WC - Captain Blackfoot

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Captain Blackfoot
Posts: 26
Joined: Thu Oct 01, 2020 9:52 pm

WC - Captain Blackfoot

Post by Captain Blackfoot »

Captain Blackfoot
Veteran Female Human, Captain of the Roaring Manticore
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 5; Running Die: d4; Parry: 7; Toughness: 7 (2)
Languages: Dwarvish d6, Elvish d6, Ilithid d6, Undercommon d6, Common (Native) d8
Skills
  • Athletics d4
  • Battle d8
  • Boating d4
  • Common Knowledge d6
  • Fighting d8
  • Intimidation d6+2
  • Notice d6
  • Persuasion d4
  • Stealth d6
  • Captain Blackfoot gets a free reroll when using Taunt
    d6
Hindrances:
The fanatic will do most anything to accomplish her goals. As a Minor Hindrance, she stops short of true harm to anyone except those who directly oppose her. Captain Blackfoot does what it takes to get his way.
,
Your hero has a secret she keeps to protect herself or others. The Major version would cause severe problems if discovered. If it ever becomes public knowledge, she should trade it for Enemy, Shamed, Wanted, or another appropriate Hindrance approved by the GM. Captain Blackfoot has a dark secret of some kind.
This is for the GM, but I don't mind if anyone else looks.
Captain Blackfoot is long since dead. Blackfoot's soul resides within the tricorn hat he wears. He possesses the body of whomever puts the hat on.
,
A disability or past injury has hindered this hero’s mobility. As a Minor Hindrance, reduce his Pace by 1 and his running die one step (if already d4, reduce to d4−1).
Slow characters may not take the Fleet- Footed Edge.
Prosthesis: A character with the Minor version of this Hindrance may have a prosthesis. If the prosthesis is lost, he suffers the effects of the Major version of Slow.
  • As a Major Hindrance, reduce the running die a step, Pace by 2, and subtract 2 from Athletics rolls and rolls to resist Athletics (such as Tests or Grappling).
Captain Blackfoot lost his leg, and it has been replaced with a charred and blackened wooden peg leg. His pace is reduced by 1, his running die is lowered one step, and he may not take the Fleet-Footed Edge.
,
Your hero has committed some crime and will be arrested if discovered by the authorities. This assumes the setting actually has laws and police officers to enforce them.
The level of the Hindrance depends on how serious the crime was and how active the hunters are. A hero with numerous unpaid parking tickets (in a game where he might have to drive occasionally) has a Minor Hindrance, as does someone wanted for more serious crimes away from the main campaign area. Being accused of murder is a Major Hindrance in almost any setting if there’s someone around to seek justice (or vengeance). Captain Blackfoot is wanted by the Hive.
.
Edges:
+1 to Allies' Shaken recovery rolls in Command Range (5").

Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
, Duelist,
Free reroll when making Taunt rolls.
,
Exceptional leaders inspire those around them to great feats of valor and determination. As a limited action, the hero may roll his Battle skill to Support one type of Trait roll, and apply it to all allied Extras in Command Range. A leader could Support all Shooting attacks in range, for example.
Bonuses from this Edge can't stack with others.
,
+2 to Intimidation rolls.
, Natural Leader,
Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
, Rogue,
The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
.
Special Abilities:
Rogues are nimble and deadly acrobats. Bulky armor interferes with their abilities, so they subtract 4 from Agility and Agility-based skill rolls when wearing medium or heavy armor, or using medium or heavy shields.
,
If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
,
[*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
,
A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
.
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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Captain Blackfoot
Posts: 26
Joined: Thu Oct 01, 2020 9:52 pm

Re: Captain Blackfoot

Post by Captain Blackfoot »

Powers
N/A for this incarnation of Captain Blackfoot.
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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Captain Blackfoot
Posts: 26
Joined: Thu Oct 01, 2020 9:52 pm

Re: Captain Blackfoot

Post by Captain Blackfoot »

Background
Again, this is for the GM, but I don't mind if anyone else reads it.
The captain's only memory of what might be his first life was waking up in his cabin to a knife plunging into his chest. His murderer's features were shrouded in darkness. He woke up some time later to discover his soul possessing the hat he once wore, and in fact had drunkenly worn to bed that final night of his life.

It was being worn by the first mate and long-time friend Malvir. With Captain Blackfoot's death, First Mate Malvir had gained his captaincy. All, presumably, without the tiefling being aware of the situation with the possessed hat. Captain Blackfoot was beyond enraged with the turn of events and slowly learned to manifest himself through Malvir. As Captain Blackfoot grew in strength, Malvir's leg, the same one which Captain Blackfoot had lost in life, began to wither and die.

The first-mate-turned-captain Malvir discovered the source of his woes, the semi-recently deceased captain Blackfoot, and searched for a remedy. He found a new host for the hat and, with the crews help, managed to ensure that the possession took hold of the new host instead of himself. With Malvir's help, Captain Blackfoot was able to convince the crew that it was truly him, and that no mere dagger in the night could keep him from captaining his ship.

Malvir would learn of his own fate later that night. Just as Captain Blackfoot was cursed to inhabit his old tricorn hat, moving from body to body, Malvir would be cursed to be the first mate, moving from ship to ship with Captain Blackfoot, until the day one of them died. Death, the captain decided, was too kind a fate for Malvir's betrayal.

