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d
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d
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d
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d
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d
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B
M
Pace
B
M
Toughness
B
M
Charisma
B
M
Edges and Hindrances
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Hindrance
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Skills
Boating
d
Climbing
d
Driving
d
Fighting
d
Gambling
d
Guts
d
Healing
d
Intimidation
d
Investigation
d
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d
Lockpicking
d
Notice
d
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d
Repair
d
Riding
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d
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Taunt
d
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d
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d
d
d
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-1
-2
Wounds
-1
-2
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Permanent Injuries:
Languages
Statistic Block
[table=1,9][r=1,1][url=http://www.myth-weavers.com/sheetview.php?sheetid=234950][SIZE=4][B]Wrack[/B][/SIZE][/url] [B]Mercenary / Incipient Hero[/B] [r=1,2][B]Race:[/B] Wildling (spider) [r=1,3][b]Attributes:[/b] Agility d10, Smarts d4, Spirit d8, Strength d8, Vigor d6 [r=1,4][b]Skills:[/b] Boating (Ag) d6, Climbing (St) d6, Fighting (Ag) d10, Notice (Sm) d6, Shooting (Ag) d8, Stealth (Ag) d8, Throwing (Ag) d6 [r=1,5][b]Pace:[/b] 6, [b]Parry:[/b] 7 (and [ooc=+2]from [I]Quill[/I][/ooc]), [b]Toughness:[/b] 6 (and [ooc=+3]from armor[/ooc]), [b]Charisma:[/b] -2 [r=1,6][b]Edges:[/b] [ooc=Ambidextrous]Your hero is as deft with his left hand as he is with his right. He may ignore the -2 penalty for using his off-hand.[/ooc], [ooc=Beastling]The character has grown to the size of a human, losing the Small Hindrance. The teeth and claws have also grown proportionately, becoming natural weapons that inflict Str+d4 damage.[/ooc], [ooc=Brawny]Your hero is very large or perhaps just very fit. Either way, his bulk resists damage better than most. Add +1 to your Toughness. In addition, your hero can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength.[/ooc], [ooc=Common Bond]This Edge signifies a special link between close companions, who have formed a close and common bond during their epic adventures. A character with this Edge may freely give his bennies to any other Wild Card he can communicate with. This represents the character giving his verbal or spiritual support to the ally. The player should say what his character is doing to give the support. The gesture could be as complex as a rousing speech, or as simple as a knowing nod.[/ooc], [ooc=Determined (Racial)]Wildlings start with a d6 Spirit instead of a d4.[/ooc], [ooc=Fleshforged (Racial)]Wildings were created in the Fleshforge. Each wilding character must choose an animal from which he was forged, and then gains the corresponding ability or abilites, and the Hindrance (if any). The chosen animal also dictates the wilding's part animal, part humanoid appearance. [b]Animal Choice:[/b] Spider[/ooc], [ooc=Florentine]When fighting with two weapons, the character adds +1 to his Fighting rolls versus an opponent with a single weapon and no shield. His opponents also subtract 1 from gang-up bonuses.[/ooc], [ooc=Glowmad Immunity (Racial)]Wildings are all immune to glowmadness. They do not cast shadows.[/ooc], [ooc=Two-Fisted]When attacking with a weapon in each hand, the hero rolls each attack separately but ignores the multi-action penalty.[/ooc], [ooc=Wall Walker (Racial)]Some creatures have the ability to walk on walls. These creatures only make Climbing rolls in the most adverse and stressful situations—otherwise they automatically walk on vertical or inverted surfaces just as a human walks on the earth. A Wall Walker’s Pace when walking on walls is its standard movement rate, and it may run as usual.[/ooc] [r=1,7][b]Hindrances:[/b] [ooc=Clueless]Your hero isn’t as aware of his world as most others. He suffers -2 to Common Knowledge rolls.[/ooc], [ooc=Delusion (Minor)]Believes the Alpha will be incarnated as an elf.[/ooc], [ooc=Fugitive (Racial)]All free wilding characters are escaped slaves and so are hunted relentlessly by elven shepherds.[/ooc], [ooc=Ugly]Your hero hit more than a few ugly sticks on his way down the tree of life. His Charisma is lowered by 2, and he is generally shunned by members of the opposite sex.