Verania Scato

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

Languages: Argossean, Aquilonean, Kushite, Vendhyan
Social Standing: 2

Fortune Points: 2



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


  • 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:


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


  • 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


  • 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)

Character Story