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2023-06-24, 08:39 AM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
Well here we are
IC:
https://forums.giantitp.com/showthre...a-wfrp-2e-game
https://forums.giantitp.com/showthre...ad-to-couronne
OOC:
https://forums.giantitp.com/showthre...ublemakers-ooc
https://forums.giantitp.com/showthre...e-here-we-come!
https://forums.giantitp.com/showthre...ad-to-couronne
https://forums.giantitp.com/showthre...to-come/page25Last edited by wilphe; 2023-06-26 at 01:09 AM.
-
2023-06-24, 08:40 AM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
Re: Tomboys and Troublemakers Part V: Zut zut zut and a Bottle of Bourdeleaux
Wighard Rauschenberg
Spoiler: AppearanceWighard is of middling height and unremarkable appearance with neat brown hair.
He is clad in near black leathers that have seen a lot of use - and no doubt much staining but his choice of colour means that doesn't show up so well.
He carries a new looking battleaxe that Glod will recognise as dwarfcraft and wears holy symbols of both Shallya and Morr - as well a broach bearing the image of a burning slug.
He also has the pouches and pockets of seemingly random stuff that one associates with a spellcaster or kleptomanic hoarder.
As outerwear he has a light slate grey uniform coat of a Stabsarzt, but without rank insignia. The cloak has been cunningly sewn within and whilst the coat itself is plain and unadorned except for the lining and asklepian embraided in dark blue Waffenfarbe by the shoulders it is made of excellent cloth and with exquisite workmanship and should serve him equally well in the deserts of Araby and the cold of Norsca.
Brevet Surgeon-at-large of the Order of Aetius the Bright
Human Male
Apprentice Wizard / Barber Surgeon / Agent of the Shroud
Age 25
Main Profile
WSBSSTAgIntWPFel29+5343440+54436+532+541+515/150/1010/105/1010/2020/2030/3010/10493444505461*67*56**
*Wighard recieves a 10% bonus on INT and WP so long as both he and Kwolf or Schlapp are cooperative and conscious
** Wighard is at -5 to Fel when dealing with non-magic users. After casting his eyes glow, if from his Lore they have be sometimes white and cloudy and sometimes gold and glowing. Also if he has been talking to Deities his eyes reflect that - Morr may turn them purple for instant. This can lead to people thinking he has been dabbling in Amethyst magic in defiance of regulations.
Secondary Profile
AWSBTBMMagIPFP111444003+11/12/4---2/1--12133542*83+2**
*Wighard receives +1 Magic from Kwolf
**Lucky Charm
The familiar is somehow a magnet for good luck. The familiar
has a reservoir of 2 Fortune Points that either the familiar or its
master can use each day.
Summary:
Attack x2 54 for 1d10+4 (Impact) - BQ Axe
Dodge Blow 54
Parry 64 - BQ Shield
Parry 77 - Radiant Shield
Perception 101 / 111 Visual
Talents:
Aethyric Attunement (+10 Channelling and Magical Sense)
Arcane Lore (Order of Aetius the Bright)
Coolheaded +5 WP
Excellent Vision (+10 Perception and Lip Reading)
Extra Spell (Banish)
Extra Spell (Illuminate the Edifice)
Extra Spell (Light's Demand)
Extra Spell (Radiant Gaze)
Keen Senses (+20 Perception)
Lesser Magic (Bind)
Lesser Magic (Shadowblood)
Petty Magic (Arcane)
Petty Magic (Hedge)
Resistance to Disease (+10 v Disease)
Savvy +5 INT
Sixth Sense (WP Test)
Stouthearted +10 v Fear, Terror and Intimidate
Suave +5 Fel
Surgery +10 Heal, Heavily wounded recover 2 not 1, +20% to avoid limb loss
Very Resilient +5 Tough
Warrior Born +5 WS
Skills:
Academic Knowledge (Law) INT 71
Academic Knowledge (Magic) INT 71
Academic Knowledge (Necromancy) INT 71
Academic Knowledge (Theology) INT 71
Animal Care INT 71
Channelling WP 87
Charm FEL 51/56
Command FEL 51/56
Common Knowledge - [Empire] INT 71
Common Knowledge - [Skaven] INT 71
Disguise FEL 51/56
Dodge Blow AG 54
Drive STR 44
Gossip FEL 51/56
Haggle FEL 51/56
Heal+10 INT 91
Intimidate STR 44
Magical Sense WP 87
Perception +10INT 101/111 Visual
Read/Write INT 71
Search INT 71
Speak Arcane Language (Magick) INT 71
Speak Language (Breton) INT 71
Speak Language (Classical) INT 71
Speak Language (Queekish) INT 71
Speak Language - (Riekspeil) INT 71
Speak Language (Tilean) INT 71
Swim STR 44
Trade - (Apothecary) INT 71
Insanity
Red Hand of Khaine - cured for now, but he will never be entirely free of Khaine's hold
Arcane Marks
Eerie Eyes:Wighard is at -5 to Fel when dealing with non-magic users. After casting his eyes glow, if from his Lore they have be sometimes white and cloudy and sometimes gold and glowing. Also if he has been talking to Deities his eyes reflect that - Morr may turn them purple for instant. This can lead to people thinking he has been dabbling in Amethyst magic in defiance of regulations.
Spoiler: Trappings
Backpack
Printed Book
Trade Tools (Barber Surgeon)
Leather Armour
Apothecary's Tools
Good quality riding boots
Good quality Apron
Restocked medical kit
His copy of Siobhan's apprenticeship
Best quality axe (+5% Impact)
BQ Shield with Company logo on it
Good quality religious symbols (Shallya, Morr)
A rabbit pelt discarded by the hawk symbolic of Khaine
A few sealed samples of grass with Skaven fear musk (to be reverse engineered once he finds a perfumier)
First ever pistol ball Wighard stopped via Shimmering Cloak (base of future magic item)
Articles of the Company of the Burning Slug
Lucky Charm of the Burning Slug
7 Healing Draughts (Company)
Wand of Magus Trakore - when held, grants a +1 to the magic characteristic
The cloak of destiny gives one free reroll on a spell per day - knee-length cape of deepest purple, and it seems reactive in the magic field (sewn inside BQ Uniform overcoat)
Bow
50 arrows
Large Best Quality Tube Case (Wallet)
5 x Marblesets
Whistle
Animal Call
10 Sheets Parchment
Sealing Wax
4 x Spikes
20 x BQ Matches
Twine
3 x Large Fire Grenades
Blunderbuss
6 Powder
24 shot
Crown of Flowers (Gift of Taal)
Twice a month, but not within two weeks of each other, can cast rhyas comfort with your magic characteristic
Spoiler: FormerThat magic eye thing - taken by Maga Ollyn
The decapitated head of Lord Armata - Given to the Temple of Morr in Altdorf
Spoiler: Not carrieda book on ancient nekeharan ruins written in a dialect of classical. it may take weeks to study the book, but it may provide loot and wealth - left in his suite in the College of Light
Two fangs from the chaos snake - arranged tastefully on the wall of his suite
Letter of Recommendation from the town elders of Trundheim for clearing the mine
Shield (Original)Spoiler: Design
Balance:
37gc 3s 2pc
Owed to College:
42.5 gc - paid to his order directly 15/10/22
Wounds:
Spoiler: Advance
To Take:
Common K: Tilea
Concealment
Follow Trail
Silent Move
Shadowing
Schemer
Can take:
Charm
Common K: Empire
Gossip
Heal
Perception
Read.Write
Search
Speak Language x1
Radiant Weapon
Spoiler: SecretCross Class want list:
Charm Animal
Train Animal
Possible Exits: (Red need to complete current career)
Grave Robber, Interrogator, Journeyman Wizard, Killer of the Dead, Physician, Priest of Morr Scholar, Scribe, Spy, Vampire Hunter, Witch Hunter, Tradesman, Vagabond
Spoiler: XP Track1000 XP spent so far
9 on advances
1 on talent
100 to Barber Surgeon
200 on WS and AG
300 Resistance to Disease
Suave
Surgery
400 left
Charm
Haggle
Heal
T (Apothecary)
Earned 150
Drive
50 left
+250
Perception
Speak Language (Breton
Swim
+75 8/3/22 = 75
+200 9/22/4 = 75
Speak Language (Tilean)
Agent of the Shroud
+200 9/29/4 = 75
Coolheaded
+5 Toughness
+300 18/5/10
Academic K: Necromancy
Heal
Stouthearted
+100 27/5/22
Unspent 175 remaining
+200 30/5/22
+15 to WP
75 remaining
+50 8/6/22
Unspent
125 remaining
+200 21/6/22
Arcane Lore (Order of Aetius the Bright) CC
125 remaining
+400 20/7/22
Animal Care CC
A/K: Law
Fel +5
Sixth Sense
25 balance
+500 16/9/22
Academic Knowledge (Theology)
+1 Magic CC
+1 Attack
+5 WS
+100 24/10/22
Balance 125
+200 31/10/22
Command CC
+5 STR
23/11/22
Common Knowledge - [Skaven]
Balance 25
18/12/22
WS+5
INT+5
Keen Senses
SL/ Queekish
Petty Magic Hedge CC
Intimidate
Balance 25
15/3/23
Banish
Illuminate the Edifice
Balance 25
23/3/23
50 earned balance 75
23/5/23
Disguise
Str+5
Lesser magic (Bind)
2/8/23
Dodge Blow CC
Light's Demand
Int +5
16/11/23 +100
75 balance
(So should be 175?) 4/3/24
4/3/24 +100
275 balance
18/4/24
Lesser Magic - Shadowblood
175 balance
Original kit: 110 gc 15p spent of 117
Spoiler: Background
Wighard is the product of a minor provincial offshoot of the Light College that seeks to emphasise practical healing, giving wizards the understanding of the body to avoid the use of magic in all but the most desperate cases and to be more effective when they do.
So far this concept has proven valid on the first part and much less so on the second.
As such he had a less than typical apprenticeship focusing on hands on medical training in the real word rather than /menial labouring in the bounds of a wizard college.
He first came to the attention of the professor when his magister was on an expedition with him and Wighard was attached as an assistant. The two have remained in contact ever since, the professor being interested in the combination of mild magic and academic knowledge.
Wighard is an affable and charming young man who would be quite good as a rouge should he ever make the effort.
He also has a darker tendency towards violence that he usually supresses, so it is uncertain whether his experiences at the mine are a genuine revelation or just pushed down a path that was always within him.
He is almost ready to move onto the next stage of his studies, and was considered a shoe in to chose Hysh as his chosen wind, he is keen to do so to advance to journeyman but he may be side-tracked into conventional medicine until he can satisfy the magisters.
Now it seems Morr (and possibly the rest of his family) have other plans for him and maybe the Raven King will get around to telling him what they are.
