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Flintlock & Tomahawk: d20 CoC in King Philip's War


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MummyKitty

First Post
Archibald Pitcairne
Other Occupation Defensive-Option Male “Natural Philospher”

932d044f.jpg


Representing MummyKitty (DanO.)

Strength 8 (-1)
Dexterity 13 (+1)
Constitution 10 (+0)
Intelligence 15 (+2)
Wisdom 13 (+1)
Charisma 14 (+2)
Size: Medium
Height: 5' 5"
Weight: 165 lb
Eyes: Green
Hair: Thinning Light Brown, but in style of the times he often wears a wig
Skin: Light

Total Hit Points: 22
Speed: 30 feet
Armor Class: 11 = 10 +1 [dexterity]
Touch AC: 11
Flat-footed: 10

Defense bonus variant rule is not in effect.

Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +4 = 4 [base]
Reflex save: +2 = 1 [base] +1 [dexterity]
Will save: +5 = 4 [base] +1 [wisdom]
Attack (melee): -3 = 2 [base] -1 [strength] -4 [nonproficiency]
Attack (thrown): -1 = 2 [base] +1 [dexterity] -4 [nonproficiency]
Attack (pistol): -1 = 2 [base] +1 [dexterity] -4 [nonproficiency]
Attack (musket): -1 = 2 [base] +1 [dexterity] -4 [nonproficiency]
Grapple check: +1 = 2 [base] -1 [strength]

Cthulhu Mythos Knowledge: 0
Maximum Sanity 99
Current Sanity: 65

Light load: 26 lb. or less
Medium load: 27-53 lb.
Heavy load: 54-80 lb.
Lift over head: 80 lb.
Lift off ground: 160 lb.
Push or drag: 400 lb.


Languages: English (Native), French, Latin

Feats:
Sharp-Eyed (+2 Search and Sense Motive)
Skill Focus (+3 Know astronomy)
Trustworthy (+ 2 on Diplomacy and Gather information)

Class Skills:
Craft (chemistry)
Craft (clockwork)
Craft (writing)
Diplomacy
Gather Information
Knowledge (astronomy)
Knowledge (biology)
Knowledge (mathematics)
Knowledge (meteorology)
Knowledge (physics)
Research
Speak Language

Skill Key Ability Skill Mod / Ability Mod / Ranks / Misc. Mod
Appraise Int 2 = +2
Balance Dex* 1 = +1
Bluff Cha 2 = +2
Climb Str* -1 = -1
Concentration Con 0 = +0
Craft (carpentry) Int 3 = +2 +1
Craft (chemistry) Int 7 = +2 +5
Craft (clockwork) Int 10 = +2 +8
Craft (writing) Int 8 = +2 +6
Diplomacy Cha 6 = +2 +2 [+2 Trustworthy]
Disguise Cha 2 = +2
Escape Artist Dex* 1 = +1
Forgery Int 2 = +2
Gather Information Cha 9 = +2 +5 [+2 Trustworthy]
Heal Wis 1 = +1
Hide Dex* 1 = +1
Innuendo Wis 2 = +2
Intimidate Cha 2 = +2
Jump Str* -1 = -1
Knowledge (astronomy) Int 13 = +2 +8 +3 [skill focus]
Knowledge (biology) Int 4 = +2 +2
Knowledge (mathematics) Int 10 = +2 +8
Knowledge (meteorology) Int 7 = +2 +5
Knowledge (physics) Int 10 = +2 +8
Listen Wis 1 = +1
Move Silently Dex* 1 = +1
Research Dex 10 = +2 +8
Ride Dex 1 = +1
Search Int 4 = +2 +2 [sharp-eyed]
Sense Motive Wis 3 = +1 +2 [sharp-eyed]
Spot Wis 1 = +1
Swim Str** -1 = -1
Use Rope Dex 1 = +1
Wilderness Lore Wis 1 = +1
Speak French Int 6 = 2 +4
Speak Latin Int 6 = 2 +4

* = check penalty for wearing armor

This character also has 5 ranks in Speak Languages.

Know astronomy >=5 ranks gives +2 on wilderness lore checks underground.

Know physics >=5 ranks gives +2 on wilderness lore checks above ground.

Archibald Pitcairne's Equipment:

Weapons: Duelling pistol (single shot), Highlander Cutlass (family heirloom) He has no real experience in using either of these weapons.

Gear: Backpack or bag with inventor’s tools, notebook, portable telescope, navigation instruments, magnifying lenses.

Archibald Pitcairne's Spells Known:
None, but he’s good at spelling in several languages.

More about Archibald Pitcairne:
Appearance: Archibald is a typical aging inventor who spends more time on his work and studies than his appearance, so he always appears to be a bit disheveled, though his clothes are generally well-kept and of good quality. He does good business with his clocks (at this time clocks would be luxury items owned only by the rich) and with his glasses and optics business.

Personality: Although slight of frame and older (for the time period), Archibald is a charming figure full of esoteric knowledge. He is happy to pass on his wisdom to his young apprentices, and has many wealthy patrons who finance his scientific work. He’s often called on as an expert on any astronomical phenomenon in the area and is particularly interested in meteorite strikes.

