WC - Ellisto (Cook)

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Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

WC - Ellisto (Cook)

Post by Ellisto »

Ignore
Half Folk (Halfling)
Athletic (+1)
  • Halflings are nimble beings. They start with a d6 in Athletics instead of a d4. This increases their maximum Athletics to d12+1.
Common Bond (+2)
  • Halfling Wild Cards may share their Prophecy Shards with other Wild Cards with whom they can communicate.
Lucky (+2)
  • Halflings Wild Cards draw one additional Prophecy Shard per game session.
Reduced Pace (–1)
  • Halflings have short legs compared to human-sized races. Decrease their Pace by 1 and their running die one die type.
Size –1 (–1)
  • Halflings are considered Size –1 and have –1 Toughness.
Stealthy (+1)
  • Halflings begin play with a d6 in Stealth. This increases their maximum Stealth to d12+1.
Attributes
Agility(2, S5)
Smarts(1,H)
Spirit(2)
Strength(0)
Vigor(N2)
  • Agility: d10
    Smarts: d8
    Spirit: d8
    Strength: d4
    Vigor: d6
Skills
Athletics(C,Ha,1)
Boating(C)
Common Knowledge(C,1)
Fighting(1)
Focus(3)
Notice(C,2)
Persuasion(C)
Piloting(C)
Repair(C)
Stealth(C,Ha,1)
Thievery(3)
  • Athletics: d8
    Boating: d4
    Common Knowledge: d6
    Fighting: d4
    Focus: d8
    Notice: d8 +2 (Alertness)
    Persuasion: d4
    Piloting: d4
    Repair: d4
    Stealth: d10
    Thievery: d10
Languages
  • Common: d6
    Dwarfish: d6
    Goblin: d6
    Halfling: d8
    Undercommon: d6
Edges
  • AB: Gifted - Blessed by Tymora
    „ARCANE SKILL: Focus (Spirit)
    „„STARTING POWERS: 1
    „„POWER POINTS: 15
    The character has innate abilities that don’t fit into the usual tropes of magic, miracles, or psionics. Their powers may be low-level super powers, divine gifts, or even alien abilities, and are often very unusual or unique for their setting.

    Gifted will require gestures, but never require a focus or incantation. However Gifted must have a defined power list of 6 powers or less.
    • Everybody Makes Mistakes Sometimes (Arcane Protection, Self Only)
    • Just Lucky, I Guess (Boost Trait)
    • Those Insults are Too Close to Home (Confusion)
    • Wow, They Missed (Deflection)
    • It Was Not as Severe as We Initially Thought (Healing, Lesser)
    • Lucky Hit Again (Smite)
    Alertness
    Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
    Common Bond
    Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.
    A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.
    Elan
    Elan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to damage rolls (since they’re not Trait rolls), nor does it apply to Soak rolls unless you’re using another Benny to reroll the Vigor check.
    Extra Effort
    Some Gifted can dig deep into their souls to significantly boost their powers. Extra Effort increases
    a Focus total after it’s rolled by +1 for 1 Power Point, or +2 for 3 Power Points. It may not be used to improve a
    Critical Failure.
    Luck
    The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!). He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.
Hindrances
  • Curious (M)
    It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret.
    Hunted (M) - The Hive
    Loyal (m)
    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.
    Mild Mannered (m)
    Your milquetoast just isn’t threatening. Maybe he’s a little doughy around the middle, has a kind face, or a soft voice. Whatever the issue, he has a hard time looking tough. He subtracts 2 when making Intimidation rolls.
Powers
  • Just Lucky, I Guess
    Boost Trait
    • Rank: Novice
      Power Points: 2 ->1 (Limited Aspect)
      Range: Smarts
      Duration: 5 (boost); Instant (lower)
      Trappings: Good Luck
      This power allows a character to increase 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.
      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.
Last edited by Ellisto on Thu Sep 02, 2021 11:12 am, edited 16 times in total.
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: Ellisto (Cook)

Post by Ellisto »

Ignore
Advances
  • H: AB: Gifted
    H: Smarts -> d8
  • N1: Elan
    N2: Vigor -> d6
    N3: Alertness
  • S1: Extra Effort
    S2: Agility -> d10
    S3: Thievery -> d10, Stealth -> d10
    S4:
    V1:
    V2:
    V3:
    V4:
Last edited by Ellisto on Thu Sep 02, 2021 11:12 am, edited 5 times in total.
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: Ellisto (Cook)

Post by Ellisto »

