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#11 |
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Join Date: Jun 2010
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4.6 Grand Druid Orel Prescott
Quote: "Some that die, deserve life. Some that live, deserve death." Background: Orel Prescott was born into a nomad caravan and learned the ways of Nature young. Since first becoming a full druid, he has cleansed several woodlands of demonic taint. Hearing rumors of similar corruption in Mistvale, he made the journey to the city-state along with his circle and faerie allies. Description: Orel Prescott always goes bare foot and rarely wears heavy clothing outside winter. His grey hair is scraggily and combed-over, with watery blue eyes and weathered leathery skin that makes him look even older than his sixty-something years. Personality: Sadder, but wiser. Much of his rough life has shaped into humbleness and unsubtity. It's easy to write him off as passive, until you see the harsh purity of the way he strangles a chicken, slits a sow's throat, or commands living plants to tear apart a devil's torso. The wilderness has taught him about death just as much as it has about life. Notable Traits: Attributes and Secondary Characteristics: ST 11, DX 12, IQ 15, HT 13, Will 15, Per 15, Damage 1d-1 thr/1d+1 sw, Basic Speed 6.00, Basic Move 5. Advantages: Allies (Druids and Faeries), Green Thumb 1, Power Investiture (Druidic) 5. Disadvantages: Vow (Cleanse any demonic taint found), Struggling Wealth, No Sense of Humor, Stubornness. Skills: Esoteric Medicine (Druidic)-(17), Naturalist-(20), Staff-(16), Religious Ritual (Druidic)-(20), Theology (Druidic)-(15), Survival (Woodland)-(20), Leadership-(16). Spells: Entombment-(19), Control Elemental-(19), Animate Plant-(24), Lightning-(20), Instant Neutralize Poison-(20), Animal Control-(20), Cure Disease-(20), another 35 points in Druidic spells. 4.7 Mistvale Overlord Carmine Aesop Quote: "As long as Mistvale endures, I will endure!!" Background: Born and raised in Mistvale, Carmine Aesop wrestled command of the city-state from the grand-father of a rich noble family through an intensely complex manipulation of the precious metals markets. He has run City Hall with competence and style - but the noble families are starting to influence the political situation more and more, despite his efforts. Description: The Overlord of Mistvale dresses in expensive white suits and an iconic trilby hat. Completely bald and with icy blue eyes that stare into your very soul, few can stand being on the recieving end of his anger for long. Personality: If Albus Dumbledore were played by Al Pacino. Passionate, wise and obsessed with reputations. Notable Traits: Attributes and Secondary Characteristics: ST 10, DX 12, IQ 17, HT 13, Will 17, Per 17, HP 12, FP 14, Damage 1d-2 thr/1d sw, Basic Speed 6.00, Basic Move 6. Advantages: Empathy, Charisma 3, Allies (Personal Guard), Contacts Group (Merchants' Guild), Contacts Group (City Watch), Claim to Hospitality (City Hall), Good Reputation +5, Very Wealthy. Disadvantages: Bad Temper (12), Sense of Duty (Mistvale), Enemies (Various), Bad Reputation -3 (Among Certain Noble Families). Skills: Merchant-(25), Leadership-(25), Detect Lies-(25), Area Knowledge (Mistvale)-(25), Savior-Faire (High Society)-(20), Intimidation-(20), Shortsword-(14). 4.8 Nyx, Exarch of Aradia Quote: "Come closer, I need to talk to you." Background: Nyx doesn't remember much of her life before her ascending to the position of Exarch. She was a paladin of Aradia, the Goddess of Primordial Night...and that's about it. Now she serves as the eyes and ears of Aradia, doing her best to spread the doctrine of the Moonlight Mistress. Sensing troubling disturbances in Aradia's domain in Mistvale, Nyx plans to discretely recruit adventuring parties to investigate the Dark World incursions. Description: Nyx tries to keep her form hidden in shadow at all times. She's a pale asian woman, about mid-twenties or so, dark eyes and pitch black hair. That's about it. Personality: A mystery wrapped in a riddle, wrapped in an enigma, wrapped in an invisibility cloak. Notable Traits: Nyx is a Greater Neutral Divine Servitor, with the elements of Darkness, Deception and Wisdom.