Background: Archibald is originally from Scotland, but he moved to England when he was in university age, and has also traveled in learned circles in Europe. He may be acquainted with or in correspondence with the leading “natural philosophers” of the time, either as colleagues or rivals (although this is slightly before Sir Isaac Newton’s time, the prototype early scientist / natural philospher). In particular, he has traveled to the colonies to work with a colleague who is staying in England to duplicate the experimental measurements of the distance and position of Mars by Cassini (1672) which lead to the first measurement of the size of the solar system (see: http://en.wikipedia.org/wiki/Giovanni_Domenico_Cassini) . Through his almost nightly observations of the heavens, he’d be certain to notice anything strange in the night skies around Boston. Archibald is too wrapped up in his business and scientific studies to be concerned about the war with the natives and French, however, he is aware of the happenings from his discussions with his wealthy patrons, some of whom may be involved in the military / militia as officers.
 

WargamerX

First Post
William Summerset

I used the d20 character generator to re-write this (so a few tech changes). Also added William's opinion on the coming fight and a picture. :)


William Somerset
Boston Newspaper Reporter/Author Wannabe
Writer/Reporter Occupation/Defensive-Option

Male

Representing WargamerX

dutch_man_1673.jpg


Strength 14 (+2)
Dexterity 10 (+0)
Constitution 12 (+1)
Intelligence 15 (+2)
Wisdom 9 (-1)
Charisma 13 (+1)

Size: Medium
Height: 6' 0"
Weight: 170 lb
Eyes: Blue
Hair: Brown
Skin: Tan
Age: 30

Total Hit Points: 26

Speed: 30 feet

Armor Class: 13 (10 + Defense Bonus)

Touch AC: 13
Flat-footed: 10

Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +2 = 1 [base] +1 [constitution]
Reflex save: +4 = 4 [base]
Will save: +3 = 4 [base] -1 [wisdom]
Attack (unarmed): +4 = 2 [base] +2 [strength] (1d3+2 subdural)
Attack (melee): +0 = 2 [base] +2 [strength] -4 [nonproficiency]
Attack (thrown): -2 = 2 [base] -4 [nonproficiency]
Attack (pistol): -2 = 2 [base]
Attack (rifle): 2 = 2 [base]
Attack (shotgun): -2 = 2 [base]

Grapple check: +4 = 2 [base] +2 [strength]


Cthulhu Mythos Knowledge: 0
Maximum Sanity 99
Current Sanity: 45
20% Sanity: 9

Light load:58 lb. or less
Medium load:59-116 lb.
Heavy load:117-175 lb.
Lift over head:175 lb.
Lift off ground:350 lb.
Push or drag:875 lb.

Languages:
English (native)
Algonquin

Feats:

Alertness
Ranged Wpn (Musket)
Sharp-Eyed

Class Skills:

Craft (gunsmith)
Craft (writing)
Diplomacy
Gather Information
Knowledge (local)
Knowledge (occult)
Listen
Move Silently
Research
Ride
Search
Sense Motive
Spot
Innuendo


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 2 = +2
Balance Dex* 0 = +0
Bluff Cha 1 = +1
Climb Str* 3 = +2 +1
Computer Use Int 2 = +2
Concentration Con 1 = +1
Craft (gunsmith) Int 4 = +2 +2
Craft (writing) Int 8 = +2 +6
Diplomacy Cha 6 = +1 +3 +2 [sense motive]
Disguise Cha 1 = +1
Drive Dex* 0 = +0
Escape Artist Dex* 1 = +0 +1
Forgery Int 2 = +2
Gather Information Cha 7 = +1 +6
Heal Wis 0 = -1 +1
Hide Dex* 1 = +0 +1
Innuendo Wis 4 = +1 +3
Intimidate Cha 1 = +1
Jump Str* 2 = +2
Knowledge (history) Int 4 = +2 +2
Knowledge (local) Int 6 = +2 +4
Knowledge (occult) Int 4 = +2 +2
Knowledge (streetwise) Int 3 = +2 +1
Listen Wis 7 = -1 +6 +2 [alertness]
Move Silently Dex* 6 = +0 +6
Open Lock Dex 1 = +0 +1
Perform_1 Cha 1 = +1
Perform_2 Cha 1 = +1
Perform_3 Cha 1 = +1
research Dex 8 = +2 +6
Ride Dex 2 = +0 +2
Search Int 4 = +2 +2 [sharp-eyed]
Sense Motive Wis 7 = -1 +6 +2 [sharp-eyed]
Spot Wis 7 = -1 +6 +2 [alertness]
Swim Str** 3 = +2 +1
Use Rope Dex 0 = +0
Wilderness Lore Wis 0 = -1 +1


* = check penalty for wearing armor

This character also has 1 ranks in Speak Languages.




Class HP rolled
Level 1: Other Occupation 6
Level 2: Other Occupation 3
Level 3: Other Occupation 3
Level 4: Other Occupation 6 +1 to wisdom
Level 5: Other Occupation 3



William Somerset's Equipment: Satchel with writing materials, musket (and 15 shot), gunsmith tools, (average) colonial cloths, (puritan-type) hat, hunting knife


Musket, generic (damage 2d6, crit. x3, capacity 1, range incr. 100 ft., standard fire)


More about William Somerset:

Appearance: William goes to pains to make himself appear as what he views a learned English gentleman should be. He keeps his shoulder length brown hair combed, ofter in a ribbon, his clothing neat and dusted. The ink stains on both hands and cloths do distract from this image, but the eager look in his deep blue eyes seems to make up for this fault.

