Character Sheets

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Faolan7
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Character Sheets

#1 Post by Faolan7 »

Post your character sheets here. As Marullus suggested, I copied C. Steven Ross' character sheet template.

Make a post with your character sheet, and you can edit the template or make your own. You will be responsible for updating your own character sheet. The code for the template is in the spoiler.

Code: Select all

[b]NAME:[/b] - 

[u]CONDITIONS[/u]
[b]Fresh:[/b] +1D to all tests until new Condition

[b]CLASS/STOCK:[/b] -
[b]LEVEL:[/b] 1
[b]Benefits:[/b]
[b]ALIGNMENT:[/b] -
[b]ORDER OF MIGHT:[/b] 3
[b]RAIMENT:[/b] -

[b]BELIEF:[/b] -
[b]GOAL:[/b] -
[b]INSTINCT:[/b] -

[u]RELATIONS[/u]
[spoiler][b]HOME:[/b] -
[b]PARENTS:[/b] -
[b]MENTOR:[/b] -
[b]FRIENDS:[/b] -
[b]ENEMIES:[/b] -[/spoiler]

[u]TRAITS & WISES[/u]
[spoiler][b]TRAIT:[/b] -
[b]TRAIT:[/b] -

[b]WISE:[/b] -
[i]Advancement:[/i] -[/spoiler]

[u]EXPERIENCE POINTS[/u]
[spoiler][b]CURRENT FATE:[/b] 0
[b]SPENT FATE:[/b] 0 / 3
[i]Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.[/i]
[b]CURRENT PERSONA:[/b] 0
[b]SPENT PERSONA:[/b] 0 / 3
[i]Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.[/i]
[b]CHECKS:[/b] 0
[i]Checks allow you to make Camp and recover from Conditions.[/i][/spoiler]

[u]ABILITIES[/u]
[spoiler][b]WILL:[/b] -
[i]Advancement:[/i] -
[b]HEALTH:[/b] -
[i]Advancement:[/i] -
[b]NATURE:[/b] 3 / 3
[i]Descriptors:[/i] -
[i]Advancement:[/i] -
[b]RESOURCES:[/b] 0
[i]Advancement:[/i] -
[b]CIRCLES:[/b] 1
[i]Advancement:[/i] -[/spoiler]

[u]SKILLS[/u]
[spoiler][b]ALCHEMIST:[/b] Will
[i]Advancement:[/i] -
[b]ARCANIST:[/b] Will
[i]Advancement:[/i] -
[b]ARMORER:[/b] Health
[i]Advancement:[/i] -
[b]CARPENTER:[/b] Health
[i]Advancement:[/i] -
[b]CARTOGRAPHER:[/b] Will
[i]Advancement:[/i] -
[b]COMMANDER:[/b] Will
[i]Advancement:[/i] -
[b]COOK:[/b] Will
[i]Advancement:[/i] -
[b]CRIMINAL:[/b] Health
[i]Advancement:[/i] -
[b]DUNGEONEER:[/b] Health
[i]Advancement:[/i] -
[b]FIGHTER:[/b] Health
[i]Advancement:[/i] -
[b]HAGGLER:[/b] Will
[i]Advancement:[/i] -
[b]HEALER:[/b] Will
[i]Advancement:[/i] -
[b]HUNTER:[/b] Health
[i]Advancement:[/i] -
[b]LABORER:[/b] Health
[i]Advancement:[/i] -
[b]LORE MASTER:[/b] Will
[i]Advancement:[/i] -
[b]MANIPULATOR:[/b] Will
[i]Advancement:[/i] -
[b]MENTOR:[/b] Will
[i]Advancement:[/i] -
[b]ORATOR:[/b] Will
[i]Advancement:[/i] -
[b]PATHFINDER:[/b] Health
[i]Advancement:[/i] -
[b]PEASANT:[/b] Health
[i]Advancement:[/i] -
[b]PERSUADER:[/b] Will
[i]Advancement:[/i] -
[b]RIDER:[/b] Health
[i]Advancement:[/i] -
[b]RITUALIST:[/b] Will
[i]Advancement:[/i] -
[b]SAILOR:[/b] Health
[i]Advancement:[/i] -
[b]SCAVENGER:[/b] Health
[i]Advancement:[/i] -
[b]SCHOLAR:[/b] Will
[i]Advancement:[/i] -
[b]SCOUT:[/b] Health
[i]Advancement:[/i] -
[b]STEWARD:[/b] Will
[i]Advancement:[/i] -
[b]STONEMASON:[/b] Health
[i]Advancement:[/i] -
[b]SURVIVALIST:[/b] Health
[i]Advancement:[/i] -
[b]THEOLOGIAN:[/b] Will
[i]Advancement:[/i] -
[b]WEAVER:[/b] Will
[i]Advancement:[/i] -[/spoiler]

