Field Agent 3 Abigael "Abby" Tynan - Age 34
Str: 5(-1) Int: 9(+1)
Dex: 11(+2) Edu: 7(+0)
End: 7(+0) Soc: 7(+0)
Skills: Persuade-3, Deception-2, Communications-1, Investigate-1, Streetwise-1, Flyer-1, Melee-1, Carousing-0, Art(Singing)-0, Art(Songwriting)-0, Trade(Waitress)-0
Possessions: TL-12 Wafer Jack, Cr30,000
Enemies: Count Haakon of Sacnoth
1/2 Term Performer(Singer/Songwriter), 3 Terms Intelligence (Field Agent)
Abby grew up on Sacnoth (Sword Worlds/Sacnoth A775956-C), where she had a brief career as a singer/songwriter. When one of her more political songs became a hit, the local noble whose corruption she was satirizing (Count Haakon) took offense and put an end to her career.
Hoping to escape Count Haakon's reach, Abby applied to be a colonist, but was rejected - the colonial office couldn't risk the wrath of Count Haakon. Dejected and wondering what to do with her life, she was approached by Sword World Intelligence, who moved her to the capital of the Confederation, Gram (A895957-C). Though reluctant to move to her homeworld's chief rival in the Confederation, Abby realized that Gram was probably the one world where Count Haakon's influence would not reach.
Abby rose quickly through the ranks, making a name for herself as a field operative. Her good looks and easy nature made her a natural operative, and she helped to uncover numerous worker revolts and other threats to Gram's leadership.
In her 4th term, an unknown enemy blew her cover and her brother was nearly killed. The service decided that they no longer required her, and she was mustered out. Unusually, Abby was permitted to retain her wafer jack (TL-12, hidden access port), though she did have to turn in her software package and submit to a wafer-jack wipe to remove any classified data.
Showing posts with label Characters. Show all posts
Showing posts with label Characters. Show all posts
Saturday, April 11, 2015
Tuesday, July 15, 2014
Jerrick the Psion(Kineticist)
Another in my pathfinder character series, this one is a sample Psion I built using Dreamscarred Press' "Ultimate Psionics" for Pathfinder. Like the others, he's pretty stereotypical - he uses his telekinetic powers to essentially be a Rogue character. As he levels up, he may eventually take some Rogue levels, but for now he's focusing on the Psion track. UP Psions don't start to get interesting until 2nd or 3rd level.
It's worth noting that it doesn't look like Psions share Wizards' difficulty wearing armor, so if Jerrick can score some armor proficiency or wear something like Cloth that doesn't carry a nonproficiency penalty, that might work to his advantage. But since he has the equivalent of Psion mage armor, he'll probably be ok. Especially since he has a feat that lets him juice up his weapons with +1 energy, and +2d6 if he expends psionic focus during the attack. Ouch!
Jerrick
Male Human (Chelaxian) Psion 1
CG Medium humanoid (human)
Init +2; Senses alertness; Perception +3
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +2
Offense
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) and
quarterstaff +2 (1d6+3)
Ranged light crossbow +2 (1d8/19-20)
Psion Powers Known (power points 3, ML 1st; concentration +4):
1st—control object, energy ray, inertial armor
0 (at will)—crystal light (DC 13), detect psionics, far hand, telekinetic punch (DC 13)
Statistics
Str 14, Dex 15, Con 10, Int 17, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Body Fuel, Psicrystal Affinity, Psion Weapon Proficiencies, Psionic Weapon
Skills Autohypnosis +4, Disable Device +6, Perception +3, Sense Motive +2, Sleight of Hand +3, Spellcraft +7, Stealth +3, Use Magic Device +3
Languages Common, Dwarven, Elven, Goblin
SQ disciplines (psychokinesis [kineticist]), share powers, talents, telepathic link
Other Gear crossbow bolts (20), dagger, light crossbow, quarterstaff, ale (per gallon), backpack, belt pouch, belt pouch, chalk (5), flint and steel, thieves' tools, trail rations (5), waterskin, psicrystal, 74 gp, 2 sp, 9 cp
TRACKED RESOURCES
Control Object - 0/0
Crossbow bolts - 0/20
Crystal Light - 0/0
Dagger - 0/1
Detect Psionics - 0/0
Energy Ray - 0/0
Far Hand - 0/0
Inertial Armor - 0/0
Telekinetic Punch - 0/0
Trail rations - 0/5
Special Abilities
Alertness (Ex) While a psicrystal is within arm's reach, its owner gains the Alertness feat.
Body Fuel You can expand your powerpoint total at the expense of your health.
Psicrystal Affinity You have created a psicrystal
Psionic Weapon You can charge your melee weapon with additional damage potential.
Psychokinesis (Kineticist) Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist select
Share Powers (Su) Have any power you manifests on yourself also affect your psicrystal.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.
At first glance, Jerrick would appear to be just another handsome Chelaxian rogue - his close-cropped beard, quick wit, and fondness for other people's money make him an affable but untrustworthy friend.
But Jerrick is a Kineticist, and devotes much of his effort to the study of mind over matter. He has learned the abilities to manipulate things at a distance, as well as manifest raw energy of different elemental types to wield against enemies, and to wrap around himself for protection.
He has constructed a Psicrystal companion, which he only refers to as his "little buddy." Jerrick often seems to be at odds with his psicrystal though, because the crystal is attuned to his latent (and well hidden) sense of heroism, and exhorts Jerrick to heroic deeds that seem at odds with his roguish persona.
It's worth noting that it doesn't look like Psions share Wizards' difficulty wearing armor, so if Jerrick can score some armor proficiency or wear something like Cloth that doesn't carry a nonproficiency penalty, that might work to his advantage. But since he has the equivalent of Psion mage armor, he'll probably be ok. Especially since he has a feat that lets him juice up his weapons with +1 energy, and +2d6 if he expends psionic focus during the attack. Ouch!