Personality: Perhaps the original eager American reporter. William has a pleasant personality and is polite, however he becomes quite insistant and sometimes bothersome when on the quest for a good story.

Background: Immigrated to the colonies as a boy and worked off an apprenticeship to Samuel Green, owner of the first printer in the colonies (with Marmaduke Johnson). While there he worked at Green and Johnsons, he worked on John Eliot's Algonquin Language Bible (the first bible published in America 1663, http://www.solagroup.org/articles/historyofthebible/hotb_0005.html), and picked up a bit of the language. As William worked off his apprenticeship, he became a voracious reader and determine his true goal; writing a history of the Colony. For the last few years, he used his machine skills to work as an assistnant gunsmith in Boston while researching his book. He has also managed to earn a meager suplement to his livelihood by writing small books (pamphlets really) on local events. He has recently struck on the idea of starting a news-letter for the growing Boston area.

Opinion on the Growing Conflict: William sees the growing conflict with the Wampanaogs http://members.aol.com/netpotato/king_philips_war.htm as the inevitibe conclusion of foolish settlers taking advantage of savages. Yet he has no illusions as to where his loyalties lie. He realizes that the coming war could annihilate the colony. In this fight for survival, William feels that whatever must be done to insure the survival of the colony, however distasteful, must be done. To that end he has joined one of the Colony's militia companies in Boston.
 
Last edited:

DrZombie

First Post
Surean Sikapanderijin
Other Occupation Defensive-Option Male


Representing DrZombie


Strength 10 (+0)
Dexterity 16 (+3)
Constitution 8 (-1)
Intelligence 14 (+2)
Wisdom 13 (+1)
Charisma 12 (+1)
Size: Medium
Height: 5' 7"
Weight: 160 lb
Eyes: Hazel
Hair: Black
Skin: Brown




Total Hit Points: 18

Speed: 30 feet

Armor Class: 16 = 10 +3 [dexterity] +3 [defense bonus]

Touch AC: 13
Flat-footed: 10
Defense bonus variant rule is in effect.

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +0 = 1 [base] -1 [constitution]
Reflex save: +7 = 4 [base] +3 [dexterity]
Will save: +5 = 4 [base] +1 [wisdom]
Attack (melee): +2 = 2 [base]
Attack (thrown): +5 = 2 [base] +3 [dexterity]
Grapple check: +2 = 2 [base]


Cthulhu Mythos Knowledge: 0
Maximum Sanity 99
Current Sanity: 65


Light load: 33 lb. or less
Medium load:67-100 lb.
Heavy load:100 lb.
Lift over head:100 lb.
Lift off ground:200 lb.
Push or drag:500 lb.

Languages:
Tribal Indian.
English.
French.
German.

Feats:

Melee Weapon Proficiency
Thrown Weapon Proficiency
Stealthy

Class Skills:

Bluff
Disable Device
Heal
Hide
Listen
Move Silently
Open Lock
Repair
Search
Sense Motive
Sleight of Hand
Spot


Skill Name Key
Appraise Int 2 = +2
Balance Dex* 3 = +3
Bluff Cha 6 = +1 +5
Climb Str* 1 = +0 +1
Concentration Con -1 = -1
Diplomacy Cha 6 = +1 +1 +2 [bluff] +2 [sense motive]
Disable Device Int 8 = +2 +6
Disguise Cha 1 = +1
Drive Dex* 3 = +3
Escape Artist Dex* 3 = +3
Forgery Int 2 = +2
Gather Inf0 Cha 3 = +1 +2
Handle Animal Cha 2.5 = +1 +1.5
Heal Wis 4 = +1 +3
Hide Dex* 11 = +3 +6 +2 [stealthy]
Innuendo Wis 1 = +1
Intimidate Cha 3 = +1 +2 [bluff]
Jump Str* 0 = +0
Listen Wis 7 = +1 +6
Move Silently Dex* 11 = +3 +6 +2 [stealthy]
Open Lock Dex 9 = +3 +6
Repair Dex 6 = +2 +4
Ride Dex 4 = +3 +1
Search Int 7 = +2 +5
Sense Motive Wis 7 = +1 +6
Sleight of Hand Dex* 9 = +3 +4 +2 [bluff]
Spot Wis 9 = +1 +8
Swim Str** 0 = +0
Use Rope Dex 3 = +3
Wilderness Lore Wis 1 = +1

* = check penalty for wearing armor

This character also has 1 ranks in Speak Languages.

Bluff >=5 ranks gives +2 on disguise checks to act in character.
Search >=5 ranks gives +2 on wildernesslore checks while tracking.





Surean Sikapanderijin's Equipment:


Knife, hunting (damage 1d4, crit. 19-20/x2, range incr. 10, 1 lb, piercing)
Machete (damage 1d6, crit. 19-20/x2, 2.5 lb, slashing)
Fine clothes (3 sets), white gloves (3 sets)
Needle, thread, small ironing iron, shoepolish and brushes, shaving equipment, straight razor blade, clotheswashing equipment, tea-set.

More about Surean Sikapanderijin:
Sikapanderijin has been trained from an early age in the fine arts of being a batsman. A good servent is eseen only when needed, never heard unless called, and is able to do various chores around the house, mending clothes, repaiting simple equipment, and do whatever it is his master wants done.

He has had a good education, is able to speak most prominent european languages, and is able to defend his master from small time robbers and thugs.

