Bradon

GMs: RFT & Pursuit
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Bradon
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Bradon

Post by Bradon »

Name: Bradon
Rank: Novice
Race: Human
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills:
Boating d4
Climbing d6+2
Common Knowledge d8
Fighting d8
Gambling d4
Knowledge Politics d4
Language: Camonere
Language: Galean
Language: Fae
Lockpicking d6+2
Notice d6
Persuasion d6
Resources d6
Shooting d4
Stealth d8+2 urban
Streetwise d6
Knowledge(History) d4
Taunt d6

Defining Interest: 5
Larceny: Pickpockting
Traps (total +3 to disarm from Thief)
Dance
Lore: Legends
Wagon Handling

Charisma: 0; Pace: 6; Parry: 9 (3); Toughness: 8(3)

Racial Package:

Hindrances:
Major: Heroic: Character always helps those in need.
Minor: Loyal: Won’t betray or disappoint his friends
Minor: Obligations: Black Lanterns

Edges:
Fencer
Training
Thief
Acrobat

Gear:
Rapier (Str+d4)
Sabre (str+d6
Cavalier parrying dirk (Str+d4)
Bow (2d6)
Full leather +1 armour
Bracers +1 parry
Backpack
Bedroll
Flint and Steel
Metal Flask
Rope (10”)
Travel clothes
Travel rations (1 wk)
Waterskin
Whetstone
Enchanted Cavalier Armour (with +1 (3) Armour and half weight)
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Bradon
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Re: Bradon

Post by Bradon »

Advancement Track
Hindrance: Heroic
Hindrance: Loyal
Hindrance: Obligations
Race/Racial: Fencer
Training (from hindrances)
Novice 1: Smarts d8
Novice 2: Climbing D6, Stealth D8
Novice 3: Thief
Novice 4: Acrobat
Seasoned 1:
Seasoned 2:
Seasoned 3:
Seasoned 4:
Seasoned 5:
Veteran 1:
Veteran 2:
Veteran 3:
Veteran 4:
Veteran 5:
Heroic 1:
Heroic 2:
Heroic 3:
Heroic 4:
Heroic 5:
Legendary 1:
Legendary 2:
Legendary 3:
Legendary 4:
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Bradon
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Posts: 102
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Re: Bradon

Post by Bradon »

Background:

A rogue with a good heart from Prelacy of Camon. He is formerly a servant for a minor noble from the Prelacy of Canmn who was part of the Black Lanterns and assisted him in his duties for the organisation. Some of his family still work the Noble family.
He is a decent thief but mostly reserves it for specific targets that deserve it.
The noble was killed assisting getting several Fae to safety (maybe a way to link to another PC) and Bradon accompanied them in order to complete his former employer’s mission.
Now he is at a loose end. He does not know how to contact the Black Lanterns. Still loosely affiliated with the Black Lanterns – they know to contact him for assistance, but he does not have a contact outside of the Prelacy, which he does not want to go back to. He doesn’t know if they know who he is.
He has ended up with the Grey Rangers by accident as found and protected the fae as had been arranged. Not knowing what to do next, he asked if he could join the organisation. He is not one for the great outdoors, but offers other skills


“Why do you want to join the Grey Rangers Mr Bradon? By your own admission, your wilderness skills leave a lot to be desired.

"I will freely admit Sir that joining the Grey Rangers is not something I considered before the last few days, but life has a way of making you have to deal with changes. I offer a blade and the skill to back it up, the ability to get into places and out and a mixture of other abilities. In short, there is a lot I can offer and the fact that your people are here to help protect people appeals to me."
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Ndreare
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Re: Bradon

Post by Ndreare »

Character Audit Link: HERE
Character Export
Bradon
Rank: Novice (1 advance)
Race: Human
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Boating d4, Climbing d4, Gambling d4, Knowledge (Politics) d4, Lockpicking d6, Notice d6, Persuasion d6, Shooting d4, Stealth d6, Streetwise d6, Swimming d4, Taunt d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 6 (1)
Gear: Full leather (+1), rapier (Str+d4; Parry +1), cavalier parrying dirk (Str+d4; Parry +1), Bracers (+1 Parry), bow (Shooting; range 12/24/48; 2d6)
Hindrances: Heroic (M), Obligations (m), Loyal (m)
Edges: Fencer, Training
Tactics: Two Weapons
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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