Jerrick
Male Human (Chelaxian) Psion 1
CG Medium humanoid (human)
Init +2; Senses alertness; Perception +3
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +2
Offense
Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) and
quarterstaff +2 (1d6+3)
Ranged light crossbow +2 (1d8/19-20)
Psion Powers Known (power points 3, ML 1st; concentration +4):
1st—control object, energy ray, inertial armor
0 (at will)—crystal light (DC 13), detect psionics, far hand, telekinetic punch (DC 13)
Statistics
Str 14, Dex 15, Con 10, Int 17, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Body Fuel, Psicrystal Affinity, Psion Weapon Proficiencies, Psionic Weapon
Skills Autohypnosis +4, Disable Device +6, Perception +3, Sense Motive +2, Sleight of Hand +3, Spellcraft +7, Stealth +3, Use Magic Device +3
Languages Common, Dwarven, Elven, Goblin
SQ disciplines (psychokinesis [kineticist]), share powers, talents, telepathic link
Other Gear crossbow bolts (20), dagger, light crossbow, quarterstaff, ale (per gallon), backpack, belt pouch, belt pouch, chalk (5), flint and steel, thieves' tools, trail rations (5), waterskin, psicrystal, 74 gp, 2 sp, 9 cp
TRACKED RESOURCES
Control Object - 0/0
Crossbow bolts - 0/20
Crystal Light - 0/0
Dagger - 0/1
Detect Psionics - 0/0
Energy Ray - 0/0
Far Hand - 0/0
Inertial Armor - 0/0
Telekinetic Punch - 0/0
Trail rations - 0/5
Special Abilities
Alertness (Ex) While a psicrystal is within arm's reach, its owner gains the Alertness feat.
Body Fuel You can expand your powerpoint total at the expense of your health.
Psicrystal Affinity You have created a psicrystal
Psionic Weapon You can charge your melee weapon with additional damage potential.
Psychokinesis (Kineticist) Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Unlike other psions, when a kineticist select
Share Powers (Su) Have any power you manifests on yourself also affect your psicrystal.
Talents You may learn 3 "talents" (level 0 powers) as well as detect psionics.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.
At first glance, Jerrick would appear to be just another handsome Chelaxian rogue - his close-cropped beard, quick wit, and fondness for other people's money make him an affable but untrustworthy friend.
But Jerrick is a Kineticist, and devotes much of his effort to the study of mind over matter. He has learned the abilities to manipulate things at a distance, as well as manifest raw energy of different elemental types to wield against enemies, and to wrap around himself for protection.
He has constructed a Psicrystal companion, which he only refers to as his "little buddy." Jerrick often seems to be at odds with his psicrystal though, because the crystal is attuned to his latent (and well hidden) sense of heroism, and exhorts Jerrick to heroic deeds that seem at odds with his roguish persona.
Friday, February 14, 2014
A Bunch of New Classic Traveller Characters
I found a notebook with some more Classic Traveller characters I had generated, so I decided to share them. Not that it's hard to generate characters in CT (in fact, it's a fun minigame), but I figure that maybe someone might want some NPCs to play around with.
They're in Courier font because it fits with the 70's and early 80's aesthetic of the game, and I used a slightly modified "index card" format, as you might see in The Traveller Book. Also, I bought some gear for some of these guys - their Credits and Possessions have been updated accordingly.
If nothing else, maybe I'll inspire someone to dig out Classic Traveller and play some. It seems unlikely that I'll get to play any CT anytime soon. (Yeah, I know, so sad. For a guy currently in two different D&D-flavored campaigns, I sure do whine a lot.)
They're in Courier font because it fits with the 70's and early 80's aesthetic of the game, and I used a slightly modified "index card" format, as you might see in The Traveller Book. Also, I bought some gear for some of these guys - their Credits and Possessions have been updated accordingly.
If nothing else, maybe I'll inspire someone to dig out Classic Traveller and play some. It seems unlikely that I'll get to play any CT anytime soon. (Yeah, I know, so sad. For a guy currently in two different D&D-flavored campaigns, I sure do whine a lot.)
Army Lt. 59A6B6 Age 22
1 Term Cr19,150
Medical-1, Electronics-1, ATV-1, Blade Cbt-1, Rifle-1, SMG-1
Possessions:
Cloth Armor, SMG
Notes:
Slight, but athletic
Has advantageous DEX for all trained weapons
Merchant 4th Officer 785767 Age 26
2 Terms Cr39,150
Vacc Suit-1, Electronics-1, Steward-1
Possessions:
Blade, Autopistol, Cloth Armor
Notes:
Scout Explorer 7B986A Age 30
3 Terms Cr49,400
Mechanical-2, Gunnery-1, Navigation-1, Pilot-1,
Air/Raft-1, JoT
Possessions:
Autopistol, Cloth Armor, Scout/Courier
Notes:
Marine Captain Knight 98995B Age 26
2 Terms Cr7,000
Cutlass-2, Revolver-1, Rifle-1, ATV-1, Electronics-1
Possessions:
Notes:
Merchant 3rd Officer B77CD7 Age 34
4 Terms Cr60,000
Engineer-3, Streetwise-3, Bribery-1, G-Vehicle-1
Possessions:
Notes:
Hypercompetent Engineer.
