Difference between revisions of "Verania Scato"

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==Name==
 
==Name==
'''Age (Gender):'''<br> 19 (female)
+
'''Age (Gender):'''<br> 20 (female)
 
'''Homeland:'''<br> Argos
 
'''Homeland:'''<br> Argos
 
'''Caste (Trait):'''<br> Trader
 
'''Caste (Trait):'''<br> Trader
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'''Stress & Harm'''<br>
 
'''Stress & Harm'''<br>
Vigor: X/Y | Wounds: <br>
+
Vigor: 7 X/Y | Wounds: <br>
Resolve: X/Y | Trauma:
+
Resolve: 9 X/Y | Trauma:
  
 
Courage Soak: X<br>
 
Courage Soak: X<br>
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===Talents===
 
===Talents===
*'''Name of Talent''', Homeland: please include a written summary of each
+
*'''Sea Raider''', Argos: The Difficulty of all Sailing tests made in your homeland’s
*'''Name of Talent''', Caste:
+
waters and of Athletics tests related to swimming are reduced by 1.
*'''Name of Talent''', Caste:
+
*'''Sea-trader''', Trader: In coastal settlements, you gain the Tradesman talent (When Carousing, if you do
*'''Name of Talent''', Education, Rank X:
+
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). When engaging in trade, you gain an additional +1d20 when rolling for Persuade or Discipline tests to get the best deals.
*'''Name of Talent''', Nature, Rank X:
+
*'''Shipbuilder''', Trader: You gain the Sea Raider talent and +1d20 on any Craft test to repair or maintain a watercraft.
*'''Name of Talent''', Archetype, Rank X:
+
*'''Sixth Sense''', 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.
 +
*'''Pierce the Veil''', Rank 2: Whenever you are in the presence of the supernatural or beings with unusual powers — particularly if you are not aware of them — the gamemaster should call for you to attempt an Average (D1) Insight test. On success, you recognize that the other being (or presence) has supernatural abilities, and may spend 2 Momentum to identify the type of abilities
 +
*'''Know the Signs''', Rank 3: Whenever you are in the presence of a person or object that was affected by supernatural abilities within the last six hours, you may attempt an Insight test, with a Difficulty equal to the number of hours ago the person or object was affected. On success, you can recognize the taint of the supernatural. By spending 2 points of Momentum, you can identify the specific powers in use.
  
  
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===Belongings===
 
===Belongings===
 +
* Several sets of plain traveling clothes
 +
* Suit of decent clothing
 +
* Sea chest
 +
* A share in a small merchant watercraft
 +
* Sword
 +
* A leather-bound folio of detailed notes about trade routes
 +
* A coin of ancient Valusia, stamped with the face of savage king
 +
* A fine dress
 +
* Dagger scarred, but holds your family heraldry.
  
Gold: X | Upkeep: X <br>
+
Gold: 16 | Upkeep: 4 (3+2-1) <br>
Encumbrance:
+
Encumbrance:  
  
*
+
===Languages===
*
+
* Argossean
*
+
* Aquilonean
*
+
* Vendhyan
*
+
* Kushite
  
 
===Character Story===
 
===Character Story===

Revision as of 11:38, 16 May 2022

Return to Shadow of the Sorcerer main page

Name

Age (Gender):
20 (female) Homeland:
Argos Caste (Trait):
Trader Archetype:
Merchant Captain Nature/Education:
Gregarious/Once a Merchant War Story:
It Walked the Decks

Appearance:
Personality:
Languages: X, Argossean
Social Standing: 2

XP:
Fortune Points: 2

Beliefs

Combat

Bonus Damage: Ranged +X | Melee +Y | Presence +Z

Weapons

  • Sword: Range or Reach X, Grip X, Size X, Damage X, Qualities (X, Y), Loads X
  • Dagger: Range or Reach X, Grip X, Size X, Damage X, Qualities (X, Y), Loads X

Stress & Harm
Vigor: 7 X/Y | Wounds:
Resolve: 9 X/Y | 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: 7

  • Acrobatics: 0/0
  • Melee: 0/0
  • Stealth: 0/0

Awareness: 12

  • Insight: 3/3
  • Observation: 2/2
  • Survival: 0/0
  • Thievery: 0/0

Brawn: 7

  • Athletics: 1/1
  • Resistance: 0/0

Coordination: 9

  • Parry: 3/3
  • Ranged Weapons: 0/0
  • Sailing: 3/3

Intelligence: 8

  • Alchemy: 0/0
  • Craft: 0/0
  • Healing: 0/0
  • Linguistics: 1/1
  • Lore: 0/0
  • Warfare: 0/0

Personality: 11

  • Animal Handling: 0/0
  • Command: 1/1
  • Counsel: 1/1
  • Persuade: 4/4
  • Society: 5/5

Willpower: 8

  • Discipline: 1/1
  • Sorcery: 0/0


Talents

  • Sea Raider, Argos: The Difficulty of all Sailing tests made in your homeland’s

waters and of Athletics tests related to swimming are reduced by 1.

  • Sea-trader, Trader: In coastal settlements, you gain the Tradesman talent (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). When engaging in trade, you gain an additional +1d20 when rolling for Persuade or Discipline tests to get the best deals.

  • Shipbuilder, Trader: You gain the Sea Raider talent and +1d20 on any Craft test to repair or maintain a watercraft.
  • Sixth Sense, 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.
  • Pierce the Veil, Rank 2: Whenever you are in the presence of the supernatural or beings with unusual powers — particularly if you are not aware of them — the gamemaster should call for you to attempt an Average (D1) Insight test. On success, you recognize that the other being (or presence) has supernatural abilities, and may spend 2 Momentum to identify the type of abilities
  • Know the Signs, Rank 3: Whenever you are in the presence of a person or object that was affected by supernatural abilities within the last six hours, you may attempt an Insight test, with a Difficulty equal to the number of hours ago the person or object was affected. On success, you can recognize the taint of the supernatural. By spending 2 points of Momentum, you can identify the specific powers in use.


Spells & Formulae

Belongings

  • Several sets of plain traveling clothes
  • Suit of decent clothing
  • Sea chest
  • A share in a small merchant watercraft
  • Sword
  • A leather-bound folio of detailed notes about trade routes
  • A coin of ancient Valusia, stamped with the face of savage king
  • A fine dress
  • Dagger scarred, but holds your family heraldry.

Gold: 16 | Upkeep: 4 (3+2-1)
Encumbrance:

Languages

  • Argossean
  • Aquilonean
  • Vendhyan
  • Kushite

Character Story

Notes