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My blog: http://tabletoprpg333.home.blog Last edited by ajardoor; 04-10-2011 at 06:08 AM. Reason: Minor corrections, bolding |
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#12 |
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Join Date: Jun 2010
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UPDATE!
Okay, I know it seems that this thread was dead. That's because it sorta was. Long story short, I got a MAJOR SLICE OF HELP from a fellow who read this thread, Marko Zardo (I really should add his name to the special list earlier in this thread). Marko helped me out with several NPCs before he had to focus on other things. I really should have updated this thread LONG AGO, but couldn't due to my studies. Now that's finished with, I'll see if I can't get this project back on track! Thanks!
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My blog: http://tabletoprpg333.home.blog Last edited by ajardoor; 07-08-2011 at 07:45 AM. Reason: bolding |
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#13 |
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Join Date: Jun 2010
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5. Recruitable NPCs
"One of the principal functions of a friend is to suffer (in a milder and more symbolic form) the punishments that we should like, but are unable, to inflict upon our enemies." -- Aldous Huxley, Brave New World "Need a friend? Because I don't." -- Fabula Legate These NPCs are assumed to be fellow adventurers that the party can hire for the price of an equal share of the treasure and status as a proper member of the party, equal to a PC. They may also act as quest-givers, usually requiring the party to impress them before the NPC will agree to adventure with them. 5.1 Rock Lobster, Goblin Thief [280 points] Attributes & Secondary Characteristics: [195 pts] ST: 11 [10] HP: *12 [0] DX: 15 [100] Will: *14 [0] IQ: *13 [80] Per: *15 [5] HT: *12 [10] FP: 12 [0] Dmg: 1d-1/1d+1; BL 24lbs; BS: 6 [-15]; BM: 7 [5] Languages and Cultural Familiarities: [5 pts] Goblin Language (Native S/ Accented W) [-1] Human Language (Native S/ Accented W) [5] Goblin-Kin CF (Native) [0] Human CF [1] Advantages & Perks: [53 pts] Acute Hearing +3 [6] Flexibility [5] High Manual DX 2 [10] Perfect Balance [15] Danger Sense [15] Signature Gear (Lobster's Lockpicks) [2] Infravision (Goblin) [-] Rapid Healing (Goblin) [-] Resistance to Metabolical Hazards (Goblin) [-] Teeth (Sharp, Goblin) [-] Disadvantages & Quirks: [-45 pts] Greed (12) [-15] Code of Honor (Pirate's) [-5] Trickster (12) [-15] Skinny [-5] Appearance (Ugly, Goblin) [-] Cowardice (12, Goblin) [-] Social Stigma (Savage, Goblin) [-] Picky about Food [-1] Careful [-1] Always on the Lookout [-1] Fascinated by Magic [-1] Stashes Small Amounts of Money All Around Mistvale [-1] Skills: [72 pts] Forced Entry (E) - DX+0 - 15 [1] Climbing (A) - DX+3 - 18 [1]†‡ Filch (A) - DX+0 - 15 [2] Stealth (A) - DX+3 - 18 [12] Escape (H) - DX+1 - 16 [1]† Pickpocket (H) - DX+0 - 16 [2]§ Lockpicking (A) - IQ+3 - 16 [12] Traps (A) - IQ+1 - 14 [4] Machinist (Lockpicks)(A) - IQ+0 - 13 [1] Acrobatics (H) - DX-1 - 15 [2]‡ Sleight of Hand (H) - DX-1 - 15 [1]§ Gesture (E) - IQ+0 - 13 [1] Holdout (A) - IQ+0 - 13 [2] Shadowing (A) - IQ+0 - 13 [2] Smuggling (A) - IQ+0 - 13 [2] Streetwise (A) - IQ+0 - 13 [2] Search (A) - Per+0 - 15 [2] Urban Survival (A) - Per+1 - 16 [4] Shortsword (A) - DX+0 - 15 [2] Crossbow (E) - DX+0 - 15 [1] Knife (E) - DX+0 - 15 [1] Knife-Throwing (E) - DX+1 - 15 [1] Brawling (E) - DX+0 - 15 [1] Gambling (A) - IQ-1 - 12 [1] Scrounging (E) - Per+0 - 15 [1] First-Aid (E) - IQ+0 - 13 [1] Merchant (A) - IQ-1 - 12 [1] Observation (A) - Per+0 - 15 [2] Poisons (H) - IQ-1 - 12 [2] Forgery (H) - IQ-2 - 11 [1] Counterfeiting (H) - IQ-2 - 11 [1] Area Knowledge (Mistvale) (E) - IQ+1 - 14 [2] † - Includes +3 for Flexibility ‡ - Includes +1 for Perfect Balance § - Includes +2 for High Manual DX Equipment Signature Gear: * Lobster's Pincers; $1000; 2 lbs - this marvellous set of picks, probes and other tools have been collected and made by the thief Rock Lobster, who dedicated most of his life unto enhancing his locksmithing skills. This is a Fine set made out of various different tools, and give +2 to effective Lockpicking skill. They can be either took off from the leather padding they're set onto and put on something else (e.g. Delver's Webbing), or simply carried in the padding. Melee Weapons: Shortsword (cheap, +2 to break), sw cut/thr imp, Reach 1, $160, 2 lbs Scabbard, $15, 1 lb Ranged Weapons: Small Knife x2, thr-1 imp, Acc 0, Range x0.5/x1, $60, 1 lb Pistol Crossbow, thr+2 imp, Acc 1, Range x15/x20, RoF 1, Shots 1(4), Bulk -4, $150, 4lbs Shoulder Quiver, holds 12 bolts, $10, 0.5 lb Bolts x12, $12, 0.72 lb Armor: Unyielding Leather Armor, DR:3, torso+groin, $150, 10 lbs Cloth Sleeves, DR:1*, arms, $20, 2 lbs Heavy Leather Leggings, DR:2, $60, 4 lbs Boots, DR:2*, $80, 3 lbs Leather Gloves, DR:2*, $30, w.ng. Light Cloak, DB:1, DR:1, $20, 2 lbs Miscellaneous: Delver's Webbing, $160, 3 lbs - Lobster's Lockpicks, 2 lbs - Personal Basics, $5, 1 lb - Canteen(filled), $10, 5 lbs - Alchemist's Matches, $25, 0.25 lb - Caltrops x2, $10, 2.5 lbs - Copper and Silver -> 28$, 0.3 lbs Notes: He's on Light Encumburance with all the stuff. Background: Lobster doesn't even remember his old name anymore. As a young urchin, he started working for the Thieves' Guild, where he picked up most of the skills he uses now. As time went by, he somehow earned the unusual name - Rock Lobster. On one occasion, he was forced to pick a lock with nothing but his own fingers. A couple of thieves who worked with him saw the whole thing and spread the story around - There was this guy with fingers made of rock, and they are like lobster's pincers, cracking every lock they snap! Rock got his name and earned some kind of a reputation around Mistvale. Although he was trained by the Thieves' Guild, Rock pursued the calling of a "freelancing locksmith". One of the things he's known for as well are his master lockpicks, also called "Lobster's Pincers", which he made and collected by himself. Rock Lobster usually hangs around the East Hills, especially in a tavern called "Tipsy Tapster", where he enjoys his beer. Although a bit timid, Rock is a well-natured individual, happy to help anyone who needs his services - for a price, of course. SPECIAL THANKS TO MARKO ZADRO.