However his theoretical studies have been somewhat interrupted by him having spent the storm of chaos doing field medicine - his practical skills have really advanced though
He isn't a soldier, having spent his time in the equivalent of a MASH unit, but he's spent enough time in that environment to have a fairly good idea about who is worth following and who is a waste of space.
Now he's been promoted to full-magister-but-not-really - in what he can only view as a political move, but against whom, by whom and why are still a mystery to him.
He's also pretty sure ever since the Magus Trakore gave him the wand that he's being given ever increasing amounts of power and responsibility without the tools to deal with it - so he is either being tested somehow or being set up to fail.
He confided in Siobhan and Gimgroth that he left home at 15 after beating a young soldier
named Isven near to death, an event that so disturbed him he turned to healing
Will talk in Teal
Spoiler: Spellist - Petty Arcane
Glowing Light
Casting Number: 3
Casting Time: Half action
Ingredient: A drop of lamp oil (+1)
Description: You can cause any item in your grasp to glow with the
light of a lantern for one hour or until you let it go.
Sounds
Casting Number: 4
Casting Time: Half action
Ingredient: A tiny bell (+1)
Description: You can create a phantom noise with this spell, with
volume ranging from a whisper to a roar. You can choose the
type of noise and the volume; the spell can reproduce any type
of noise but speech. The noise can last for up to one round.
Drop
Casting Number: 4
Casting Time: Half action
Ingredient: A dab of butter (+1)
Description: You compel a target character within 24 yards (12
squares) to drop whatever he is holding. The subject of this
spell can resist it with a successful Will Power Test.
Marsh Lights
Casting Number: 6
Casting Time: Full action
Ingredient: A firefly (+1)
Description: You create the appearance of a number of distant lights
that suggest torches or lanterns. They appear within 100 yards
(50 squares) of you and can then be sent off in any direction.
They naturally follow corridors or paths and do not need to be
controlled or overseen in any way. You can control them more
closely if desired, but only as long as they remain in line of sight.
You can’t perform any other actions while controlling the lights.
The lights travel at various speeds, but never slower than 8 yards (4
squares) per round or faster than 16 yards (8 squares) per round.
Magic Dart
Casting Number: 6
Casting Time: Half actionIngredient: A small dart (+1)
Description: You throw a dart of magical force at an opponent
within 16 yards (8 squares). Although small, the magic dart
strikes with considerable force. A magic dart is magic missile
with Damage 3.
Sleep
Casting Number: 6
Casting Time: Half action
Ingredient: A piece of down (+1)
Description: Your touch causes one opponent to fall into a slumber
for 1d10 rounds unless a successful Will Power Test is made.
Sleeping characters are considered to be helpless. Sleep is a
touch spell.
Spoiler: Petty Magic Hedge
Protection from rain
Casting Number: 3
Casting Time: Full action
Ingredient: A freshly picked leaf (+1)
Description: This spell protects you from the rain and other types of
precipitation. Even in the heaviest downpour, you and your
belongings remain perfectly dry. The spell lasts for 1 hour,
though you may dismiss it any before that at your option.
+5 others dependent on Siobhan
Spoiler: Lesser Magic
Bind
Casting Number: 10
Casting Time: Half action
Ingredient: A bit of rope (+1)
Description: You call up an invisible magical force to bind an opponent’s hands causing him to drop whatever was is held. The target must be within 12 yards (6 squares). The target may spend one half action each round to attempt a Strength Test to break the bindings. The bonds last for a number of minutes equal to your Magic Characteristic.
Shadowblood
Casting Number: 14
Casting Time: Full action
Ingredient: The blood of a Vampire (+2)
Description: Burning blood leaps from your hands and ignites a target within 12 yards (6 squares).This is a
magic missile causing a Damage 4 hit that affects a number of targets equal to your Magic Characteristic.
Its duration is instant. If you spend 5 Wounds cutting yourself to provide blood for the spell, you may double the number of targets.
Spoiler: Spelllist Lore
Banish
Casting Number: 13
Casting Time: Full action
Ingredient: An oak wand (+2)
Description: You wrap a daemon within 24 yards (12 squares) of you in the tendrils of Hysh, using the pureness of light to banish it back to the Realm of Chaos. If the spell is cast successfully, the banishment is resolved as an Opposed Will Power Test. If you win, the daemon disappears. If you lose, it remains. In the case of a stalemate, the two of you remain locked in mental combat. Neither of you can take any other actions (including dodge) while the struggle continues. Make Opposed Will Power Tests on each of your turns until one of you is victorious. Banish can also be used to exorcise the possessed.
Boon of Hysh
Casting Number: 27
Casting Time: 2 full actions
Ingredient: A lock of hair from the target, cut while he was well (+3)
Description: You wrap a single character in the healing power of Hysh and all damage and maladies affecting him are healed. This includes all Wounds sustained, diseases currently being suffered, poisons currently in the system, and the like. You can also cast this spell on yourself. This is a touch spell
Cleansing Glow
Casting Number: 5
Casting Time: Half action
Ingredient: A bit of soap (+1)
Description: A dim glow passes over the surface of any item or character, and it is cleaned to spotlessness. Dust is removed, tarnish polished away, rank smells eliminated, and beard stubble trimmed. Spoiled food or drink can be made pure—tasty, even, if it originally was—by means of this magic. This is a touch spell
Healing of Hysh
Casting Number: 10
Casting Time: Full action
Ingredient: A clear glass bead (+2)
Description: Your touch heals an injured character a number of Wounds equal to your Magic Characteristic. You can also heal yourself. This is a touch spell.
Ill-bane
Casting Number: 16
Casting Time: Full action
Ingredient: A poultice (+2)
Description: You use the power of Hysh to aid one or more characters suffering from disease or poison. The spell affects up to a number of characters equal to your Magic Characteristic and all of them must be within 8 yards (4 squares) of you. If this spell is cast successfully, any diseases affecting the targets have their durations halved (rounded down). Alternately, the spell can remove one poison from each target, nullifying all its effects. You must decide if illbane will treat disease or poison when you cast the spell.
Illuminate the Edifice
Casting Number: 11
Casting Time: Full action
Ingredient: An unburned wax candle (+2)
Description: You cause the interior spaces of any single building to shine with daylight. With Magic 1 you can affect a hovel-sized building, with Magic 2 a moderate sized multi-roomed house or building, with Magic 3 a large manor house, and with Magic 4 any single contiguous building of any size whatsoever. The light shines in rooms, attics, closets, and any other spaces bounded by a man-made roof and walls on all sides. In addition to illuminating the interior of the building, light shines out through open doors, windows, and even the cracks between boards and shingles. This is a touch spell; you must touch a solid structural element (wall, beam, or the like) of the building to be affected. Duration of one hour per point of your Magic Characteristic.
Light's Demand
Casting Number: 21
Casting Time: 2 full actions
Ingredient: A flawless mirror (+3)
Description: You cause a brilliant shaft of light to explode forth from your hand. When using the mirror ingredient, the light emanates from the mirror, shattering when the spell ends. Use the cone template. All creatures from the Realm of Chaos (e.g. daemons) caught in the area of this spell must make a Will Power Test with a –10% penalty per point of your Magic characteristic. Those who fail cannot take move actions for as long as you maintain the shaft. You can project the cone of light for a number of rounds equal to your Magic characteristic. You may extend the duration of
this spell for an additional round per Wound you sacrifice.
Light of Purity
Casting Number: 12
Casting Time: 2 full actions
Ingredient: A wax candle blessed by a priest of Shallya (+2)
Description: In casting this spell, you light a fire of any size from candle to campfire. All those within the area illuminated by that flame (its Maximum Vision; see WFRP, page 117) automatically pass any Toughness Tests necessary to resist any disease for as long as the flame burns. The fire may be increased in size (by adding more fuel to a fire, for example) and even split into multiple fires (such as by lighting a second candle with a first). In the latter case, “child” fires have the same full effects as their “parents,” and the effect lasts for all those illuminated by any of the fires until such time as they go out.
The Power of Truth
Casting Number: 18
Casting Time: 1 full action and 1 half action
Ingredient: A blank sheet of vellum (+2)
Description: A character you touch becomes more convincing to others but only if he speaks honestly. If he abides by that restriction, the character gains a +30% bonus on Charm Tests and can affect double the normal number of people (such doubling should be done after the effects of the Public Speaking or Master Orator Talents are factored in). The influence of this spell is not obvious (the target doesn’t have a glowing aura or the accompaniment of unearthly music), so there is no easy way to gauge the honesty of the recipient. You can also cast the power of truth on yourself. This is a touch spell.
Radiant Gaze
Casting Number: 7
Casting Time: Full action
Ingredient: A lens (+1)
Description: Your gaze focuses radiant power on one target within 16 yards (8 squares). This is a magic missile with Damage 6. Sometimes, looks really can kill.
Radiant Sentinel
Casting Number: 14
Casting Time: Full action
Ingredient: A buckler (+2)
Description: You create a ball of glowing light the size of a Human head that floats around your body, moving slowly or quickly as the situation demands. The ball deflects blows aimed against you, protecting you from harm. Once per round the radiant sentinel can parry a melee attack made against you, using your Will Power in place of Weapon Skill. This does not count towards your limit of one parry per round. The ball dissipates after a number of minutes equal to your Magic Characteristic ROS
Shimmering Cloak
Casting Number: 8
Casting Time: Half action
Ingredient: A candle (+1)
Description: You surround yourself with a field of light that protects you from ranged attacks. All non-magical missile attacks have their Damage rating reduced to 0 (in other words, damage is simply 1d10). Shimmering cloak lasts a number of minutes equal to your Magic Characteristic. You automatically fail any Concealment Tests you attempt while shimmering cloak is in effect. ROS
Pillar of Radiance
Casting Number: 28
Casting Time: Full action
Ingredient: A diamond worth at least 100 gc (+3)
Description: You focus and concentrate the energy of Hysh into a deadly column of burning light anywhere within 48 yards (24 squares). Use the large template. Those affected take a Damage 4 hit and must make a successful Agility Test or suffer the effects of dazzling brightness. As this is such a potent conjuration, all Wizards within a 5-mile radius are aware of the disturbance in the Aethyr that this spell causes. Using this spell for anything other than daemonic combat is deeply frowned upon by the Elder Hierophants of the Light Order ROS
Perfect Comprehension
Casting Number: 10
Casting Time: 2 Full actions
Ingredient: A wax candle blessed by a Priest of Verena (+2)
Duration: 1 minute per Magic characteristic
Description: While under the effects of this spell, you understand any language or method of communication, foreign or arcane, spoken or written, coded or confused, as clearly as possible.
Some ancient elvish, magick or Old One tongues may not translate (GMs Call).
