Sylia

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Sylia

Age (Gender): Female/18
Homeland: Zingara
Caste (Trait): Merchant (Vengeful)
Merchant Story: Ruin
Archetype: Entertainer
Nature/Education: Reckless/Victim Turned Victimizer
War Story: Survived a Pirate Raid
Social Standing: 1
Renown: 0

Appearance: The dancer has jade green eyes, auburn hair, and an inviting yet sharp expression. She has curves in all the right places to emphasize her work, and favors the colorful costumery of her native Zingara - which makes hiding weapons easier.
Personality: Sylia presents the image of a carefree dancer, but underneath that is a boiling temper. While she often relies on making people underestimate her to get close, provoking her into rasher, more direct action is not hard. She is loyal to friends who show loyalty to her in turn, and just as eager to take vengeance on their behalf.
Languages: Aquilonian, Argossean, Zingaran

XP:
Fortune Points: 3

Beliefs

Combat

Bonus Damage: Ranged +2 | Melee +1 | Presence +3

Weapons

  • Weapon 1 Name: Range or Reach X, Grip X, Size X, Damage X, Qualities (X, Y), Loads X
  • Weapon 2 Name: Range or Reach X, Grip X, Size X, Damage X, Qualities (X, Y), Loads X

Stress & Harm
Vigor: 9/9 | Wounds:
Resolve: 8/8 | Trauma:

Courage Soak: X
Armor Soak (Armor Type): Head X, Right Arm X, Left Arm X, Torso X, Right Leg X, Left Leg X
Armor Qualities:


Attributes/Skills

Agility: 12

  • Acrobatics: 1/1
  • Melee: 3/3
  • Stealth: 1/1

Awareness: 10

  • Insight: 2/2
  • Observation: 2/2
  • Survival: 2/2
  • Thievery: 1/1

Brawn: 9

  • Athletics: 2/2
  • Resistance:

Coordination: 8

  • Parry: 1/1
  • Ranged Weapons:
  • Sailing: 1/1

Intelligence: 6

  • Alchemy:
  • Craft: 1/1
  • Healing:
  • Linguistics: 1/1
  • Lore:
  • Warfare:

Personality: 10

  • Animal Handling:
  • Command
  • Counsel:
  • Persuade: 5/5
  • Society:

Willpower: 7

  • Discipline: 1/1
  • Sorcery:


Talents

  • Sea Raider (Zingara): The Difficulty of all Sailing tests made in your homeland's waters are reduced by 1. This can reduce tests to a Difficulty of Simple (D0). Additionally, the Difficulties of any Athletics tests relating to swimming are similarly reduced.
  • Tradesman (Merchant Caste): When Carousing, if you do not have sufficient Gold to pay your Upkeep, you may offer your services to a tradesman or to a guild in order to cover your Upkeep. However, you may not take any other actions during that period of Carousing.
  • Vagabond (Merchant Caste): Whether a nomad by choice or necessity, you can reduce the Difficulty of Survival tests by one, so long as you are on a maintained road. This may reduce the Difficulty of tests to Simple (D0).
  • Force of Presence (Persuade Rank 1): Your damage bonus on mental attacks is increased by +1[CD].
  • Naturally Charming (Persuade Rank 2): You have a warm personality and a winning smile. People trust you. A successful Persuade test yields 1 point of bonus Momentum per rank of Naturally Charming.
  • No Mercy (Melee Rank 1): When making a Melee attack, you may re-roll a number of damage dice equal to the total number of Melee talents (and ranks in those talents) you have acquired, if desired. You must accept the results of the re-rolls.
  • Sixth Sense (Insight Rank 1): You may re-roll one d20 when making an Insight test, but you must accept the new result. In the event of an ambush, you gain 1 additional bonus point of Momentum. If the Insight test was requested because of sorcerous or otherwise unnatural phenomena, the gamemaster must reveal this.

Spells & Formulae

Belongings

Gold: X | Upkeep: X
Encumbrance:

Character Story

Sylia Vezzini was a daughter of a prominent merchant family in Zingara... Until rivals ganged up to dismantle her family's holdings, culminating with a privateer raid on the Vizzinis' last cargo ship. The family was aboard, hoping to escape and regroup. That... did not happen. Young Sylia was the only member of her family to escape the assassins, hiding in a foul barrel of spoiled salt pork in hopes nobody would have the stomach to investigate it.

After slipping off the boat when it was dragged back to port, Sylia was taken in by one of her family's few remaining allies and publicly presented as a distant cousin from Argos. In the Zingaran tradition of revenge, she dedicated herself to preparing to take it - but, knowing that she needed to remain hidden, cultivated an identity as a simple performer. While she's managed to isolate some of those who killed her family and take her vengeance, she knows that she'll need allies to finish the job, perhaps even proper hired muscle. The spoils of a great quest should afford that...

Notes