long'' range), can hear from there
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**L0 '''Eavesdrop''' (3 castings) (concentration or 1 min) - any point in sight, can hear from there
**L1 '''Psychometry''' (2/2 castings) (1 object within reach) You touch the target and learn 1d6 facts about it, such as the identity of its previous owner; whether or not the object is cursed, possessed, or magical; how a previous owner gained or lost the object; and where it was made.
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**L1 '''Psychometry''' (2 castings) (1 object within reach) You touch the target and learn 1d6 facts about it, such as the identity of its previous owner; whether or not the object is cursed, possessed, or magical; how a previous owner gained or lost the object; and where it was made.
**L2 '''Truth Ear''' (1/1 casting) (1 hr) - For the duration, you understand all spoken languages you hear and you recognize the truth when you hear it.
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**L2 '''Truth Ear''' (1 casting) (1 hr) - For the duration, you understand all spoken languages you hear and you recognize the truth when you hear it.
  
 
'''Interesting Things:'''   
 
'''Interesting Things:'''   
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===Equipment===  
 
===Equipment===  
Lifestyle: Getting By (has been Wealthy)<br>
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(we'll work on together, if already rolled then enter)
Equipment (Str 13 allows 13 items)
 
  
1. Mail 15<br>
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Lifestyle: Destitute, Poor, Getting By, Comfortable, Wealthy, or Rich <br>
2. Large shield (size 2) 1d6, Defensive +2<br>
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Starting Equipment: You have a dagger, a staff or club or sling with 20 stones, basic clothing, cloak, backpack, week of rations, waterskin, tinderbox, 2 torches, coil of rope, lantern, 2 flasks of oil, healing potion, and a pouch containing 3 ss and 1 cp. You also have either a shield or a healers' kit.<br>
3. Flanged and spiked mace (size 2) 2d6 + 2 One<br>
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Additional wealth: 44 ss in equipment and trade goods.<br>
4. Spear (size 2) 2d6 One, thrown, range (short), silvered<br>
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You've very recently acquired... a magical wooden rod. You can use an action to place the rod against a flat surface and cause it to transform into a ladder that extends up to 20 yards from the rod. If you pick up the rod, the rest of the ladder disappears.<br>
5. Maul 4d6 Two, Cumbersome<br>
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Worn: <br>
6. Sling 1d6 Off Range (medium), 5 stones<br>
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Stone baby wrapped with a cloth about her breast (Implement?)<br>
7.      Wood-axe, size 2<br>
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Pack: <br>
8. Furs, winter<br>
 
9.      Consolidated pouch with a few sets of dice, shiny stones, a few animals carved from wood, an odd coin here and there, some tied-off clumps of hair, and a monocle<br>
 
10. Pouch containing 3 ss and 1 cp <br>
 
11. Equipment and trade goods: 2ss 5cp 10 bits<br>
 
12.     5 sling stones
 
12. Backpack, size 2<br>
 
 
 
In pack: <br>
 
a. Bedroll<br>
 
b. Shovel (size 2) 2d6<br>
 
c. Eating knife<br>
 
d. Tinderbox<br>
 
e. 3 torches<br>
 
f. Rope, thick, coil 20 yards<br>
 
g. Grapnel<br>
 
h. Rations, Week  <br>
 
i. Waterskin<br>
 
j. Pipe<br>
 
k. Pipe tobacco 6cp worth<br>
 
l. Sack, size 2<br>
 
m. Uniform of the Order of Shadow kurasatch udareen guard<br>
 
n. Clothing, basic – in pack when wearing armour<br>
 
o. Manacles size 2<br>
 
p. Healing potion <br>
 
q. Fancy nails<br>
 
r. Magical wooden rod - You can use an action to place the rod against a flat surface and cause it to transform into a ladder that extends up to 20 yards from the rod. If you pick up the rod, the rest of the ladder disappears.<br>
 
s. Stone baby (Implement?<br>
 
t.      Eleven secret herbs and spices<br>
 
u.      10 sling stones
 
v.      Rebel heads in a sack for burning
 
 
 
15 sling stones<br>
 
  
 
===Background===
 
===Background===
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===Weapons + Damage===
 
===Weapons + Damage===
*'''Mace''' (''one''), +4 +boon to hit, 2d6+2
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*Weapon 1
*'''Maul''' (''cumbersome'', ''two''), +4 +boon -bane to hit, 4d6
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*Weapon 2
*'''Spear''' (''one'', ''thrown short range'', ''silvered''), +4 +boon to hit, 2d6
 
*'''Sling''' (''off'', ''medium range''), 5 stones, -1 +boon to hit, 1d6
 
*'''Shield''' (''off''), +4 +boon to hit, 1d6
 
 
 
*'''Titan’s Strike:''' If total of attack roll is 20+ and 5 over target number, +1d6 damage & target tries Strength challenge roll or falls prone.
 
 
 
==Notes/Story==
 
===To Do===
 
*Weapon stats (attacks)
 
*Choose implement
 
*Tidy up sheet after latest round of questions
 
*Update backstory & notes
 
  
 
===Notes===
 
===Notes===
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**Strength and Courage: A culture focused on battle creates people who pride themselves on being strong and brave. To join the ranks of the warriors, one must pass the tests of blood and iron — a brutal series of contests involving brawls, hurling weapons, fighting beasts, and more that unfolds over several days. The weak succumb, their bodies tossed into foul pits. The survivors become champions, battle-ready and proven.
 
**Strength and Courage: A culture focused on battle creates people who pride themselves on being strong and brave. To join the ranks of the warriors, one must pass the tests of blood and iron — a brutal series of contests involving brawls, hurling weapons, fighting beasts, and more that unfolds over several days. The weak succumb, their bodies tossed into foul pits. The survivors become champions, battle-ready and proven.
 
**Ogres enjoy crude humor, eating, and boasting. Superstitious, ogres see omens everywhere. Cowardice is the greatest crime an ogre could commit.
 
**Ogres enjoy crude humor, eating, and boasting. Superstitious, ogres see omens everywhere. Cowardice is the greatest crime an ogre could commit.
*Size 2: As an ogre, you are a Size 2 character, which makes you quite a bit larger than most other player characters. Size 2 characters have several benefits and drawbacks, summarized here.
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*Size 2: As a jotun, you are a Size 2 character, which makes you quite a bit larger than most other player characters. Size 2 characters have several benefits and drawbacks, summarized here.
 
**Your reach is 2 yards (SotDL 37)  
 
**Your reach is 2 yards (SotDL 37)  
 
**Your movement might be restricted by space (SotDL 38)
 
**Your movement might be restricted by space (SotDL 38)
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Brutus has heard of a new prophet and leader of local rebels. After himself being targeted by powerful forces, having turned Durvan's allegiances, the ghoul, vampire, and ghost seek out this person they have heard of. Not knowing that she is an ogre, with her own agenda.
 
Brutus has heard of a new prophet and leader of local rebels. After himself being targeted by powerful forces, having turned Durvan's allegiances, the ghoul, vampire, and ghost seek out this person they have heard of. Not knowing that she is an ogre, with her own agenda.
 +
 +
==Notes/Story==

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