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Scarborough "Scarby" Foster - Variant Human Sailor (Unarmed) Champion Fighter


Otog

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Basics

  Picture:

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   Name: Scarby, Old Scarbs

   Character Concept: An early 18th century American colonial sailor finds himself in world of terror.

   Lineage, Background, Planned-Subclass Class: Human Variant, Sailor, Unarmed Champion Fighter

   Description: Scarborough Foster is a man in his mid 50s with weather-beaten features and hair that is more salt than pepper. His wiry frame stands just over 6 feet tall and retains much of its strength and agility, despite being far past his prime. His hands and fingers are thick with callouses but deftly nimble, capable of tying any number of knots or punching someone in the face. He wears simple, practical clothing that is common to his era and profession: linen trousers and long-sleeved shirt, waterproof canvas long coat, with low-cuffed salt-worn boots that can be easily kicked-off for climbing and swimming. He has since added a leather jerkin (leather armor), and given the situation wherein he was drawn into the Mists, he is unarmed.

Scarborough is gruff and prone to bursts of anger, although he often remorseful after losing his temper even if he is too stubborn to admit it. He has seen much during his travels and is no stranger to loss. Although generally helpful to strangers, he can at times be dismissive of younger people and tends to keep others at a distance. He carries many seaborne beliefs and superstitions that become especially pronounced when he is nervous, such as checking knots or knocking on wood.

  Backstory: Scarborough was an orphan and raised at a priory in Jamestown, Virginia Colony. He chafed under the strictures of the church and fled when he was 13 years old. Since then, he has held nearly every position one can have on a ship in his long career at sea, with the exception of captain. Although he preferred to make an honest living on merchant vessels, mostly in the Caribbean, he was briefly pressed into service as a privateer.

Scarborough has no close friends and believed that he had no family. In his youth, his one great love was the Lady Abigail Ashbourne. Their time together was brief and passionate, but social class divided them. Upon her return to England, she married and passed from consumption soon after. Several years later, Scarborough caught a glimpse of Abigail's daughter, Elizabeth. The resemblance between him and her is unmistakeable. Since then, Scarborough's goal was to one day meet his daughter.

   Your Character’s Plothook: After years sending her presents from his many travels, Scarborough resolved to meet Elizabeth. A fog had already descended on London that night when he approached her front door. There, he was instructed by a maid-servant to wait for her mistress in the garden. Elizabeth arrived and with tears in their eyes, they embraced. United at long-last, their time was cut short when Elizabeth's step-father began to call out for her. Elizabeth just had enough time to turn and tell Scarborough to hide before the Mists parted them. That is when the terror began, as a zombie burst forth from the fog to attack him.

Scarborough arrived to Falkovnia on the night of a new moon in the middle of a zombie attack. That was a couple of weeks ago now. He is not entirely sure how he survived that first night. Scarborough knows he is out of his depth. He does not believe that Elizabeth was drawn into this nightmare (although I leave that up to the GM). Although he does not think he will make it out of this alive, his one hope now is to see his daughter one last time.


  Fears & Rumors: 

  • Cannibalism (Fear).
  • Anything with tentacles or with long and coiling appendages, including snakes (Fear).
  • He once resorted to cannibalism (Rumor).
  • He has a brand that marks him as a mutineer (Rumor).

  Music: The Mariner's Revenge Song by The Decemberists https://youtu.be/iPAr7kL-mmg?si=MOnutg1gMeiyn1s6

  Is Might Right?: Everyone has a role on a ship. Each need to do their part and someone has to be in-charge. However, a heavy-handed captain invites mutiny. More often than not, there was a better way, and 'might makes right' is often the justification for the high and mighty to stomp on the weak and defenseless.

 
Game Statics
  Ancestry: Variant human   

  Class/Level: Fighter 1   

  Ability Scores: Strength 16 (+3), Dexterity 16 (+3), Constitution 14 (+2), Intelligence 8 (-1), Wisdom 12 (+1), Charisma 8 (-1)
 
  Skills: The Acrobatics +5, Athletics +5, Insight+3, Perception +3, Survival +3   

  Passive Perception: 13   

  Passive Investigation: 9   

  Tool Proficiencies: Navigator's tools, vehicles (waterborne)   

  Language(s): Common ("English") 
 
Combat   

  Hit Points: 12/12  

  Initiative: +3  

  Movement: 30'

  Armor Class: 14 (Leather Armor, Dexterity +3)

  Saves: Strength +5, Constitution +4

  Attack(s): +5 Unarmed strike 1d8+3 or +5 Improvised Weapon 1d4+3 (Thrown, Range 20/60)

  *Bonus Action After Hitting w/ an Unarmed Strike: Make a grapple check against the target.

  Class Features: Fighting Style (Unarmed Fighting), Second Wind

  Feat(s): Tavern Brawler  
Edited by Otog
Completed application submission (see edit history)
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