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My blog: http://tabletoprpg333.home.blog Last edited by ajardoor; 07-08-2011 at 07:57 AM. |
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#14 |
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Join Date: Jun 2010
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5.2 Ivy Xero, Halfling Scout [275 pts]
Attributes & Secondary Characteristics: [180 pts] ST: 11* [40] HP: 13* [-] DX: 15* [80] Will: 11 [-] IQ: 11 [20] Per: 14 [15] HT: 13* [20] FP: 13 [-] Size Modifier -2; Dmg: Thr 1d-1/Sw 1d+1; BL: 24 BS: 7.00 [-]; BM: 7 [5] Languages and Cultural Familiarities: [5 pts] Human Language (Native S/Broken W) [-2] Elven Language (Native S/Native W) [6] Human CF (Native) [0] Elven CF [1] Advantages & Perks: [60 pts] Heroic Archer [20] Outdoorsman 2 [20] Combat Reflexes [15] Night Vision 5 [5] Signature Gear (Scarlet Ivy) [4] Extra Money 1 [1] Halfling Marksmanship 2 (Halfling) [-] Silence 2 (Halfling) [-] Honest Face (Halfling) [-] Disadvantages & Quirks: [-45 pts] Bloodlust (9) [-20] Intolerance: Slavers [-5] Sense of Duty: Nature [-10] Obsession: Kill the Slaver who Murdered Marken [-5] Gluttony (12, Halfling) [-] Kleptomania (12, Halfling) [-] Uncongenial [-1] Staid [-1] No Drugs and Alcohol [-1] Dislikes Talking About Herself [-1] Prefers Ambushing Her Enemies [-1] Skills:[75 pts] Bow (A) - DX+7 - 22 [20] Brawling (E) - DX+0 - 15 [1] Camouflage (E) - IQ+3 - 14 [2] Cartography (A) - IQ+1 - 12 [4] Climbing (A) - DX-1 - 14 [1] Fast-Draw (Knife) - DX+1 - 16 [1]§ Fast-Draw(Arrow)(E) - DX+1 - 16 [1]§ First Aid (E) - IQ+0 - 11 [1] Gesture (E) - IQ+1 - 12 [2] Hiking (A) - HT+0 - 13 [2] Jumping (E) - DX+0 - 15 [1] Knife (E) - DX+0 - 15 [1] Knife-throwing - DX+3 - 18 [2] Mimicry (Bird Calls)(H) - IQ+1 - 12 [2] Navigation (A) - IQ+1 - 12 [1] Observation (A) - Per+0 - 14 [2] Search (A) - Per-1 - 13 [1] Shadowing (A) - IQ+1 - 12 [4] Staff (A) - DX+3 - 18 [12] Stealth (A) - DX+1 - 16 [4] Survival (Mountains)(A) - Per+1 - 15 [1] Tracking (A) - Per+2 - 17 [4] Traps (A) - IQ+1 - 12 [4] Urban Survival (A) - Per+0 - 14 [1] - Includes +2 for Outdoorsman - Includes +2 for Halfling Marksmanship § - Includes +1 for Combat Reflexes Equipment: *notes on SM-2 = Armor: 1/5 wgt, -2 DR, same price Weapons and Tools = 50% reach, 1/3 weight, 1/2 ST factor, -2 dmg Signature Gear: "Scarlet Ivy" - SM-2 Balanced (+4CF), Fine (+3CF), Ornate+2 (+2CF) Longbow: damage: thr imp, Acc 4, Range x10/x14, Shots 1(2), ST 6, Bulk -8, $2000, 1 lb - This immensely beautiful elven bow, although halfling sized, was obviously made by a master craftsman. Ivy usually uses it to deliver fast, vicious arrows into her enemies' skulls, due to the bow's precison and superb craft. (*Note: even though it can be recognized as an elven craft, this bow DOES NOT contain Elven properties from DF) Melee Weapons: Balanced (+4CF) Quarterstaff (SM-2) - sw cr/thr cr, Reach C,1, +2 parry, $40, 1.3 lb Ranged Weapons: Scarlet Ivy - SM-2 Balanced (+4CF), Fine (+3CF), Ornate+2 (+2CF) Longbow: damage: thr imp, Acc 4, Range x10/x14, Shots 1(2), ST 6, Bulk -8, $2000, 1 lb Hip Quiver (SM-2), $15, 20 arrows - 0.3 lbs 20 Fine (+2CF) arrows (SM-2), +1 dmg, $60, 0.8 lb Large Knife (SM-2) x4, thr-2 imp, Acc 0, Range x0.5/x1, $160, 1.2 lb Armor: Unyielding Mail Hauberk (SM-2), DR:3/1*, torso+groin, $280, 5 lbs Unyielding Heavy Leather Leggings (SM-2), DR:1*, legs, $110, 0.8 lb Unyielding Mail Sleeves (SM-2), DR:3/1*, arms, $120, 1.8 lb Unyielding Mail Coif (SM-2), DR: 3/1*, head+neck, $105, 0.8 lb Unyielding Leather Gloves (SM-2), DR:1*, $80, w.ng. Unyielding Boots (SM-2), DR:1*, $130, 0.6 lb Miscellaneous: Delver's Webbing (SM-2), $120, 0.6 lbs, holds 4 lbs of small items - Climbing Gear (SM-2), $20, 0.8 lbs - Iron Spike, $1, 0.5 lbs - Rope 3/8", 10 yards, $5, 1.5 lbs - Personal Basics (SM-2), $5, 0.2 lbs - Canteen, $10, 1 lbs Bandoleer (SM-2), %60, 0.2 lb, holds 1.2 lbs of throwing items - holds x4 large knives (SM-2) Pouch, $10, holds 3 lbs - Copper and Silver coins - $169, cca 0.5 lb Markens ring (on her left hand, unknown properties) w.ng. Background: It sure wasn't nice and dandy to be Ivy in her younger days. Since her mother sold her into slavery 20 years go, when she was still just a little toddler, Ivy went through many different cruel masters who forced her to do immensely hard jobs. As she grew older, she became stronger and eventually escaped from one of her many masters. She ran into the nearby woods, where she roamed for a long time before she was ambushed by wolves. An elven hunter named Marken intervened and save her life. Grateful for what he did, Ivy decided to stick to him. Marken led her into his village where she was accepted as one of the elves. She stayed there for a long time before the woods were attacked by a party of slavers. Not wanting to become a slave again, she did her best in killing every slaver she could. Through sheer skill and determination, she managed to down most of them on her own! Unfortunately, Marken, her savior and lover, was mortally wounded and died soon after the fight by a slaver who managed to escape. Ivy decided to avenge Marken and track the slaver who killed him. She has been following his tracks for 2 years now, and they stopped in Mistvale. SPECIAL THANKS TO MARKO ZADRO!
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#15 |
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Join Date: Jun 2010
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5.3 Uther Sarx, Human Druid [279 points]
Attributes and Secondary Characteristics [167 pts] ST:11 [10] HP: 11 [-] DX:12 [40] Will: 14 [-] IQ:14 [80] Per: 14 [-] HT:13 [30] FP: 15 [6] Dmg: Thr 1d-1/Sw 1d+1; BL: 24 BS: 6.00 [-5]; BM: 6 [-] Languages & Cultural Familiarities: [0 pts] Human Language (Native S/Native W) [0] Human CF (Native) [0] Advantages & Perks: [69 pts] Green Thumb 1 [5] Power Investiture 4 [40] Channeling (PM, -10%; Specialized, Nature Spirits, -50%) [4] Medium (PM, -10%; Specialized, Nature Spirits, -50%) [4] Spirit Empathy [10] Resistant to Disease (+3) [3] Autotrance [1] Signature Gear: The Stormcaller [2] Disadvantages & Quirks: [-45 pts] Wealth: Struggling [-10] Vow: Never sleep indoors [-10] Odious Personal Habit: Dirty