Re: Character Generation
Posted: Mon Dec 19, 2022 2:07 pm
Species: Human, Reiklander
Class: Riverfolk
Career: Stevedore
Career Level: Dockhand
Career Path:
Status:
Age: 19
Height: 5' 10"
Hair: Light Brown
Eyes: Brown
Characteristics:
Weapon Skill (WS) (2) 32
Ballistic Skill (BS) 28
Strength (S) 42
Strength Bonus (SB) 4
Toughness (T)(2) 40
Toughness Bonus (TB) 4
Initiative (I) 28
Agility (Ag) 39
Dexterity (Dex) 31
Intelligence (Int) 30
Willpower (WP) 39
Fellowship (FE) 34
Wounds: 15
Fate
Fate: 3
Fortune: 3
Resilience
Resilience : 3
Resolve: 3
Motivation: Hans is motivated by his fighting. He enjoys a good brawl and has always wanted to have an adventurous job like Soldier but being a Riverfolk has always held him back.
Experience
Current: 20
Spent: 100
Total: 100
Movement
Movement: 4
Walk: 8
Run: 12
Wealth: 38 brass pennies
BASIC SKILLS
Skills:
*Animal Care (3)- The Animal Care Skill lets you tend and care for animals, and heal them should they fall sick or become wounded.
*Athletics(5)- Your ability to run, jump and move with speed or grace, and to perform any general physical activity.
*Charm- Charm makes people think favourably of you, your opinions, and proposed actions.
*Cool- Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.
*Climb (8)- The ability to ascend steep or vertical surfaces
*Consume Alcohol(5)- Your ability to handle alcohol without letting it cloud your judgment or render you senseless.
*Dodge (10)- Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.
*Endurance(5)- The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments.
*Evaluate (3)- Lets you determine the value of rare artefacts, unusual trade goods, and works of art.
*Gossip (5)- You can quickly ferret out interesting and useful news, and spread rumours of your own.
*Haggle- Haggle allows you to secure better deals when negotiating with others.
*Language-Bretonnian
*Language- Reikspiel
*Language- Wastelander
*Leadership- A measure of your ability to lead others and command their respect.
*Lore-Reikland- Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge.
*Melee (Basic) (10)- The Melee Skill represents specific training with a single type of close combat weaponry.
*Ranged-Bow (5)- Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols.
*Swim(5)- Your ability to swim in water without drowning.
Talents:
*Dirty Fighting- You have been taught all the dirty tricks of unarmed combat. You may choose to cause an extra +1 Damage for each level in Dirty Fighting with any successful Melee (Brawling) hit.
*Doomed- At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming.
*Luck- They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.
*Savvy- You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances).
*Strong Back- You have a strong back that is used to hard work. You may add your levels in Strong Back to your SL in any Opposed Strength
Tests, and can carry additional Encumbrance points of trappings (see page 293) equal to your level of Strong Back.
*Sturdy- You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by
your Sturdy level x 2.
*Sixth Sense- You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into
danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test
*Very Strong- You gain a permanent +5 bonus to your starting Strength Characteristic (this does not count towards your Advances).
*Very Resilient- You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances).
Trappings: Hand Weapon-Boat Hook, Leather Gloves, Cloak, Clothing, Dagger, Pouch, Sling Bag, Flask of Spirits.