At the moment he's been neded to the service of Archibald Pitcairne, and will serve his master to the best of his abilities.
If he has any personal opinion about the war, he is very carefull to hide it.
 

Bobitron

Explorer
Tisaquantum
Christian Indian Scout of the Capawack Tribe

601.jpg


Stats:
Investigator 5– offensive option
Height: 5’8”
Weight: 165 lbs.
Hair: Black
Eyes: Brown
Age: 35

Str: 13
Dex: 14
Con: 16
Int: 10
Wis: 12
Cha: 8

Hit Dice:
HP: 37 (9+28)
AC: 13 (10 base, +2 Dex, +1 Defense bonus)
-- touch: 13 (10 base, +1 Dex)
-- flat-footed: 10 (base 10)
Init: +2 (+2 Dex)
Speed: 30’

Current Sanity: 70
Max. Sanity: 99
20% sanity: 14

Saves:
Fortitude +7 (base +4, Con +3)
Reflex +3 (base +1, Dex +2)
Will +2 (base +1, Wis +1)

Attacks:
BAB: +4
- Melee +5 (+4 BAB, +1 Str)
-- Unarmed +5 (1d3+1, subdual)
-- Tomahawk +5 (1d6+1 slashing/Crit. 20/x3/Medium)
-- Hunting knife +5 (1d4+1 piercing/Crit.19-20/x2/Small)
- Ranged +5 (+4 BAB, +1 Dex)
-- Musket +5 (Large, 2d6/x3/100 ft./9 lb./Bludgeoning and Piercing)

Skills
Current Skill Points: 64
Skill Points per Level: 8

Animal Empathy* +4 (5 ranks, -1 Cha)
Appraise +0
Balance* +7 (5 ranks, +2 Dex)
Bluff -1
Climb* +6 (5 ranks, +1 Str)
Concentration +3
Craft +0
Diplomacy -1
Disguise -1
Escape Artist +2
Forgery +0
Gather Information -1
Heal +1
Hide* +7 (5 ranks, +2 Dex)
Innuendo +1
Intimidate -1
Knowledge (Indian History)* +5 (5 ranks)
Listen* +6 (5 ranks, +1 Wis)
Move Silently* +7 (5 ranks, +2 Dex)
Performance -1
Ride +2
Search* +5 (5 ranks)
Sense Motive +1
Speak Other Language 1 (English)
Spot* +6 (5 ranks, +1 Wis)
Swim* +6 (5 ranks, +1 Str)
Tumble* +7 (5 ranks, +2 Dex)
Wilderness Lore* +8 (7 ranks, +1 Wis)

Feats:
Weapon Proficiency- Melee (starting)
Run (starting)
Weapon Proficiency- Ranged (Offensive bonus feat)
Track (3rd level)

Languages:
Algonquin (native)
English

Equipment:
Musket with powder and ammo for 20 shots
Tomahawk
Hunting knife
Buckskins
Satchel containing a weeks worth of dried meats
Waterskin
Bearskin, worn in cold weather
Two large woolen blankets, given to Tisa by Sally

Personality:
A serious child who grew into a serious man, Tisa is most often seen with a dour expression on his face. He loves being outdoors among the trees and rocks of the Northeast, and finds his calm moments in nature, where he feels he can be one with the earth. When indoors, he closes up and stays quiet. The recent troubles cause much worry for Tisa. He sees the whites as an overwhelming force, and can't help but think the tribes must submit to the will of the white man or be wiped out.

Background:
Son of a sachem on Martha's Vineyard, Tisa's father died of disease brought tot he region by a white missionary. Leaving the tribe in anguish at age fifteen, he ade his was into the changing world on the mainland. He converted to Christianity soon after, and now makes his way by hunting in the area between Boston and Providence, selling meat and herbs to the colonists. He often supplies meat to Quincy Abcott's household, where a girl named Sally has shown him kindness in the past. He is secretly in love with her. He thinks of Abcott as a friend, despite the man's love of alcohol, which Tisa sees as a sin. Tisa is a wanderer, hunting in the area between Boston and Providence and often just leaving without notice for weeks at a time. He has lean-to built near Abcott's estate which he considers home, but spends little time there except during the coldest parts of winter.
 

taitzu52

First Post
Quincy Abcott, Esq.
Barrister, Bootlegger, Patriot

bagermr._full.jpg


Stats:
Investigator 5– offensive option
Height: 5’6”
Weight: 145 lbs.
Hair: Brown
Eyes: Brown
Age: 42

Str: 10
Dex: 12
Con: 15
Int: 14
Wis: 8
Cha: 14

Hit Dice:
HP: 32 (8+24)
AC: 12 (10 base, +1 Dex, +1 Defense bonus)
-- touch: 11 (10 base, +1 Dex)
-- flat-footed: 10 (base 10)
Init: +1 (+1 Dex)
Speed: 30’

Current Sanity: 40
Max. Sanity: 99
20% sanity: 8

Saves:
Fortitude +5 (base +1, Con +2, +1 Great Fortitude)
Reflex +5 (base +4, Dex +1)
Will +3 (base +1, Wis -1, +1 Iron Will)

Attacks:
BAB: +4
- Melee +4 (+4 BAB, +0 Str)
-- Unarmed +4 (1d3+1, subdual)
- Ranged +5 (+4 BAB, +1 Dex)
-- Musket +5 (2d6/x3/100 ft./9 lb./Bludgeoning and Piercing)