Often gets deals on his own parts
Navy Lt. Cmdr Knight 67696B Age 30
3 Terms Cr60,000
Gunner-2, Vacc Suit-1, JoT-1
Possessions:
TAS, Low Passage
Notes:
Gunnery Section leader
Moves in High Society, recently knighted
Very "By the Book" in approach
Scout X-Boat/Courier 6797A7 Age 30
3 Terms Cr50,000
Pilot-1, Navigation-1, Engineering-1, Computer-1,
Air/Raft-1, JoT
Possessions:
Notes:
Gained EDU while in jumpspace on the X-boat line
Army Captain 98B4A7 Age 26
Terms 2 Cr40,000
Admin-2, Tactics-2, Gambling-2, SMG-2, Rifle-1
Possessions:
SMG
Notes:
Army Colonel 77A894 Age 38
Terms 5 Cr25,000
Rifle-2, SMG-2, Tactics-2, Leader-1, Computer-1,
Fwd Obs-1, ATV-2, Brawl-1
Possessions:
Pension/4kCr, High Passage, SMG
Notes:
Merchant Captain 5B7CA9 Age 42
Terms 6 Cr22,000
Streetwise-3, Steward-2, Electronics-2, Navigation-1,
Bribery-1, Pilot-1, JoT
Possessions:
Blade, Gun, Free Trader
Notes:
Tuesday, January 28, 2014
Character: Vanir the Halfling Storm Sorcerer
I made this guy up for D&D 4e a little while ago, and just rediscovered him while updating another 4e character on the D&D Insider character builder. He's actually a response to a question I asked myself - "Now that I have a Pathfinder Elemental Sorceress, what would a similar 4e character look like?" I got kind of off the rails though, and Vanir shares little with Jinna aside from their elemental sorcery.
To borrow a trick from Numenera, you could describe him as a “Halfling Storm Sorcerer who Dances with Wolves”.
====== Created Using Wizards of the Coast D&D Character
Builder ======
Vanir, level 1
Halfling, Sorcerer
Build: Storm Sorcerer
Animal Master Starting Feature Option: Dog
Spell Source Option: Storm Magic
Found in the Wild (Heal class skill)
Theme: Animal Master
FINAL ABILITY SCORES
STR 12, CON 11, DEX 18, INT 11, WIS 8, CHA 18
STARTING ABILITY SCORES
STR 12, CON 11, DEX 16, INT 11, WIS 8, CHA 16
AC: 14 Fort: 11 Ref: 14 Will: 16
HP: 23 Surges: 6 Surge Value: 5
TRAINED SKILLS
Arcana +5, Athletics +6, Heal +4, Nature +4
UNTRAINED SKILLS
Acrobatics +6, Bluff +4, Diplomacy +4, Dungeoneering –1,
Endurance +0, History +0, Insight –1, Intimidate +4, Perception –1, Religion
+0, Stealth +4, Streetwise +4, Thievery +6
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Animal Master Attack: Distracting Attack
Halfling Racial Power: Second Chance
Sorcerer Attack 1: Lightning Strike
Sorcerer Attack 1: Storm Walk
Sorcerer Attack 1: Whirlwind
Sorcerer Attack 1: Howling Tempest
FEATS
Level 1: Sorcerous Blade Channeling
ITEMS
Cloth Armor (Basic Clothing) x1
Adventurer's Kit
Staff Implement x1
Dagger x1
====== End ======
Monday, July 22, 2013
Korm Garkson, Half-Orc Monk
In keeping with my somewhat "cartoon character" approach to Pathfinder, here's another character. He's a friend and travelling companion of Jala Stormborn (my previous stereotypical character), and plays the anvil to her hammer, after a fashion. As usual, I rolled his stats with 4d6(drop 1), and arranged them to taste.
I am working up one more character for this little party - an Elven Bard who joined Jala and Korm to chronicle their adventures, figuring that there is no way that these two wouldn't be getting themselves into some saga-worthy trouble.
Korm Garkson
Male Half-Orc Monk 1
LN Medium Humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +7
Defense
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +4, Ref +5, Will +5
Defensive Abilities orc ferocity (1/day)
Offense
Speed 30 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Ranged Shuriken +3 (1d2+2/x2)
Special Attacks flurry of blows -1/-1
Statistics
Str 15, Dex 16, Con 15, Int 8, Wis 16, Cha 11
Base Atk +0; CMB +2 (+4 Grappling); CMD 19 (21 vs. Grapple)
Feats Dodge, Improved Grapple, Improved Unarmed Strike, Stunning Fist (1/day) (DC 13)
Skills Acrobatics +7, Intimidate +2, Perception +7, Sense Motive +7, Stealth +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ ac bonus +3, stunning fist (stun), unarmed strike (1d6)
Other Gear Shuriken (10), Backpack (8 @ 12 lbs), Bedroll, Belt pouch (2 @ 2.96 lbs), Flint and steel, Trail rations (7), 144 GP, 4 SP
Special Abilities
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Raised in the Ulfenlands, Korm has always been at war with his nature. Rather than denying or giving in to his feral ancestry, Korm has chosen the path of balance as a monk. Focusing on stealth, acrobatics and perception, Korm follows his instinct as well as relying on his physical abilities. Never cruel, but perfectly willing to return violence with violence, Korm uses violence as a tool in his quest to find meaning to the universe and his place within it.
Korm views his childhood friend and adventuring companion Jala as a headstrong showoff who gets them in more trouble than she gets them out of. Though he respects her command of sorcery, he worries that his friend will lose herself to her chaotic impulses some day.
Still, Korm enjoys Jala's company and values her intellect and free spirit, two things he does not himself have.
I am working up one more character for this little party - an Elven Bard who joined Jala and Korm to chronicle their adventures, figuring that there is no way that these two wouldn't be getting themselves into some saga-worthy trouble.
Korm Garkson
Male Half-Orc Monk 1
LN Medium Humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +7
Defense
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +4, Ref +5, Will +5
Defensive Abilities orc ferocity (1/day)
Offense
Speed 30 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Ranged Shuriken +3 (1d2+2/x2)
Special Attacks flurry of blows -1/-1
Statistics
Str 15, Dex 16, Con 15, Int 8, Wis 16, Cha 11
Base Atk +0; CMB +2 (+4 Grappling); CMD 19 (21 vs. Grapple)
Feats Dodge, Improved Grapple, Improved Unarmed Strike, Stunning Fist (1/day) (DC 13)
Skills Acrobatics +7, Intimidate +2, Perception +7, Sense Motive +7, Stealth +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ ac bonus +3, stunning fist (stun), unarmed strike (1d6)
Other Gear Shuriken (10), Backpack (8 @ 12 lbs), Bedroll, Belt pouch (2 @ 2.96 lbs), Flint and steel, Trail rations (7), 144 GP, 4 SP
Special Abilities
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Stunning Fist (1/day) (DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Raised in the Ulfenlands, Korm has always been at war with his nature. Rather than denying or giving in to his feral ancestry, Korm has chosen the path of balance as a monk. Focusing on stealth, acrobatics and perception, Korm follows his instinct as well as relying on his physical abilities. Never cruel, but perfectly willing to return violence with violence, Korm uses violence as a tool in his quest to find meaning to the universe and his place within it.
