Samuel Cooper, Human Lamplighter

GM: stormwell
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Samuel Cooper
Posts: 9
Joined: Sun Apr 07, 2019 8:56 am

Samuel Cooper, Human Lamplighter

Post by Samuel Cooper » Sun Apr 07, 2019 9:02 am

Character Sheet

Player Name: Derrick S.
Google Handle: dsmith8807
Samuel Cooper
Rank: Seasoned Advances Gained: 5 Advances Unspent: 0
Race: Human
Languages: Darkonese d6, Handtalk d6, Mordentish d6, Vassi d6
Worst Nightmare: Watching as a beast tears his closest friends apart, only to "wake" next to their mangled corpses.
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d4
Pace: 6(d6); Parry: 6(1); Toughness: 5(1);
Skills (12/12):
  • *Athletics d4
  • *Common Knowledge d4
  • Fighting d6 (1, Advance)
  • *Notice d8 (2)
  • Occult d8 (3)
  • *Persuasion d4
  • Research d8 (3)
  • Riding d4 (1)
  • Shooting d8 (2, Advance)
  • *Stealth d4
Hindrances
  • Cursed (Major): A dark fate has hung over you for a long time—possibly since the moment you were born. Allies suffer a –2 penalty when attempting to use beneficial magic on you, and enemies gain a +2 bonus when using harmful magic against you.
  • Loyal (Minor): This stalwart defender risks her life for her friends without hesitation. Some Loyal heroes may not act that way, but are the first to come to their friends’ rescue when they’re threatened.
  • Lycanthropy (Major): You were bitten by a werewolf or other lycanthrope capable of transmitting its dread disease. You are infected—cursed—with a painful monthly transformation as well as frequent, barely controllable rages.
    Three nights of the month (most likely the nights of the full moon or the new moon), you transform into a rage-filled beast. If left to your own devices, you would rampage across the countryside, killing at whim. You can be locked up or chained, but this isn’t a certain method of keeping you contained. During these nights, replace your character sheet with the werewolf (or other lycanthrope type) monster statistics (page 209).
    The rest of the time, you still suffer from terrible rages. You have the Berserk Edge; when you go into a rage, you fight with melee attacks preferentially and seem to partially transform into a monstrous hybrid. Anyone who has not seen this transformation before must make a Fear check.
  • Obligation (Minor - Lamplighters): Your hero has a responsibility she must attend to on a daily or regular basis. It could be a job, volunteer work, taking care of family or friends, etc.
    The Obligation consumes about 20 hours and involves attending meetings, filing paperwork and otherwise being present at headquarters as required.
  • Outsider (Minor): In a society made up of only a few types of people, your hero isn’t one of them. A Native American in a Western town, an alien in a scifi game of human marines, or a half-orc in a party of elves, dwarves, and humans are all examples. Locals are likely to raise prices on her, ignore pleas for help, and generally treat her as lower class.
    Outsiders subtract 2 from Persuasion rolls made to influence those who aren’t her own kind. (Mordent locals who know about the rumors and such about Samuel)
Edges
  • Berserk: Berserkers become wild and nearly uncontrollable when the “red rage” takes them, but they are deadly killing machines as well!
    Immediately after suffering a Wound or a Shaken result (from physical damage only), your hero must make a Smarts roll or go Berserk. She can voluntarily fail this check if she likes.
    Going Berserk has the following effects:
    • FURY: The character’s Strength increases a die type and every melee attack must be a Wild Attack (see page 109). She cannot use any skills that require wit or concentration (GM’s call). She may scream out threats and use Intimidation, for example.
    • ENRAGED: Adrenaline and rage fuel the berserker’s muscles, adding +2 to Toughness. She ignores one level of Wound penalties (this stacks with any other abilities that reduce Wound penalties).
    • RECKLESS ABANDON: Anytime a berserker rolls a Critical Failure on a Fighting check, she hits a random target within range of her attack (not the intended target), friend or foe. If there are no applicable targets, the blow simply misses, smashes nearby objects, etc.
    After five consecutive rounds of berserk fury, the hero takes a level of Fatigue. At ten rounds, she takes another level of Fatigue and the rage ends. She may also choose to end her rage at any time by making a Smarts −2 roll (as a free action; possibly avoiding Fatigue if she manages to end her rage before it’s incurred!). Start the count anew if she goes berserk again, even in the same battle.