Hippy [-5] Phobia: Machinery (12) [-5] Stubborness [-5] Sense of Duty: Travelling Companions [-5] Sarcastic Comments [-1] Minor Addiction: Pipe [-1] Suspicious Towards Wizards [-1] Likes Plump Women [-1] Dislikes Hard Work [-1] Skills: [55 pts] Esoteric Medicine (H) - Per+0 - 14 [4] Herb Lore (VH) - IQ+0 - 14 [4] Naturalist (H) - IQ+0 - 14 [4] Innate Atack (Jet)(E) - DX+2 - 14 [4] Throwing (A) - DX+1 - 13 [4] Sling (H) - DX+0 - 12 [4] Staff (A) - DX+3 - 15 [12] Camouflage (E) - IQ+0 - 14 [1] Animal Handling (Canines)(A) - IQ-1 - 13 [1] Disguise (Animals)(A) - IQ-1 - 13 [1] Hidden Lore (Elementals)(A) - IQ-1 - 13 [1] Hidden Lore (Nature Spirits)(A) - IQ-1 - 13 [1] Weather Sense (A) - IQ-1 - 13 [1] Mimicry (Animal Sounds) (H) - IQ-2 - 12 [1] Pharmacy (Herbal) (H) - IQ-2 - 12 [1] Religious Ritual (Druidic) (H) - IQ-2 - 12 [1] Theology (Druidic) (H) - IQ-2 - 12 [1] Veterinary (H) - IQ-2 - 12 [1] Survival (Woodlands) (A) - Per-1 - 13 [1] Climbing (A) - DX+0 - 12 [2] Stealth (A) - DX+0 - 12 [2] Hiking (A) - HT-1 - 12 [1] Knife (E) - DX-1 - 12 [1] Teaching (A) - IQ-1 - 13 [1] Spells: [33 pts] Beast-Soother - 15 [1] Detect Magic - 15 [1] Detect Poison - 15 [1] Extinguish Fire - 15 [1] Find Direction - 15 [1] Purify Air - 15 [1] Purify Earth - 15 [1] Purify Water - 15 [1] Recover Energy - 15 [1] Umbrella - 15 [1] Frost - 15 [1] Know Location - 15 [1] Mystic Mist - 15 [1] Neutralize Poison - 15 [1] Shape Air - 15 [1] Shape Water - 15 [1] Windstorm - 15 [1] Breathe Water - 15 [1] Freeze - 15 [1] Resist Cold - 15 [1] Resist Lightning - 15 [1] Summon Fire Elemental - 15 [1] Summon Earth Elemental - 15 [1] Summon Water Elemental - 15 [1] Summon Air Elemental - 15 [1] Wind - 15 [1] Body of Water - 15 [1] Body of Air - 15 [1] Dispel Magic - 15 [1] Frostbite - 15 [1] Lightning - 15 [1] Sandstorm - 15 [1] Storm - 15 [1] Equipment: Signature Gear: * The Stormcaller - Balanced (+4 CF), Fine (+9 CF), Ornate (+9CF), Silver-Coated(+2 CF) Wizard's Staff ($40 one); Damage: sw+3 cr/imp+3 cr, Reach: 1,2, Parry: +2, ST:7, Cost: $1000, wgt: 4 lbs, POWERED ITEM: 10 FP - the legendary staff carried by the great druid Garganon, Stormcaller is truly a piece of art. Thousands of silver-coated thunders twirl and twist all the way to the top of the staff, while the shaft is formed like cascading water. It is magically imbued, and sparks of lightning can be seen at the top of the staff, with little pebbles flying around it due to magnetic force the staff unleashes when comething is cast from it. Melee Weapons: The Stormcaller - Damage: sw+3 cr/imp+3 cr, Reach: 1,2, Parry: +2, ST:7, Cost: $1000, wgt: 4 lbs, POWERED ITEM: 10 FP Large Knife - sw-2 cut/imp thr, Reach: C,1, Parry: -1, ST:6, Cost: $40, wgt: 1lb Ranged Weapons: Sling - sw pi, Acc 0, Range: x6/x10, Shots: 1(2), Bulk: -4, ST: 6, $20, 0.5 lb Small Pouch - holds 3 lbs, $10 Pebbles - 2 lbs Armor: Fur Tunic, DR:1*, torso, $25, 2lbs Leather Pants, DR:1*, legs+groin, $40, 3lbs Leather Gloves, DR:2*, hands, $30, w.ng. Boots, DR:2*, feet, $80, 3 lbs Equipment: Small backpack, $60, holds 40lbs, 10 lbs - Lantern, $20, 2 lbs - Wineskin (filled with oil), $10+$32, 0.25 lb - Personal Basics, $5, 1 lb - Sleeping Fur, $50, 8 lbs - Scribe's Kit, $50, 2 lbs - Coins - $28, cca 0.2 lb Background: It's been a while since Uther last saw any kind of normal forest. 