Korm views his childhood friend and adventuring companion Jala as a headstrong showoff who gets them in more trouble than she gets them out of. Though he respects her command of sorcery, he worries that his friend will lose herself to her chaotic impulses some day.
Still, Korm enjoys Jala's company and values her intellect and free spirit, two things he does not himself have.
Thursday, June 13, 2013
Jala Stormborn, Pathfinder Sorceress
Here's my latest version of the Jala Stormborn, an Ulfen Sorceress with an Air Elemental bloodline. This version is similar but not identical to the one I put up a few days ago. The statblock below was generated with HeroLab, which I find indispensable for making Pathfinder characters.
(I'm trying to build a Half-Orc Barbarian who might be her travelling companion, but I'm having a little trouble getting his concept right, so his stats will have to wait.)
Jala Stormborn
Female Human (Ulfen) Sorcerer 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
Offense
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Spear +0 (1d8/x3)
Special Attacks elemental ray (6/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Feather Fall (DC 14), Color Spray (DC 14)
0 (at will) Mage Hand, Open/Close (DC 13), Detect Magic, Drench (DC 13)
Statistics
Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Arcane Strike, Eschew Materials, Persuasive
Skills Bluff +7, Diplomacy +6, Intimidate +9, Perception +1, Use Magic Device +7
Languages Auran, Common, Skald
SQ bloodlines (elemental [air])
Combat Gear Oil (2), Sunrod (2); Other Gear Dagger, Spear, Backpack (15 @ 17.5 lbs), Bedroll, Belt pouch (1 @ 2.5 lbs), Candle (5), Chalk (5), Flint and steel, Mirror, Silk rope, Soap, Trail rations (5), Waterskin, 117 GP, 2 SP, 6 CP
TRACKED RESOURCES
Dagger - 0/1
Elemental Ray (6/day) (Sp) - 0/6
Spear - 0/1
Sunrod - 0/2
Trail rations - 0/5
Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Elemental (Air) You may change any energy spell to use [Electricity] energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Jala is the daughter of an Ulfen merchant, born at sea during a particularly violent thunderstorm. Always slight person and pale even by Ulfen standards, Jala has always known that she is different from her friends.
(ed: she does not yet have Appraise skill even though it fits her background; she'll grab it next level.)
Jala channels her elemental power into a quick temper, and she is not without the legendary Ulfen forceful will and competitive spirit. Though she is capricious by nature, she respects honor and honesty, and if she does take an oath (an unlikely event - like the wind, Jala will not be bound), she will hold to that oath.
Though many find her sense of humor odd, Jala is an accomplished diplomat, able to bluff or intimidate her way through any situation her Diplomacy fails her.
In combat, Jala fights with a lightning-charged spear, and always has a dagger on hand to handle dangerous situations in her down time. She will seek to engage at range with her Elemental(Lightning) Ray when possible, and will use Color Spray to incapacitate groups of opponents whenever possible. Her Ulfen pride does make her inclined to "play fair" with singular opponents, but she is aware of her physical limits and will not easily be tricked into a losing melee situation. ("How is me using magic any different from you using your muscles?")
As a novice sorceress, Jala mastered a handful of electrical and air disciplines, She has the greatest affinity for air transmutations and pattern illusions, though she also understands conjuration and divination to an extent, especially when the conjuration relates to air or rain.
Jala delights in using her powers (especially her cantrips) and can be a bit of a show-off. In public, She would sooner use Mage Hand or "Open/Close" than her own hands, and she has been known to use Drench to deal with problematic social encounters.
Beneath her playful displays and bravado though is a deep fascination with magic, and a drive to understand her connection with the elemental plane of Air. She knows full well that her soul and fate are entwined with the elements, and she eagerly seeks out new knowledge of the mystic realms which she believes will one day be her home.
(I'm trying to build a Half-Orc Barbarian who might be her travelling companion, but I'm having a little trouble getting his concept right, so his stats will have to wait.)
Jala Stormborn
Female Human (Ulfen) Sorcerer 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
Offense
Speed 30 ft.
Melee Dagger +0 (1d4/19-20/x2) and
Spear +0 (1d8/x3)
Special Attacks elemental ray (6/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Feather Fall (DC 14), Color Spray (DC 14)
0 (at will) Mage Hand, Open/Close (DC 13), Detect Magic, Drench (DC 13)
Statistics
Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Arcane Strike, Eschew Materials, Persuasive
Skills Bluff +7, Diplomacy +6, Intimidate +9, Perception +1, Use Magic Device +7
Languages Auran, Common, Skald
SQ bloodlines (elemental [air])
Combat Gear Oil (2), Sunrod (2); Other Gear Dagger, Spear, Backpack (15 @ 17.5 lbs), Bedroll, Belt pouch (1 @ 2.5 lbs), Candle (5), Chalk (5), Flint and steel, Mirror, Silk rope, Soap, Trail rations (5), Waterskin, 117 GP, 2 SP, 6 CP
TRACKED RESOURCES
Dagger - 0/1
Elemental Ray (6/day) (Sp) - 0/6
Spear - 0/1
Sunrod - 0/2
Trail rations - 0/5
Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Elemental (Air) You may change any energy spell to use [Electricity] energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Jala is the daughter of an Ulfen merchant, born at sea during a particularly violent thunderstorm. Always slight person and pale even by Ulfen standards, Jala has always known that she is different from her friends.
(ed: she does not yet have Appraise skill even though it fits her background; she'll grab it next level.)