You can only comprehend the language, not communicate with it (EtcEtc)
Spoiler: Spell Components
Tiny Bell (Sounds) x 5
Firefly (Marsh Lights) x 5
Small Dart (Magic Dart) x 10
Piece of Down (Sleep) x 10
Soap (Cleansing Glow) x 10
Clear Glass Bead (Healing of Hysh) x 10 n5
Sheet of Vellum (Power of Truth) x 10 n9
Tallow Candle (Shimmering Cloak) x 5
Wax Candle x10
4 blessed by Verena (Perfect Comprehension)
6 to be blessed by Shallya (Light of Purity)
2 locks of everyones hair including Siobhan and Schlapp and the other wolf
Spoiler: Siobhan Padholder
Human Female 17
Standard adventurer gear
Seax
Wighard's former sword
Leather Armour
Crossbow that used to belong to Wighard
BQ Dress
BQ Hairbrush
Noble silks
30 bolts
Spoiler: Kwolf the Raven
Main Profile
WSBSSTAgIntWPFel435151543172950/1000/100/200/5010/500/3543515154317*39*5
Kwolf recieves +10 to INT and WP so long as he and Wighard are both conscious and cooperative
Secondary Profile
AWSBTBMMagIPFP26112/800*0/10/2-----26112/8000
Talons do SB-2 with Fast Quality
Familiar Abilities:
Link of Psyche
The familiar and master can communicate complex thoughts
and emotions to each other instantly, without speech, and over
any distance. This ability increases the ability of each to cogitate
and withstand mental stresses, raising the Intelligence and Will
Power of both by +10% for as long as both are conscious and
cooperative.
Lucky Charm
The familiar is somehow a magnet for good luck. The familiar
has a reservoir of 2 Fortune Points that either the familiar or its
master can use each day.
Magic Power
As long as the familiar lives and remains his familiar, the Wizard
gains a bonus of +1 to his Magic Characteristic.
Voice of Reason
The familiar dampens chaotic forces. When its master makes a
Casting Roll that contains doubles, triples, or quadruples, the
master may elect to re-roll the dice in order to avoid Tzeentch’s
Curse. (Of course, if the first roll is a success in casting, the
master may wish to keep it to be guaranteed of success. It’s up to
him.) If the master elects to re-roll, he must abide by the second
result, whatever it is. This effect is cumulative with the effects of
protective circles (see WFRP, page 144).
Talents:
Excellent Vision
Flier
Keen Senses
Morr's Shadow (Appear and disappear as he likes)
Not Actually Helpful
Skills:
Perception +20 (INT) 57 + 10 Visual
Sarcasm +20
Speak Language - [Riekspeil] INT
Speak Language (Tilean) INT
Spoiler: Potential Talents and Skills
125XP Balance
Skills: Academic Knowledge (any), Common Knowledge (any), Dodge
Blow, Magical Sense, Read/Write, Speak Arcane
Language (Magick)
Talents: Acute Hearing, Aethyric Attunement, Alley Cat, Flee!,
, Resistance to Chaos, Resistant to Magic, Sixth Sense, Strong-minded, Unsettling
Spoiler: Schlapp the Giant Wolf
Main Profile
WSBSSTAgIntWPFel3603537361835100/1000/100/200/500/500/3536035373618*35*10
Schlapp recieves +10 to INT and WP so long as he and Wighard are both conscious and cooperative
Secondary Profile
AWSBTBMMagIPFP11233900*0/10/2-----112339000
Attack 36 for 1d10+3
Perception 58
Familiar Abilities:
Link of Psyche
The familiar and master can communicate complex thoughts
and emotions to each other instantly, without speech, and over
any distance. This ability increases the ability of each to cogitate
and withstand mental stresses, raising the Intelligence and Will
Power of both by +10% for as long as both are conscious and
cooperative.
-As this was the random roll for both Kwolf and Schlapp when first linked, the +10 does not stack with itself but the Link embraces Wighard, Siobhan, Kwolf, Schlapp and Catwulf
Magic Power
As long as the familiar lives and remains his familiar, the Wizard
gains a bonus of +1 to his Magic Characteristic.
Talents:
Cuteness
Keen Senses
Natural Weapons
Night Vision
Skills:
Being a good boy
Concealment
Follow Trails
Perception +10%
Silent Move
Swim
Personality
Schlapp is conflicted, he's cuddly and Wighard has never treated him with anything other than affection and respect and emotionally he reciprocates. It is just that intellectually he knows that the company killed his parents and enslaved his siblings.
Spoiler: Potential Talents and Skills
Skills: Academic Knowledge (any), Common Knowledge (any), Dodge
Blow, Magical Sense, Read/Write, Speak Arcane
Language (Magick)
Talents: Acute Hearing, Aethyric Attunement, Alley Cat, Flee!,
, Resistance to Chaos, Resistant to Magic, Sixth Sense, Strong-minded, Unsettling
Spoiler: Cathwulf
Schlapp's sister and Siobhan's familar
Unlike her brother Cathwulf is distant and inconsiderate, so basically a giant cat
Ability Magic Focus
The master can use the familiar’s magical nature to amplify the
effects of his spellcasting much as a lens focuses light. When
a spell is cast in this way, one of its quantitative effects—
range, area of effect, duration, and so on—is doubled. The
downside of using this ability to cast a given spell is that it is
unpredictable, and makes one of the dice in the Casting Roll
a Chaos die
Last edited by wilphe; 2024-04-18 at 12:21 PM.
-
2023-06-24, 08:42 AM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
Re: Tomboys and Troublemakers Part V: Zut zut zut and a Bottle of Bourdeleaux
Current Balance of Company Funds:
526
A 200ton cog Liveship called "Trundheim"
Imperial Merchant Marine flag
Flag with the company logo
Stuff:
there is a ring with a large inset ruby in it - held by Wighard until it can be leveraged
Fancy Stuff:
Wighard - Wand of Magus Trakore
Cape of Destiny
Flower Crown of Taal
Jasmine finds a raggedy notebook containing the exploits of an explorer named till krahl in norsca
The Nutcracker is a Best Quality Firearm. Thus, its profile:
The Nutcracker. Encumbrance: 27 (though 'caddied' by Bully, if you prefer). Type: Gunpowder. Damage: 4. Range: 24/48. Reload: 2 Full. Qualities: Best Craftsmanship (+5% to hit), Impact. Value: 3000GC~.
Dagger Of Halflings
The Dagger of Halflings will only display special magic properties in the hands of a Halfling; to other users, it simply counts as a magical weapon against creatures only affected by such. Although only the size of a dagger, when used by a Halfling, it counts as a normal sword, with an additional +10 bonus conferred to WS.
- That bonus does not count when fighting other halflings, because they can perceive its true nature and because Hin shall not kill Hin - or whatever the word is here
Bruno - One of lord Armata's noble outfits
Taals Gift of peace: spend a fortune point to speak first, before blades are drawn. against normal animals or people. this autosucceeds with a number of degrees equal to your fellowship. against chaos or notable foes, you must make a fellowship check against their WP to get through to them. note that slaughtering a notable enemy (unless he succeeds on his WP check) after this has been used will result in bad things happening.
Bertelis:
BQ Axe
Bone Flute of Soul Trapping
Regine
Misericorde of Poisonous Malice - Held in his boot for the moment (Magic and +4 wounds from Black Lotus)
Gimgroth - a rapier with a jewel in the pommel. the blade is razor-sharp and is inscribed with writing that seems a tad out of focus. the rapier is slightly magical, and the classical on the blade comes into focus. it reads demonbane, slayer of Vro'dros Ambergazer this blade has the impact quality against daemons. and glows red when they are nearby
Gift runic item - Best Quality Warhammer (Hand Weapon) perm rune of fury temp rune of might
Flower Crown of Taal
Once per day, you can cast stags leap on yourself. the crown has 2 magic dice you can use to cast it
Beatrice
Flower Crown of Taal
Can see the winds of magic, and can bane or boon them once a day (add +1 to a magic characteristic, or -1 one enemies one)
Communal:
the lambent purple gem that had been part of the ruse to pull their coach over on the road to Talabheim - is a dreaming stone
its basically astral projection, but fickle and prone to showing dark things
its a palantir from lotr
six large glass bowls with a gem inserted in the neck slot (like a fish bowl) - enable one to breath underwater
5 matching silk nobles outfits
To be dealt with:
Six5 Magic Marbles - create smoke screen, suggest give most to Jasmine
- One used by Bertelis on the LiveShip
White and Black horses found by Bruno after the skaven encounter
Spoiler: Former Slugs
Glod - Three bottles inscribed with khazalid runes - hodl the spirit of ancient dwarf runesmith thurfam longbellies, may ak 1d5 questions of each before he departs
Three ingots of Gomril
Destroyed the Trundheim Flambard
Gift runic item - Plate Helmet with Permanent Rune of Stone
2 matching silk nobles outfits
Meloth
Ilthmar mail shirtLast edited by wilphe; 2024-04-18 at 12:20 PM.
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2023-06-24, 08:43 AM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
Re: Tomboys and Troublemakers Part V: Zut zut zut and a Bottle of Bourdeleaux
Notes and quest log:
Recurring nemeses
That yellow eyed one armed individual
-1 FP
Hunt Lord of the Foxwood
-1 FP
Long Rifle aka Sawalr Ksaw (Some ******* With A Long Rifle, Keeps Shooting At Wighard) - Wighard has twice been shot at by someone with a scoped rifle. Its not clear if this is the same person or not or if they are the same as the Liveship master working for Nurgle who kidnapped Deanna. Conservation of Emnity says yes
-1 FP
The Dame: Annoying Sarl bitch who challenged Bertelis to a fair fight at Black Crypt after sending her minions to soften him up
-1FP
Notes:
Siobhan as heir to Padholds in Talabecheim
Jasmine has a bounty of 2500GP on her
Active quests:
Find and destroy this daemon sword in Mousillon for the nice witch hunter
Wighard: Kill Cecilia d'Orgremont for the Church of Shallya
Wighard: Red Knight also has a spear that Manaan wants back and taking to Bourdelaux
Wighard: Find this "becassine de la ouest" guy in Mousillon for aid against the Red Knight
Vermillion Flue in Bretonnia - Green Knight has promised to try to cure, Trader spread it in the de Roche lands
Gimgroth: Recover piece of the crucible and the Hammer of Kinslaying from ruin in Mousillon
Bertelis: One brother is with Red Knight
Medium Term:
Wighard has a dozen spell obligations to Verena and 21/24 to Shallya
Bertelis has to kill a servant of each of the lords of chaos
Manaan would like a better version of Protection from Rain developed
Wighard would like to find a perfumier to duplicate the smell of Skaven fear musk
Long term:
Treasure
https://forums.giantitp.com/showsing...&postcount=856
XP Totals:
Spoiler: HistoryAs of 20/7/22
Gimgroth 4135
Bertelis and Wighard 4125
Joiners 3750
16/9/22
Gimgroth 4635
Bertelis and Wighard 4625
Joiners 4250
24/10/22
Gimgroth 4735
Bertelis and Wighard 4725
Joiners 4350
31/10/22
Gimgroth 4935
Bertelis and Wighard 4925
Joiners 4550
Kwolf 100
18/12/22
Gimgroth 5635
Bertelis and Wighard 5625
Joiners 5250
Kwolf 450
28/2/23
Wighard 5675
Bertelis 5625
Bruno, Meloth 5300
Jasmine 5250
Kwolf 475
15/3/23
Wighard 5875
Bertelis 5825
Bruno, Meloth 5500
Jasmine 5450
Kwolf 575
23/3/23
Bertelis 5925
Wighard 5875
Bruno, Meloth 5500
Jasmine 5450
Kwolf 575
23/5/23
Bertelis 6225
Wighard 6175
Bruno, Meloth 5800
Jasmine 5750
Kwolf 725
2/8/23
Bertelis 6625
Wighard 6575
Bruno, Meloth 6200
Jasmine 6150
Kwolf 925
Schlapp 200
6/9/23
Gimgroth 5935
16/11/23
Bertelis 6725
Wighard 6675
Bruno 6300
Jasmine, Regine 6250
Gimgroth 6035
Kwolf 975
Schlapp 250
Edit: Regine joined on 5750, so should be same level as Jasmine
8/2/24
Bertelis 6725
Wighard 6675
Bruno, Jasmine 6300
Regine 6250
Gimgroth 6035
Kwolf 975
Schlapp 250
4/3/24
Bertelis 6825
Wighard 6775
Bruno, Jasmine 6400
Regine 6350
Gimgroth 6135
Kwolf 1025
Schlapp 300
Timeline:
Spoiler: OldAs of arrival in Outer Montfort:
https://forums.giantitp.com/showsing...&postcount=502
9th Sigmartide/Sigmarzeit
Backertag/Bakeday
24th day of Pilgrimage
As of arrival in Couronne
31st Sigmartide
Konigstag/Kingday
Will mark Wighard down 46gc
https://forums.giantitp.com/showsing...postcount=1059
Calc:
https://forums.giantitp.com/showsing...&postcount=991Last edited by wilphe; 2024-03-04 at 04:27 PM.
