Race: half ork, Gender: female (evident sexual characteristics/general suggested sexuality: obviously female), age: 16 {max. approx 100}, handed: right, Size: medium (weight: #200, height: 6’4″), hair: black {style}, eyes: green (wide – Soul Scourge), skin: olive hued {heavily tanned}; Movement: walk 30′
Scars/Marks: Godsbrand of Elancil & Sun Stealer.
Mannerisms:
> Central Concept + Argument/Saying:
> Favored/Spirit Animal: Fishing Cat
Code/ Alignment: ABERRANT (EVIL)
| Attribute | Current | Adj. | ASI rec. | Wound rec. | Other rec. |
|---|---|---|---|---|---|
| Charisma | +1 Soul scourge | ||||
| Constitution | |||||
| Dexterity | |||||
| Intelligence | |||||
| Perception | |||||
| Sanity | |||||
| Strength | |||||
| Wisdom |
i20 skills do NOT use Proficiency Bonus – skill level, attribute modifiers and situation/action modifiers are combined as an adj. to the check.
Skills:
Sailor Background: Accomplished Role: Navigator +2; Vehicle: Ships 1
Attributes/Saves:
Communication:
+ Gohrmliht (Galactic Common) Language (not literate; all the ‘foundlings’ learned it as a means of secure communication)
Armor: (NOTE: Shuns Heavy Armor)
Weapons:
:
ARMOR CLASS: Armor {armor} + Dex {Dex adj.} + Shield {shield adj.} =
> {condition} +1 AC (Unfettered on Deck[/su_permalink experience]
> ResilienceResilience > Armor = & Shield =
HEALTH/HIT POINTS: HD {dice1, dice 2, etc.} + Con {per dice mod} – Wounds {record1, record2, etc.} =
> Healing Rate base = 1+CON adj/Short Rest > Uses of Second Wind, etc. =
Typical Tactics:
Condition: Partial Grudge Bearing to hated Gwinnish Marauders; When any of your chosen foes makes their first normal or opportunity attack against you in a round, it makes the attack roll with disadvantage.
Condition: {} = adj
Armor:
Weapons:
Mundane Keepsakes:
Coin/Currency =
No one remembers or uses last names like “Aelishan” – those old identities are gone.
North Revealed: The Fate of Asil – A Shared Experience of the ORIGINAL ‘foundling’ campaign characters of the North Revealed campaign; How Asil escaped Dunstrand and his ultimate fate of death on the water.The characters share the same experience (North Revealed: The Soul Scourge) in regard to The Soul Scourge of Gruxxand the Necromancer. It is a recurring shared experience of a strange astral ship and crew over and over, with the Eorthna named Binnu-Burr of the foundlings imprinting it. She has done this over and over for years, even on the ones that did not directly experience it, so that it is a defining moment in all their lives.
Favored/Spirit Animal Story:
Make a DC 10 Dexterity check to see if you grab something from the ships’ captain galley (secure room w/some items) before your character gets off the boat as it sank.
RESULT = 20; MECH item + 2
END OF THE SOUL SCOURGE: Herald’s Quarterly 9179, 3rd Quarter CY 9179 – Something has happened. You know not what, but a powerful mystic force has slammed into everyone – finding you wherever you may be; In bed, in the street, asleep, eating, working or in the midst of romance. All at once, you feel as if the sun and all light have been swallowed – everything is dark. Your belly burns with a hunger you have never felt before, a desire to consume all within reach, a great emptiness that must be filled. Around you in the darkness are motes of life. You’re not sure if anything you’ve ever heard of is comparable to this… perhaps the Soul Scourge, or being near a gods’ manifestation. Do you feast… or resist the hunger?
= Gives into the Worms’ Hunger
Each character should identify some small unique mannerism for role-playing emphasis: Behavior (Mannerisms)