[u]EQUIPMENT & INVENTORY[/u]
[spoiler][b]HEAD:[/b] -
[b]NECK:[/b] -

[b]HANDS (worn):[/b] -
[b]HANDS (worn):[/b] -
[b]HANDS (carry):[/b] -
[b]HANDS (carry):[/b] -

[b]TORSO:[/b] -
[b]TORSO:[/b] -
[b]TORSO:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK:[/b] -
[b]BACKPACK:[/b] -
[b]BACKPACK:[/b] -

[b]BELT (pouch):[/b] -
[b]BELT (weapon):[/b] -
[b]BELT (skin):[/b] -
[b]FEET:[/b] -[/spoiler]

[u]MAGIC & MIRACLES[/u]
[spoiler]None.[/spoiler]

Enoch
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Re: Character Sheets

#2 Post by Enoch »

NAME: - Magda (known to his handlers as "The Boogeyman"; they don't think she knows, but she does)

CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition to any conflict
Angry (Ob 2 Will): Can't use wises or beneficial traits
Afraid (Ob 3 Will): Can't help or use Beginner's Luck
Exhausted (Ob 3 Health): +1 Ob to all tests except Resources, Circles and recovery.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): -1D to skills, Nature, Will and Health (except recovery); can't practice, learn, advance
Dead: May not use wises, test or help.


CLASS/STOCK: - Dhampyr Vampire Hunter
LEVEL: 1
Benefits: - Use any weapon except for shields; wear leather or chainmail but not helmets. Suffer from light sensitivity and bloodthirst. Do not count as true undead for spells, prayers, etc.
ALIGNMENT: - Chaos
ORDER OF MIGHT: 3
RAIMENT: - wide-brimmed, flat-topped black hat (a la Vampire Hunter D)

BELIEF: - I am not a monster.
GOAL: - I'll discover what happened to this House's clients.
INSTINCT: - Always scout ahead

RELATIONS
HOME: - Nabara
PARENTS: - N/A
MENTOR: - Spiro Evangelos the Theologian
FRIENDS: - Erik, a young monk (Cartographer) who copies maps for the monastery.
ENEMIES: - my Sire
TRAITS & WISES
TRAIT: - Scarred: 2
TRAIT: - Born of the Grave: 1

WISE: - Vampire-wise
WISE: - Prey-wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 4
Advancement: -
HEALTH: - 4
Advancement: -
NATURE: 4 / 4
Descriptors: - Tracking, Seducing, Feeding
Questions:
  • Do you track your prey only after the sun has set or do you brave the burning rays of the daystar to gain an advantage? I suffer the pain of daylight, the better to hunt my prey.
  • Do you view love and mercy as signs of weakness or can you open your heart to the joy and sadness of human emotions? I would dare to feel something once more - that's the only way I can redeem my soul.
  • Do you prefer to feed exclusively on animals and evil-doers or will any mortal’s blood slake your thirst? I view all living creatures as prey. Hey, a girl's got needs...
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: 3
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: Will
Advancement: -
HUNTER: 3
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: 2
Advancement: -
MANIPULATOR: 2
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: 3
Advancement: -
SCOUT: 3
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: 3
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -
NECK: - Garlic [+1D to drive off vampires; supplies for Cooking]

HANDS (worn): -
HANDS (worn): -
HANDS (carry): - Crossbow [+1s to Attack, +1D to Maneuver, additional +1D to Attack vs. Defend. Bypasses leather.]
HANDS (carry): - (Crossbow)