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2023-06-24, 08:43 AM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
Re: Tomboys and Troublemakers Part V: Zut zut zut and a Bottle of Bourdeleaux
Order of the Burning Slug:
Charter Members:
Bertelis de Roche
- Banerez de Saulx, Chevalier de Hérrison
Mounts: Adélard (Warhorse) and Rainier (Riding)
Wighard Rauschenberg
-Brevet Surgeon-at-large of the Order of Aetius the Bright
-Stabsarzt of his Imperial Majesty's Army
Full Members:
Bruno, Baronet Richter
Mount: Untrained warhorse
Jasmine Featherblossom
Mount: Mule
Gimgroth
Mount: None
Regine Lacroix
Associates
Siobhan Padholder - Wighard's apprentice / adopted daughter
Kwolf - Larger-than-average Raven; emissary of Morr, acts as Wighard's familiar in most respects, but mostly his own bird
Schalpp the Giant Wolf - He and his sister Cathwulf are familiars for Wighard and Siobhan
Aletta / Maxime - Niece to Duke Hagen, Squire to Bertelis, horse called Maurice
Odmar - Company's ostler, was rescued from Skaven slavery during our Civil War
- Shield
Berthold - Bruno's valet, formerly worked for his chaos worshipping cousin. Under observation.
-Shield
Bullriadoc Honeyacre -Gun caddy to Jasmine; link to the lodge
Spoiler: NotesBully isn't a direct combatant (unless he has to be); but he does have the Master Gunner and Rapid Reload talents, allowing him to reload a pistol or firearm in 1 turn instead of 2; and a blunderbuss in 2 instead of 3. He also has the Quickdraw talent, enabling him to pick up a weapon from the ground for free once a turn; or to slip it away in someone's holster.
Also, as part of Ernald's operation, he can send and receive pigeons, guided and spurred by Ghur, to deliver and receive messages at extraordinary distances with extraordinary accuracy.
Beatrice
- Human Female, Ward of Gimgroth
Recurring NPCS:
Maga Onyll - Hard but fair Magister - proposed Wighard for promotion. Not a Light wizard but school otherwise unknown.
The Family (Morr, Verena, Shallya, Myrmidia, Khaine) - might initially have been a hallucination on Wighard's part, now more or less confirmed to be real. Have only appeared to Wighard and usually in the form of birds.
Captain Ludwig von Sydow - Riverwarden in Altdorf, sacked Jasmine, probably corrupt
zarinna - Circus performer, knife thrower, had a one night stand with Emil; showed up later on the road to Couronne claiming to be carrying his child
Deanna de Roche - Bertelis step-mother who is only slightly older than him
Have met them once:
Reiksmarshall Kurt Hellborg - honoured the group in the Cathedral of Sigmar in Altdorf after The Event
King Louen Leoncoeur -
Duke Hagen of Gisoreux
Damsel Elisia
Green Knight
Johnson the Hammer - Witchhunter who is trying to blackmail the group with Bruno's cousins history into destroying a demon sword in Mousillon
master smith dekagg stoutbelt - Dwarves returned Borri Greybeard's remains from the pyramid to him in Altdorf
Lord du moll at Lambord's rest - anxious to acquire firearms. Bruno and Wighard agreed to help in exchange for him succouring the others during Civil War4
sergeant gavarron - In the service of Lord du Moll, went into the Skaven warrens after Team Honour before Reason
damsel elisia - Grail Maiden. Asked Wighard about his use of magic in the battle where he immolated Xueek
Sealed shadow Daemon in Bruno's eye for later treatment
Emma - Daemon who was bound as the animating force for Trundheim for several hundred years. Freed by Wighard in Battle of Anguille Docks, currently thinking what she wants to do. May have been corrupted towards the side of light by her long presence in the physical world and her abhorrence of slavery. Takes the form of an enormous cephalopod with two heads, 9 really long tentacles and an angler fish lantern.
Olga - Wisewoman at Trundheim
Only seen or mentioned offscreen
Isven - young soldier who was beaten to a pulp by Wighard for harassing some of the local girls, prompting him to leave home
Master Maher - Wighard's master
The Three - Yellow, Grey and Blue Wizards investigating "The Event", names unspoken, apparently it is impossible to scry on Wighard
Abraham Nostitz, Magister Vigilant of the Gold College - Maybe the Yellow in the above vision, wrote to the Temple of Morr asking about Wighard
Red Knight with Fangs - Chased Deanna, may or may not be THE Red Knight
Grey Ghost - were told to be careful of them in the letter that took the party to Trundheim
-- When we were ambushed they wore grey scarves
Mentioned but dead
Professor Petrus Lorrimer - Friend, patron and mentor to the PCs. Historian and explorer affiliated with the Amethyst college. Campaign began at his funeral
Aetius the Bright - founder of Wighard's Order. Considered the entire College of Light to be sick through lack of exposure to natural light and seasons and perpetual bathing in Hysh, relations between the two are formal but strained
Xueek Grimfinger - Skaven leader immolated by Hysh and stuck in Wighard's head, now redeemed into Morr's realmLast edited by wilphe; 2023-12-21 at 03:08 PM.
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2023-06-24, 08:44 AM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
Re: Tomboys and Troublemakers Part V: Zut zut zut and a Bottle of Bourdeleaux
Dice Roll Thread:
https://forums.giantitp.com/showthre...Der-Dicenplatz
Spoiler: Trundheim StatsI went around digging up stats on Trundheim
The image I used is one of three replicas of:
https://en.wikipedia.org/wiki/Bremen_cog
Specifically:
Ubena von Bremen
https://hanse-koggewerft.de/technische-daten
ship data
hold size 160.00 m³
Draft without cargo 1.25m
Draft with cargo approx. 2.25 m
sail
main sail 150-200 sqm
dto. reefed 75 m²
2 bonnets 50² each
I don't know how smart google translate was there, I don't think the main sail is reefed - that's one reason she is an archaic design - it has brails, which are those smaller ropes you see running up to the sail.
That means you control the sail from the deck, you don't need to climb onto the yard to reef it
anchor
stick anchor 300kg
CRQ plow anchor 1 108kg
CRQ plow anchor 2 65kg
Dimensions
Length over castle deck 23.23m
Length over stem 22.66m
keel length (lower edge) 15.60 m
overhang
front 4.81 m
rear 2.25m
Broad
via scaffolding beams
7.62m above deck
6.46m height from the waterline
up to the deck 3.14m
until the gangpill 7.04m
up to the stem 7.23m
mast
Mast length including Hanse cross 23.80m
Mast length above deck 21.00 m
Mast length over CWL 23.00 m
mast diameter max. 0.65 m
Mast diameter with shroud attack 0.48m
frame length 18.00 m
yard diameter 15 / 0.30 m
mast weight 2.3t
Note that this puts the crows nest/fighting top beyond the limit for pistol shots
See also:
http://www.hansekogge.de/?page_id=442
Where she has a horizontal winch and a capstan
And it confirms she is to be fought from the stern
Spoiler: Trundheim CrewWatchstanding:
Wighard or Siobhan should be available 24/7 if they are not needed, but will take accommodation as close to deck as possible
Also as medical personnel they would be daymen (might start schooling the urchins too)
Bruno/Bertelis:
Captain and Lieutenant - responsible for fighting the ship and leading or repelling borders
Petrus:
Sailing Master - puts the ship where BB want it
Jasmine: Depends what responsibility she's willing to accept
Meloth: Up in the nest?
Regine: ??
I pulled the authorised crew for a 210-30 ton 10 gun sloop, with the understanding that most of those men are there to work the guns we don't have and are not necessary to move the ship
Complement 100-100 (we are actually around 40)
Commissioned Officers:
Captain BRUNO
Lieutenant BERTELIS
Warrant Sea Officers:
Master Petrus
Boatswain JASMINE
Carpenter Petrus crew - still needed for emergencies
Gunner,
Surgeon WIGHARD
Purser Probably also Wighard
Inferior Warrant Officers:
Cook
Sailmaker
Surgeons Mate Siobhan
Petty Officers:
Masters Mate
2x Midshipmen MELOTH REGINE
Captains Clerk
2 x Quartemaster
Quartermasters Mate
Boatswains Mate
Coxswain
Gunners Mate BULLY
Yeoman of the Powder Room
Quarter Gunner
Carpenters Mate
Steward
Corporal
Idlers:
Sailmakers Crew
2 x Carpenters Crew
Others:
14 servants
2 widows men
55-65 seamen
Last edited by wilphe; 2023-06-29 at 09:33 PM.
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2023-06-24, 08:58 AM (ISO 8601)
- Join Date
- Aug 2021
- Location
- Brisbane, Australia
- Gender
Re: Tomboys and Troublemakers Part V: Zut zut zut and a Bottle of Bourdeleaux
Bam! New OOC, who dis?