Skills
Current Skill Points: 80
Skill Points per Level: 10

Appraise +2
Balance +1
Bluff* +7 (5 ranks, +2 Cha)
Climb +0
Concentration +2
Craft (Brewing)* +7 (5 ranks, +2 Int)
Craft (Carpentry)* +7 (5 ranks, +2 Int)
Craft (Gunsmithing) +3 (1 ranks, +2 Int)
Craft (Writing)* +4 (2 ranks, +2 Int)
Diplomacy* +11 (7 ranks, +2 Cha, +2 Sense Motive)
Disguise +2
Escape Artist +1
Forgery +3 (1 ranks, +2 Int)
Gather Information* +9 (7 ranks, +2 Cha)
Handle Animal +2 (1 ranks, +2 Cha)
Heal -1
Hide +1
Innuendo -1
Intimidate* +9 (5 ranks, +2 Cha, +2 Bluff)
Knowledge (Accounting) +3 (1 ranks, +2 Int)
Knowledge (Architecture) +3 (1 ranks, +2 Int)
Knowledge (History) +3 (1 ranks, +2 Int)
Knowledge (Law)* +9 (7 ranks, +2 Int)
Knowledge (Local: Boston) +3 (1 ranks, +2 Int)
Listen +1 (-1 Wis, +2 Alertness)
Move Silently +1
Performance +2
Ride* +6 (5 ranks, +1 Dex)
Search* +6 (4 ranks, +2 Int)
Sense Motive* +6 (7 ranks, -1Wis)
Slight of Hand +4 (1 ranks, +1 Dex, +2 Bluff)
Spot +1 (-1 Wis, +2 Alertness)
Swim +0
Tumble +1
Wilderness Lore* +4 (5 ranks, -1 Wis)

Feats:
Alertness (starting)
Iron Will(starting)
Weapon Proficiency- Ranged(Offensive bonus feat)
Great Fortitude (3rd level)

Languages:
English (native)
French
Algonquin

Equipment:

Appearance:
Quinn Abcott is an average looking man in his early forties. His nose has a proper curve, and his chin is well plumped, a sign of his prosperity. He is in fair shape, aside from the creeping spread of a belly which has recently taken hold around his midsection. He wears a subdued, brown wig when in town or in his office, and a much larger white coif when he appears in court. Well to do, he dresses in the better formal fashions available in the colonies when in town. But at home, he prefers to wear plain brown or grey breeches and vests.

Personality:
Quinn is a drinker, and has been for many years. He usually has a few nips before lunch, especially when he has a date in court, and is fairly tossed by dinner time. This does not impair him in most of his skills. He is still a rather genial fellow, and is able to work long hours, and rise early despite his habits. He keeps his family out of the public eye on his farm, a choice that is seen as a bit less fashionable than the other barristers in town. Abcott is a fierce libertarian, feeling that he and his fellow colonists should enjoy their rights of privacy, and pursuit of happiness. Especially when it comes to the King's taxation on liquor.

Background:
The Abcott family has always been well off. Young Quincy was shipped off to London for his formal education, and his late father's inheritance allowed him to build his estate on a fine piece of property. He has since served in the militia, married to a woman of fine breeding, established a successful office of law, and raised 4 children, ages 14-3. He is well aware of the dangers of Colonial life, and has never shirked from defending his family, and their liberties.
 

Rookseye

Explorer
Thomas Sykes
Colonial Militiaman of Massachusetts Bay Colony


josiah.JPG



Stats:
Investigator 6– offensive option
Height: 5’11”
Weight: 195 lbs.
Hair: Dark Brown
Eyes: Hazel
Age: 31

Str: 13
Dex: 16
Con: 14
Int: 10
Wis: 12
Cha: 8

Hit Dice:
HP: 24 of 38 (8+30)
AC: 13 (10 base, +3 Dex)
-- touch: 13 (10 base, +3 Dex)
-- flat-footed: 10 (base 10)
Init: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30’

Current Sanity: 52
Max. Sanity: 99
20% sanity: 12

Saves:
Fortitude +4 (base +2, Con +2)
Reflex +5 (base +2, Dex +3)
Will +6 (base +5, Wis +0)

Attacks:
BAB: +5
- Melee +6 (+5 BAB, +1 Str)
-- Unarmed +6 (1d3+1, subdual)
-- Hunting knife +6 (1d4+1 piercing/Crit.19-20/x2/Small)
-- Hatchet +6 (1d6+1 slashing/Crit. 20/x3/Medium)
- Ranged +8 or +9 [Point Blank Shot] (+4 BAB, +3 Dex)
-- Musket +8 or +9 [Point Blank Shot] (Large, 2d6/x3/100 ft./9 lb./Bludgeoning and Piercing)