Jala channels her elemental power into a quick temper, and she is not without the legendary Ulfen forceful will and competitive spirit. Though she is capricious by nature, she respects honor and honesty, and if she does take an oath (an unlikely event - like the wind, Jala will not be bound), she will hold to that oath.
Though many find her sense of humor odd, Jala is an accomplished diplomat, able to bluff or intimidate her way through any situation her Diplomacy fails her.
In combat, Jala fights with a lightning-charged spear, and always has a dagger on hand to handle dangerous situations in her down time. She will seek to engage at range with her Elemental(Lightning) Ray when possible, and will use Color Spray to incapacitate groups of opponents whenever possible. Her Ulfen pride does make her inclined to "play fair" with singular opponents, but she is aware of her physical limits and will not easily be tricked into a losing melee situation. ("How is me using magic any different from you using your muscles?")
As a novice sorceress, Jala mastered a handful of electrical and air disciplines, She has the greatest affinity for air transmutations and pattern illusions, though she also understands conjuration and divination to an extent, especially when the conjuration relates to air or rain.
Jala delights in using her powers (especially her cantrips) and can be a bit of a show-off. In public, She would sooner use Mage Hand or "Open/Close" than her own hands, and she has been known to use Drench to deal with problematic social encounters.
Beneath her playful displays and bravado though is a deep fascination with magic, and a drive to understand her connection with the elemental plane of Air. She knows full well that her soul and fate are entwined with the elements, and she eagerly seeks out new knowledge of the mystic realms which she believes will one day be her home.
Tuesday, June 4, 2013
When given the choice between S&W and Pathfinder....
...the kids prefer Pathfinder, while my wife prefers Swords & Wizardry.
I probably shouldn't be surprised, and it may be as simple as the fact that the Pathfinder campaign is about 5th Level right now, whereas the S&W campaign is on the tail end of 1st Level. And really, who doesn't like playing more powerful characters?
S&W of course follows the OSG convention that characters start off being n00bs, and are barely less inept than peasants. They frequently have to hire people (meat shields and torch bearers) to accompany them, and those hirelings often run afoul of the "Save or Die" traps that most OSG dungeons seem to have. But my players (also not surprisingly, given their ages) think that's "mean" and (more thoughfully) that getting too many hirelings killed will anger the people in the town(s) from which they're hiring people. Kinda hard to argue with either point, except that the hirelings knew the dangers when they signed on, and if you give their cut of the reward to their families, you'll at least get the reputation of an honorable party. Though that may come at the price of a reputation for being the kind of party you really don't want to be invited to join...
Pathfinder characters start off pretty tough though, even at first level. Not as tough as 4e characters, but certainly not the sort of people an average peasant or even city guard would want to mess with. And with all those feats and skills, you can make some pretty spectacular themed characters, as long as you don't mind ignoring the whole "min/max" aspect of 3e gaming, and just choose powers to fit your concept.
For fun, I rolled up an Air/Storm Elemental bloodline Sorceress (loosely based on a miniature I have), whose statblock I've included below for illustrative purposes. Her stats are fairly average, and only the racial +2 for any stat pushes her over into heroic territory. I don't remember, but I suspect I used the "Roll 4d6, drop lowest" method, and arranged my results in order of preference. I'm intending to introduce her as a friendly rival and sometimes ally to my party, but like many characters I make, I find that I'm now anxious to play her in a campaign. :) Maybe someone I know will start a Pathfinder game I can get in on sometime later in the year.
It must also be said that HeroLab makes creating new Pathfinder characters exceptionally easy and fun. If only they supported all the games I play. I don't think I'd enjoy making characters for d20-based games very much without software support. (Which, of course, is why I like S&W. Sigh.)
Jala Stormborn
Female Human (Ulfen) Sorceress 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
Offense
Speed 20 ft.
Melee Dagger +2 (1d4/19-20/x2) and
Spear +0 (1d8/x3)
Special Attacks elemental ray (6/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Color Spray (DC 14), Shocking Grasp
0 (at will) Mage Hand, Open/Close (DC 13), Breeze, Jolt
Statistics
Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Arcane Strike, Eschew Materials, Weapon Finesse
Skills Acrobatics -1 (-5 jump), Bluff +7, Climb -3, Diplomacy +4, Escape Artist -1, Fly -1, Intimidate +7, Perception +1, Ride -1, Stealth -1, Swim -3, Use Magic Device +7
Languages Common, Auran, Skald
SQ bloodlines (elemental [air])
Other Gear Dagger, Spear, Backpack (21 @ 27.1 lbs), Bedroll, Candle (5), Chalk (5), Explorer's outfit, Mirror, Rope, Trail rations (5), Waterskin, 120 GP, 3 SP, 7 CP
Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Elemental (Air) You may change any energy spell to use [Electricity] energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Jala is the daughter of an Ulfen merchant, born at sea during a particularly violent thunderstorm. Always slight person and pale even by Ulfen standards, Jala has always known that she is different from her friends.
Jala channels her elemental power into a quick temper, and she is not without the legendary Ulfen forceful will. In combat, she fights with a spear, and always has a dagger on hand to handle dangerous situations in her down time.
Though many find her sense of humor odd, Jala is an accomplished diplomat, able to bluff and intimidate her way through many situations, and her fascination with magic has lead her to an understanding of magical constructs and their proper operation.
As a novice sorceror, Jala has mastered a handful of electrical and air disciplines, as well as Color Spray and Unlock - to talents she has found useful when adventuring for gold.
I probably shouldn't be surprised, and it may be as simple as the fact that the Pathfinder campaign is about 5th Level right now, whereas the S&W campaign is on the tail end of 1st Level. And really, who doesn't like playing more powerful characters?
