Aurora Du Lac, The Gifted Dilettant

Grimm Fantasy in Savage Wilds
GM: Tribe of One
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Aurora
Posts: 15
Joined: Tue Feb 02, 2021 12:18 am

Aurora Du Lac, The Gifted Dilettant

Post by Aurora »

Original Playbook
OOC Comments
You are not the eldest in your family. You are not the greatest warrior of your many siblings, or a diligent student of the arcane arts. Rather, you have a broad range of abilities, a sharp mind, and a winning smile. You’ve also dabbled in some things you probably shouldn’t have. You know a bit of everything, and are rather bored with your situation.
You are intelligent and charming. Your Intelligence and Charisma begin at 10, and all of your other ability scores begin at 8.


What was your childhood like?
  • How did your noble family earn its name? 1d12: [8] = 8
    • Defending the land from invaders. -- +2 STR, +2 CON, +1 WIS
  • How did you distinguish yourself as a child? 1d8: [5] = 5
    • Your empathy made you a sought after confidant. -- +2 WIS, +1 CON
  • The other player characters were your best friends. Who else near your family’s
    estates befriended you while you were growing up? 1d8: [2] = 2
    • The fishermen took a liking to you and you swapped stories with them. -- +2 DEX, +1 WIS
You learned a bit of everything. You become a level 1 Rogue-Mage. You gain the class abilities Highly Skilled and Spell Casting, the skill Etiquette, and the cantrip Second Sight. The tables below will give you all your bonus skills, cantrips, and rituals from your class abilities.

What did you do with yourself in your boredom?
  • How did you learn to get your way? 1d6: [6] = 6
    • By knowing more than your peers. -- +2 INT, +1 WIS, Skill: Forbidden Secrets
  • What was your favorite pastime? 1d6: [2] = 2
    • Long rides throughout the lands of the estate. -- +2 CON, Skill: Riding
  • You dallied with forces beyond your ken. How did you save yourself with the help of a friend? The player to your right was there with you. 1d6: [3] = 3
    • You learned of a creature of darkness who was leading a band of marauders against the keep.
      You stood against it yourself in the battle. You gain the cantrip Mage Light and the ritual Mage
      Armor. The friend to your right (Layna's Father) slew the enemy’s lieutenant in the battle, and gains +1 Str.-- +2 STR, Skill: Athletics, cantrip and ritual to the left
  • You have amassed an assortment of oddities throughout your life, some of which you don’t even remember. What is your favorite? 1d6: [3] = 3
    • Your father’s sword.
    • Picked as the one to change to 5: A symbol of protection against Chaos. -- +2 WIS, a silver broach
Your Initiative is equal to your level, plus your Dexterity
bonus, plus 2 for being the Gifted Dilettante.
Last edited by Adriana on Tue Feb 02, 2021 12:40 am, edited 5 times in total.
ATTRIBUTES: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8

PACE: 6/d6; PARRY: ; TOUGHNESS: 6

SKILLS:
Athletics d6, Common Knowledge d4, Notice d8 -- +2 when looking for clues, Persuasion d4, Stealth d6, Occult d6, Research d6 +2, Faith d10, Fighting d6, Riding d6, Thievery d6

BENNIES: 4/3
POWER POINTS: 2/15
POWERS: Arcane Protection, Bolt, Boost/Lower Trait, Entangle, Speak Language
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Aurora
Posts: 15
Joined: Tue Feb 02, 2021 12:18 am

Aurora Du Lac, The Gifted Dilettant

Post by Aurora »

Conversion
OOC Comments
BtW:
Totals from previous post:
STR 12
DEX 10
CON 13
INT 12
WIS 15
CHA 10

Edges:
Spell Casting
Highly Skilled

Skills:
Forbidden Secrets
Riding
Athletics
Etiquette

Cantrip:
Second Sight
Mage Armor
Mage Light

Converts to:
STR d6
AGIL d6
VIGOR d8
SMA d6
SPI d8

Skills:
Athletics
Riding
Occult
Persuasion

Edges:
Arcane Background (Faith)
Professional Edge

Spell:
Detect Arcana
Light (Limited)
Arcane Protection
Last edited by Adriana on Tue Feb 02, 2021 12:40 am, edited 4 times in total.
ATTRIBUTES: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8

