[S&S SAGA] Return to Chapel Hill [Playtest] RG

OnlytheStrong

Villager
Code:
[size=+2][color=orange][center]Abhay[/color][/center][/size]
[color=orange]Race:[/color] Easterling                   
[color=orange]Gender:[/color] Male
[color=orange]Class:[/color] Scout 1

Fate Points 5; Taint 0
Init +8; Senses Perception +8

[center][color=orange]Appearance:[/color][/center]
[color=orange]Eyes:[/color] Dark Brown[center][color=orange]Height:[/color]5'10''[/center]
[color=orange]Hair:[/color] Long Black Hair[center][color=orange]Weight:[/color]167lbs[/center]
[color=orange]Skin:[/color] Light Olive 

[color=orange]Defenses:[/color] 
[indent]Ref 14 (flat-footed 11) Fort 13, Will 13
hp 25; Threshold 12 DR 1/– (body)
Speed 4 squares
Ranged +3 Shortbow (d10)
Fighting Space 1 square; Reach 1 square
Base Atk +0; Grp +1[/indent]

[color=orange]Abilities:[/color] 
[indent]Str 12/+1, Dex 16/+3,Con 12/+1,Int 12/+1,Wis 16/+3,Cha 8/-1[/indent]

[color=orange]Feats:[/color] 
[indent]Armor Proficiency (Light), Shield Proficiency, Skill Focus (Survival),
Weapon Proficiency(Simple, Martial)[/indent]

[color=orange]Talents:[/color] 
[indent]Animal Empathy[/indent] 

[color=orange]Skills:[/color] 
[indent]Deception +1, Endurance +6, Initiative +8, Knowledge(tactics)+8,
Knowledge (Literacy), Perception +8, Stealth +10, Survival +13[/indent] 

[color=orange]Possessions:[/color]
[indent]short bow, leather jerkin, backpack, flint and steel, trail
rations (3), waterskin, bedroll, silk rope, winter blanket, hooded lantern, 
grappling hook, arrows (40)[/indent]

[color=orange]Weapon:[/color]
[indent]Shortbow+3 (d10)[/indent]

[color=orange]Armor:[/color]
[indent]Leather Jerkin[/indent]

[color=orange]Money[/color]
[indent]50sp[/indent]
[size=+2]History[/size]​

Abhay was not the typical Easterling. He cared little for politics and the socialistic activities of his native land. He was the only child of his family. His father taught him to track at a very young age. He learned to love the wilderness and everything about nature. The king of his native land, Yahnuk, had even hired the father and son duo to scout for him on occasion. His father had taught him the tactics of war and how the land plays a role in the battles. He had learned so much from his father.

Abhay traveled into the city one day to visit a childhood friend. The friends were absolute opposites. Abhay the naturalistic, almost anti-socialist one, and his friend, the noble. They were in his friends house, talking about a tragedy that had recently happened in a land far to the west. Abhay politely excused himself and started to go back to his family's house, when he heard the scream.

He sprinted back into the room to find his long time friend dead on the floor. Another scream erupted from behind Abhay, a commoner had spotted the body. Abhay was nervous they would accuse him of the murder, began to panic, and ran to the only place he felt safe....his parents home.

His mother came into the house later that day with grim news. He was wanted for the murder of his dear friend, even worse he was declared Untouchable. Any who offered help to him would share the same punishment as he would, death. He hated his fate, but did the only thing he could think of to save his family, he fled.

Abhay couldn't remember how many months had past since he had began to run. He fled as far as he could before he had to stop in a town, but even then he only stopped long enough for supplies. That was his new existance, and he needed to stop again soon. He knew from his last stop that there was a keep not very far ahead. He got to it without any hinderances. He asked a nearby man where the merchant shop was. He wanted to pass through this town quickly.
 
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Fenris

Villager
Duncan Lunth
Code:
Race: Common Man                   
Gender: Male
Class: Warrior 1

Fate Points 6; Taint 0
Init +6; Senses Perception +6

Appearance:
Height: 5’ 10”
Weight: 180
Hair: Brown
Eyes: Green
Skin: Fair

Defenses:
Ref 16 (flat-footed 11) Fort 14, Will 11
hp 32; Threshold 17 DR S 2/ Other 1
Speed ?
Melee Greatsword +5 (2d8+7) 
Ranged +2 
Fighting Space 1 square; Reach 1 square
Base Atk +1; Grp +4

Abilities:
Str 16/+3, Dex 12/+1, Con 14/+2, Int 10/+0, Wis 12/+1, Cha 10/+0

Feats: Armor Proficiency (Light, Medium), Shield Proficiency,
Weapon Proficiency(Simple, Martial), Shake It Off, Improved Damage Threshhold

Talents: Melee Smash

Skills: Endurance +7, Initiative +6, Knowledge(tactics) +5,
Perception +6, 

Possessions: Backpack, waterskin, whetstone, 50’ hemp rope

Weapon:
Greatsword 500 sp
Chain cowl 250 sp +1 Ref DR 1/-
Chain shirt 600 sp +2 Ref DR S 1
Greaves 100 sp +1 Ref 


Money: 9 sp 8 cp
Duncan Lunth was the son of a farmer. Being the second son he knew he would never inherit the farm and so on his 18th birthday he left to seek his own fortune in the world. He was a stout lad, used to defending the farm from wolves and occasional beasties so he figured a lad that could put a few licks out could find a job guarding something. Over the next two years Duncan did learn, mostly by being beaten. But he learned and can hold his own in a fight these days. He wanders from town to town looking for work suitable for him, guard, bouncer, heavy.
 