  • Brave: Those with this Edge have learned to master their fear, or have dealt with so many horrors they’ve become jaded. These valiant explorers add +2 to Fear checks and subtract 2 from Fear Table results (see page 124).
  • Ghost Sight: After a traumatic experience (possibly one that occurred when the character was so young he doesn’t even remember it), this character gained the ability to see and speak with ghosts.
    Even when a ghost is in its normal invisible state, this character can see them as well as he can see the living. This can cause trouble, especially when dealing with ghosts that don’t realize they’re dead or with ghosts who want to use the character to communicate with the living or carry out tasks for them.
    Because of your character’s long exposure to ghosts, he gains a +2 bonus on Fear checks caused by ghosts. Even when he fails a Fear check from a ghostly source, he rolls a d12 on the Fright Table rather than a d20
  • Investigator: Investigators spend a great deal of time researching ancient legends, working the streets, or deducing devilish mysteries. Some of these heroes are actual private investigators while others are sleuthing mages in a fantasy world or inquisitive college professors stumbling upon Things Man Was Not Meant to Know.
    Investigators add +2 to Research rolls and Notice rolls made to search through desks for important papers, sift through stacks of junk mail for something of note, or spy obscured items from piles of junk or debris.
  • Marksman: The hero is a natural with ranged weapons. If she doesn’t move in a turn and fires no more than a Rate of Fire of 1 per action, she may ignore up to 2 points of Athletics (throwing) or Shooting penalties from Called Shots, Cover, Range, Scale, or Speed. This stacks with the Aim maneuver and applies to each Shooting or throwing action that turn.
  • Musketeer: Firearms are a relatively new addition to the world of combat, but some characters have already mastered the art of the quick reload.
    A character with this Edge reduces the Reload rating of a black powder weapon by 1 (minimum Reload 1). Additionally, the character gains a +1 bonus on Fighting rolls with bayonets or when using a firearm as an improvised melee weapon.
  • Veteran of the Dread Realms: You have been facing the darkness longer than most people—longer than you care to admit, probably. You’ve done a lot and seen more than you ever wanted to. You start at Seasoned Rank, which means you have four advances to spend immediately after character creation.
    Such experience comes with a terrible price. If you take this Edge, draw a single card from the Action Deck and show it to the GM. He’ll compare that card to the table on page 62 to see what dire fate awaits you. Be warned! The consequences of this choice can be extreme, ranging from serious maiming to insanity—or worse!
Last edited by Samuel Cooper on Sun Apr 07, 2019 10:00 am, edited 5 times in total.
Samuel Cooper
Samuel Cooper, Human Lamplighter
Pace: 6(d6); Parry: 6(1) Toughness: 5(1)
Combat-Relevant Edges & Abilities:
  • Cursed: Allies suffer -2 to use beneficial magic on you, and enemies gain +2 when using harmful magic on you.
  • Berserk: Smarts roll or become Berserk after being Wounded or Shaken by damage. At any time while berserk, may roll Smarts -2 (as a free action) to remove Berserk.
  • Brave: Add +2 to Fear checks and subtract 2 from Fear Table results.
  • Ghost Sight: Is always aware of ghosts; +2 vs Fear checks and only roll a d12 on the Fear Table from Ghosts.
  • Marksman: If no movement in a turn, may ignore 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This stacks with Aim and applies to each Shooting or throwing action that turn.
  • Musketeer: Reduces Reload of black powder weapons by 1. Gain +1 on Fighting rolls with bayonets or while using firearms as improvised weapons.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
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Samuel Cooper
Posts: 9
Joined: Sun Apr 07, 2019 8:56 am

Re: Samuel Cooper, Human Lamplighter

Post by Samuel Cooper » Sun Apr 07, 2019 9:06 am

AC3MP-SharpshooterRV.png
Background
Samuel never knew his mother, who died during childbirth, or his father whose grief led him to hang himself before Samuel could ever form memories of the man. Or, perhaps, he blocked those memories out, for his father hung himself before the young Samuel’s very eyes.

