Difference between revisions of "Verania Scato"

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===Talents===
 
===Talents===
*'''Sea Raider''', Argos: The Difficulty of all Sailing tests made in your homeland’s
+
*'''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.
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.
*'''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.
 
*'''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.
 
*'''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.

Revision as of 11:39, 16 May 2022

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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