To Build A Nation: Sugul

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SUGUL

Character description and short introduction

Ogre/Powerful Ancestry/Oracle L6

Strength 14
Agility 9
Intellect 9
Will 12

Perception: 9 | Defense: 9 | Health: 44 | Healing Rate: 11
Size: 2 | Speed: 10 | Power 2

  • 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: 4 | Corruption: 3

Languages: Goblin; Iron Tongue; Erenlander
Professions: Religious | Folklore; Tribal | Healer; Martial (Order of Shadow) | Officer; Wilderness | Tracker

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.
    • 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.
    • Weapon Training (L2): You make attack rolls with 1 boon when you attack with a weapon.
    • Magic (L4): You discover a tradition or learn one spell from that tradition.
    • Magic (L5): You increase your Power by 1 and either discover a tradition or learn a spell from a tradition you have already discovered.
    • 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.
  • Oracle
    • Speaker of Dooms: You do not gain Corruption from discovering the Curse tradition, nor are you at risk of gaining Corruption from learning Curse spells.
    • 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 Tradition: Curse; Divination
Spells:

  • Curse:
    • 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:
    • L0 Eavesdrop (3 castings) (concentration or 1 min) - any point in sight, can hear from there
    • L1 Pschometry (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 casting) (1 hr) - For the duration, you understand all spoken languages you hear and you recognize the truth when you hear it.

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