Ignore
Gear
  • The Stone
    The artifact contains the runs for power and storage and appears to store raw magically energy but there are other runes that make no sense. 10pp storage
    The artifact absorbs incoming magically energy and stores it. Improved Arcane Resistance, 10pp Storage, Protection (stone skin). The artifact using improved arcane resistance to absorb pp. It can hold 10pp. It does not recharge until spells are cast at it. The PP can be used to cast Stone Skin. If the holder cast the stone skin on themselves then artifacts IAR kicks in.
    2 Slings
    Range: 4/8/16
    Damage: Str+d4
    AP: —
    RoF: 1
    Min Strength: d4
    Weight: 1
    Cost: 10
    Notes: Uses Athletics
    Knife
    Damage: Str+d4
    Min Strength: d4
    Weight: 1
    Cost: 25
    Rapier
    Damage: Str+d4
    Min Strength: d4
    Weight: 2
    Cost: 150
    Notes: Parry +1
    Backpack
    2 Hemp Rope (10" each)
    498 Sling Stones
    • Stashed about the ship in 9 groups of 20 Stones, 20 Carried in a Pouch, Rest in his Footlocker (298)
    Lockpicks
    Bedroll
    Blanket
    4 Canteens



Cash
$30
Last edited by Ellisto on Thu Sep 02, 2021 11:12 am, edited 6 times in total.
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
User avatar
Technospawn
Diamond Patron
Diamond Patron
Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Ellisto (Cook)

Post by Technospawn »

Looks good, and seems to add up.

I am really not a fan of the way the layout looks and suggest using the "inline" command instead of the OOC command tag.

If you want I can reformat it, but as is, this is the hardest format of character to read.
GM Stuff
Initiative

Code: Select all

[b][color=#BF0000] Initiative[/b]
I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions. Ties can be broken by an athletics roll.
[list][*][b]Lowest card goes first[/b]
[*][b]Quick rerolls 41 or higher[/b]
[*]1, 2, 3, 4 are considered Jokers
[*]Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 4 which is a joker).[/list][/color][/b]
Savage Realms Bennies
GM = 7/7 Jarierth = 0/2
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: WC - Ellisto (Cook)

Post by Ellisto »

Ellisto -
Halflings are small, nimble people with fuzzy brown or black hair on their heads and feet. Their cheerful optimism (or wily cunning) gives them a “never say die” attitude that makes them a match for creatures twice their size. Halflings see no reason to invite trouble and tend to live in their own close-knit communities far off the beaten path. They possess a strong sense of humor, curiosity, and bravado—qualities which lead some halflings to lives of adventure.
Halflings prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused.
Languages: Common and Halfling.
Adult 22, old age 75, max age100-200
Male height 2'10-3'4 and weight 32-38 - Average 3'1" , 35 lbs
Female height 2'8"-3'2" and weight 27-33 - Average 2'11", 30 lbs
  • AGILE: Halflings are graceful and agile. They start with a d6 in Agility instead of a d4. This increases maximum Agility to d12 + 1.
  • KEEN SENSES: Keen senses allow halflings to catch details others might miss. They start with a d6 in Notice instead of a d4. This increases maximum Notice to d12 + 1.
  • LUCKY: Halflings have a knack for surviving. They gain the Luck Edge. Even halfling Extras gain this ability!
  • REDUCED PACE: Decrease Pace by 1 and reduce the running die by one die type.
  • SIZE −1: Halflings reduce their Size and Toughness by 1.
  • SURE-FOOTED: Naturally graceful, halflings start with a d6 in Athletics instead of a d4. This increases maximum Athletics to d12 + 1.
Sorcerer (Destined)


Agi: d6 (Race) -> d8 (1)
Sma: d4 -> d8 (2)
Spi: d4 -> d8 (2) -> d10 (S2)
Str: d4
Vig: d4 -> d6 (N1)

Agi: d8
Sma: d8
Spi: d10
Str: d4
Vig: d6

Athletics: d4 -> d6 (Race) -> d8 (1)
Common Knowledge: d4 -> d8 (2)
Fighting: -> d4 (1)
Notice: d4 -> d6 (Race) -> d8 (1)
Persuasion: d4 -> d8 (2) -> d10 (S4)
Spellcasting: -> d8 (3) -> d10 (S4)
Stealth: d4 -> d8 (2)

Athletics: d8
Common Knowledge: d8
Fighting: d4
Notice: d8
Persuasion: d10
Spellcasting: d10
Stealth: d8

Common +4

Common
Dwarvish
Goblin
Halfling
Undercommon

Hindrances
  • It killed the cat, and it might kill your hero as well. Curious characters stick their nose in others' business and always want to know what’s behind a potential mystery or secret.

    This stalwart defender risks her life for friends without hesitation. Some Loyal heroes may not act very nice, but are the first to come to their friends’ rescue when they’re threatened.

    Your milquetoast just isn’t threatening. Maybe the hero is a little doughy around the middle, has a kind face, or a soft voice. Whatever the issue, the character subtracts 2 when making Intimidation rolls.
Edges
  • True understanding of magical energy comes with practice and experience. Those who take this Edge gain access to all their powers’ Epic Power Modifiers (see Powers in Chapter Five).