S&W of course follows the OSG convention that characters start off being n00bs, and are barely less inept than peasants. They frequently have to hire people (meat shields and torch bearers) to accompany them, and those hirelings often run afoul of the "Save or Die" traps that most OSG dungeons seem to have. But my players (also not surprisingly, given their ages) think that's "mean" and (more thoughfully) that getting too many hirelings killed will anger the people in the town(s) from which they're hiring people. Kinda hard to argue with either point, except that the hirelings knew the dangers when they signed on, and if you give their cut of the reward to their families, you'll at least get the reputation of an honorable party. Though that may come at the price of a reputation for being the kind of party you really don't want to be invited to join...
Pathfinder characters start off pretty tough though, even at first level. Not as tough as 4e characters, but certainly not the sort of people an average peasant or even city guard would want to mess with. And with all those feats and skills, you can make some pretty spectacular themed characters, as long as you don't mind ignoring the whole "min/max" aspect of 3e gaming, and just choose powers to fit your concept.
For fun, I rolled up an Air/Storm Elemental bloodline Sorceress (loosely based on a miniature I have), whose statblock I've included below for illustrative purposes. Her stats are fairly average, and only the racial +2 for any stat pushes her over into heroic territory. I don't remember, but I suspect I used the "Roll 4d6, drop lowest" method, and arranged my results in order of preference. I'm intending to introduce her as a friendly rival and sometimes ally to my party, but like many characters I make, I find that I'm now anxious to play her in a campaign. :) Maybe someone I know will start a Pathfinder game I can get in on sometime later in the year.
It must also be said that HeroLab makes creating new Pathfinder characters exceptionally easy and fun. If only they supported all the games I play. I don't think I'd enjoy making characters for d20-based games very much without software support. (Which, of course, is why I like S&W. Sigh.)
Jala Stormborn
Female Human (Ulfen) Sorceress 1
CG Medium Humanoid (human)
Init +2; Senses Perception +1
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 7 (1d6+1)
Fort +1, Ref +2, Will +2
Offense
Speed 20 ft.
Melee Dagger +2 (1d4/19-20/x2) and
Spear +0 (1d8/x3)
Special Attacks elemental ray (6/day)
Sorcerer Spells Known (CL 1):
1 (4/day) Color Spray (DC 14), Shocking Grasp
0 (at will) Mage Hand, Open/Close (DC 13), Breeze, Jolt
Statistics
Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 12
Feats Arcane Strike, Eschew Materials, Weapon Finesse
Skills Acrobatics -1 (-5 jump), Bluff +7, Climb -3, Diplomacy +4, Escape Artist -1, Fly -1, Intimidate +7, Perception +1, Ride -1, Stealth -1, Swim -3, Use Magic Device +7
Languages Common, Auran, Skald
SQ bloodlines (elemental [air])
Other Gear Dagger, Spear, Backpack (21 @ 27.1 lbs), Bedroll, Candle (5), Chalk (5), Explorer's outfit, Mirror, Rope, Trail rations (5), Waterskin, 120 GP, 3 SP, 7 CP
Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Elemental (Air) You may change any energy spell to use [Electricity] energy.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6 Electricity damage
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Jala is the daughter of an Ulfen merchant, born at sea during a particularly violent thunderstorm. Always slight person and pale even by Ulfen standards, Jala has always known that she is different from her friends.
Jala channels her elemental power into a quick temper, and she is not without the legendary Ulfen forceful will. In combat, she fights with a spear, and always has a dagger on hand to handle dangerous situations in her down time.
Though many find her sense of humor odd, Jala is an accomplished diplomat, able to bluff and intimidate her way through many situations, and her fascination with magic has lead her to an understanding of magical constructs and their proper operation.
As a novice sorceror, Jala has mastered a handful of electrical and air disciplines, as well as Color Spray and Unlock - to talents she has found useful when adventuring for gold.
Wednesday, January 9, 2013
A few more randomly generated Traveller characters
These are Classic Traveller characters. Again, sorry for the inconsistent write-up style. I don't have a good system for doing this yet, so it's more or less catch-as-catch-can.
Army Major Eli Khabr 778B86 Age 30
Skills: SMG-2, Tactics-2, ATV-1, Rifle-1, Mechanical-1, Blade Cbt-1
Possessions: High Passage, SMG
Finances: 12,000 CrImp
Eli was very bright but poor farmer from a Low Tech Agricultural world who dreamed of finding a way to "the capital" to learn about technology and machinery. He applied to the Army, as it was known locally that a career in the Army was a good way to learn a lot of good skills.
His first term, his obvious intelligence and enthusiasm gained him a commission and a minor field command, where he learned a lot about fighting. He also found himself assigned to a mechanized brigade, where he learned basic vehicle maintenance.
[Term 1: Lieutenant, Rifle-1, SMG-1, Blade Cbt-1, Tactics-1, Mechanical-1]
In his second term, he was promoted to captain and put in command of one of his brigade's recon platoons. His officer training gave him additional education in subjects his farm-hand upbringing had neglected as he learned the ins and outs of AFV operation in the field.
[Term 2: Captain, ATV-1, Edu+1]
His third term saw him promoted to Major, where he learned more tactics and, due to some border disputes, gained additional skill with his SMG.
[Term 3: Major, Tactics, Gun Cbt(SMG)]
Eli's superiors were shocked when, at what looked like the height of his career, he decided not to re-enlist. What they did not know is that Eli had been forced to cross a line during his last assignment, and he could no longer serve his government as a soldier in good conscience. Disillusioned and unsure what his future had in store for a man with his talents, Eli took to the stars, hoping to find a new life on any planet but his homeworld.
Army Lieutenant, Merchant 3rd Officer Rezik Farjani A69AB6 Age 26
Skills: SMG-2, Mechanical-2, Rifle-1, Leader-1, Computer-1, Admin-1, Streetwise-1, Vacc Suit-1
Possessions: Gun (SMG)
Finances: 50,000 Cr
Rezik was a strong, clever and well educated kid from a backwater world out on the frontier. Seeing no future in his local scene, he joined the Army, a move that proved to be very beneficial to him. His superiors quickly noticed his abilities, granting him both a commission and a promotion in his first term of duty. While his personal interest was in weapons qualifications, his post taught him much about leadership and computer operations.