TORSO: - Leather armor [when targeted by a successful/tied Attack or Feint in a Kill/Capture/Drive Off, roll d6: 4+ Attack or Feint takes -1s. Use 1/fight; not damaged. Spears/bolts/arrows bypass.]
TORSO: - Rope
TORSO: - Satchel
BACKPACK/SATCHEL: - small silver pyx [1D treasure]
BACKPACK/SATCHEL: - Holy water (2) [+1s to Attack and Feint against Undead; expended when used]
BACKPACK/SATCHEL: - Mirror [+1s to Maneuver in a conflict against a monster with a gaze weapon]
BACKPACK: -
BACKPACK: -
BACKPACK: -


BELT (pouch): - Hawthorn stakes (3) and mallet [Theologian test to slay vampires when surprised or captured]
BELT (weapon): - Quiver
BELT (skin): - Blood
FEET: - Leather boots
MAGIC & MIRACLES
Light Sensitivity - Sunlight is a factor when operating by day, but ignore the factor for dim light.
Bloodthirst - Recover from Hungry and Thirsty only by drinking fresh blood. Water, wine, rations, and the blood of vampires and dhampirs makes you sick. Fresh blood gives you +1D to recover from Injured or Exhausted. You may store blood in containers but it spoils like fresh rations.
Feeding - Feeding on other characters makes them Exhausted. If Exhausted, they become Sick. Sick or Injured characters are killed by feeding.
Last edited by Enoch on Mon Dec 05, 2016 2:20 pm, edited 14 times in total.
Shadrach, Demon-Hunter - Dust to Dust

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Marullus
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Re: Character Sheets

#3 Post by Marullus »

NAME: - Isabelle

CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition to any conflict
Angry (Ob 2 Will): Can't use wises or beneficial traits
Afraid (Ob 3 Will): Can't help or use Beginner's Luck
Exhausted (Ob 3 Health): +1 Ob to all tests except Resources, Circles and recovery.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): -1D to skills, Nature, Will and Health (except recovery); can't practice, learn, advance
Dead: May not use wises, test or help.

CLASS/STOCK: - Human Witch
AGE: 14
LEVEL: 1
Benefits: You may wield daggers but may not wear armor. You have a magical familiar and a 1st circle spell of your choice. Witches are not required to memorize spells or prayers but may only use them to enchant while in town.
ALIGNMENT: - Unaffiliated
ORDER OF MIGHT: 3
RAIMENT: - Her thick raven-tinted hair is pulled back and tied with a red leather thong, cascading behind her in a wavy locks. She wears a loose white blouse and petticoats under a corseted overdress, blending easily with any group of merchants. She has green eyes and a petite nose, somewhere between a child and a fair young woman.

BELIEF: - Undead are unclean and unholy and have no place on this earth.
GOAL: - I will follow the blood trail to its source.
INSTINCT: - Always slip in an enchantment every time I make something.

RELATIONS
HOME: - Hazla
PARENTS: - No, died in house-fire when church claimed her.
MENTOR: - Dogan, Cleric (healer) who escaped the monastery fire and got to Nabara
FRIENDS: - Annie, a kind herbalist (Peasant) in Hazla
ENEMIES: - Loren the Thaumaturge is an apprentice to the Wizard Lorgoron in Hazla. He recognized the potency of her blood and devised plans to have her committed to his service that he might twist her blood and lifeforce as Tools to his own ends. He has sought fruitlessly for her since the church took her into protective custody, but now she is again in the world...
TRAITS & WISES
TRAIT: - Moonchild 1
TRAIT: - Thoughtful 2