PACE: 6/d6; PARRY: ; TOUGHNESS: 6

SKILLS:
Athletics d6, Common Knowledge d4, Notice d8 -- +2 when looking for clues, Persuasion d4, Stealth d6, Occult d6, Research d6 +2, Faith d10, Fighting d6, Riding d6, Thievery d6

BENNIES: 4/3
POWER POINTS: 2/15
POWERS: Arcane Protection, Bolt, Boost/Lower Trait, Entangle, Speak Language
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Aurora
Posts: 15
Joined: Tue Feb 02, 2021 12:18 am

Aurora Du Lac, The Gifted Dilettant

Post by Aurora »

Gear
a dagger, a weapon of your choice, leather
armor, a bit of food and drink, a very attractive
cloak, pouches full of oddments, and 2d6 +12 silvers.
Last edited by Adriana on Tue Feb 02, 2021 12:41 am, edited 1 time in total.
ATTRIBUTES: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8

PACE: 6/d6; PARRY: ; TOUGHNESS: 6

SKILLS:
Athletics d6, Common Knowledge d4, Notice d8 -- +2 when looking for clues, Persuasion d4, Stealth d6, Occult d6, Research d6 +2, Faith d10, Fighting d6, Riding d6, Thievery d6

BENNIES: 4/3
POWER POINTS: 2/15
POWERS: Arcane Protection, Bolt, Boost/Lower Trait, Entangle, Speak Language
User avatar
Aurora
Posts: 15
Joined: Tue Feb 02, 2021 12:18 am

Aurora Du Lac, The Gifted Dilettant

Post by Aurora »

Character Sheet
OOC Comments
Player Name: Kittie aka Kitttieluv
Discord: Kittie#1714
Aurora
Rank: Novice 1 Advances Left:
Race: Human
Playbook: The Gifted Dilettant
Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8
STR d6
AGIL d6
VIGOR d8
SMA d6
SPI d8
Pace: 6/d6; Parry: ; Toughness: 6
Get 12 pts skills
Skills:
*Athletics d6 + 1 bumps
*Common Knowledge d4
*Notice d8 -- 1 skill point +2 when looking for clues
*Persuasion d4
*Stealth d6 + 1 bump
Occult d6 -- 1 skill point --- + 1 bump
Research d6 +2
Faith d10 -- 4 skill points
Fighting d6 -- 2 skill points
Riding d6 -- 1 skill point --- + 1 bump
Thievery d6 -- 2 skill points

Hindrances:
Stubborn (Minor)
Curious (Major)
Loyal (Minor)

Edges:
Arcane Background (Miracles)
Quick
Profession: Investigator [Highly Skilled]
Power Points (+5 pp)
New Powers (Boost/Lower Trait and Entangle)

Power Points: 15
Last edited by Aurora on Tue Feb 16, 2021 2:17 am, edited 6 times in total.
ATTRIBUTES: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8

PACE: 6/d6; PARRY: ; TOUGHNESS: 6

SKILLS:
Athletics d6, Common Knowledge d4, Notice d8 -- +2 when looking for clues, Persuasion d4, Stealth d6, Occult d6, Research d6 +2, Faith d10, Fighting d6, Riding d6, Thievery d6

BENNIES: 4/3
POWER POINTS: 2/15
POWERS: Arcane Protection, Bolt, Boost/Lower Trait, Entangle, Speak Language
User avatar
Aurora
Posts: 15
Joined: Tue Feb 02, 2021 12:18 am

Aurora Du Lac, The Gifted Dilettant

Post by Aurora »

Spells
OOC Comments
Arcane Protection
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 5
Trappings: A protective aura surrounds the target,
and flares when they are targeted by a hostile
Power.
Success with arcane protection means hostile
powers suffer a −2 penalty (−4 with a raise) to
affect this character. If the power causes harm,
damage is also reduced a like amount.
Arcane protection stacks with Arcane
Resistance should the recipient have both!
MODIFIERS
„ ADDITIONAL RECIPIENTS (+1): The power
may affect more than one target for 1 additional Power Point each.
HURRY (+1)
A caster can Hurry the recipient. He might get increased energy, sure footing,
or more powerful muscles. His Pace is increased by 2.
GLOW/SHROUD (+1)
Glow gives off soft light of an appropriate color for its Trapping (or caster’s
choice). This creates soft light in a Small Blast Template centered on the
target, and lasts until the power expires.
It subtracts 2 from her Stealth totals and negates 1 point of Illumination
penalties for those attacking the glowing character.
RANGE (+1/+2)
Double the power’s listed Range for 1 Power Point, or
triple it for +2. This modifier may not be used on powers
with a Range of Touch or the Cone Template.

