Difference between revisions of "SotDL: Godbreakers: Daphne"

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==DAPHNE==
 
==DAPHNE==
Brief overview<br>
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''Daphne is originally from Last Hope, but was given a different name as a girl, one she barely remembers. Given an accumulation of factors - her family´s poor reputation, the deaths of her mother and her siblings, the disgrace of her brothers and sisters - she fled as a child. Wandering the world, she first found her way as a fisherwoman, mending nets and casting a line from a boat in a village whose name she barely remembers. She then found herself inspired by the Old Faith and traveled to holy sites as a pilgrim. Meeting a sage, she worked with her as a student of the Occult until her mistress´ mysterious disappearance. Finding herself on the road once again, Daphne found herself in a village stricken with the Plague. She remembers little of the period but finding herself once again on the road, her face horribly disfigured and her body broken. In a daze, she found her way back to Last Hope, living off alms despite a reserve of coin taken from her former mistress. She subsisted for a while sweeping the church, until the death of [the priest] and even helping out the local law enforcement, given her ability to go unnoticed. She has not looked her father up since her return.''<br>
Daphne is short and stocky. She would be a failry normal-looking human but for her terrible disfigurement, the result of a plague, that has rendered her ''hideous'' to look upon: She looks like a monster. Children often cry when they see her, the weak of heart might faint, and at least one person has vomited after seeing her.
 
  
===Human/Rogue L1===
+
 
 +
Daphne is short and stocky. She would be a fairly normal-looking human but for her terrible disfigurement, the result of a plague, that has rendered her ''hideous'' to look upon: She looks like a monster. Children often cry when they see her, the weak of heart might faint, and at least one person has vomited after seeing her. Age young adult, 28 y.o.
 +
 
 +
===Human/Rogue L2===
  
 
'''Strength''' 10<br>
 
'''Strength''' 10<br>
'''Agility''' 11 <br>
+
'''Agility''' 12 <br>
'''Intellect''' 10<br>
+
'''Intellect''' 11<br>
 
'''Will''' 10
 
'''Will''' 10
  
'''Perception:''' 10 | '''Defense:''' 10 | '''Health:''' 10 | '''Healing Rate:''' 2 <br>
+
'''Perception:''' 10 | '''Defense:''' 12 | '''Health:''' 16 | '''Healing Rate:''' 2 <br>
 
'''Size:''' 1/2 | '''Speed:''' 10 | '''Power''' 0 <br>
 
'''Size:''' 1/2 | '''Speed:''' 10 | '''Power''' 0 <br>
 
'''Insanity:''' 0 | '''Corruption:''' 0 <br>
 
'''Insanity:''' 0 | '''Corruption:''' 0 <br>
  
'''Languages:''' Common<br>
+
'''Languages:''' Common | Westerspeak<br>
'''Professions:''' Religious | Pilgrim; Academic | Occult; Common | Fisher
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'''Professions:''' Religious | Pilgrim; Academic | Occult; Common | Fisher; Wilderness | Beggar
 
 
''+1 language or profession''
 
  
 
===Talents===
 
===Talents===
*''Ogre''
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*''Rogue''
**'''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.
+
**'''Nimble Recovery:''' I can use an action to heal damage equal to my healing rate and then move up to half my Speed without triggering free attacks. Once I use this talent, I cannot use it again until after I complete a rest.
 
+
**'''Trickery:''' Once per round, I can make an attack roll or challenge roll with 1 boon. If I attack with 1 boon from this talent, my attack deals 1d6 extra damage.
 +
**'''Exploit Opportunity:''' Once per round, when the total of my attack roll is 20 or higher and exceeds the target number by at least 5, I can take another turn at any point before the end of the round.
 +
**''Roguery Talent - Backstab:''' Once per round, when I attack with a basic or swift weapon and I made the attack roll with at least 1 boon, the attack deals 1d6 extra damage. If I choose this talent a second time, the extra damage increases to 2d6.
 
'''Interesting Things:'''   
 
'''Interesting Things:'''   
 
*Background Pilgrim: A spiked collar, skin clamps, and a scourge.  
 
*Background Pilgrim: A spiked collar, skin clamps, and a scourge.  
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1. Dagger<br>
 
1. Dagger<br>
 
2. Sling with 20 stones<br>
 
2. Sling with 20 stones<br>
3. Backpack, size 1/2<br>
+
3. Staff<br>
 +
4. Backpack, size 1/2<br>
  
 
In pack: <br>
 
In pack: <br>
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g. Fishing tackle box
 
g. Fishing tackle box
  
You start with a fishing pole and tackle box
+
3sp & 2cp.
 