Skills
Current Skill Points: 72
Skill Points per Level: 8


Appraise +0
Balance +3 (+3 Dex)
Bluff -1 (-1 Cha)
Climb* +4 (3 ranks, +1 Str)
Concentration +2 (+2 Con)
Craft (Gunsmith) +2 (4 ranks, Cross-class)
Diplomacy -1 (-1 Cha)
Disguise -1 (-1 Cha)
Escape Artist +3 (+3 Dex)
Forgery +0
Gather Information -1 (-1 Cha)
Heal +1 (+1 Wis)
Hide* +8 (5 ranks, +3 Dex)
Innuendo +1 (+1 Wis)
Intimidate* +6 (7 ranks, -1 Cha,)
Knowledge (Geography) +1 (2 ranks, Cross-class)
Knowledge (Law) +1 (2 ranks, Cross-class)
Listen* +9 (6 ranks, +1 Wis, +2 Alertness)
Move Silently* +8 (5 ranks, +3 Dex)
Performance -1 (-1 Cha)
Ride* +5 (2 ranks, +3 Dex)
Search* +6 (6 ranks)
Sense Motive* +6 (5 ranks, +1 Wis)
Spot* +11 (8 ranks, +1 Wis, +2 Alertness)
Swim* +3 (2 ranks, +1 Str)
Wilderness Lore* +5 (4 ranks, +1 Wis)

Feats:

Alertness (Starting)
Point Blank Shot
Weapon Proficiency- Ranged (Starting)
Weapon Proficiency- Melee (Offensive bonus feat)
Improved Initiative (3rd level)

Languages:
English

Equipment:
Musket with powder and ammo for 17 shots
Wood Axe (Hatchet)
Hunting knife
Militia uniform
Thick cloak
Haversack containing hardtack and dried meat for 5 days
Waterskin
Small caged lantern
Ten tallow candles
Flint and tinder
Manacles
Woolen blankets


Appearance:

Thomas Sykes shows the weathered and haggard appearance of a man half-again his age. Pale in pallor, with a tall forehead, receding hairline, and beetled brows, he looks more the part of a grave digger than militiaman. His perpetually sour expression is mitigated somewhat by his wide and perceptive hazel eyes, which appear almost boyish in contrast.
Sykes keeps what remains of his wiry brown hair pulled back from his scalp, beneath the tri-corner cap of his militia uniform.

Personality:

A stoic and sullen man, Thomas Sykes has lived a hard life and it shows. His demeanor as a militiaman is full of forced courtesy and respectfulness to those he perceives as his “betters”: ranking officers, clergy, and gentlemen, but it is a sarcastic charade at best. His hidden contempt for his “betters” is ingrained, a result of the various hardships inflicted on him throughout his life by people with power, among them the magistrate that bound him into indentured servitude in the colonies.

Ironically, the mercurial circumstances of his eventful life have reduced him to a servant of the very crown he despises in Massachusetts Bay. Although it is not impossible for a person of wealth and standing to earn Sykes’ respect, he tends to be warmer and more personable to folk of his ilk and social class, particularly the disenfranchised (he has a soft spot for slaves, indentured folk, and even Indians) and other malcontents. Acutely aware of the hypocrisy of his situation, Thomas Sykes longs for some measure of change. Unfortunately the promise of steady employment and the small measure of respect that his soldier’s life grants him is difficult to walk away from. His fear of the unknown and fatalistic nature hold him a prisoner to the life he leads even better than the decree of the English magistrate that once bound him to slavery.

Background:

Sykes was born to a poor fishmonger’s wife in wharfside London in the Year of our Lord, 1644. Raised in a state of abject poverty that worsened after his father’s death to consumption, he became something of an urchin and troublemaker, stealing food from the busy dockworkers and nicking whatever he could run away with from the quayside crates along the Thames. When his mother, who had become a whore, was killed by a drunken Scottish merchantman, Thomas Sykes was well and truly orphaned.

By the time he was a young teenager, Sykes was leading his own small gang of petty thieves and ruffians, fighting other roving bands of urchins for both turf and the right to steal from the most easily accessible customs warehouses. In time, he was caught stealing, and went before a magistrate. Due to his relative youth, he was not hung, and it was thought that he would be better rehabilitated by being transported. So, at the age of thirteen he was shipped off to the colonies by one of His Majesty’s more forgiving magistrates.

Forced to serve both as the cabin boy and all-around whipping boy of the crew the Winsome Wynonah, he learned to hate both his lot and the servants of the crown who had banished him to the New World. Embittered by the beatings, he attempted to flee when arriving in Boston Harbor, but did not make it far. He was turned over to wealthy blacksmith to work off the term of his indenture. Being least not only among the blacksmith’s many sons, but also among his many servants, life changed little from his time on the ship.

Always quick of wit and deft of hand, Thomas began to pick up the trade, and his skill was eventually noticed by others when he finally found ways to foil the petty sabotage of his fellow apprentices. When the kindly John Hulme, a master gunsmith and friend of Thomas’ master noticed his work he transferred the remainder of the boy’s indenture to his care with a cash settlement. Though he did not stay but a few years in Hulme’s shop as a servant, he learned a skilled trade and stayed on for many years after as a trusted and valued journeyman.

When Hulme died, Sykes was forced to leave the family employ by a jealous elder son. Unable to find work in his trade at first, he enlisted in the colonial militia, his many contacts among the officers whose arms he repaired serving him in good stead. After a short stint as an assistant armorer in the main barracks, Sykes was transferred to a more active role, patrolling town and countryside. Over the last seven years, he has become skilled at his vocation, if not completely happy with his life.

Quote:

"I think we can deter any of the townsfolk from trying their luck with that, Master Scudder, between the local militia and ourselves."
 