Bolt
Rank: Novice
Power Points: 1
Range: Smarts ×2
Duration: Instant
Trappings: Holy light bolt
Bolt sends damaging streaks of holy light toward
one’s foes.
There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination,
and all other usual penalties.
The damage of the bolt is 2d6, or 3d6 with a raise.
MODIFIERS
„ DAMAGE (+2): The bolt causes 3d6 damage (4d6 with a raise).
RANGE (+1/+2): Double the power’s listed Range for 1 Power Point, or
triple it for +2. This modifier may not be used on powers
with a Range of Touch or the Cone Template.
ARMOR PIERCING (+1 to +3): The attack is focused to
defeat armor or seeks out a foe’s exposed areas. Each
Power Point spent grants the power AP 2 (see page 65),
to a maximum of AP 6.
HEAVY WEAPON (+2): The caster pours his energy into the attack,
creating a focused blast. The attack counts as
a Heavy Weapon.
LINGERING DAMAGE (+2): The target is hit by fire, intense cold, acid,
gnawing insects, or some other Trapping that continues to cause damage after
the initial attack. On the victim’s next turn, he suffers the power’s
base damage minus one die type (one additional turn only). If
hit with a 2d6 bolt, for example, the victim takes 2d4 damage at
the start of his next turn. If the base damage is already a d4
die type, it loses a die instead.

Detect/Conceal Arcana
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (detect); one hour (conceal)
Trappings: Waving hands, whispered
words.
Detect arcana allows the recipient of the power
to see and detect all supernatural persons,
objects, or effects in sight for five rounds.
This includes invisible foes, enchantments on
people or items, weird science devices, and so
on. With a raise, the caster knows the general
type of enchantment as well — harmful,
obscurement, magic, miracles, etc.
Detect arcana also allows a character to ignore
up to 4 points of penalties when attacking foes
hidden by magical darkness, invisibility, or
similar abilities (or all penalties with a raise).
Conceal arcana prevents detection of arcane
energies on one being or item of Normal Scale
for one hour (see the Size Table page 179).
Detect vs. Conceal: Detecting arcana against
someone or something that’s been concealed is
an opposed roll of arcane skills (roll each time
it’s attempted, but no more than once per
turn). If the concealment wins, the character
cannot see through the ruse with this casting,
but may terminate this instance and try again.
MOdiFierS
„ ADDITIONAL RECIPIENTS (+1): The power
may affect more than one viewer for detect,
or item for conceal, for 1 additional Power
Point each..
„ AREA EFFECT (+1/+2): Conceal only. The
power affects everything in a sphere the
size of a Medium Blast Template for +1
points, or a Large Blast Template for +2.
„ STRONG (+1): Conceal only. Detection rolls to
see through the concealment are made at −2.
RANGE (+1/+2)
Double the power’s listed
Range for 1 Power Point, or
triple it for +2. This modifier
may not be used on powers
with a Range of Touch or the
Cone Template.

Light (Limited)
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 10 minutes
Trappings: Illusionary
torch, sunlight
Light creates bright illumination in a Large
Blast Template. With a raise, the
light can be focused into a 5″ (10 yard)
beam as well.
If light and darkness overlap,
they create a patch of Dim light (−2).
MOdiFierS
„ MOBILE (+1): The caster
can move the area of effect up to his arcane
skill die type each round after casting, or attach it to an
inanimate object when first cast.
RANGE (+1/+2)
Double the power’s listed
Range for 1 Power Point, or
triple it for +2. This modifier
may not be used on powers
with a Range of Touch or the
Cone Template.