 
Basic clothing and a cloak. You have a dagger. You also have a staff, club, or sling with 20 stones. A backpack, a week of rations, a waterskin filled with water, coil of rope, a tinderbox, and 2 torches. 1d6cp.
 
  
 
At camp:<br>
 
At camp:<br>
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*You earned a living working in your profession (Pilgrim).
 
*You earned a living working in your profession (Pilgrim).
 
*You worked in your profession (Academic: Occult) and saved a little coin.  
 
*You worked in your profession (Academic: Occult) and saved a little coin.  
*Minor windfall You made the acquaintance of someone important. ''Choose Influence, Information, or Security. This character can provide the benefit to you once (see Connections in Shadow, page 207). Work with the GM to define this character.''
+
*Minor windfall You made the acquaintance of someone important - her mistress when she worked as an academic (occult) ''Choose Influence, Information, or Security. This character can provide the benefit to you once (see Connections in Shadow, page 207). Work with the GM to define this character.''
 
*Major setback: You caught a terrible disease that left you scarred. ''If you have Demon Lord’s Companion, you can add the Plagued story complication.''
 
*Major setback: You caught a terrible disease that left you scarred. ''If you have Demon Lord’s Companion, you can add the Plagued story complication.''
 
+
*L1 Rogue: You were an investigator or member of the watch, developing your talent to combat criminals (Profession: Beggar)
  
 
'''Generated personality:'''
 
'''Generated personality:'''
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===Weapons + Damage===
 
===Weapons + Damage===
*'''Mace''' (''one''), +4 +boon to hit, 2d6+2
+
*'''Staff''' (''two, finesse'') +2, 1d6+1
*'''Maul''' (''cumbersome'', ''two''), +4 +boon -bane to hit, 4d6
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*'''Dagger''' (''one, finesse'') +2, 1d3
*'''Spear''' (''one'', ''thrown short range'', ''silvered''), +4 +boon to hit, 2d6
+
*'''Sling''' (''off'', ''medium range'') 20 stones, +2, 1d6
*'''Sling''' (''off'', ''medium range''), 5 stones, +4 +boon to hit, 1d6
 
*'''Shield''' (''off''), +4 +boon to hit, 1d6
 
  
 
==Notes/Story==
 
==Notes/Story==
 
===To Do===
 
===To Do===
 +
*Reroll glass ball from Academic: Occult?
 +
*Contact - former mistress
 +
*Family things, e.g. bad rep, famous younger brother
 
*Weapon stats (attacks)
 
*Weapon stats (attacks)
*Choose implement
+
*Size 1/2: ''NOTES''
*Tidy up sheet after latest round of questions
+
*Tidy up sheet  
 
*Update backstory & notes
 
*Update backstory & notes
  
 
===Notes===
 
===Notes===
*Ogre:
 
**Standing 8 to 10 feet tall and weighing 400 to 800 pounds, ogres tower over most people. Compared to humans, even the scrawniest ogres benefit from big frames covered with slabs of muscle.
 
**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.
 
*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.
 
**Your reach is 2 yards (SotDL 37)
 
**Your movement might be restricted by space (SotDL 38)
 
**Size 1/2 and smaller creatures can freely move through your space (SotDL 38).
 
**Armor and weapons cost double the listed price (SotDL 100 and 102)
 
**Your attacks with weapons that normally deal 1d6 damage or more deal 1d6 extra damage. Your attacks with weapons that normally deal less than 1d6 damage instead deal 1d6 damage (SotDL 102).
 
  
 
===Backstory===
 
===Backstory===
Sugul and her family group have come down to Northern Erenland as guardians of the kurasatch udareen, within the larger migration of goblinoids into the conquered lands. You'd technically be guards within the the Order of Shadow, but things in the Northern Marches where humans have never gone is less regimented. The hobgoblin mother-wives of Izrador are keen on talking about the hobgoblins and ogres as the special children of Izrador, born into greatness, but as they've squabbled amongst each other as part of the tension of these southern lands, you've started to hear some things from them that challenged the assumptions most of the people around you have held about the origins of the ogres and hobgoblins.
+
She´s hideously scarred from disease, ran away from home (but I think home was here and she returned, perhaps her family doesn´t know she is she because of the scarring), has/had nine siblings, the youngest of whom is famous (!?), has been a pilgrim and an academic (occult), has disreputable ancestors and three siblings are alive but disgraced. So, I reckon she has been living as a cleaner in the church until the priest died and has been aimless since then.
 