    Selfless heroes and determined leaders know their greatest strength often comes from their companions, and are willing to give some of their own fortune, fate, or luck to support them.
    A character with this Edge may freely give her Bennies to any other character she can communicate with. The player should explain what form this takes, from a quick shout of encouragement to a welcome pat on the back.

    Elan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a Benny to reroll a Trait, add +2 to the total. The bonus applies only when rerolling. It doesn’t apply to damage rolls (since they’re not Trait rolls), nor does it apply to Soak rolls unless you’re using another Benny to reroll the Vigor check.

    The sorcerer has great familiarity with certain powers and can cast them quickly and easily. As a limited free action she may ignore up to two points of any penalties (Multi-Action, Wounds, Fatigue, etc.) when casting bolt, elemental manipulation, or protection.
    This Edge doesn’t give her those powers — they must be taken separately.

    The player draws two extra Bennies instead of one at the start of each session.

    The adventurer seems to be blessed by fate, karma, the gods, or whatever external forces he believes in (or believe in him!).
    He draws one extra Benny at the beginning of each game session, allowing him to succeed at important tasks more often than most, and survive incredible dangers.

    An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from any powers of his Rank or lower normally available to his particular Arcane Background.
    A character can add a new Trapping on a power she already has instead of gaining a new one. She might add an ice Trapping to her existing fire bolt, for example, so she could switch between ice and fire Trappings freely.
    If a wizard takes this Edge, he may choose to learn two powers, as usual, plus a bonus third power, if he has discovered one contained in spellbooks or scrolls he has acquired. The wizard transcribes all three new powers into his spellbook and the original scrolls or spellbooks from which he gleaned his knowledge are added to his repository of notes and research in case he has to make a replacement spellbook in the future.

    Wizards, sorcerers, and other arcane types always want more power. This Edge grants them an additional 5 Power Points.
    Power Points may be selected more than once, but only once per Rank. It may be taken as often as desired at Legendary Rank, but each grants only 2 additional points.

    Scions of magical bloodlines, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess. As they tap into powers few mortals can imagine, these magic-touched souls must learn to harness the power of their birthright.
    While some seek to control their abilities, others give in to their magic, letting it rule their lives. Sorcerers live and breathe that which other spellcasters devote their lives to mastering. For them magic is more than a useful tool or a field of study; it is life itself.
    • ARCANE BACKGROUND (Sorcerer): Sorcerers use Spellcasting as their arcane skill, but it is linked to Spirit instead of Smarts (if multiclassing as a Smarts-based spellcaster, use the better of the two Attributes). On taking this Edge, the hero gains 15 Power Points and two starting powers from the list below.
      • Available Powers: Arcane protection, banish, barrier, beast friend, blast, blind, bolt, boost/lower Trait, burrow, burst, confusion, conjure item, curse, damage field, darksight, deflection, detect/conceal arcana, disguise, dispel, divination, drain Power Points, elemental manipulation, empathy, entangle, environmental protection, farsight, fear, fly, growth/shrink, havoc, illusion, intangibility, invisibility, light/darkness, locate, mind link, mind reading, mind wipe, object reading, planar binding, plane shift, protection, puppet, relief, scrying, shape change, sloth/speed, slumber, smite, sound/silence, speak language, stun, summon ally, telekinesis, teleport, time stop, wall walker, warrior’s gift, wish, zombie.
    • ARMOR INTERFERENCE (Any): Sorcery requires rapid, intricate, and unhindered somatic movements. Sorcerers subtract 4 from their Spellcasting rolls and from their Agility and Agility-based skill rolls if using light, medium, or heavy armor or shields.
    • BLOODLINE: The sorcerer must choose a bloodline (see page 66). Beneath each Bloodline description is also the additional special ability one gains when taking the Advanced Bloodline Edge (see page below).
      • The character is destined for great things. He gains one additional Benny per session.
        • ADVANCED FORM: The hero starts with two extra Bennies per session.
Powers
  • Power Points: 1
    Range: Smarts ×2
    Duration: Instant
    School: Evocation
    Trappings: Pure Magical Energy
    Bolt sends damaging bursts of energy, streaks of holy light, or shards of matter 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).
      Disintegrate (+2): If the bolt Incapacitates a creature, it must make a Vigor roll or its body turns to dust. If the target is an object, the caster rolls damage against its Hardness as usual (see Breaking Things on page 130). If the bolt breaks the object, it disintegrates. Disintegrate allows the caster to roll bonus damage against objects and all damage dice can Ace.
      Enchanted Items: The Hardness of enchanted items is doubled for the purposes of being disintegrated.
    • Greater Bolt (+4): The bolt causes 4d6 damage (5d6 with a raise) and is considered a Heavy Weapon.
       Rate of Fire (+2): The bolt attack is made at Rate of Fire 2.