WISE: - Ingredients-Wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 1, 2
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 6
Advancement: -
HEALTH: - 2
Advancement: -(1 success)
NATURE: 4 / 4
Descriptors: - Boasting, Demanding and Running.
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: 4
Advancement: - 0 Pass, 1 Fail. (1 Fail)
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COMMANDER: Will
Advancement: -
COOK: 3
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
ENCHANTER: 2
Advancement: - 0 Pass, 1 Fail. (1 Fail)
FIGHTER: Health
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: 2
Advancement: -
HUNTER: Health
Advancement: - Beginner's Luck: (1st Test)
LABORER: Health
Advancement: -
LORE MASTER: 2
Advancement: - One passed (Turn 1, Session 1);
MANIPULATOR: Will
Advancement: -
MENTOR: 2
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: 3 (Specialty)
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: 2
Advancement: -
SCOUT: Health
Advancement: - Beginners luck: (1st test)
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -
NECK: - Ampule of honey on necklace

HANDS (worn): - Gold ring set with bloodstone (from mother) 1D treasure
HANDS (worn): - Thread rings [spell supplies 1]
HANDS (carry): - Lantern
HANDS (carry): -

TORSO: - Cloak
TORSO: - Backpack
TORSO: - Backpack
BACKPACK/SATCHEL: - Tinderbox
BACKPACK/SATCHEL: - Torches (4)
BACKPACK/SATCHEL: - Flask of oil (2) Empty
BACKPACK: - Flask of oil (2)
BACKPACK: - Rations, preserved (3)
BACKPACK: - Rations, preserved (3)

BELT (pouch): - Garlic
BELT (weapon): - long-handled wooden spoon [Magic Wand] (3 charges, Thread of Friendship)
BELT (skin): - Wine 1
FEET: - Shoes
MAGIC & MIRACLES
1st Circle Wizard Spells:
  • Thread of Friendship - This spell causes a versus test between the target’s Will (or Nature for monsters) and the caster’s Arcanist Enchanter skill. The caster suffers a -1s penalty for each rank by which the target’s Might exceeds that of the caster. Success turns the victim into a friend for the duration of the spell, with all the benefits that entails. Record the margin of success when the spell is cast. Effect is re-tested at beginning of every Phase. [The obstacle to enchant an item is identical to that of scribing a scroll with that spell. (Ob 2 for this spell) Extra charges: Add +1 ob per extra charge.] Re-charging a wand or rod is obstacle 3.
1st Circle Cleric Prayers:
- None.
FAMILIAR: Morgul the Mastiff
(Might 2, Nature 3; guarding, barking, running)

Notes to Self about Tests:
Using a Fresh Ration to feed the whole party is Cooking Ob 2.
Using a Preserved Ration to feed the whole party is Cooking Ob 3.
Enchanting something with her spell is Enchanting Ob 2.
Enchanting a new wand with her spell is Enchanting Ob 4 (2+2 extra charges) and must be done in town.
Recharging her wand (or a rod) is Enchanting Ob 3.
Brew elixir to remove Afraid is Alchemist Ob 2.
Brew elixir to remove Angry is Alchemist Ob 3.
Brew elixir to remove Exhausted is Alchemist Ob 4.
Brew vapor to cause Afraid until recovery is Alchemist Ob 2.
Brew vapor to cause Angry until recovery is Alchemist Ob 3.
Brew vapor to cause Exhausted until recovery is Alchemist Ob 4.
Make poultice to give a +1D to recover from Exhausted is Healer Ob 1.
Make poultice to give a +1D to recover from Afraid is Healer Ob 2.
Make poultice to give a +1D to recover from Sick is Healer Ob 3.
Make an Incendiary as a weapon with +1s Feint is Alchemist Ob 4.
SESSION NOTES

Session 1:
Last edited by Marullus on Mon Jan 30, 2017 10:15 pm, edited 17 times in total.

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coil23
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Re: Character Sheets

#4 Post by coil23 »

NAME: - Disciple Peitharian (the Punctilious)

CONDITIONS
Fresh: +1D to all tests until new Condition
exhausted
CLASS/STOCK: - Human Cleric
LEVEL: 1
Benefits: Your level 1 title is Disciple. Your level benefit is the ability to wear any armor and use a shield, mace, flail, warhammer and sling. You can also invoke the Fury of the Lords of Life and Death.
ALIGNMENT: - Law
ORDER OF MIGHT: 3
RAIMENT: - plain, drab brown robe with a rope belt (a few coils around the middle to make it useful as well); Petharian describes to initiates that canvas sackcloth is the faithful’s silk; mace and shield are carried…some say the man carries two shields- one of metal and wood and the other of unalloyed self-righteousness