Sir Bertelis Roche, Knight Errant of Bordeleaux, turned Cadet, turned Dilettante, turned Entertainer, turned Initiate of Manaan
WS BS S T Agi Int Wil Fel Wnds Fate Atk Mvmt Base. 46 37 45 36 42 41 44 42 13 3 1 4 Adv. 61 47 50 41 52 51 54 57 15 2(3) 2 4
Skills: Academic Knowledge (Genealogy/Heraldry, Strategy/Tactics, Geography, History, Theology), Common Knowledge (Bretonnia, The Empire, Tilea, Norsca, Araby), Speak Language (Breton, Reikspiel, Classical, Tilean, Norscan, Arabyan), Secret Language (Battle Tongue), Trade (Cartographer), Animal Care, Animal Training, Blather, Charm, Charm Animal, Command (+10), Dodge Blow, Gossip (+10), Heal, Navigation, Perception (+10), Performer (Musician, Singer), Read/Write, Ride, Outdoor Survival, Scale Sheer Surface, Swim.
Talents: Resistance (Magic), Hardy, Etiquette, Luck, Savvy, Schemer, Public Speaking, Specialist Weapon Group (Parrying, Fencing, Cavalry), Virtue of Chivalry, Strike Mighty Blow, Seasoned Traveller, Warrior Born, Disarm, Lightning Reflexes, Very Strong, Quick Draw, Trick Riding, Sauve.
Slow Mental Decay: 4 Insanity Points, 2 Madness (Fear of Death), (Imbalance of Humors).
- 1 from Rainbow Horrow Slug
- 1 from the Daemonette of the Altdorf Fiasco
- 1 from the Daemonette's Penultimate Blow
- 1 from horror roaches in the swamp tomb
- 1 from daemonic hallucinations on the road to Couronne
- 1 from spotting the dragon ogre on the road to Couronne
- 1 from clanrats in Axebite Pass, culminating in madness.
- 1 from Skaven Jezzail under Axebite pass.
- 1 from Shadow Hallucinations on the road back from Podeye
- 3 from the Dracoleech of L'Anguille
- 2 from the Vanishing of Deanna Roche
- 1 from the Shark-Man of the Dragon’s Maw Sarls
- 1 from the Elfslayer of the Tower of Balance
Spoiler: Insanity DetailsFear of Death:Willpower Test upon becoming heavily wounded, or flee as if under the effects of terror.
Imbalance of Humors:
The character's mood becomes shifting and temperamental from day to day; spiking into agitation and anger one day, becoming slothfully indolent the next. Canny physicians - those who are aware of the somewhat outdated theory of four humors (rather than the in-vogue theory of three) may identify this as a pattern somewhat mappable to those four humors, and so may attempt to tread these excesses of humor with bleedings, expectorants or purgatives. None of these will offer true relief, even if the patient will confess a superficial sense of improvement, condemning themselves to needless repeat treatments.
At the start of a day (usually when waking up, or whenever appropriate in the GM's eyes in times of insomnia), roll a 1d100 and compare it to the chart below.
1-23 - Sanguine - Self-assured and excitable to the border of mania, the character is full of offputting forwardness and grating humor. He finds almost everything, especially his own jokes, very funny indeed. To all but the very drunk, he takes a -10 penalty to Charm and Gossip tests, and a -20 to Intimidate.
24-47 - Phlegmatic - Passive and self possessed to the point of foolishness, the character is incapable of feeling urgency and vigor. Unless forced to act otherwise, he will decline to engage in strenuous activity or volunteer for the easiest parts of it, and even then will pay half attention. He takes a -10 to Command and Willpower tests, and -20 to Perception.
48-52 - A Good Day - A rare good day when everything seems like it was...
53-76 - Melancholic - Shot through with despair and worry, the character dwells on past failures and personal weaknesses obsessively for the day, in defiance of consolation. He takes a -10 to Charm and Willpower tests, and -20 to Weapon Skill and Ballistic Skill until he is heavily wounded - at that point, pain and mortality reassert their value for the day.
77-100 - Choleric - Cantankerous and argumentative, the character begins and ends the day with a noticeably more hostile disposition. In addition to being an unwarranted scourge to his companions, he takes a -20 to Fellowship for the day in all circumstances that are not naturally hostile circumstances - he may suffer the penalty to try to organize troops for a drill in peacetime, but not to execute a manoeuvre in battle. Atleast in the heat of battle, soldiers anticipate a certain amount of choler being thrown around.
Fate Losses
- 1 Bled out after dueling the Daemonette in the dark.
- 1 Shot down by Skaven during the Under-Battle of Axebite Pass.
Fate Gains
- Freeing the slaves after the Under-Battle of Axebite Pass.
Spoiler: As Described By An AdmirerAriadne,
I’ve met the most wonderful man. His name is Bertelis, and I like him very much. He is Bretonnian in the very best way: not a malodorous cheese merchant or ungroomed peasant, but a young knight, Ariadne. His hair is ash blonde, and cropped back to an inch upon his head; grading down into a short beard just a little darker in tone. He is a full foot taller than me - just under six feet - and fills out his mail with the very proportions I trust you can imagine with simple prompts like ‘gallant’ and ‘classical’. He has been travelling alongside our carriage on the road to Nuln, and I often lean out the window to speak with him as he rides alongside. His Reikspiel is very good, Ariadne; just the right amount of good that I can understand him perfectly, but he is driven to ask from time to time for my own words’ meaning, and thus extends most pleasingly the duration of our exchanges. He watches the road and the treeline when we are travelling, except when I am explaining some Talabecland idiom or what have you; in such moments I am afforded the full benefit of his sincere blue eyes that I might swear were dashed with purple.
And he is so kind, Ariadne! Nothing like the boys from Talabheim or Nuln, who seem to me to strut in profusion as if to obfuscate how little about which they have to strut. Yesterday evening, our carriage had slowed to a walking speed as the sun dipped low and we feared a roughness of the road to break a wheel. I seized the opportunity to disembark and hastened to the front of our group where Bertelis was riding. My thought was to walk alongside and ask him more about his father’s vineyards for just a few minutes before we reached the coaching inn. Yet he saw me hustling up to him, skirts gripped in my little fists so not to trip, and he slipped at once from the saddle, his countenance dismayed. I begged his pardon, that he need not fear for me and that I had only hoped to speak to him a little more and that I was in no danger. But he had not mistaken my manor for trouble, after all; he was merely crestfallen to be caught in the saddle while a lady's feet touched earth. I contested the point, but he would not be dissuaded; he would not ride while I walked, and for a half minute we walked quietly alongside his horses as I imagined how badly I had made a fool of myself and breached his honor. However, before I could begin conspiring in myself to repair my blunder, he suggested that we might solve the problem if he rode his warhorse, and I rode his courser. Needless to say, I permitted him the honor of helping me into the saddle of a proud white beast he calls Rainier, while the sable charger Adélard carried him beside me.
I fear I am very much in love, Ariadne. I must concoct a reason for him to stay with our carriage for the next leg of the journey and give him an opportunity to come to the matching conclusion. I will write again soon, hopefully with exciting developments. As always, I charge you with the utmost discretion with these matters, invoking the covenant of all women to their sisters.
I love you,
Sigrid.
P.S. I mean it, don’t tell mother. This is nothing like the Estalian but she will say that it is, and move to thwart my romance with her smothering rationalism.
Spoiler: Character Countenance (Courtesy of Artbreeder)
Spoiler: The Noble Steeds Adélard and Rainier
Spoiler: Adélard the Warhorse
Skills: Perception, SwimWS BS S T Agi Int Wil Fel Wnds Fate Atk Mvmt 30 0 40 40 30 10 10 0 14 - 1 8
Talents: Acute Hearing, Keen Senses
Attack: Powerful Hooves, d10+5 Damage
Spoiler: Rainier the Riding Horse
Skills: Perception +10, SwimWS BS S T Agi Int Wil Fel Wnds Fate Atk Mvmt 25 0 38 38 30 10 10 0 12 - 0 8
Talents: Acute Hearing, Keen Senses
Spoiler: Animal Training Efforts
Rainier knows the following tricks:
SIMPLE: "Go to Bertelis"
SIMPLE: "Go to Adélard"
SIMPLE: "Throw Current Rider"
Adélard knows the following tricks:
SIMPLE: "Go to Bertelis"
SIMPLE: "Throw Current Rider"
Spoiler: Detailed Accounting of XP Spends
During Character Creation: Begin as NOBLE.
200 - +10 WS
100 - +5 BS
100 - +5 Agi
100 - +5 Int
200 - +10 Fel
200 - +2 Wounds
Free - +5 WP
= 900xp to fill out Noble Stat Advances
100 - Public Speaking
100 - Specialist Weapon Group (Parrying)
100 - Specialist Weapon Group (Fencing)
= 300xp for Second-Choice Talents
1200xp Spent in Noble; 100xp Shift to Knight Errant
100 - +1 Atk
100 - +5 T
100 - Animal Training
100 - Animal Care
100 - Outdoor Survival
100 - Specialist Weapon Group (Cavalry)
100 - Virtue of Chivalry
700xp Spent in Knight Errant.
= 2000xp and Free Advance accounted for.
In Game Spends:
100 - Dodge Blow
100 - +15 WS
100 - Strike Mighty Blow
100 - Seasoned Traveller
100 - +5 S
100 - Academic Knowledge (Genealogy/Heraldry)
100 - Change from Knight Errant to Cadet
100 - Warrior Born
100 - +10 Int
100 - Perception
100 - Disarm
100 - AK: Strat/Tactics
100 - Command (+10)
100 - Secret Language (Battle Tongue)
100 - Speak Language (Classical)
100 - Common Knowledge: Tilea
100 - Speak Language: Tilean
100 - Change from Cadet to Dilettante
100 - CK: Norsca
100 - CK: Araby
100 - Trade: Cartographer
100 - AK: Geography
100 - Blather
100 - Navigation
100 - SL: Norscan
100 - SL: Arabyan
200 - Hard Change to Entertainer
100 - Lightning Reflexes
100 - +10 Agi
100 - Very Strong
100 - Quick Draw
100 - Scale Sheer Surface
100 - +10 Perception
100 - Charm Animal
100 - Performer (Singer)
100 - Swim
100 - Trick Riding
100 - +10 BS
100 - Change to Initiate of Manaan
100 - +10 WP
100 - Suave
100 - AK: History
100 - AK: Theology
100 - Heal
Spoiler: Mothballed Sergeant AdvancementNext Purchase: Change to Sergeant
Mandatory purchases from Sergeant: +20WS, +15BS, +10S, +10T, +10WP, +20Fel, +3 Wounds, +4 Wounds, Intimidate, Strike to Stun, Wrestling.
Sought after purchases from Seargeant: Common Knowledge (any two), Command +20, Dodge +10, Perception +20, AK: Strategy/Tactics +10, Menacing, Street Fighting.
Gravy: Gossip +20, Ride +10.