Samuel learned early that there was more to this world than most truly believe. He could see the ghosts of children who died in the orphanage. They helped to keep him safe from the less than virtuous owners of that establishment.

Wanting a better life for himself, he taught himself to read and write. He scrapped with the older boys who bullied him, and he picked up a knack for the slingshot. Soon his problem solving skills grew and he became into a surprisingly good candidate for the city watch.

As a trainee, Samuel’s access to knowledge grew exponentially. He had a legitimate and respectable job and was no longer a child, so he had no difficulty finding and devouring books. He learned about many things mundane and sometimes even the occult.

As a full member of the watch, Samuel demonstrated an uncanny ability to solve murder cases. Unknown to his superiors, his ability to see, and converse, with the dead made it much easier to identify suspects. Samuel was soon selected to be a Lamplighter.

As a lamplighter, he was sent to a distant village to investigate a series of gruesome murders. There, Samuel discovered a werewolf hiding amongst the townsfolk. However, he was not prepared to encounter a lycanthrope.

It bested him, leaving Samuel bleeding and dying. He called out to the night, to anyone or anything that could help him. He begged them to save his life...and they did. He awoke the next morning with a mark on his soul and an affliction coursing through his veins.

Despite everything, he returned to the Lamplighters. He hides his condition to the best of his ability, but his frequent fits of rage haven’t gone unnoticed and his failure to apprehend the one responsible for the murders in the village leaves him appearing incompetent...
Samuel Cooper
Samuel Cooper, Human Lamplighter
Pace: 6(d6); Parry: 6(1) Toughness: 5(1)
Combat-Relevant Edges & Abilities:
  • Cursed: Allies suffer -2 to use beneficial magic on you, and enemies gain +2 when using harmful magic on you.
  • Berserk: Smarts roll or become Berserk after being Wounded or Shaken by damage. At any time while berserk, may roll Smarts -2 (as a free action) to remove Berserk.
  • Brave: Add +2 to Fear checks and subtract 2 from Fear Table results.
  • Ghost Sight: Is always aware of ghosts; +2 vs Fear checks and only roll a d12 on the Fear Table from Ghosts.
  • Marksman: If no movement in a turn, may ignore 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This stacks with Aim and applies to each Shooting or throwing action that turn.
  • Musketeer: Reduces Reload of black powder weapons by 1. Gain +1 on Fighting rolls with bayonets or while using firearms as improvised weapons.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
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Samuel Cooper
Posts: 9
Joined: Sun Apr 07, 2019 8:56 am

Re: Samuel Cooper, Human Lamplighter

Post by Samuel Cooper » Sun Apr 07, 2019 9:08 am

Gear (33.5/40)
Bayonet
  • Str+d4/Str+d6 (Attached)
  • Parry +1, Reach 1, Two Hands (Attached)
  • Weight: 1
  • Cost: 25

Thunder (Flintlock)
  • 2d6+1, AP 0
  • 5/10/20
  • RoF 1, Reload 2
  • Weight: 3
  • Cost: 150
Lightning (Kentucky Rifle)
  • 2d8, AP 2
  • 15/30/60
  • RoF 1, Reload 3
  • Weight: 8
  • Cost: 300
In battle, Samuel’s style has been coined as Lightning and Thunder by his friends. It is described as a devastating blast of lightning followed by a thunderstorm against those foolish enough to close the distance. He has since taken to that description and has lovingly named his rifle “Lightning” and flintlock “Thunder.”