    Power Points: 2 -> 1
    Range: Smarts
    Duration: 5 (boost)
    School: Transmutation (boost)
    Trappings: Luck
    This power allows a character to increase a target’s Trait (attribute or skill).
    Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise.
    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.
    • Greater Boost Trait (+2): With success, the selected Trait gains a free reroll once per round, or once per action with a raise

    Power Points: 2
    Range: Smarts
    Duration: 5
    School: Abjuration
    Trappings: Luck
    Deflection powers work in a variety of ways.
    Some manifestations actually deflect incoming attacks, others blur the target’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee or missile attacks from the recipient of the power.
    With success, foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both.
    An attacker who uses a ranged weapon in melee against the recipient suffers the penalty either way.
    Modifiers
    • Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each.

    Power Points: 1
    Range: Smarts
    Duration: 5
    School: Transmutation
    Trappings: A few simple gestures.
    This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary for other cultures).
    Here are some ideas for what each element can do. Each use is an action.
    • Air: Push someone (Str d6 or d8 with a raise), blow out a torch, fan a flame, cool someone down (reroll a Fatigue roll in oppressive heat).
    • Earth: Move a square foot of earth (half that in stone) each round, cover tracks, hurl rocks at a target in Range for 2d4 damage.
    • Fire: Conjure flame about the size of a torch, hurl a small blast of fire at someone (2d4 damage), spread existing flame (see Fire on page 188).
    • Water: Conjure a quart of water (not “inside” objects or people), purify a gallon of water per casting, Push someone with a water spout (d6 Str or d8 with a raise).
    Modifiers
    Power (+2): The volume of air, earth, fire, or water affected is tripled.
    Weather (+5): The caster can summon or dispel storms, bring a cooling rain, scorch the earth with a heatwave, or even bring snow to the hottest climes.
    The caster can bring or disperse rain, snow, sun, and wind in about a five-mile radius. The severity depends on the local environment—a harsh desert might receive gentle rain while a rain forest gets a driving downpour. The effects take 10 minutes to create and last an hour.
Last edited by Ellisto on Sun Oct 03, 2021 9:39 am, edited 6 times in total.
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: WC - Ellisto (Cook)

Post by Ellisto »

Advances
  • Class: Sorcerer
    H: Great Luck
    H: Elan
  • N1: Vigor -> d6
    N2: Common Bond
    N3: Power Points
  • S1: Favored Powers
    S2: Spirit -> d10
    S3: New Powers
    S4: Spellcasting -> d10, Persuasion -> d10
  • V1: Arcane Mastery
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
User avatar
Ellisto
Posts: 46
Joined: Tue Sep 29, 2020 5:05 pm

Re: WC - Ellisto (Cook)

Post by Ellisto »

Gear

Adventurer's Kit
  • 10 lbs.
    • Backpack, bedroll, candle, chalk, extra clothing, flint and steel, grappling hook, bullseye lantern, small mirror, hemp rope, oil, shovel, soap, 3x torches, waterskin, whetstone, 1 weeks meals.
Merchant's Scales
Sack
2 Beltpouches
2 Slings
  • 200 Sling Stones
Rapier
Dagger
Everburning Torch

Potion (Darkvision, Minor)
Potion (Speed, Minor)
Potion (Healing, Minor)
2 Potions (Environmental Protection, Minor)

Technospawn wrote: Wed Sep 29, 2021 4:39 pm
Ndreare wrote: Sat Feb 27, 2021 4:51 pm Stone of spell storing
Technospawn wrote: The artifact contains the runs for power and storage and appears to store raw magically energy but there are other runes that make no sense. 10pp storage
As you study it more the final piece slides into place and the runes for void and stone makes sense now. The artifact absorbs incoming magically energy and stores it. Improved Arcane Resistance, 10pp Storage, Protection (stone skin). The artifact using improved arcane resistance to absorb pp. It can hold 10pp. It does not recharge until spells are cast at it. The PP can be used to cast Stone Skin. If the holder cast the stone skin on themselves then artifacts IAR kicks in.
Revised stats for SWPF
Grim'chag's Stone
(rod of absorption SWPF page 215)
Current charge 5pp




Coins
12GP
9 SP
Toughness: 4
Pace: 5 (d4)
Parry: 4
PP: 20/20
Sling Stones: 20/20
Languages
Common: d6
Dwarfish: d6
Goblin: d6
Halfling: d8
Undercommon: d6
Bennies: 4/6
  • Base Amount
    -1 due Reroll for Round 1 Back Into the Flow Escape
    -1 due Reroll for Round 2 Back Into the Flow Escape
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