To Build A Nation: Sugul

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Revision as of 23:42, 9 November 2020 by Sam I Am (talk | contribs) (Talents)
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SUGUL

Character description and short introduction

Ogre/Ogre Novice(L1,2)/Ogre Expert(L4,5)/Oracle(L3,6) L6

Strength 13
Agility 9
Intellect 8
Will 10

  • Changes to atributes: (Ogre L1) Increase 2 by 1 each – possibly Intellect & Will; (Oracle L3) Increase two by 1 – Will & Str?

Perception: (=intellect) | Defense: (=Agility) | Health: (Strength +24 [+24 L1/2/4&5])| Healing Rate: Health/4 rnd down
Size: 2 | Speed: 10 | Power 0

  • Oracle (L3): Health +3, Power +1 Oracle (L6): Health +3
  • Ogre moement my be restricted by space (SotDL p38) | Size 1/2 and smaller creatures can freely move through your space (SotDL, page 38)

Insanity: 0 | Corruption: 0
Madness/Quirks:

  • X
  • Y

Languages: Goblin; Iron Tongue
Professions: Martial | Soldier: Iron Legion

Talents

  • Ogre
    • 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.
  • Ogre Novice
    • 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.
    • Magic (L2): You increase your Power by 1, discover a tradition and learn one spell from that tradition.

...or...

    • Weapon Training (L2): You make attack rolls with 1 boon when you attack with a weapon.
  • Ogre Expert
    • Magic (L4): You discover a tradition or learn one spell from that tradition.

...or...

    • Blood of Giants (L4): Whenever you heal damage, you make Strength attack rolls and challenge rolls with 1 boon for 1 round.
    • Magic (L5): You increase your Power by 1 and either discover a tradition or learn a spell from a tradition you have already discovered.

...or...

    • Titan’s Strike (L5): When the total of your attack roll is 20 or higher and exceeds the target number by at least 5, the target takes 1d6 extra damage and must get a success on a Strength challenge roll or fall prone.
    • Combat Prowess (L5): Your attacks with weapons deal 1d6 extra damage.
  • Oracle
    • Divine Ecstasy (Oracle L3): You can use an action to enter a state of divine ecstasy that lasts for 1 minute. You gain the following benefits for the duration:

• You gain a +10 bonus to Health. • You cannot become charmed, compelled, or frightened. • You cannot gain Insanity. • You make Intellect, Will, and Perception attack rolls and challenge rolls with 1 boon. When this effect ends, you must get a success on a Will challenge roll or gain 1 Insanity. You can use this talent a number of times equal to your Power. You replenish your uses when you complete a rest.

    • Commune with the Gods (Oracle L6): When you use Divine Ecstasy, you can choose to go into a trance. If you concentrate until the effect ends, you can ask the supernatural presence up to three questions that can be answered with a yes, no, or maybe. You then make a Will challenge roll with 1 bane. On a success, the GM must answer you truthfully. On a failure, you gain 1 Insanity.

Spell Traditions:
Spells:

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

Equipment

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

Lifestyle: Destitute, Poor, Getting By, Comfortable, Wealthy, or Rich
Worn:
Pack:

Background

Generated background:

  • X
  • Y
  • Z

Generated personality:

  • X
  • Y
  • Z

Weapons + Damage

  • Weapon 1
  • Weapon 2

Notes/Story