-----------------
XP Gained from Play: 4825
XP Spent from Play: 4500
Spoiler: Detailed Accounting of Trappings
Spoiler: Purchases During Character Generation
Sell Saddle and Harness (+3gp)
Good Saddle and Harness (-18gc)
Wooden Flute (-5gc)
Good Waterskin (-24s)
Good Saddlebags*4 (-24gc)
Bow (-10gc)
Arrows*10 (-2s)
Good Pouch 'Quiver' (-15s)
Good Clothing 'Padded Armor and Fur Cloak' (-3gc)
Poor Spade (13s)
Best Pouch (50s)
Good Matches*20 (60p)
Purse (2s)
Cooking Pot (1gc)
Rope (1gc)
Gin Trap (2gc)
Snare (1s)
Tinderbox (30s)
Best 2-Man Tent (300s)
Throwing Axe 'Hatchet' (5gp)
Torch*2 (10p)
Shaving Kit (3gc)
Horse Grooming Kit (5gc)
Comb (15s)
Poor Writing Kit (5gc)
Whetstone (1gc)
2 Stakes (10p)
Best Fishing Line (30s)
Cologne (1gc)
Total Cost: 108gc, 8s, 8p.
Beginning Gold: 125gc
Coins Remaining: 16gc, 11s, 4p.
Spoiler: Sir Bertelis' Encumbrance: 441 of 500
Item Encumbrance Good Clothes 15 Robes 25 Full Mail Armor 130 Best Full Leather Armor 40 Plate Helm 40 Handweapon (Flanged Mace) 50 Morning Star (Holy Relic of Manaac) 60 Main Gauche 15 Best Quality Shield 45 Fine Lapis Ring (25gc) 0 Best Pouch 21 The Company Blade 45 Spoiler: Contents of Best Pouch
Item Encumbrance Pouch Bulk 1 Good Matches * 16 0 Best Candles * 3 15 Purse 5 Spoiler: Contents of Purse
13gc, 1s, 15pItem Encumbrance Purse Bulk 1 31 Coins 4
Spoiler: Adélard the Warhorse's Encumbrance: 381 of 1200 (Plus Rider)
Item Encumbrance Good Harness 10 Good Saddle 60 Good Saddlebag (Left) 141 Good Saddlebag (Right) 5 Lance 100 Best Quality Shield 45 Poor Spade 20 Spoiler: Contents of Good Saddlebag (Left)
Item Encumbrance Saddlebag Bulk 5 Wooden Flute 5 Waterskin (Full) 30 Bow 80 Quiver (Good Pouch) 21 Spoiler: Contents of Quiver (Good Pouch)
Item Encumbrance Quiver Bulk 1 Arrows * 10 20
Spoiler: Contents of Good Saddlebag (Right)
Item Encumbrance Saddlebag Bulk 5
Spoiler: Rainier the Riding Horse's Encumbrance: 611 of 1140 (Plus Rider)
Item Encumbrance Harness 10 Saddle 60 Good Saddlebag (Left) 211 Good Saddlebag (Right) 330 Spoiler: Contents of Good Saddlebag (Left)
Item Encumbrance Saddlebag Bulk 5 Dagger 10 Cartographer's Kit 20 Rope 50 Best 2 Man Tent 40 Blanket 10 Tinderbox 5 Snare 2 Gin Trap 20 Cooking Pot 20 Wooden Mug and Cutlery 7 Shaving Kit, Comb and Cologne 4 Poor Writing Kit 5 Whetstone 1 2 * Wooden Stake 10 Best Fishing Line 2
Spoiler: Contents of Good Saddlebag (Right)
Item Encumbrance Saddlebag Bulk 5 Hatchet (Throwing Axe) 40 Torch * 2 10 Foil 40 Horse Grooming Kit 30 Broken Sword 50 Broken Leather Jack 50 - - Backpack 65 Spoiler: Contents of Backpack
Item Encumbrance Backpack Bulk 20 Common Clothes 15 Noble Garb 30
Spoiler: Background and Fluff
Spoiler: The Ten Questions
1. Where Are You From?
Bertelis is from the province of Bordeleaux, in Bretonnia; a land of sparkling coasts, verdant hills, flourishing vineyards and rampant alcoholism. His father’s fief specifically is far enough inland to be quite idyllic; far from the haunted border with Mousillon, Beast-ridden forests and irreverent sailors.
2. What Is Your Family Like?
The oldest of four brothers born in rapid succession and a half-sister born much later, Bertelis is one of the rare individuals in the old world with little to complain about; and this applies to his family. His father, a knight of the realm with some regional clout, dotes on his children but not to their detriment. His step-mother, whose youth presents her with a little discomfort in the age bracket of an older sister, is endlessly encouraging and not so presumptuous as to expect to fill the role of the brother’s late mother. In return, they offer her sufficient respect and chivalrous deference that there is easy peace in this blended family.
3. What Is Your Social Class?
Landed Nobility by birth, and theoretically the inheritor of his father’s fief; though now voluntarily disinherited. He, like two of his brothers, is a Knight Errant roaming into the world to prove themselves worthy of being taken on as a house knight, likely not in their father’s own land lest his wealth be overtested.
4. What Did You Do Before You Became An Adventurer?
Bertelis spent his youth as a much admired scion, heir to his father’s vineyards and lands. Though he developed no taste for wine himself - The Duke of Bordeleaux is a famous advocate of discipline even if his subjects are often not - he appreciated the craft in growing the grapes and producing the world-renowned libation. Etiquette lessons, tutors, fencing and music all featured in an education that predicted that he would spend a very short Knight Errancy before being confirmed as his father’s successor, while his brothers would make their way in the world by their steel and chivalry.
5. Why Did You Become An Adventurer?
The second born brother, Andre, manifested a lingering weakness of constitution which made it difficult to imagine he would excel in the crucible of knighthood. Yet he ought to be given the opportunity to suffer through and surpass these expectations - this was the half-hearted wisdom of all those consulted. Andre’s keen mind and likable soul would need, somehow, to substitute for strength and hale lungs when he was to be sent into the world. Yet fate played a different hand.
A small beastman warparty having made its way inland had occasion to threaten the vineyards. The house knights, and Bertelis as the prospective inheritor, met them in what was to be a small and overwhelming engagement, putting the beasts to flight. This was so; but in a critical moment in the conflict, the house’s knights witnessed the beastman shaman fling a jagged bolt of mystical lightning at Bertelis, only for the energy to veer oddly around him and earth improbably into a nearby spade left upright in the arable earth. Bertelis, his father, and step-mother concluded this was a divine beckoning; and upon consultation with visiting damsel from the capital, an appropriate response was reached.
Bertelis, favored as he was, forfeited his inheritance so that right would pass to Andre. The four brothers embarked on their Errancy together, bearing their weaker brother up with their love for one another, and escorted him home to a better destiny than the likely violent one that otherwise awaited him. As for Bertelis - the mystery of that diverting bolt vexes him, and he often wonders if too much has been made of that freak occurrence. But there is no comfortable down of plenty waiting for him back at the vineyards, now; he must win his place in a Lord’s halls like all the greatest knights before him have done.
6. How Religious Are You?
Quite. He has a Bretonnion knight’s appreciation for the Lady of the Lake, as well as a healthy respect for the classical gods of humanity, particularly Morr, Manaan, and Myrmidia. Taal and Rhya have their appropriate deference from him, though he has not fully grappled with their natural aspect so as to fully appreciate it yet. Sigmar is a puzzle to him, but in the hammer wielding god of the Empire he sees a force of civilization that pulled the Unberogen and surrounding tribes out of the muck of barbarism - even if they go too far and forget the meaning of valor, often. Ulric is the greater challenge to his piety: the savage god of the Teutogens seems a total affront to all the virtues of chivalry. What can such a deity do except lead humanity back to their caves, and huts, and blood-slick steppes?
7. Who Are Your Best Friends And Worst Enemies?
Having travelled for two years through the fires of combat and adventure with his brothers Andre, Mahieu, and Dermand, Bertelis would consider them his best friends; and it aches his heart that they have returned to Bretonnia already to seek their recognition as house knights in other courts. Bertelis lingered in the Empire in solitude for a few months to reflect on the sacrifice he had made; but even then his horses Adélard and Rainier have made fine companions.
As for enemies, Bertelis would imagine he has none; or atleast, none he can name. But the shaman who once raided his family’s estate has not forgotten him; and should the opportunity come for that jagged-horned creature to seize upon the young knight, it is only the fickleness of the dark gods that might hold back a spiteful second attempt.
8. What Are Your Prized Possessions?
A lightning-scorched spade that marked a turning point in his life. The main gauche that his fencing instructor, Mateo, gave him as a gift. His horses. His helmet, given to him by his second-born brother Andre at their recent parting. His poor quality writing kit, its ink wells almost dry and its quills worn to nubs, given to him by his third-born brother Mahieu at their recent parting. His best quality fishing line, complete with polished yew bobber and glimmering lure, given to him by his youngest and fourth-born brother Dermand, at their recent parting. A bottle of cologne, rarely employed, given as a joke by Professor Lorrimor in a context that is amusing to Bertelis every time he recounts it.
9. Who Are You Loyal To?
Loyalty is one of the capital virtues of a Knight of Bretonnia. He is loyal to the crown; to the duke; and then, to anyone who has explicitly placed their trust in him. He earnestly seeks to be the kind of knight to whom he, perhaps one day as a lord himself, might trust his life.
10. Whom Do You Love/Hate?
Bertelis loves his family, even his step-mother and half-sister; he loves his horses; he very easily comes to love those he has fought beside, and especially bled alongside. He loves artisans and even laborers who perform their tasks with excellence. He loves seeing honest, responsible people in positions of power - a love that, sadly, is rarely given opportunity to be seen.
He hates highwaymen, charlatans, traitors, and willful fools. He hates cynics, and those who derive satisfaction from the dismay or disappointment of others. He hates degenerate nobility that grieve their subjects; and the greedy, envious brand of peasant that prefers barbarism and rebellion to honest work and the dignity of a low station honorably borne.
Spoiler: Connection to Professor Petrus Lorrimor
Two years prior, Bertelis and his brothers were scrounging around the Empire, seeking adventure and barely finding enough to justify their efforts. Reasonable distrust of roving foreign youths looking for sport was mostly to blame; but so wasa general immaturity in the lads, and an insufficient willingness to see the Empire as worth understanding. Professor Petrus took pity on the young men and employed them on and off for two years; here, being pleased to have four armed and ready guardians at the unearthing of an ancient caernstone; there, writing a letter of introduction for a noble widow in Hochland desperately in need of those who would fight the duels into which she had been illicitly maneuvered. By the end of those years, Bertelis felt not only that he had seen them Empire, but that, if circumstances dictated, he could stand to live there amongst its people, despite their often challenging arrangement of values. Contact with the professor and his entourage has significantly shaved down Bertelis' prejudices against elves, dwarves and wizards; though he still struggles with engineers, and rogues. Just beginning his solo journey back to Bretonnia when he received the news of the professor's passing, Bertelis was struck by the depth of his unrepaid favor from the man, and wrote home to alert his family that he would be a few more months still; he could not possibly return without finding some way to discharge that debt of honor to Professor Petrus; perhaps, in service to those he loved in life.