[/ooc] [r=1,8][b]Gear:[/b] backpack, blanket, [ooc=magic plate breastplate]+3 Armor to the torso, half weight, mystically quieted[/ooc], [ooc=magic plate vambraces]+3 Armor to the arms, half weight, mystically quieted[/ooc], [ooc=magic plate greaves]+3 Armor to the legs, half weight, mystically quieted[/ooc], [ooc=magic pot helm]+3 armor, 50% of the time, to the head, and half weight[/ooc], [ooc=magic crossbow]The stock has been chased in silver, the wood polished by long use and regular alchemical treatments. A small brass sight has been affixed to the beautiful weapon, its detailing nearly identical to the stylized dragon's head decorating the bow. A line of silver script names the weapon [I]Wyvern[/I]. [I]Wyvern[/I] is a magical relic. It provides a +1 bonus on shooting rolls and a +2 bonus on damage rolls (total 2d6+2).[/ooc], quiver with crossbow quarrels (17), [ooc=magic rapier][I]Quill[/I] is a steel rapier of incredibly fine manufacture, crafted to resemble an oversized quill, complete with parchment wrapped hilt and a strange inscription running along the blade. Creatures struck by [I]Quill[/I] in combat seem to bleed ink instead of blood. If [I]Quill[/I] is used to wound or slay a creature the script along the blade shifts to reveal the most exciting parts of that creature's life (though reading such tiny script might be difficult). [B]Game Effect:[/B] +2 damage and +2 Parry. For Wrack, damage is d8+d4+2.[/ooc], [ooc=steel short sword]d8+d6 damage[/ooc], waterskin (full), whetstone [r=1,9][B]Bennies:[/B] 3; [B]Injuries:[/B] -; [B]Fatigue:[/B] -; [B]Encumbrance:[/B] 0[/table] [fieldset=Card in Hand][B]Relic[/B] [I]“This is the sword that cleft the witchking from crotch to chin.”[/I] Play after accomplishing an important task. An item associated with your victory gains magical powers.[/fieldset]
Notes
Wrack looks like the product of a clumsy apprentice at the Fleshforge; his wide, bulbous body sprouts long, slender-looking arms and legs, and his face is an absolute ruin. His mouth is set at a roughly 45º angle, as if halfway between a spider's mandibles and a human's jaws, and his forehead is covered with extra eyebrows and slight indentations as if the legacy of multiple compound eyes was sloppily erased. His skin is tough, black, and sprinkled throughout with short, thick hairs. How or why he was forged is a mystery to Wrack; his early memories are of the slave-pens of Heartland and mindless drudgery as a porter and roustabout. While serving as a stevedore on an elvish merchant vessel, he escaped overboard during casting-off, running easily over the side of the hull and leaping back to the docks without anyone noticing in the bustle and confusion. Lacking any craft or education in general, Wrack found that most jobs open to him consisted of acting as hired muscle. Rather than fetch and carry for the rest of his life, he learned to fight—and fight well!—and began to portray himself as a mercenary rather than a laborer. His talents at fighting and evasion have helped him escape more than one raid by elven shepherds trying to return him to slavery. Shadowhaven now serves as his home base, but he roves the islands wherever work will take him. Wrack is an avid reader: the trait of which he is most proud is that he learned to read after his escape from Heartland. He finds non-fiction tedious, but eagerly devours fantasies, children's stories, romances, penny dreadfuls, or any other cheap narratives, and is easily entranced by any performing storyteller who offers similarly exotic fare. Wrack's name, in fact, comes from one of his books; originally he was simply "Rak," probably short for "arachnid," but on finding the homophone in one of his novels and learning its meaning, Wrack took on a new spelling for his name. If he ever gets a sword worthy of the name, he fully intends to christen it "Ruin." Perhaps it is that appreciation for narrative that gave Wrack one of his odder but more set ideas: that the foretold Alpha of the wildlings will be an elf! There is a certain dramatic symmetry for the savior of the race to come from the same species which enslaved them, but Wrack's idea, when it comes out, tends to discomfit if not actually anger other wildlings. Nevertheless, Wrack happily accepts work as a bodyguard for those few elves he feels he can trust, hoping each time that he is in the presence of the actual Alpha. The Wall Walker ability gives Wrack a flexible perspective on architecture. He has been known to perch partway up a tavern wall when there aren't enough seats available to listen to a tale-spinner, and a favorite trick in battle is to step up onto a wall to disorient his opponent by fighting him at a 90º angle. He longs to be a swashbuckler like in some of the stories he's read, though he is too young and inexperienced to have most of the skills or abilities of those heroes.