Shot (w/ powder)
  • 50
  • Weight: .5/10 (2.5)
  • Cost: 1/10 (5)
Light Leather Armor
This is a complete outfit of leather armor emblazoned with the symbols of Mordent and the Lamplighters. It grants minor protection to the wearer without obvious enough to rankle the nobility.
  • +1 armor (torso, arms, legs, head)
  • Minium Strength: d4
  • Weight: 19
  • Cost: 75

Storm (Horse)
  • Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
  • Skills: Athletics d8, Fighting d4, Notice d6
  • Pace: 12; Parry: 4; Toughness: 8
  • Edges: Fleet-Footed.
  • Special Abilities:
    • Kick: Str+d4, to the front or rear as desired.
    • Size 2: Typical quarter horse of about 1000 lbs.
  • Cost: 300

Silver: 145

Contacts
Last edited by Samuel Cooper on Sun Apr 07, 2019 9:58 am, edited 5 times in total.
Samuel Cooper
Samuel Cooper, Human Lamplighter
Pace: 6(d6); Parry: 6(1) Toughness: 5(1)
Combat-Relevant Edges & Abilities:
  • Cursed: Allies suffer -2 to use beneficial magic on you, and enemies gain +2 when using harmful magic on you.
  • Berserk: Smarts roll or become Berserk after being Wounded or Shaken by damage. At any time while berserk, may roll Smarts -2 (as a free action) to remove Berserk.
  • Brave: Add +2 to Fear checks and subtract 2 from Fear Table results.
  • Ghost Sight: Is always aware of ghosts; +2 vs Fear checks and only roll a d12 on the Fear Table from Ghosts.
  • Marksman: If no movement in a turn, may ignore 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This stacks with Aim and applies to each Shooting or throwing action that turn.
  • Musketeer: Reduces Reload of black powder weapons by 1. Gain +1 on Fighting rolls with bayonets or while using firearms as improvised weapons.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
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Samuel Cooper
Posts: 9
Joined: Sun Apr 07, 2019 8:56 am

Re: Samuel Cooper, Human Lamplighter

Post by Samuel Cooper » Sun Apr 07, 2019 9:11 am

Advances
Please list all Edges and Advances taken for your character here

Advances
  • Initial Advances: (From Hindrances): Ghost Sight
  • Initial Advances: (From Hindrances): Investigator
  • Free Edge (Human): Veteran of the Dread Realms
  • Novice 1 Advance: Brave
  • Novice 2 Advance: Agility d8
  • Novice 3 Advance: Fighting d6, Shooting d8
  • Seasoned 1 Advance: Musketeer
  • Seasoned 2 Advance: Marksman
  • Seasoned 3 Advance:
  • Seasoned 4 Advance:
  • Veteran 1 Advance:
  • Veteran 2 Advance:
  • Veteran 3 Advance:
  • Veteran 4 Advance:
  • Heroic 1 Advance:
  • Heroic 2 Advance:
  • Heroic 3 Advance:
  • Heroic 4 Advance:
  • Legendary 1 Advance:
  • Legendary 2 Advance:
  • Legendary 3 Advance:
  • Legendary 4 Advance:
Samuel Cooper
Samuel Cooper, Human Lamplighter
Pace: 6(d6); Parry: 6(1) Toughness: 5(1)
Combat-Relevant Edges & Abilities:
  • Cursed: Allies suffer -2 to use beneficial magic on you, and enemies gain +2 when using harmful magic on you.
  • Berserk: Smarts roll or become Berserk after being Wounded or Shaken by damage. At any time while berserk, may roll Smarts -2 (as a free action) to remove Berserk.
  • Brave: Add +2 to Fear checks and subtract 2 from Fear Table results.
  • Ghost Sight: Is always aware of ghosts; +2 vs Fear checks and only roll a d12 on the Fear Table from Ghosts.
  • Marksman: If no movement in a turn, may ignore 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This stacks with Aim and applies to each Shooting or throwing action that turn.
  • Musketeer: Reduces Reload of black powder weapons by 1. Gain +1 on Fighting rolls with bayonets or while using firearms as improvised weapons.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3
Adventure Cards
  • Deadly Blow: Play after damage is rolled to double the total of a successful melee attack.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
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