Spoiler: Adventuring Goals And AmbitionsLike most young Bretonnian noblemen, Bertelis is captured by the romantic power of the travelling knight; a beacon of protection and civilization amidst a dark and hostile world. Unlike many other young Bretonnian noblemen, for Bertelis this isn’t just a springboard to courtly legitimacy or a joyful (if violent) adventure for young men to have. He is subtly haunted by a near death encounter with evil, and a providential survival which he suspects (or fears?) marks him for a greater destiny than to run a vineyard, or hold a fief. Does the dark forest in his dreams hold the beckoning to the grail quest, for now shrouded and far, but one day to fall on his shoulders? He had once thought his primary virtue was humility, and he might not expect to be selected to seek the Lady. But a conversation with Professor Lorrimer left him with a new perspective; one that showed him that humility, when it cloaks and smothers real potential, is a vice, not a virtue. Ever since, he has turned his hand to drawing the finest Knight of Bretonnia possible out of the well of his own heart. How far that will take him is up to the gods, so he need only walk by the light at his feet, one step towards virtue at a time.
Spoiler: A Weapon Worthy Of A KnightThe lance is a weapon of a knight devoted to a lord, ready to ride into battle amidst similarly sworn brothers; but the tales of knighthood that echo in Bertelis’ soul describe warriors who frequently fight on foot, in dungeons and caves, or after their lances have broken; and their reliable steel is invariably a trusted friend on the road of the virtuous. If he is to become a knight of any value, he will need a personal weapon of true craftsmanship and value; whether won from defeated foe, or commissioned and forged from strange and miraculous ores to which the gods have led him. (Desires a best quality weapon.)
Spoiler: A Panoply Worthy Of A KnightBertelis’ mail and leather were gifted to him by craftsmen in his father’s domain, and they have served him well; but a knight of Bretonnia must be ready to ride into the thickest battle and the most severe danger. Without a reasonable expectation that he will be swept up into the Duke’s own house knights and given a regalia, he has resolved to acquire a suit of armor that he would be proud to wear in a lance formation. (Desires a best quality suit of full plate armor.)
Spoiler: A Steed Worthy Of A KnightAdélard has been his companion for two years, and Rainier even longer; but Bertelis knows that a Bretonnian knight requires a destrier to fill out the silhouette and battle role that is expected of him. This may be a simple matter of amassing the wealth required to purchase a superior steed from the breeders back in his home country; but other knights have met their legends after adopting and raising more exotic mounts like pegasus foals, or hippogryph chicks. If the gods are to lead him to such an opportunity, he will take it as providence. (Desires a superior mount - either a purchased, best quality destrier of Bretonnian stock; or else a pegasus, hippogryph, or more exotic and glorious mount still.)
Spoiler: A Cause Worthy Of A KnightYet all these things - sword, armor, and steed - are just the trappings of a knight. The essence of a knight is not what they have, but what they are for. For two years of his Errancy, Bertelis has roamed first Bretonnia, then the Empire, and has found no shortage of individuals in need of help. He is grateful to have helped, but longs for a more robust cause that permits him to grow in strength and virtue; one that can occupy his mind, energy and valor for more than a single adrenal dash. Until he finds one, he will always feel his errancy has been a little too mercenary for his convictions. (Desires a significant, non-simple cause that he can put his shoulder to for an extended period of time.)
Spoiler: A Lord Worthy Of A KnightBertelis is strongly convicted that he will return to Bretonnia as a Knight of the Realm. This cannot be so, until he is selected by a Bretonnian Lord and offered a position as one of their house knights; or else he is given the greater honor of a fief of his own, carved from one of a Duke's own holdings. Without being in Bretonnia to court such invitations, he relies largely on his brothers’ efforts to recommend him in absentia - or else, he must accomplish some feat or feats of echoing nobility that the diplomats and spies of Bretonnia might hear, and relay, and plead his case based on those merits. (Desires to be either selected to join a worthy Bretonnian Lord’s house, or be given his own Bretonnian fief, and thus to become a Knight of the Realm. Typically, Knights of the Realm have duties closer to home than an adventuring life permits; but a sufficiently invested or trusting Lord may permit him to serve a term with the unusual but not unique latitude of a Knight of the Realm beyond the Realm. This will be especially true for a Lord who discerns something noble in sponsoring Bertelis’ development, not just acquiring his sword.)
Spoiler: Combat Relevant NotesBertelis' Hand Weapon attacks do 1d10+5 Damage.
Bertelis, in optimal armor, has a damage reduction of 7 on the chest, legs and arms; and 9 on the head.
Spoiler: Retainers1. Odmar Marsnerberg. 19 year old farmer from the small pork-and-cheese town of Wendorf, Ostland. Fled contention with his brothers and boredom at his simple home only to be captured by the skaven and enslaved for over a year; freed by the Company of the Burning Slug, and working of a moral debt he feels to them by minding and training horses as he works up the courage to head home and face his shame. Paid up for a year of service, after which he intends to go home.
2. Aletta de Montoit. 17 year old noblewoman-turned-squire from the castle-city of Gisoreux.
Niece of the legendary Duke Hagen of Gisoreux. Talented swordswoman; adventurous, perhaps naïve. King Louen subtly exposed Bertelis obliquely to the idea of female knights before Duke Hagen asked Bertelis to take her on his travels. Bertelis has taken this as a de facto joint royal and ducal request for him to both squire her about the world as they travel, and also literally make a squire of her. At some point, this is likely to require a secret identity and a rebirth as a fictional male knight errant; and dual lives thereafter. There is no pay for this position; but Bertelis is expected to see she is looked after.
I will speak in a nice Bordeleaux Blue.Last edited by MrAbdiel; 2024-03-16 at 08:10 AM.
Damien Wayne in Molan's Batman {D&D3.5e}
Aiden Sorveaux in DeTess's The Royal Artificery Society {PF1e}
Sir Bertelis Roche in bramblefoot's Tomboys and Troublemakers {WFRP2e}
GMing for World of Warcraft - Interbellum {M&M3e}
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2023-06-24, 09:43 AM (ISO 8601)
- Join Date
- Apr 2012
Re: Tomboys and Troublemakers Part V: Zut zut zut and a Bottle of Bourdeleaux
Régine "Loup" Lacroix
SpoilerSpoiler: Regine image
Spoiler: Personal Details
Name: Regine Lacroix
Nickname: Loup (Bretonnian for 'Wolf')
Age: 20
Gender: Female
Hair: Chesnut/Auburn.
Eyes: Green.
Handed: Right Handed
Height: 5'10"
Weight: 70kg
Religion: Ranald.
Birthplace: L'Anguille, Bretonnia.
Career: Master Thief
Former Careers: Ex-Thief, Ex-Cat Burglar
Synopsis:
A surprisingly fit and athletic looking young woman from Bretonnia, Regine is a talented graduate of the School of Hard Knocks and the University of Getting the Dung Kicked out of Her. Raised in the underworld of the port city of L'Anguille, she is an orphan whom, for a low-born girl in Bretonnia, had two basic options in life: the brothels or pickpocketing. Regine chose the latter and proved to possess a natural talent for the craft to the point that she became a fully-fledged home-invading thief in her mid-teenage years. From the houses of wealthy, fat merchants to even the vaults of less organized banks, Regine could infiltrate before making off with sacks of curvaceous girth. But, the underworld is the underworld, and she wasn't the only criminal plying their trade within the expansive, prosperous city of L'Anguille. Thieves guilds did not take kindly to a skilled, rogue agent such as she, nor did merchants enjoy arriving at their warehouses following a break in. She made enemies, though few actually knew her name, and though something of a self-serving rogue, Regine played by the general unwritten rules of the criminal landscape, until a botched job almost saw her captured, while racketeers of an temporary employer were nicked in her place. Blamed for the screw-up, though maintaining her innocence, Regine had to pay exorbitant sums to the right people to ensure she didn't end up face down in a river. This gave her the breathing room necessary to pull off a few more small jobs to re-acquire some coin. Nevertheless, the affair soured the girls tastes to her home-town, as she now, for the first time, looks beyond the walls of her city for a means to move on to greener pastures.
Regine has made a surprisingly stellar reputation as one of the best thieves in the city, given that she's a young woman in the Bretonnian underworld. It's a world into which she was born, raised and unlike 99% of girls inhabiting it, she did not resort to the brothels or madamhood. Instead she was something of a tom boy, with a more masculine personality that is fiercely independent. Her nickname, 'Loup', is one that is not supposed to be intimidating, but is instead a term of endearment. During her first solo job, Regine managed to steal a case from a nobles carriage and brought it to her boss, believing that it was filled with beautiful - and expensive - nobles clothing that could be fenced for a princely sum. Instead, when they opened the chest they were greeted with half a dozen beautiful wolf pelts. Not quite the pay-day one was hoping, followed by jokes that she had stolen from a family of werewolves, but the nickname, and the playful spirit behind it, stuck.
As a side hustle Regine would run invite-only card games, paying off the authorities to look away and hiring local brothel workers to liven the games up and keep the players gambling. Naturally, she'd give a cut of her proceeds to the local gang to ensure they got their taste.
Family:
Father: Unknown.
Mother: Unknown.
Brother: Unknown.
Brother: Unknown.
M WS BS S T Ag Int WP Fel A W FP IP Base 4 36 36 39 39 38 42 43 35 1 11 3 0 Advance - +20/20 +20/20 +5/10 +5/10 +40/40 +20/25 +10/20 +20/25 +1/1 +6/6 - 1 Current 4 56 56 44 44 78 67 53 55 2 17/17 3 0
XP: 6,300 total/6,100 spent
Spoiler: Skills
Common Knowledge (Bretonnia), Speak Language (Breton), Charm, Concealment +20%, Evaluate, Disguise +10%, Dodge Blow, Lip Reading, Pick Lock +20%, Perception +10%, Haggle, Gamble, Gossip +10%, Read/Write, Search +10%, Scale Sheer Surface +10%, Sleight of Hand +10%, Secret Language (Thieves Tongue), Secret Signs (Thief), Silent Move +20%, Swim.