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WargamerX

First Post
Brandon Speid

Albion-80-19.jpg


Home: New Warrenton
Former Highwayman, Turned Carpenter, Turned Monsterslaying Psycho
Offensive-Option Male

Strength 13 (+1)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 8 (-1)
Wisdom 10 (+0)
Charisma 12 (+1)

Size: Medium
Height: 5' 8"
Weight: 155 lb
Eyes: Blue
Hair: Dark Brown
Skin: Pale

Total Hit Points: 37

Speed: 30 feet

Armor Class: 13 = 10 +2 [dexterity] +1 [defense bonus]
Touch AC: 12
Flat-footed: 10
Defense bonus variant rule is in effect.

Initiative modifier: +6 = +2 [dexterity] +4 [improved initiative]
Fortitude save: +4 = 1 [base] +3 [constitution]
Reflex save: +3 = 1 [base] +2 [dexterity]
Will save: +4 = 4 [base]

Attack (melee): +5 = 4 [base] +1 [strength]
Attack (thrown): +2 = 4 [base] +2 [dexterity] -4 [nonproficiency]
Attack (pistol): +6 = 4 [base] +2 [dexterity]
Attack (rifle): +2 = 4 [base] +2 [dexterity] -4 [nonproficiency]
Grapple check: +5 = 4 [base] +1 [strength]

Cthulhu Mythos Knowledge: 0
Normal Sanity 50
Current Sanity: 38

Light load:50 lb. or less
Medium load:51-100 lb.
Heavy load:101-150 lb.
Lift over head:150 lb.
Lift off ground:300 lb.
Push or drag:750 lb.

Languages: English

Feats:

Improved Initiative
Melee Weapon Proficiency
Pistol Proficiency
Point Blank Shot

Class Skills:
Balance
Climb
Craft (carpentry)
Disable Device
Gather Information
Handle Animal
Hide
Knowledge (religion)
Knowledge (streetwise)
Listen
Move Silently
Ride
Search
Sense Motive
Wilderness Lore


Skill Name/Key Ability/Skill Modifier/Ability Modifier/Ranks/Misc. Modifier
Appraise Int -1 = -1
Balance Dex* 6 = +2 +4
Bluff Cha 1 = +1
Climb Str* 5 = +1 +4
Computer Use Int -1 = -1
Concentration Con 3 = +3
Craft (carpentry) Int 1 = -1 +2
Diplomacy Cha 1 = +1
Disable Device Int 1 = -1 +2
Disguise Cha 1 = +1
Drive Dex* 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int -1 = -1
Gather Information Cha 5 = +1 +4
Handle Animal Cha 3 = +1 +2
Heal Wis 0 = +0
Hide Dex* 6 = +2 +4
Innuendo Wis 1 = +1
Intimidate Cha 1 = +1
Jump Str* 1 = +1
Knowledge (law) Int 0 = -1 +1
Knowledge (local) Int 0 = -1 +1
Knowledge (religion) Int 0 = -1 +1
Knowledge (streetwise) Int 4 = -1 +5
Listen Wis 4 = +0 +4
Move Silently Dex* 6 = +2 +4
Perform Cha 1 = +1
Ride Dex 6 = +2 +4
Search Int 3 = -1 +4
Sense Motive Wis 4 = +0 +4
Spot Wis 0 = +0
Swim Str** 1 = +1
Use Rope Dex 2 = +2
Wilderness Lore Wis 4 = +0 +4
* = check penalty for wearing armor

Know streetwise >=5 ranks gives +2 on wildernesslore checks on other streetwise.

Class HP rolled
Level 1: Other Occupation 6 +3 Con
Level 2-5: 16+4(3 con)

Equipment:

Ragged travelling clothing
Bow
8 arrows (damage 1d6, range 20 ft.)
3 x pistols (damage 1d10, crit. x3, capacity 1, range incr. 15 ft.)
Basket hilt claymore (damage 1d6, 18-20x2, slashing)

Disorders:
Compulsive
Schitzoid


Concept: A bad man saved by a blessed angel. Bravely building a new and productive life in a New world as a moral and productive member of society. Whose world he sees destroyed, and everything of value in it stolen by an unholy force.

More about this character:

Brandon Speid was born content to carry on his family's traditional cultural way of life, with his wiley ol' da and two brothers, the Speid's were known as some of the most murderous reivers ever to pillage and engage in cattle raids along the English-Scotish border. As wiley as the old man was, eventually he raided the wrong Baron, killed the wrong heir. Baron McCort, his lordship known to pull a few raids himself, chased the Speid clan down like dogs, killing the father and one brother, hanging another. Brandon was on the run when he took shelter in the Kelley barn and met Denise, the woman who changed his life. Fleeing to the New World, he ran to the Bay Colony and then into the back country to the Connecticut River Valley, to the starting settlement of New Warrenton.

In New Warrenton, he helped to build, working as a carpenter, a hunter, a general handyman...a father. Against all of the odds, for a frontier family, Denise gave birth to two beautiful healthy little girls; Megan and Tiffeny. In joy and happiness, Denise became pregnent again, this time with what both parents were convinced was a baby boy. Then the war, and Reverend Josiah Cale, a slender man with a slight French accent, came to New Warrenton, and hell followed with him. As the war came and food began to run thin, Brandon volunteered to travel to nearby villages for food, his neighbors promising to watch out for his wife. As Brandon returned, travelling overland and avoiding trails to avoid Indians as his ole da had taught him to avoid the English, he approached New Warrenton...and saw the massacre. From a hill overlooking the town, he watched, helpless as Cale did things no man could. As he watched his family die, Brandon swore that no matter what, he would kill Cale, no matter how long or what it took. He reverted to his family's ways, finding a hideout, stealing into town to retrieve his sword and pistols from the ruins of his family home, leaving his children and wife's corpse as he had his father and brothers so long ago. But now, he wold kill the Baron - even if it brought his own death. This time he had nothing to live for...