10 long years, to be more precise. He came to Mistvale many years ago to visit his mentor, Garganon, one of the greatest druid ever alive. Garganon died 3 years ago, and Uther inherited his famous staff - The Stormcaller. Since then, Uther has done some minor stuff around Mistvale, mostly preparing healing salves. Druids are not needed that much in big cities like Mistvales, so Uther spends most of his time wandering around, saving up money to travel as far from Mistvale as possible. He doesn't have a home, so he usually sleeps outside, on trees, in burrows, he simply doesn't mind - he likes it that way. He smells a bit like a wet dog, though. Even though he has a bit cynical view of the world, and has his specific hatred towards everything that moves, he is a reliable ally, actually very skilled - but his talent unnoticed. SPECIAL THANKS TO MARKO ZADRO!
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My blog: http://tabletoprpg333.home.blog |
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#16 |
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Join Date: Jun 2010
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5.4 Fabula Legate, High Elven Assassin [270 points]
Attributes & Secondary Characteristics: [170 pts] ST: 11* [20]; HP: 11 [0] DX: 15 [100]; Will: 12 [0] IQ: 12* [20]; Per: 13 [5] HT: 12 [20]; FP: 12 [0] Dmg: Thr 1d/Sw 2d; BL: 24 lbs BS: 7.00 [5]; BM: 7 [0] Languages & Cultural Familiarities: [7 pts] Elven Language (Native S/Native W) [0] Human Language (Native S/Native W) [6] Elven CF (Native) [0] Human CF [1] Advantages & Perks: [83 pts] Combat Reflexes [15] Striking ST 3 [15] Night Vision 5 [5] Danger Sense [15] Weapon Bond (Garrote) [1] Weapon Bond (The Final Sonata) [1] Signature Gear (The Final Sonata) [11] Extra Money 5 [5] Appearance (Attractive) [4] Magery 0 [5] Musical Ability 1 [5] Voice [10] Elven Gear [1] Disadvantages & Quirks: [-60 points] Bloodlust (12) [-10] Sense of Duty (Nature) [-15] Callous [-5] Paranoia [-10] Code of Honor (Stays Bought) [-5] Vow: Always Complete The Mission [-10] Takes Payment in Advance [-1] Demands a Contract Before Offering "Services" [-1] Minor OCD [-1] Sleeps With Weapons [-1] Likes Profined and Beautiful Music [-1] Skills: [80 pts] Fast-Draw (Knife)(E) - DX+1 - 16 [1] Garrote (E) - DX+2 - 17 [4] Knife (E) - DX+3 - 18 [8] Poisons (H) - IQ+2 - 14 [12] Stealth (A) - DX+2 - 17 [8] Traps (A) - IQ+1 - 13 [4] Wrestling (A) - DX+1 - 16 [4] Thrown Weapon (Knife)(E) - DX+3 - 18 [8] Brawling (E) - DX+0 - 15 [1] Forced Entry (E) - DX+0 - 15 [1] Gesture (E) - IQ+0 - 12 [1] Holdout (A) - IQ+0 - 12 [2] Shadowing (A) - IQ+0 - 12 [2] Smuggling (A) - IQ+0 - 12 [2] Streetwise (A) - IQ+0 - 12 [2] Search (A) - Per+0 - 13 [2] Urban Survival (A) - Per+0 - 13 [2] Shortsword (A) - DX+1 - 16 [4] Disguise (A) - IQ+0 - 12 [2] Fast-Talk (A) - IQ+0 - 12 [2] Merchant (A) - IQ+0 - 12 [2] Lip Reading (A) - Per-1 - 12 [1] Observation (A) - Per-1 - 12 [1] Climbing (A) - DX+3 - 18 [2] Escape (H) - DX+1 - 16 [1] Connosieur (Music) - IQ-1 - 11 [1] - Includes +1 for Combat Reflexes - Includes +3 for Flexibility Equipment: Signature Gear: * "The Final Sonata", Balanced (+4 CF), Fine (+2 CF), Ornate +3 (+9 CF), Silver-Coated (+2 CF) Dagger (original cost: $20) of Penetration, Dmg: thr imp(2), Reach:C, Parry: -1, Cost: $5360, Wgt: 0.25 lbs. - This superb piece of art is a fabled dagger amongst assassins. Made out of finest steel, coated with silver and pefrectly balanced, this dagger not only maked quite a damage on an unwary victim, but imposes a great amount of awe whenever someone sets his/her eyes on it. The dagger is enchanted in a way it can penetrate any kind of armor, making it a lethal weapon indeed. Melee Weapons: "The Final Sonata", Dmg: thr imp(2), Reach:C, Parry: -1, Cost: $5360, Wgt: 0.25 lbs. Shortsword, Dmg: sw cut/thr imp, Reach:1, Parry:0, $400, 2 lb Scabbard, $15, 1 lb Garrote, Dmg: spec., Reach:C, $2, w.ng. Ranged Weapons: 8x Fine Dagger, Dmg: thr imp, Range: x0.5/x1, $480, 2 lb Armor: Unyielding Thieves' Elven Mail Hauberk, DR:5*, torso+groin, $1499, 25 lbs (ignore wgt. when stealthing and climbing) Unyielding Heavy Leather Leggings, DR:3*, legs, $110, 4 lbs Unyielding Heavy Leather Sleeves, DR:3*, arms, $100, 2 lbs Unyielding Thieves' Elven Mail Coif, DR:5*, head+neck, $397, 4 lbs (ignore wgt. when stealthing and climbing) Cloth Mask, DR:1, face, $20, w.ng. (custom made) Leather Gloves, $30, DR:2*, hands, $30, w.ng. Boots of Lightness, DR:2*, feet, $180, 2 lbs Other: Bandoleer, $60, 1 lb * holds all daggers, including "The Final Sonata" Potion Belt, $60, 1 lb * 2x Naggeteppo, Flash, $80, 0.4 lb * 2x Monster Drool, $40, 1 lb * 1 empty slot Small Pouch, $10, 0.2 lb * Personal Basics, $5, 1 lb * Bottle, $3, 1 lb * Money, silver and gold, $189, 0.25 lb Background: Fabula Legate, although not infamous, is a known name amongst those who are in shady business. In her 5 years of active work, Fabula managed to execute every contract without fail. Her personal favourites are lethal poisoning and silent garroting. Even though she spends most of her time wandering the streets of Mistvale, Fabula had a good life before deciding to answer the call of an assassin. Born in a noble family, Fabula accustomed herself to high status and exquisite lifestyle. However, her father went into huge debts and the whole family ended up on the street. Her father became an alcoholic and her mother died soon after the eviction, due to too much drug consumption. Fabula has been on the streets for 15 years straight now, where she honed her skills through work for different clients. Once she acquires enough money and evidence, she will most probably try to retrieve her family's old fame and status, but until that time, there are people who do not deserve to live. Fabula does her business very professionaly - including a lot of paperwork, contract signing and paying the cash in front. For Fabula, failure is not an option. SPECIAL THANKS TO MARKO ZADRO!
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