BELIEF: - The church is slipping into complacence and self-serving hollow gestures. Eegolan Borgia is merely the most smug and shameless about it but he is gaining more and more company along that path. Petharian feels an almost desperate need to make up for this moral lack by proving himself through the right deeds and right intentions to try and balance the scales and preserve (or regain?) the church he loves in his heart. While his heart is still true, his methods become a little harsher over time as he feels the slope becoming steeper and more lonely as time goes on.
GOAL: - Discover what happened to this house's clients. (House of the Three Clients)
INSTINCT: - Make poultices when we camp.
RELATIONS
HOME: - Narbara
PARENTS: - No.
MENTOR: - No.
FRIENDS: - No.
ENEMIES: - Eegolan Borgia is a slippery bishop and controversial rising star in the church. He seems to ascend the ranks with unnatural speed and some say nefarious methods but no one has of yet been able to pin anything on him. Petharian sees the unscrupulous charlatan for what he is and while he knows some damning specifics, he has nothing incontrovertible to present to higher authorities. Petharian sees Eegolan as representing the sickness in the church that needs to be purged. If we allow such low moral character and despicable tactics in the holy church then we are no better than a godsdamned merchant’s guild! Eegolan, in turn, sees Petharian for what he is: a sharp-eyed true-belever who is almost as ruthless in fighting for the right as Eegolan is for himself. Petharian must be eliminated to safeguard the slippery bishop’s ascent in the ranks.
TRAITS & WISES
TRAIT: - Touched by the Gods 1
TRAIT: - Loner 2

WISE: - Church Secret-Wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 4
Advancement: -
HEALTH: - 4
Advancement: -
NATURE: 3 / 3
Descriptors: - Boasting, Demanding, Running
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 1
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: 2
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: 2
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: 3 *** specialty
Advancement: -
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: Will
Advancement: -
MANIPULATOR: Will
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: 2
Advancement: -
PATHFINDER: 3
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: 4
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: 2
Advancement: -
SCOUT: Health
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: 3
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -
NECK: - Holy Symbol

HANDS (worn): - Family Heirloom (+1D cash)
HANDS (worn): -
HANDS (carry): -
HANDS (carry): -

TORSO: - Leather Armor
TORSO: - satchel
TORSO: - shield
BACKPACK/SATCHEL: - Pouch of Cash (+2D cash)
BACKPACK/SATCHEL: - preserved rations- 3
BACKPACK/SATCHEL: - torches- 4
BACKPACK: -
BACKPACK: -
BACKPACK: -

BELT (pouch): - large sack
BELT (weapon): - mace
BELT (skin): - Wine (2)
FEET: - Shoes
MAGIC & MIRACLES
Fury of the Lords of Life and Death
Ritualist Ob to cast: The Might of the Undead creature, +1 Ob per additional target (use the highest Might in the group to determine the base Ob). Fury must be evoked before a conflict, not during.
Fury of the Lords of Life and Death Effect
Meeting the obstacle allows the prayer to affect one undead monster (the one with the lowest Might). The prayer affects a number of additional undead monsters equal to the margin of success. Monsters are affected in order from the lowest Might to the greatest. If two different monsters are equal in Might, the one with the lowest Nature is affected first. Undead monsters affected by the prayer must do everything in their power to flee the cleric’s wrath. Fleeing monsters that are attacked are released from the prayer and may engage the cleric and his companions. If a cleric’s level is greater than the Might of an undead creature affected by the spell, the creature is destroyed—consumed in a pillar of flame that leaves only a pile of salt. However, if a cleric attempts to use this prayer on an undead creature and fails to affect it, the cleric cannot invoke the Fury against that particular creature again until he gains a level.
Last edited by coil23 on Fri Dec 23, 2016 11:24 am, edited 5 times in total.