Boost/Lower Trait
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (boost); Instant (lower)
Trappings: Physical change, glowing aura,
potions.
This power allows a character to increase or
decrease a target’s Trait (attribute or skill).
Boosting an ally’s Trait increases the selected
Trait one die type, or two with a raise, for five
rounds.
Lowering an enemy’s Trait has a Duration
of Instant and lowers the selected attribute
or skill a die type with success, or two
with a raise (to a minimum of d4). A victim
automatically tries to shake off the effect
with a Spirit roll as a free action at the end
of his following turns. Success improves the
effect one die type, and a raise removes the
effect entirely.
Additional castings don’t stack on a single
Trait (take the highest), but may affect
different Traits.
MOdiFierS
„ ADDITIONAL RECIPIENTS (+1): The power
may affect more than one target for 1
additional Power Point each.
„ STRONG (+1): Lower Trait only. The Spirit
roll to shake off the effect is made at −2.
HINDER (+1): Lower Trait only.
The target is slowed in some way, perhaps
due to intense cold, a slippery surface, or
even binding matter or energy. His base Pace
is reduced by 2 until the power expires.
HURRY (+1): Boost Trait Only. A caster can Hurry the recipient instead.
He might get increased energy, sure footing,
or more powerful muscles. His Pace is
increased by 2.
Effects of either Hinder or Hurry aren’t cumulative.
RANGE (+1/+2): Double the power’s listed
Range for 1 Power Point, or
triple it for +2. This modifier
may not be used on powers
with a Range of Touch or the
Cone Template.

Entangle
Rank: Novice
Power Points: 2 
Range: Smarts
Duration: Instant
Trappings: Glue bomb, vines, handcuffs,
webs.
Entangle allows the caster to restrain a target
with ice, bands of energy, or other vine-like
Trappings (Hardness 5). If successful, the
target is Entangled. With a raise, he’s Bound.
Victims may break free on their turn as
detailed under Bound & Entangled on page
98.
MOdiFierS
„ AREA EFFECT (+2/+3): For +2 points the
power affects everyone in a Medium Blast
Template. For +3 points the area of effect is
increased to a Large Blast Template.
„ STRONG (+2): The entangling material is
particularly resilient. Rolls to break free are
made at −2 and its Hardness increases to 7.
RANGE (+1/+2): Double the power’s listed
Range for 1 Power Point, or
triple it for +2. This modifier
may not be used on powers
with a Range of Touch or the
Cone Template.

Speak Language
Rank: Novice
Power Points: 1
Range: Smarts
Duration: 10 minutes
Trappings: Words, pictures, hand motions.
This power allows a character to speak, read,
and write a sapient language other than his
own. A raise on the arcane skill roll allows
the user to appropriately use and understand
slang and dialect as well.
MOdiFierS
„ ADDITIONAL RECIPIENTS (+1): The power
may affect more than one target for 1
additional Power Point each.
RANGE (+1/+2): Double the power’s listed
Range for 1 Power Point, or
triple it for +2. This modifier
may not be used on powers
with a Range of Touch or the
Cone Template.
ATTRIBUTES: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8

PACE: 6/d6; PARRY: ; TOUGHNESS: 6

SKILLS:
Athletics d6, Common Knowledge d4, Notice d8 -- +2 when looking for clues, Persuasion d4, Stealth d6, Occult d6, Research d6 +2, Faith d10, Fighting d6, Riding d6, Thievery d6

BENNIES: 4/3
POWER POINTS: 2/15
POWERS: Arcane Protection, Bolt, Boost/Lower Trait, Entangle, Speak Language
User avatar
Aurora
Posts: 15
Joined: Tue Feb 02, 2021 12:18 am

Re: Aurora Du Lac, The Gifted Dilettant

Post by Aurora »

Advances
OOC Comments
Novice 1: New Powers (Speak Language, Bolt)
Novice 2: Bump Smarts to d8
Novice 3: Bump Research to d6 and Notice to d8
Seasoned 1:
Seasoned 2:
Seasoned 3:
Seasoned 4:
ATTRIBUTES: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8

PACE: 6/d6; PARRY: ; TOUGHNESS: 6

SKILLS:
Athletics d6, Common Knowledge d4, Notice d8 -- +2 when looking for clues, Persuasion d4, Stealth d6, Occult d6, Research d6 +2, Faith d10, Fighting d6, Riding d6, Thievery d6

BENNIES: 4/3
POWER POINTS: 2/15
POWERS: Arcane Protection, Bolt, Boost/Lower Trait, Entangle, Speak Language
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