 
You ventured into that fateful mission with big questions in your head about the place of the ogres in Izrador's plan, and your own sense of agency and place in the world. You were asking for answers. You didn't expect to find them while razing that enclave of rebels, but the shattering of that idol gave you answers. The Old God of justice, law, and prophecy revealed things to you about the origin of your people, which connected to the things you'd been hearing that hadn't been making sense. The Seer showed you that you and your people had been fated to be nothing more than manufactured tools for the Shadow's conquest. But now, with that knowledge, and with The Seer's consciousness inside of you, you could change that.
 
 
 
Sugul and her family group were charged by their Legate to assist an Iron Legion platoon with the eradication of a village of worshippers of the Old Gods. In the process of doing so, Sugul destroyed a cult idol and immediately fell unconscious. When she awoke, she discovered that she had within her a fragment of the consciousness of The Seer, one of the Old Gods.
 
 
 
At first not understanding what had occurred to her, Sugul knew enough to say nothing of what had happened, but the fragment of consciousness slowly affected her perspective and behavior. She grew to understand The Seer as the old god of oracles, wisdoms, prognosticators, and prophets. A god of justice, law, and order, who stood apart from the other Old Gods. A faceless man, with a one-eyed owl as a servant, in her dreams The Seer told Sugul that her people were not brought into existence by the blood magic of Izrador -- as all ogres believed and the Order of Shadow extolled -- but were instead fashioned and shaped from an enslaved jotun, one of the first enemies of Izrador's mission. Stripped of the fierce independence of the giants, the ogres were formed to be witting servants of the Shadow. Their steadfast allegiance for the last four hundred years to his great cause has all been founded on a lie.
 
 
 
As the voice of The Seer grew stronger within her, Sugul had a harder and harder time reconciling herself with the tasks her Legate assigned to her and her family. She became resistent. Non-compliant. The Legate wrestled with her insubordination, as the ogres assigned to him were one of his great strengths in the area. In a last-ditch effort to bring her to heel, the Legate slew her mate in front of her and her family with the Shadow's magics, making it clear to her that such would be the fate of Sugul and her entire family if she did not fall into line.
 
 
 
When the Legate's assassin came for her a week later, the vampire did not try to end her life, but instead recruited her to another cause. Sugul was unsurprised, for The Seer had shown her this outcome before it transpired.
 
 
 
It wasn't possible to fool the ''kurasatch udareen'' for long; they are diviners, themselves, with an ability to pierce the veils of perceived reality. You and your family were off with three of the mothers and other troops of theirs when they sprung their trap on you. It turned into a brutal melee. It got even more confusing when a group of rebel raiders descended on the encampment while you and your family were fighting for your lives. Two of the mothers and many of their troops died, mostly at the hands of the ogres. Many members of your family also died at their hand, and you personally were wounded. You got separated from your family, and ended up surrounded by rebels. The two of you, together, hacked through the hobgoblins who had cornered you.
 
 
 
The rebels were intending to kill you, but the avatar of The Seer spoke through you and explained that the visions they'd been given, directing them to this campsite, were for them to find you. They'd seen firsthand you killing one of the ''kurasatch udareen'' and her hobgoblin warriors. An uneasy truce formed. They patched you up. You've been living for a number of months with this small band of 20-30 rebels, and word of a new prophet has been spreading amongst the rebellion. You're enough of an anomaly that when people get over their shock and prejudices, they see what it might mean for the rebellion for a new leader of it to be one of the ogres of Izrador's army.
 
 
 
You're certain that members of your family are still alive. One of the ''kurasatch udareen'' escaped their ambush, so you're also certain that their forces will be looking for you. You're in the middle of a tightening web, trying to navigate new allies despite a lot of mistrust on both sides, while growing the rebellion, searching for your family, and avoiding capture.  Sugul's rebel band is feeling the ''kurasatch udareen'' closing in within the last 10 days, and there's an urgent feeling that they need to find new assets to fight the fight.
 
 
 
~*~
 
 
 
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.
 

Revision as of 11:40, 3 March 2021

DAPHNE

Daphne is originally from Last Hope, but was given a different name as a girl, one she barely remembers. Given an accumulation of factors - her family´s poor reputation, the deaths of her mother and her siblings, the disgrace of her brothers and sisters - she fled as a child. Wandering the world, she first found her way as a fisherwoman, mending nets and casting a line from a boat in a village whose name she barely remembers. She then found herself inspired by the Old Faith and traveled to holy sites as a pilgrim. Meeting a sage, she worked with her as a student of the Occult until her mistress´ mysterious disappearance. Finding herself on the road once again, Daphne found herself in a village stricken with the Plague. She remembers little of the period but finding herself once again on the road, her face horribly disfigured and her body broken. In a daze, she found her way back to Last Hope, living off alms despite a reserve of coin taken from her former mistress. She subsisted for a while sweeping the church, until the death of [the priest] and even helping out the local law enforcement, given her ability to go unnoticed. She has not looked her father up since her return.