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Khuxan

Villager
[sblock]PEREDOR PRYDERI
High Man noble 1
Fate Points 4; Taint 0.
Init -1; Senses Perception +6.
---
Ref 10 (ff 10); Fort 14; Will 15.
hp 20; Threshold 14.
Speed 6 squares.
---
Melee greatsword +3 (2d8+2).
Ranged longbow -1 (1d12).
BAB +0; Grp +1.
Space 1 square; Reach 1 square.
---
Abilities Str 12, Dex 8, Con 14, Int 16, Wis 12, Cha 16.
Feats Weapon Proficiency (Simple, Martial), Weapon Focus (greatsword).
Talents Presence, Weaken Resolve.
Racial Traits Iron Will, Magnetic Presence.
Skills Gather Information +8, Perception +6, Persuation +8 (Magnetic Presence, Presence, Weaken Resolve), Knowledges (arcana, bureaucracy, religion, the sciences, tactics, worldly) +8, Knowledge (literacy).
---
Possessions greatsword (500sp), longbow (750sp), 1,000sp. (Non-combat gear not calculated yet)[/sblock]

Not complete, and missing a few fields - particularly backstory, appearance, etc. I had a few questions - do we just use average starting wealth, how do you calculate your grapple bonus, and do you round down fate points per level?
 
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Moon_Goddess

Villager
Yeah, use average dice rolls for starting wealth...

Round down fate points

Grapple should be BAB + STR + any special modifiers that you don't have.
 

Moon_Goddess

Villager
Ok, finally had a chance to look the characters over good...

OnlytheStrong,

your perception should be +8, you have it listed +7 in one place and +8 in the other.



Fenris, your Attack Bonus with your Greatsword looks to be 1 to high, but your also missing a feat, I'm assuming your missing feat is Weapon Focus (Greatsword)


Khuxan, you have too many talents.
 

Fenris

Villager
DarwinofMind said:
Ok, finally had a chance to look the characters over good...
Fenris, your Attack Bonus with your Greatsword looks to be 1 to high, but your also missing a feat, I'm assuming your missing feat is Weapon Focus (Greatsword)
Page 55 of the Web Book lists the greatsword as having a +1 Attack Bonus.
My my other feat, I am undecided between Weapon Focus and Improved Damage Threshhold. Thoughts?
 

Moon_Goddess

Villager
My bad, I appologize didn't catch those...

too many different games in my head...


As for the feat, I think Improved Damage Threshold would be good for the warrior type, you've already got the best attack of anyone in the group, but you could make it better if you feel the need.
 

Reaper Steve

Explorer
Code:
[size=+2][color=orange][center]Mace Vallon[/color][/center][/size]
[color=orange]Race:[/color] Common Man                 
[color=orange]Gender:[/color] Male
[color=orange]Class:[/color] Rogue 1

Fate Points 5; Taint 0
Init +8; Senses Perception +4

[center][color=orange]Appearance:[/color][/center]
[color=orange]Eyes:[/color] Green[center][color=orange]Height:[/color]5'8''[/center]
[color=orange]Hair:[/color] chin length Black Hair[center][color=orange]Weight:[/color]160lbs[/center]
[color=orange]Skin:[/color] Pale

[color=orange]Defenses:[/color] 
[indent]Ref 17 (flat-footed 13) Fort 12, Will 10
hp 19; Threshold 12 DR none
Speed 4 squares
Ranged +4 Dagger (1d6)
Fighting Space 1 square; Reach 1 square
Base Atk +0; Grp +0[/indent]
+1 short sword (d8) or dagger (d6)

[color=orange]Abilities:[/color] 
[indent]Str 10/+0, Dex 16/+3, Con 12/+1, Int 16/+3, Wis 8/-1, Cha 12/+1[/indent]

[color=orange]Feats:[/color] 
[indent]Armor Proficiency (Light), Dodge , Skill Focus (Deception),
Weapon Proficiency(Simple, Martial)[/indent]

[color=orange]Talents:[/color] 
[indent]Dastardly Strike, Streetwise[/indent] 

[color=orange]Skills:[/color] 
[indent]Acrobatics +8, Burglary +8, Deception +10, Gather Info +5 (+9 w/streetwise), Initiative +8, Perception +4, Stealth +8, Literate[/indent] 

[color=orange]Possessions:[/color]
[indent]short sword, 2 daggers, jerkin, cloak, gloves, boots (no clothing thick enough to count as armor) flint and steel, lockpicks, wineskin, silk rope, forgery equip
[/indent]

[color=orange]Weapon:[/color]
[indent]Shortsword +1 (d8), dagger +1 (+4 thrown) (d6)[/indent]

[color=orange]Armor:[/color]
[indent]none[/indent]

[color=orange]Money[/color]
[indent]need to do the math[/indent]
[size=+2]History[/size]​

Mace Vallon is of average height, build, and appearance...completely nondescript, and he likes it that way. Well, except for the scars on the left side of his face from being smashed with a mace that one time. Hence the nickname. Fortunately, they're easy to disguise when he needs to. And the ladies don't mind, when there's coin to be made.

Mace learned at an early age to work smarter, not harder, and found the easiest way to make a living was by taking it from someone else. It's amazing the things people will say when they think no one's listening. Equally amazing is how easy it is to fool people, especially since most of them can't read. And locks were meant to keep honest people honest, or to keep out those dishonest people that couldn't figure them out. Fortunately for Mace, he isn't either of those types.

But one day, Mace got caught, and he has the scars to prove it. It hurt, a lot. But not enough to make Mace reconsider his profession. Instead, he decided to combine his penchant for trickery with his nimbleness, and he learned to fight dirty. He still prefers to avoid a fight, but if cornered, he will fight a nasty fight.

Mace knows the streets, and those that need his skills know where to find him. He spends most his days sleeping off his nights. His nights he spends in various locales, mostly shady, just listening and watching, until something piques his interest.
Code:
 
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