Zilji Riverskip, Half-Folk Ranger

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Zilji Riverskip
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Joined: Wed Apr 22, 2020 8:35 pm

Zilji Riverskip, Half-Folk Ranger

Post by Zilji Riverskip »

Zilji Riverskip, The Wild Cook

Novice Male Half-Folk

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6

Pace: 5; Parry: 6/7; Toughness: 7(2)
  • Athletics d8
  • Common Knowledge d4
  • Notice d8
  • Persuasion d4
  • Stealth d8
  • Fighting d8
  • Survival d8
  • Halfling d8
  • Common d6
  • Gnome d6
  • Aquan d6
  • Elven d6
Hindrances: Curious, Driven (Minor)-Open a Restaurant, Quirk-Friend or Foe, all get food

Edges: Luck, Brawny

Armor: Thick Hide Jacket [8] ($80)

Weapons
Spear (Range 3/6/12; Str+d6; Reach 1; +1 Parry of 2-Handed; [3]; $100)
Knife x2 (Range 3/6/12; Str+d4; [1]; $25 ea.)

Gear
Backpack [2] ($50); Bedroll [4] ($25); Flint & Steel [1] ($3); Lantern [3] ($25); Oil (1pt.) x2 [2] ($2 ea.); Torch x1 [1] ($5 ea.); Candle x2 [2] ($1 ea.); Soap x5 [1] ($1 ea.) ; Candle x2 [2] ($1 ea.); Waterskin [1] ($5); Flask (Ceramic) [1] ($5); Rope (10") [15] ($10); Grappling Hook [5] ($100); Shovel [5] ($5); Hammer [1] ($10)

Encumbrance Limit: 60 Current Carry: 56

Free Gold: 20

Special Abilities
  • Luck
  • Reduced Pace
  • Size-1
  • Spirited: Begins with Spirit at d6
Advances
  • Hindrance Points: Spirit Increase, Vigor Increase
  • Novice 1 Advance PbP Starting Edge: Brawny


Background Hook
My friend (in the party) is lost without me and I need to be here for them.
I am wanted by powerful people and it is time for me to leave town for a while.
Last edited by Zilji Riverskip on Mon Apr 27, 2020 3:35 am, edited 5 times in total.
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Zilji Riverskip
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Re: Zilji Riverskip, Half-Folk Ranger

Post by Zilji Riverskip »

Background Hook

[dice:tw2jbj5h]66255:0[/dice:tw2jbj5h]
[dice:tw2jbj5h]66255:1[/dice:tw2jbj5h]
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Technospawn
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Re: Zilji Riverskip, Half-Folk Ranger

Post by Technospawn »

Zilji Riverskip wrote: Sun Apr 26, 2020 11:43 am Zilji Riverskip, The Wild Cook

Novice Male Half-Folk

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6




Edges: Luck


Advances
  • Hindrance Points: Spirit Increase, Vigor Increase
  • Novice 1 Advance PbP Starting Edge: Brawny



Please fix the following items

You need to list brawny under edges

You have 7 points in attributes.

Add you backstory and pick who is your friend in the hook.
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
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Zilji Riverskip
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Joined: Wed Apr 22, 2020 8:35 pm

Re: Zilji Riverskip, Half-Folk Ranger

Post by Zilji Riverskip »

I have 2 additional Attribute Points from my chosen Hindrances. Unsure where to indicate that.

Brawny is fixed and will determine the friend shortly.
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Re: Zilji Riverskip, Half-Folk Ranger

Post by Ndreare »

Zilji Riverskip wrote: Mon Apr 27, 2020 3:34 am I have 2 additional Attribute Points from my chosen Hindrances. Unsure where to indicate that.

Brawny is fixed and will determine the friend shortly.
Did you want your formatting fixed to remove all the extra line spacing or do you like it the way it is?
  • 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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Technospawn
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Re: Zilji Riverskip, Half-Folk Ranger

Post by Technospawn »

Zilji Riverskip wrote: Mon Apr 27, 2020 3:34 am I have 2 additional Attribute Points from my chosen Hindrances. Unsure where to indicate that.

Brawny is fixed and will determine the friend shortly.
Ok I see it now. Sorry about that.
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
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