However, his brilliant career was cut short after only one term by a classic Army SNAFU, and he wound up joining a Tukera Lines merchant ship's crew as an officer. As a 3rd Officer, Rezik learned much about Admin and Streetwise, as well as how to operate a vacc suit. But the life of a Merchant was not for him, and at the age of 26, he set out into the stars to seek his fortune, where ever that may be.
[Rezig has a Psy potential of 7 at this point, and would probably benefit from seeking some training]
Army Major Eli Khabr 778B86 Age 30
Skills: SMG-2, Tactics-2, ATV-1, Rifle-1, Mechanical-1, Blade Cbt-1
Possessions: High Passage, SMG
Finances: 12,000 CrImp
Eli was very bright but poor farmer from a Low Tech Agricultural world who dreamed of finding a way to "the capital" to learn about technology and machinery. He applied to the Army, as it was known locally that a career in the Army was a good way to learn a lot of good skills.
His first term, his obvious intelligence and enthusiasm gained him a commission and a minor field command, where he learned a lot about fighting. He also found himself assigned to a mechanized brigade, where he learned basic vehicle maintenance.
[Term 1: Lieutenant, Rifle-1, SMG-1, Blade Cbt-1, Tactics-1, Mechanical-1]
In his second term, he was promoted to captain and put in command of one of his brigade's recon platoons. His officer training gave him additional education in subjects his farm-hand upbringing had neglected as he learned the ins and outs of AFV operation in the field.
[Term 2: Captain, ATV-1, Edu+1]
His third term saw him promoted to Major, where he learned more tactics and, due to some border disputes, gained additional skill with his SMG.
[Term 3: Major, Tactics, Gun Cbt(SMG)]
Eli's superiors were shocked when, at what looked like the height of his career, he decided not to re-enlist. What they did not know is that Eli had been forced to cross a line during his last assignment, and he could no longer serve his government as a soldier in good conscience. Disillusioned and unsure what his future had in store for a man with his talents, Eli took to the stars, hoping to find a new life on any planet but his homeworld.
Army Lieutenant, Merchant 3rd Officer Rezik Farjani A69AB6 Age 26
Skills: SMG-2, Mechanical-2, Rifle-1, Leader-1, Computer-1, Admin-1, Streetwise-1, Vacc Suit-1
Possessions: Gun (SMG)
Finances: 50,000 Cr
Rezik was a strong, clever and well educated kid from a backwater world out on the frontier. Seeing no future in his local scene, he joined the Army, a move that proved to be very beneficial to him. His superiors quickly noticed his abilities, granting him both a commission and a promotion in his first term of duty. While his personal interest was in weapons qualifications, his post taught him much about leadership and computer operations.
However, his brilliant career was cut short after only one term by a classic Army SNAFU, and he wound up joining a Tukera Lines merchant ship's crew as an officer. As a 3rd Officer, Rezik learned much about Admin and Streetwise, as well as how to operate a vacc suit. But the life of a Merchant was not for him, and at the age of 26, he set out into the stars to seek his fortune, where ever that may be.
[Rezig has a Psy potential of 7 at this point, and would probably benefit from seeking some training]
Monday, October 22, 2012
And for contrast...
Highlighting Classic Traveller's more spartan style of character (no connections, very little detail generated by the term system...), here's Sword Worlder street thug made good:
Other/Merchant 3rd Officer Tor Halperin BA5875, Age 34
Skills: Steward-2, Mechanical-1, Electronic-1, Vacc Suit-1, Blade-1, Brawling-1, Streetwise-1
Equipment: Blade(Cutlass), 20,000 Cr
Tor was a big kid from a rough part of town who found himself serving as a "tough" for a local mob leader. His generally negative outlook and an unfortunate case of asthma contribute to his diminished endurance, though he has tried to make up for his shortcomings through rigorous weight lifting and training his naturally high dexterity.
When his gang got busted by the local law enforcement, he signed on as muscle for a tramp freighter in the area. The captain quickly saw that Tor was more than he appeared, and promoted him to be the ship's Steward, a job Tor found he was surprisingly good at. As often happens, Tor cross-trained in zero-G operations as well as general repair skills (mechanical and electrical), which came in handy in maintaining the ship's life support and passenger systems.
Now, Tor is an experienced space hand, and while some may be intimidated by his size and unrefined accent, his quick wits and obvious passion for stewardship soon win them over.
Other/Merchant 3rd Officer Tor Halperin BA5875, Age 34
Skills: Steward-2, Mechanical-1, Electronic-1, Vacc Suit-1, Blade-1, Brawling-1, Streetwise-1
Equipment: Blade(Cutlass), 20,000 Cr
Tor was a big kid from a rough part of town who found himself serving as a "tough" for a local mob leader. His generally negative outlook and an unfortunate case of asthma contribute to his diminished endurance, though he has tried to make up for his shortcomings through rigorous weight lifting and training his naturally high dexterity.
When his gang got busted by the local law enforcement, he signed on as muscle for a tramp freighter in the area. The captain quickly saw that Tor was more than he appeared, and promoted him to be the ship's Steward, a job Tor found he was surprisingly good at. As often happens, Tor cross-trained in zero-G operations as well as general repair skills (mechanical and electrical), which came in handy in maintaining the ship's life support and passenger systems.
Now, Tor is an experienced space hand, and while some may be intimidated by his size and unrefined accent, his quick wits and obvious passion for stewardship soon win them over.
First, a Mongoose Traveller Character
Sometimes I like to play the "Traveller CharGen game". Most of these characters are destined for the dustbin, or maybe use as more well-developed NPCs, and I only keep records of the ones that turn out to be interesting. I take the rolls as they happen when I'm doing this, and then try to weave a plausible story out of the results.
The first character is an Imperial Treasure Hunter, Lady Duanna Engebar, who worked out to be kind of a "b-team" version of Lara Croft or Sydney Fox (if anyone but me remembers "Relic Hunter").