Every now and again, Brandon sees signs of life in New Warrenton, but he saw most of the villagers dead, so he is not sure what he's seeing. It's been about a week and a half since the massacre, and Brandon is finding the events of the last week and a half harder and harder to reconcile with his knowledge of reality. Despite this, he pushes on, his consuming hatred of the thing called Cale driving him on.
 
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Committed Hero

Adventurer
Quincy Abcott, Esq.
Barrister, Bootlegger, Patriot

Stats:
Investigator 6– offensive option
Height: 5’6”
Weight: 145 lbs.
Hair: Brown
Eyes: Brown
Age: 42

Str: 10
Dex: 12
Con: 15
Int: 14
Wis: 8
Cha: 14

Hit Dice:
HP: 35 (8+27)
AC: 12 (10 base, +1 Dex, +1 Defense bonus)
-- touch: 11 (10 base, +1 Dex)
-- flat-footed: 10 (base 10)
Init: +1 (+1 Dex)
Speed: 30’

Current Sanity: 40
Max. Sanity: 99
20% sanity: 8

Saves:
Fortitude +6 (base +2, Con +2, +2 Great Fortitude)
Reflex +6 (base +5, Dex +1)
Will +5 (base +2, Wis -1, +2 Iron Will)

Attacks:
BAB: +5
- Melee +5 (+5 BAB, +0 Str)
-- Unarmed +5 (1d3+1, subdual)
- Ranged +6 (+5 BAB, +1 Dex)
-- Musket +7 (2d6/x3/100 ft./9 lb./Bludgeoning and Piercing)(incl Weapon Focus)

Skills
Current Skill Points: 90
Skill Points per Level: 10

Appraise +2
Balance +1
Bluff* +9 (7 ranks, +2 Cha)
Climb +0
Concentration +2
Craft (Brewing)* +7 (5 ranks, +2 Int)
Craft (Carpentry)* +7 (5 ranks, +2 Int)
Craft (Gunsmithing) +3 (1 ranks, +2 Int)
Craft (Writing)* +4 (2 ranks, +2 Int)
Diplomacy* +11 (7 ranks, +2 Cha, +2 Sense Motive)
Disguise +2
Escape Artist +1
Forgery +3 (1 ranks, +2 Int)
Gather Information* +9 (7 ranks, +2 Cha)
Handle Animal +2 (1 ranks, +2 Cha)
Heal -1
Hide +1
Innuendo -1
Intimidate* +9 (5 ranks, +2 Cha, +2 Bluff)
Knowledge (Accounting) +3 (1 ranks, +2 Int)
Knowledge (Architecture) +3 (1 ranks, +2 Int)
Knowledge (History) +3 (1 ranks, +2 Int)
Knowledge (Law)* +11 (9 ranks, +2 Int)
Knowledge (Local: Boston) +3 (1 ranks, +2 Int)
Listen +1 (-1 Wis, +2 Alertness)
Move Silently +1
Performance +2
Ride* +6 (5 ranks, +1 Dex)
Search* +6 (4 ranks, +2 Int)
Sense Motive* +8 (9 ranks, -1Wis)
Slight of Hand +7 (4 ranks, +1 Dex, +2 Bluff)
Spot +1 (-1 Wis, +2 Alertness)
Swim +0
Tumble +1
Wilderness Lore* +4 (5 ranks, -1 Wis)

Feats:
Alertness (starting)
Iron Will(starting)
Weapon Proficiency - Ranged (Offensive bonus feat)
Great Fortitude (3rd level)
Weapon Focus - Musket (6th level)

Languages:
English (native)
French
Algonquin

Equipment:

Appearance:
Quinn Abcott is an average looking man in his early forties. His nose has a proper curve, and his chin is well plumped, a sign of his prosperity. He is in fair shape, aside from the creeping spread of a belly which has recently taken hold around his midsection. He wears a subdued, brown wig when in town or in his office, and a much larger white coif when he appears in court. Well to do, he dresses in the better formal fashions available in the colonies when in town. But at home, he prefers to wear plain brown or grey breeches and vests.

Personality:
Quinn is a drinker, and has been for many years. He usually has a few nips before lunch, especially when he has a date in court, and is fairly tossed by dinner time. This does not impair him in most of his skills. He is still a rather genial fellow, and is able to work long hours, and rise early despite his habits. He keeps his family out of the public eye on his farm, a choice that is seen as a bit less fashionable than the other barristers in town. Abcott is a fierce libertarian, feeling that he and his fellow colonists should enjoy their rights of privacy, and pursuit of happiness. Especially when it comes to the King's taxation on liquor.

Background:
The Abcott family has always been well off. Young Quincy was shipped off to London for his formal education, and his late father's inheritance allowed him to build his estate on a fine piece of property. He has since served in the militia, married to a woman of fine breeding, established a successful office of law, and raised 4 children, ages 14-3. He is well aware of the dangers of Colonial life, and has never shirked from defending his family, and their liberties.
 

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