Rusty Tincanne
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Posts: 6178
Joined: Mon Jan 05, 2015 5:07 am
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Re: Character Sheets

#5 Post by Rusty Tincanne »

NAME: Sir Swelan Blackpaw (surname was chosen upon rising from the dead)

CONDITIONS
Fresh: (When is a corpse fresh?)
Hungry and Thirsty: (No Effect) recover from hungry and thirsty by consuming carrion, either scavenged from a fresh grave or from a battlefield.
Angry (Ob 2 Will): Can't use wises or beneficial traits
Afraid (Ob 3 Will): Can't help or use Beginner's Luck
Exhausted (Ob 3 Health): (No Effect) recover from exhausted using elixirs or prayers.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): (No Effect)
Dead: Always Dead, no Penalty

CLASS/STOCK: - Human Death Knight
LEVEL: 1
Benefits: Death Knights are skilled with all weapons, armor and helmets. Any slain warrior or paladin may return as a Death Knight if the Lords of Vengeance take interest. As undead, they may be turned (but not destroyed) by prayers and holy relics.
ALIGNMENT: - Law
ORDER OF MIGHT: 3
RAIMENT: - a charred tabard with the damaged insignia of his order on it - a scallop, which is the sign of the pilgrim.
Image
BELIEF: - Even in undeath, I must honor my Vow of Hospitality, offering comfort to those who need it.
GOAL: - I will neither allow my companions to perish, nor eat them.
INSTINCT: - Always update the map when establishing camp.

RELATIONS
HOME: - Narbara
PARENTS: - Sir Aelfred and Lady Sydney, father and mother whom he fear to meet with again.
MENTOR: - none
FRIENDS: - Ulrich, a holy pilgrim located outside Bedford.
ENEMIES: - Barbank the Cold. The leader of a band of highwaymen that particularly enjoy harassing pilgrims of our faith.
TRAITS & WISES
TRAIT: - Cadaverous - You feel neither pain nor fatigue. Your body is a lifeless cage, imprisoning whatever remnants of a soul you have left. A grotesque apparition, pale and gaunt and rotting. You are walking dead.
TRAIT: - Scarred - Survivors of terrible wars are often scarred by their experiences. They’re tough and not easily flustered by injury or fear, but they are also maimed or psychologically scarred by their experiences.

WISE: - Graveyard-wise
Advancement: -
WISE: - Wilderness-wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 3 - viewtopic.php?f=422&t=6160&p=286430#p286430, and moving debris,'and securing camp.
Checks allow you to make Camp and recover from Conditions.
SESSION NOTES
FATE:
Acting on Belief -
Working towards Goal - taking the lead on the stairs; securing closet-camp;
Benefiting from Instinct -

PERSONA:
Playing against a belief - n/a if you have acted on a belief
Accomplishing a Goal -
MVP - up to group
Teamworker - up to group
Embodiment - up to group
ABILITIES
WILL: - 4
Advancement: - 1 pass (viewtopic.php?f=422&t=6160&p=292663#p292663)
HEALTH: - 4
Advancement: - 1 pass (viewtopic.php?f=422&t=6160&p=286430#p286430)
NATURE: 4 / 4
Descriptors: -
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: - 3
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: 2
Advancement: - 1 pass (viewtopic.php?f=422&t=6160&p=292663#p292635), 1 fail (viewtopic.php?f=422&t=6160&start=140#p291500)
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: 4
Advancement: -
HAGGLER: 3
Advancement: -
HEALER: Will
Advancement: -
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: - BL 1 fail (moving debris for dog)
LORE MASTER: Will
Advancement: -
MANIPULATOR: Will
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: 3
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: 3
Advancement: -
RITUALIST: 2
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: Will
Advancement: -
SCOUT: Health
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: 3
Advancement: - 1 pass (securing closet-camp)
THEOLOGIAN: 2
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: - Helmet
NECK: -

HANDS (worn): -
HANDS (worn): -
HANDS (carry): - Two-handed Sword
HANDS (carry): - (Two-handed Sword)
TORSO: - Platemail - damaged
TORSO: - (Platemail)
TORSO: - Satchel
SATCHEL: - Hammer
SATCHEL: - Rations, carrion (1)
SATCHEL: - small sack
BELT (pouch): - Iron Spikes (6)
BELT (weapon): - 2D treasure
BELT (skin): - small sack
FEET: - Riding Boots

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