I'm going to drag out a few of these characters to share. Because I'm mostly doing this during the odd lunch break, the writeups follow no uniform format or level of detail, but should have enough notes to be able to play the character in a game. And before anyone complains, yes I know these are kind of stereotyped. I'm a firm believer in using broad strokes when painting RPG characters, because I don't have the luxury of dozens of pages or the nuanced performance of a professional actor to portray them.
Some are "Classic Traveller" characters, and some (like this one) are "Mongoose Traveller" characters. I've used Spica Publishing's "Career Books" in some cases (again, like this one), and a few characters are for Spica's "Outer Veil" setting instead of the standard "3rd Imperium" setting.
Some are "Classic Traveller" characters, and some (like this one) are "Mongoose Traveller" characters. I've used Spica Publishing's "Career Books" in some cases (again, like this one), and a few characters are for Spica's "Outer Veil" setting instead of the standard "3rd Imperium" setting.
The first character is an Imperial Treasure Hunter, Lady Duanna Engebar, who worked out to be kind of a "b-team" version of Lara Croft or Sydney Fox (if anyone but me remembers "Relic Hunter").
Lady Duanna Engebar 6CA55A - 26yo Treasure Hunter (Career Book 1)
Survival-1, Gun Combat(slug pistol)-1, Art(Primitive)-1, Athletics(coordination)-1,
Animals(riding)-0, Stealth-0, Recon-0, Flyer-0, Carousing-0
2 Allies - Garun Revesh, Simi Odakar
1 Enemy - Yanos Shevinssen
0 Cr
A hardy if slightly built girl from an influential family, Lady Duanna never paid much attention in school and isn't the sharpest knife in the drawer, though her phenomenal agility and perseverance has served her well. At 18 years old, she longed to escape the confines of High Society. Her father pull some strings to get her assigned to the crew of a high-profile freelance Treasure Hunting outfit. She quickly impressed her crew chief with her bravery (if not her intelligence) and was given more in-field missions, where she learned about survival and Ancient artwork. In her second term, she was betrayed by a former colleague and found herself with an unexpected need to hone her gun combat skills. No longer able to trust her employer, Lady Duanna left the service and set out on her own.
Now a more experienced woman who is more at home in the field than she is in high society, Duanna still maintains very friendly relations with two of her old collegues, though her betrayer continues to be a thorn in her side, as does her currently cashless state.
Allies:
Garun Revesh - a vargr archaeologist, Garun and Duanna have been on many digs together. In essence, he was the brains to Duannas brawn, and together they were able to retrieve a number of high-profile artifacts and knowledge. Garun is quite fond of Duanna, admiring her spirit and determination. He will happily assist her in any way he can, and considers her to be a personal friend as well as a valuable professional contact.
Simi Odakar - an Imperial human, Simi is one of Duanna's "girly friends". During the years they were on the same planet, they enjoyed spending their down time together, and have a genuinely strong friendship. Simi is a Broker by occupation, and she frequently finds deals which she shares with Duanna. Though her busy lifestyle prevents her from travelling herself, she has many contacts throughout the sector and can "pave the way" if she has time to do so. In return, Duanna will pass along any information she finds about business opportunities and will look out for opportunities to send business to her friend.
Enemies:
Yanos Shevinssen - a Sword Worlder by culture, and a rival Adventurer, Yanos betrayed Duanna's trust by stealing an important artifact that she and Garun were working to retreive. Yanos is an unscrupulous man who views non-Sword Worlders with contempt, believing that they are "chumps who deserve what they get". It is speculated that his hatred of Duanna is more personal though. He is a boorish man whose advances Duanna rebuffed.
Str: 6 Int: 5
Dex: 12 Edu: 5
End: 10 Soc: 10
Animals(riding)-0, Stealth-0, Recon-0, Flyer-0, Carousing-0
2 Allies - Garun Revesh, Simi Odakar
1 Enemy - Yanos Shevinssen
0 Cr
A hardy if slightly built girl from an influential family, Lady Duanna never paid much attention in school and isn't the sharpest knife in the drawer, though her phenomenal agility and perseverance has served her well. At 18 years old, she longed to escape the confines of High Society. Her father pull some strings to get her assigned to the crew of a high-profile freelance Treasure Hunting outfit. She quickly impressed her crew chief with her bravery (if not her intelligence) and was given more in-field missions, where she learned about survival and Ancient artwork. In her second term, she was betrayed by a former colleague and found herself with an unexpected need to hone her gun combat skills. No longer able to trust her employer, Lady Duanna left the service and set out on her own.
Now a more experienced woman who is more at home in the field than she is in high society, Duanna still maintains very friendly relations with two of her old collegues, though her betrayer continues to be a thorn in her side, as does her currently cashless state.
Allies:
Garun Revesh - a vargr archaeologist, Garun and Duanna have been on many digs together. In essence, he was the brains to Duannas brawn, and together they were able to retrieve a number of high-profile artifacts and knowledge. Garun is quite fond of Duanna, admiring her spirit and determination. He will happily assist her in any way he can, and considers her to be a personal friend as well as a valuable professional contact.
Simi Odakar - an Imperial human, Simi is one of Duanna's "girly friends". During the years they were on the same planet, they enjoyed spending their down time together, and have a genuinely strong friendship. Simi is a Broker by occupation, and she frequently finds deals which she shares with Duanna. Though her busy lifestyle prevents her from travelling herself, she has many contacts throughout the sector and can "pave the way" if she has time to do so. In return, Duanna will pass along any information she finds about business opportunities and will look out for opportunities to send business to her friend.
Enemies:
Yanos Shevinssen - a Sword Worlder by culture, and a rival Adventurer, Yanos betrayed Duanna's trust by stealing an important artifact that she and Garun were working to retreive. Yanos is an unscrupulous man who views non-Sword Worlders with contempt, believing that they are "chumps who deserve what they get". It is speculated that his hatred of Duanna is more personal though. He is a boorish man whose advances Duanna rebuffed.
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