Daphne is short and stocky. She would be a fairly normal-looking human but for her terrible disfigurement, the result of a plague, that has rendered her hideous to look upon: She looks like a monster. Children often cry when they see her, the weak of heart might faint, and at least one person has vomited after seeing her. Age young adult, 28 y.o.

Human/Rogue L2

Strength 10
Agility 12
Intellect 11
Will 10

Perception: 10 | Defense: 12 | Health: 16 | Healing Rate: 2
Size: 1/2 | Speed: 10 | Power 0
Insanity: 0 | Corruption: 0

Languages: Common | Westerspeak
Professions: Religious | Pilgrim; Academic | Occult; Common | Fisher; Wilderness | Beggar

Talents

  • Rogue
    • Nimble Recovery: I can use an action to heal damage equal to my healing rate and then move up to half my Speed without triggering free attacks. Once I use this talent, I cannot use it again until after I complete a rest.
    • Trickery: Once per round, I can make an attack roll or challenge roll with 1 boon. If I attack with 1 boon from this talent, my attack deals 1d6 extra damage.
    • Exploit Opportunity: Once per round, when the total of my attack roll is 20 or higher and exceeds the target number by at least 5, I can take another turn at any point before the end of the round.
    • Roguery Talent - Backstab:' Once per round, when I attack with a basic or swift weapon and I made the attack roll with at least 1 boon, the attack deals 1d6 extra damage. If I choose this talent a second time, the extra damage increases to 2d6.

Interesting Things:

  • Background Pilgrim: A spiked collar, skin clamps, and a scourge.
  • Background Academic, Occult: A glass ball filled with water in which swims a tiny living goldfish.

Equipment

Lifestyle: Getting By (started Poor)
Equipment (Str 10 allows 10 items)

1. Dagger
2. Sling with 20 stones
3. Staff
4. Backpack, size 1/2

In pack:
a. Week of rations
b. Waterskin filled with water
d. Tinderbox
e. 2 torches
f. Rope, thick, coil 20 yards
g. Fishing tackle box

3sp & 2cp.

At camp:

Worn:
Pack:

Background

Generated background:

  • Ancestors: Your family includes several disreputable characters whose deeds have sullied your family’s reputation throughout the province or city in which you live
  • Family: You were born to a poor family (Cook)
  • Mother: Died of natural causes (childbirth) Did father remarry or are all siblings full-siblings?
  • Siblings: 1 Eldest sister alive but disgraced; 2 Brother died of natural causes; 3 Brother died due to war; 4/5 Brother and sister alive but disgraced; 6 Brother alive; 7 Daphne; 8/9 brothers died of natural causes; 10 youngest brother alive and famous.
  • Childhood: You ran away from home and were forced to make your own way in the world, became a fisherwoman.
  • You earned a living working in your profession (Pilgrim).
  • You worked in your profession (Academic: Occult) and saved a little coin.
  • Minor windfall You made the acquaintance of someone important - her mistress when she worked as an academic (occult) Choose Influence, Information, or Security. This character can provide the benefit to you once (see Connections in Shadow, page 207). Work with the GM to define this character.
  • Major setback: You caught a terrible disease that left you scarred. If you have Demon Lord’s Companion, you can add the Plagued story complication.
  • L1 Rogue: You were an investigator or member of the watch, developing your talent to combat criminals (Profession: Beggar)

Generated personality:

  • Positive traits: Corageous, Fair
  • Negative trait: Sarcastic
  • Personality: You put your interests and those of your friends above all else
  • Religion: You follow the tenets of the Old Faith.

Weapons + Damage

  • Staff (two, finesse) +2, 1d6+1
  • Dagger (one, finesse) +2, 1d3
  • Sling (off, medium range) 20 stones, +2, 1d6

Notes/Story

To Do

  • Reroll glass ball from Academic: Occult?
  • Contact - former mistress
  • Family things, e.g. bad rep, famous younger brother
  • Weapon stats (attacks)
  • Size 1/2: NOTES
  • Tidy up sheet
  • Update backstory & notes

Notes

Backstory

She´s hideously scarred from disease, ran away from home (but I think home was here and she returned, perhaps her family doesn´t know she is she because of the scarring), has/had nine siblings, the youngest of whom is famous (!?), has been a pilgrim and an academic (occult), has disreputable ancestors and three siblings are alive but disgraced. So, I reckon she has been living as a cleaner in the church until the priest died and has been aimless since then.