To Build A Nation: Sugul

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SUGUL

Character description and short introduction

Ogre/Powerful Ancestry/Oracle L6

Strength 14 [+1 L1]
Agility 9
Intellect 9 [+1 L3]
Will 12 [+1 L1 +1 L3]

Perception: (=intellect) | Defense: (=Agility) | Health: (Strength +30 [+24 L1/2/4&5 +6 OrL3,6])| Healing Rate: Health/4 rnd down
Size: 2 | Speed: 10 | Power 1 (OrL6)

  • Ogre movement 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

  • Oracle (L3): You can speak another language or add a profession. Probably Erenlander so I can speak to the other PCs

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 (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. 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:
      • 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.
    • Commune with the Gods (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

  • 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.
  • Ogre Build: You are a typical ogre, 9 feet tall and 700 pounds.
  • Appearance: You resemble most other ogres, but nasty scars stand out all over your body.

Notes/Story