Over the decades, Captain Blackfoot has gone through several hosts. Most recently before his current Ilithid host, he possessed a large half-orc man. Their ship was intercepted by a Hive jammer, and the entire crew was taken captive. Captain Blackfoot and Malvir were able to rally the remaining crew and other prisoners to fight their way to the helm, but the battle took its toll. Malvir was able to crash land the jammer before they were defeated. Captain Blackfoot lost consciousness during the crash landing, and when he came to he discovered himself possessing an Ilithid's body.
, but they're all different. What they do all have in common is that he or she wears a weathered old tricorn hat and has a charred wooden peg for a leg. His first mate has always been the Tiefling Malvir, who some suspect could actually be Blackfoot - otherwise, why would Malvir always be in the tales? From there, the stories are as myriad as the stars in the skies.

Captain Blackfoot and his first mate, Malvir, are the sole survivors of a recent jammer mishap. The ship crash landed and killed all hands on board except Blackfoot and Malvir. With his remaining funds, Captain Blackfoot acquired a new jammer and recruited new crew members. With Malvir to lend credence to the captain being who he says he is, because everyone has heard how Captain Blackfoot sails with his Tiefling first mate, the pair managed to outfit the new ship with individuals intrigued by sailing with the captain who could possibly be the semi-notorious Captain Blackfoot.

Circa Reboot: In the middle of the night, First Mate Malvir folds his hand of cards, leaves his coins on the table and rushes out into port. Captain Blackfoot does not return, and Malvir is not seen for several nights. When he finally returns, he's leading a human woman wearing the captain's tricorn and walking on a blackened wood peg.

"What are you lookin at? Get this ship ready to sail!" She bellows, "We have a job to do and if we lose a single gold coin due to slovenly crew, they'll find themselves sold off to recover cost!"

She heads towards the captain's cabin to do whatever it is captains do in their cabins.
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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Captain Blackfoot
Posts: 26
Joined: Thu Oct 01, 2020 9:52 pm

Re: Captain Blackfoot

Post by Captain Blackfoot »

Gear
Current Load: 22.1 (40)

Weapons: Unarmed (Range Melee, Damage Str), Rapier Masterwork (Range Melee, Damage Str+d4, AP 1, +1 Parry)

Armor: Leather Cap (Armor 2), Leather Leggings (Armor 2), Leather Tunic/Jacket (Armor 2)

Gear: Potion of Major Healing (2 Wounds)

Current Wealth: 130gp

Contacts: TBD
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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Captain Blackfoot
Posts: 26
Joined: Thu Oct 01, 2020 9:52 pm

Re: Captain Blackfoot

Post by Captain Blackfoot »

Advances
Novice Advances
  • Raise Skills: Battle/Taunt
  • Raise Attribute: Vigor
  • Edge: Humiliate
Seasoned Advances
  • Edge: Inspire
  • Raise Attribute: Strength
  • Edge: Duelist
  • Edge: Natural Leader
Veteran Advances
  • Edge: Tactician
Books In Use: Pathfinder Core Book
Setting Rules: Multiple Languages
Setting Modlines: +1 Edge
Validity: Character appears valid and optimal

Created with Savaged.us
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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Technospawn
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Posts: 598
Joined: Thu Mar 12, 2020 9:28 pm

Re: Captain Blackfoot

Post by Technospawn »

Man, I thought that other character sheet was hard to follow, but I am now convinced this one was deliberately made as obtuse as possible.


Everything looks on good, but we reserve the right to ridicule you and delete stuff later if it becomes evident something was missed while reading this mud pie of a character sheet.
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
Captain Blackfoot
Posts: 26
Joined: Thu Oct 01, 2020 9:52 pm

Re: WC - Captain Blackfoot

Post by Captain Blackfoot »

NA
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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User avatar
Captain Blackfoot
Posts: 26
Joined: Thu Oct 01, 2020 9:52 pm

Re: WC - Captain Blackfoot

Post by Captain Blackfoot »

NA
Captain Blackfoot
Captain Blackfoot, Captain of the Roaring Manticore
Pace: 5(d4); Parry: 7; Toughness: 7(2)
Combat-Relevant Edges and Abilities
  • +1 to Allies' Shaken recovery rolls in Command Range (5").

    Leadership Edges aren’t cumulative with the same Edge from other leaders. Characters may benefit from different Leadership Edges by the same or different leaders, however.
    , Natural Leader,
    Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt an Action Card of Five or lower, you may discard it and draw again until you get a card higher than Five.
    Characters with both the Level Headed and Quick Edges first draw their additional card and choose which to take. If that card is a Five or less, the Quick Edge may be used to draw a replacement until it’s Six or higher.
    ,
    The commander has a natural grasp of small unit tactics and can take advantage of rapidly changing situations.
    A Tactician is dealt an extra Action Card each round of combat—kept separate from his own cards. At the start of the round, he may discard it or give it to any one allied Extra in Command Range. The player or GM controlling the receiving character can decide whether to accept and replace her current Action Card, or discard it.
    Surprise: Tacticians don’t get their extra card if Surprised, but they can give it to an ally who’s Surprised if they like!
    ,
    If the duelist hasn’t acted this turn, she may declare the Defend maneuver after an opponent declares a Fighting attack against her but before he rolls. She discards her current Action Card and her Parry bonus is +6 instead of +4 that turn.
    ,
    [*]Rogues add an additional d6 to their damage when they have the Drop on their victim, or the victim is Vulnerable. This applies to Athletics (throwing), Fighting, or Shooting attacks.
    ,
    A duelist makes surgical strikes with one-handed piercing weapons with a Min Str of d6 or less, adding +2 to her damage total.
    .
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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