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Agility
d
Smarts
d
Spirit
d
Strength
d
Vigor
d
Derived Stats
Parry
B
M
Pace
B
M
Toughness
B
M
Charisma
B
M
Edges and Hindrances
Edge
Notes
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Hindrance
Notes
Maj
Skills
Boating
d
Climbing
d
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d
Fighting
d
Gambling
d
Guts
d
Healing
d
Intimidation
d
Investigation
d
Knowledge
d
Lockpicking
d
Notice
d
Persuasion
d
Piloting
d
Repair
d
Riding
d
Shooting
d
Stealth
d
Streetwise
d
Survival
d
Swimming
d
Taunt
d
Throwing
d
Tracking
d
Additional Skills
d
d
d
Weapons
Weapon
Damage
ROF
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Trapping (Power)
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Currency:
Total Weight Carried:
Weight Limit:
Encumbrance Penalty:
Injuries
Fatigue
-1
-2
Wounds
-1
-2
-3
Permanent Injuries:
Languages
Statistic Block
[table=1,14][r=1,1][url=http://www.myth-weavers.com/sheetview.php?sheetid=233715][SIZE=4][B]Serin Skald[/B][/SIZE][/url] [B]Adventuring Musician[/B] [r=1,2][B]Race:[/B] Human (Anari) [r=1,3][b]Attributes:[/b] Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 [r=1,4][b]Skills:[/b] Fighting (Ag) d6, Guts (Sp) d4, Knowledge (common) d8+1, Knowledge (folklore) (Sm) d6+1, Notice (Sm) d6, Persuasion (Sp) d6+3, Shooting (Ag) d6, Song Magic (Sm) d8, Streetwise (Sp) d8+3 [r=1,5][b]Languages:[/b] [ooc=Chalcian]Spoken in Chalcis. Alphabet: Anari.[/ooc], [ooc=Anari]Spoken in Alantaris Isle and the Magocracy. Alphabet: Anari.[/ooc], [ooc=Trader]Spoken by humans, merchants, diplomats. Alphabet: Anari.[/ooc], [ooc=Saxa]Spoken by Saxa. Alphabet: Saxa runic.[/ooc] [r=1,6][b]Powers:[/b] [ooc=Boost/Lower Trait]Range: Smarts. Duraction: Maintained. Trapping: praise/satire. This power allows a character to increase any of a target's Traits by one die type for a standard success, and two with a raise. The affected Trait can exceed d12; each step over d12 adds +1 to his Trait total. The power can also be used to lower an opponent's Trait. This is an opposed roll against the victim's Spirit. Success lowers any Trait of the caster's choice one step; a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack.[/ooc], [ooc=Healing]Range: Touch. Duration: Instant. Trapping: crooning. [I]Healing[/I] repairs recent bodily damage. It must be used within the "golden hour," though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the [I]healing[/I] spell removes a wound with a success, and two with a raise. The roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead. If so, no [I]healing[/I] may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. [I]Healing[/I] can also cure poison and disease if used within 10 minutes of the event.[/ooc], [ooc=Speak Language]Range: Touch. Duration: Maintained. Trappings: hand gestures and accent mimicry This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form—not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well.[/ooc] [r=1,7][b]Edges:[/b] [ooc=Attractive]Your hero or heroine is very handsome or beautiful. His or her Charisma is increased by +2.[/ooc], [ooc=Arcane Background (Song Magic)]Song mages, more correctly known as skalds, are sorcerors who work their magic through the power of song. As well as being spellcasters, skalds are also storytellers and poets, able to recount epic poems and stories from memory. A skald learns special techniques for memorizing things he has heard or read, and he is well versed in many topics. They have +1 to all Common Knowledge rolls, as well as Knowledge rolls relating to riddles, history, folklore, and such like. Skalds are also popular with nobility and commoners alike and receive +1 Charisma. Skalds must be able to speak to work their magic, but don't need to use their hands. Once the spell is cast, the skald may stop singing, even if the spell is to be Maintained.[/ooc] [r=1,8][b]Hindrances:[/b] [ooc=Code of Honor]Honor is very important to your character. He keeps his word, won't abuse or kill prisoners, and generally tries to operate within his world's particular notion of proper gentlemanly or ladylike behavior.[/ooc], [ooc=Loyal]Your character may not be a hero, but he'd give his life for his friends. This character can never leave a man behind if there's any chance at all he could help.[/ooc], [ooc=Phobia (wolves)]Phobias are overwhelming and irrational fears that stay with a hero for the rest of his life. Whenever a character is in the presence of his phobia, he subtracts 2 from all his Trait tests as a Minor Hindrance.[/ooc] [r=1,9][b]Armor:[/b]: [ooc=chain shirt]+2 to torso and arms[/ooc], [ooc=medium shield]+1 Parry, +2 Armor against ranged attacks[/ooc], [ooc=winter clothing]+2 to Vigor rolls to resist cold weather[/ooc] [r=1,10][b]Weapons:[/b] [ooc=bow]Dmg 2d6, ROF 1, Rng 12/24/36[/ooc], [ooc=orcish short sword]Dmg 2d6[/ooc], [ooc=staff]two-handed; Dmg d4+d6, Parry +1, Reach 1[/ooc] [r=1,11][b]Gear:[/b] backpack, bedroll, blanket, flint and steel, quiver w/18 arrows, rations (1 wk), soap, torches (2), waterskin (full) [r=1,12][b]Pace:[/b] 6, [b]Parry:[/b] 5 (1), [b]Toughness:[/b] 7 (2), [b]Charisma:[/b] +3 [r=1,13][b]Temporary Effects:[/b] None. [r=1,14][B]Bennies:[/B] 1; [B]Injuries:[/B] -; [B]Fatigue:[/B] -; [B]Encumbrance:[/B]: -2 w/backpack, -1 without[/table]
Notes
Serin is a good-looking Anari man in his early 20s. He has long, wavy black hair which he enjoys leaving loose (but keeps tied back in windy weather) and a mustache and goatee he keeps neatly trimmed. His eyes are a singularly piercing shade of green, and Serin knows they are one of his best features. He enjoys fine clothing, though he is seldom in coin enough to indulge, and owns a sturdy chain shirt for traveling and adventuring. His more a bowman than a swordsman, though he is finding opportunity for practice! Serin is a sunny optimist, always looking for the bright side of any situation, and feels he needs to be a model of behavior for others, even in trying times. He has a flair for good—even chivalric—manners, and a ready wit, and enjoys employing both skills with the fairer sex. He is far more comfortable in urban areas than in the countryside (and has a particular fear of wolves from childhood stories). Serin hails from the Anari land of Chalcis, across the Inner Sea to the west. Song magic may be considered backward by many Anari, but Serin always found both joy and deep truths in old folktales and sagas, and has set out both to preserve the old tales and to craft new ones. The Saxa lands seemed fertile areas for finding both tales and adventure—and Serin has always found rustic women intriguing—so he has found himself steadily traveling eastward. Serin saved the hearth-elf bladedancer Rindilnir Autumnwind from a burning building while passing through the village of Dale, and the two have stayed together since, even though Rindilnir's serious burns have healed as much as both mundane and magical care can accomplish. The pair have also encountered Ferguth ap-Garth, a Reliquary archaist, and his Guardian of the Arcane, Varn ver Sigurdstjon. Together the four hope to pass the winter in Aslov, in the Freelands.