Spoiler: Talents
Mimic (Excellent at mimicking accents: +10% to Disguise when vocal aspect is part of disguise)
Savvy (+5% to Intelligence)
Alley Cat (+10% to Concealment and Silent Move in urban environments)
Super Numerate (+10% to Navigation and Gamble, and +20% to perception checks involving gauging distance)
Streetwise (+10% to Gossip and Charm when dealing with the underworld)
Trapfinder (+10% to Perception and Lock Picking when dealing with traps)
Street Fighting (+10% WS when fighting unarmed and +1 damage when fighting unarmed)
Specialist Weapon Group (crossbow)
Spoiler: Trappings
Light Armour (Leather Jerkin), Sack, Lockpicks, 10 Yards of Rope, set of clothes, dagger, backpack, blanket, mug & cutlery, a hand weapon, purse, slingbag, hood, low boots, disguise kit, deck of cards, grappling hook, bone dice.
5 sets of common quality clothes
- 2 sets of good clothes
- Leather jack + leggings
- Bottle of Best Bretonnian Spirits
Weapons:
Repeater Crossbow, Dmg 2, Range 16/32, Reload Free, Special (Make 10 shots before needing to reload, 4 rounds).
Best Quality Quarterstaff, Dmg Str-2, Range -, Special (+5 WS when using, Defensive, Pummeling).
Misericorde of Poisonous Malice, Dmg Str-4, Special (Magic Dagger and +4 wounds from Black Lotus)
Armour:
Light Armour (Leather) 1 AP to Arms, Body and Legs.
Currency:
22 Bretonnian gold and 1 Silver
Purchases:
Spoiler
100gc - Repeater Crossbow
16gc = 320 silver.
Best Quality Quarterstaff - 9 silver
Slingbag - 40 silver
Hood - 5 silver
Low Boots - 18 silver
Disguise Kit - 100 silver
Deck of Cards - 20 silver
Grappling Hook - 80 silver
Bone Dice - 6 silver
50 crossbow bolts - 20 silver
22 silver left
Spoiler: Advances
Choosing Career Tax (Thief) (100xp)
Free Advance Wounds +1
WS +5 (100)
BS +5 (100)
Ag +15 (300)
Fel +10 (200)
wounds +1 (100)
Scale Sheer Surface (100)
Disguise (100)
Gamble (100)
Sleight of Hand (100)
Secret Signs (Thief) (100)
Streetwise (100)
Trapfinder (100)
Exit Career: Cat Burglar (100)
= 1,600
WS +5 (100)
BS +5 (100)
Str +5 (100)
T +5 (100)
Ag +10 (200)
Int +10 (200)
WP +10 (200)
Wounds +2 (200)
Concealment +10 (100)
Gossip +10 (100)
Haggle (100)
Perception +10 (100)
Pick Lock +10 (100)
Scale Sheer Surfaces +10 (100)
Search +10 (100)
Silent Move +10 (100)
Street Fighting (100)
Exit: Master Thief (100)
= 2,200
Next: Master Thief
Concealment +20 (100)
Disguise +10 (100)
Dodge Blow (100)
Lip Reading (100)
Pick Lock +20 (100)
SIlent Move +20 (100)
Sleight of Hand +10 (100)
Swim (100)
Specialist Weapon Group (crossbow) (100)
Attacks +1 (100)
BS +10 (200)
Agl +15 (300)
WS +10 (200)
Fel +10 (200)
+2 wounds (200)
+10 Int (200)
= 2,300
= 6,100
Last edited by BananaPhone; 2024-03-05 at 06:24 AM.
"Of all the words by tongue and pen, by far the saddest are "I could have been...""
"The first rule of success is to have a vision. You see if you don’t have a vision of where you are going, if you don’t have a goal for where to go, you’ll drift around and never end up anywhere...can you imagine a majority of people don't know where they are going? I knew where I was going!” – Arnold Schwarzenegger
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2023-06-24, 10:25 AM (ISO 8601)
- Join Date
- Jun 2018
- Location
- Belgium
- Gender
Re: Tomboys and Troublemakers Part V: Zut zut zut and a Bottle of Bourdeleaux
Bruno, Baronet Richter
Roadwarden-Squire-Noble-Courtier-Duelist
Spoiler: Image
Spoiler: Shield image
Spoiler: Personal Details
Age: 25
Gender: Male
Hair: Light brown
Eyes: Brown
Right Handed
Height: 1m79
Weight: 70kg
Religion: Taal and Sigmar
Birthplace: Trautenau, Talabecland
Family
Father: deceased
mother: deceased
brother: farmer
brother: farmer
adopted uncle: Baron Franz Richter
M WS BS S T Ag Int WP Fel A W FP IP Base 4 36 38 38 35 41 39 36 47 1 11 4 0 Advance +20 +20 +10 +10 +20 +15 +15 +10 +4 Current 4 56 58 43 40 51 59 56 67 2 15/15 4 5
XP: 6200 total / 0 to spend
Spoiler: Skills
academic knowledge (genealogy/heraldry) (int)
academic knowledge (history) (int)
animal care (int)
animal training (fel)
blather (fel)
charm (fel) (+20%)
command
common knowledge (Bretonnia)
common knowledge (empire) (int)
consume alcohol (T)
dodge blow (ag) (+10%)
drive (str)
evaluate (int)
follow trail (int)
gamble (int)
gossip (fel) (+20%)
navigation (int)
outdoor survival (int)
perception (int) (+10%)
performer (musician)
read/write (int)
ride (ag) (+10%)
search (int)
speak language (Breton)
speak language (reikspiel)
Spoiler: Talents
marksman: +5BS (in Base profile)
resistance to poison: +10% T vs poisons
quick draw: draw weapon free action
specialist weapon group (gunpowder): Can use weapons in group
specialist weapon group (cavalry): Can use weapons in group
specialist weapon group (parrying): Can use weapons in group
specialist weapon group (fencing): Can use weapons in group
etiquette: +10% on charm/gossip vs nobles
strike mighty blow: +1 dmg with melee weapons
luck: 1 extra fortune point/day
savvy: +5 Int (in Base profile)
schemer: +10% on intrigue charm tests and WP vs charm
Public speaking: Affect 10x the people with charm tests
suave: +5 Fel (in Base profile)
Dealmaker: +10 on haggle and evaluate skill tests
Gift of Taal
the gift of peace: spend a fortune point to speak first, before blades are drawn. against normal animals or people. this autosucceeds with a number of degrees equal to your fellowship. against chaos or notable foes, you must make a fellowship check against their WP to get through to them. note that slaughtering a notable enemy (unless he succeeds on his WP check) after this has been used will result in bad things happening.
Spoiler: Trappings
good clothing consisting of a shirt, breeches, boots and a heavy cloak
dagger
a backpack containing a blanket, a wooden tankard, a wooden cutlery set
Hand weapon (sword)
a purse
pistol with firearm balls and gunpowder (30/40 left ordinary,10/10 good quality(given to Jasmine))
heavy armour (full plate, full chain, full leather)
shield (with his coat of arms)
shield (best quality, coat of the group, +5% WS for parry)
rope (10 yards)
warhorse with saddle and harness (still in training, gift from Bertelis)
riding horse (pack horse) with saddle and harness
demilance
tent
water skin
rations (1wk)
fish hook and line
noble's garb 5x (1 good quality, 1 in group colours, 1 Bretonnian)
jewelry (37 gc) (signet ring, necklace with heraldic symbol)
horse fodder (8 days)
Main Gauche
Gold: 21gc, 34s 0p remaining
Spoiler: Background
Bruno was born in the small village of Trautenau in Talabecland. It was a small and poor village which had trouble growing enough food to feed themselves, let alone pay taxes. As the third son, his prospects weren't good at all and as soon as he was old enough, he had to help on the fields. The village was out of the way but sometimes a small trade caravan passed through, which was a huge event for the village. The year he turned 16 his father died and with his brother now in charge of the small farm, there was even less for him to look forward to, so when a caravan passed the village, he decided to join up. It was quite different from life in the village but soon he grew accustomed and he started following the roadwardens assigned to the caravan. They took in the young boy and started training him.
After a year or so he was appointed roadwarden himself and together with a more experienced man, assigned a stretch of road to patrol. He had been doing that for a few years, when they arrived at a caravan that was besieged by a group of beastmen. The roadwardens managed to surprise the beastmen and attack from behind, but they quickly recovered. It was a long and difficult fight and in the end only Bruno, Baronet Joseph Richter (younger brother to Baron Franz Richter) and two of his servants survived. They managed to get to the nearest coaching inn and raise the alarm about the beastmen. The Baronet was quite impressed with Bruno and asked him to become his squire.
This was a new experience for the young man and while Joseph wasn't all that rich and also more of a country noble than a city noble, he did have to adapt to his new situation, as for instance some etiquette was expected of him. A lot of these lessons came from a Professor Lorrimor, who had requested to stay at the Richter estate to research some ruins nearby. Joseph had his squire Bruno take care of the professor while he was there and in return, Lorrimor taught the young squire how to read and write and the knowledge of heraldry.
A couple of years later, Joseph had to represent his brother with a merchant's guild when a rival guild tried to poison him. Bruno, who wasn't affected by the poison, managed to save Joseph and the lead merchant. In recognition for this and the fact that he had managed to get some excellent terms in the agreement, Joseph formally adopted the young man and when he died a few months later, Bruno was now Baronet Richter. There wasn't much money nor an estate, so he continued to roam the empire and make his way in the world that way. His adopted family lets him do so, as long as he doesn't embarrass them (if he's away, they don't have to feed him). They didn't mind him becoming part of the family, but that doesn't mean they're going to just give him money.
Spoiler: personality
Bruno still remembers his time on the small farm, so he's a lot kinder to the common people than most other nobles. Also his title is one of the lowest noble titles and it doesn't come with a lot of money, so he has to work for a living just like them. He's soft-spoken and will seldom raise his voice, although in combat he can be heard if he wants to.
Spoiler: description
Burno is a nice looking young man, although he has some scars from fights from earlier in his life. He's a bit above average height, but with his brown hair and eyes, he can be from just about anywhere in the Empire. He wears simple, sturdy adventurer's clothing while on the road, although he has a nicer outfit should the situation call for it.
Spoiler: Advances
all advances from roadwarden and squire (no mastery, only gossip as that comes standard from being human and roadwarden)
read/write, luck, savvy, schemer, specialist weapon group (parrying) and +5 FEL from Noble (all other advances are already from previous careers)
all from courtier
skills to get from duelist career:
dodge blow, gamble, perception, intimidate, sleight of hand
talents to get from duelist career:
Ambidextrous or disarm
master gunner
mighty shot
sharpshooter
strike mighty blow
strike to injure
swashbuckler
Spoiler: Trappings still to get
none
Spoiler: armour
full plate (with full mail and full leather underneath)
head: 5
body: 5
arms: 5
legs: 5
Last edited by farothel; 2024-02-01 at 04:09 PM.
Clacks-Overhead: GNU Terry Pratchett
"Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
"I will not yield to evil, unless she's cute."
-
2023-06-24, 02:11 PM (ISO 8601)
- Join Date
- Dec 2009
- Location
- England
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bourdeleaux
Meloth Greenfeather
SpoilerCurrent Career: Scout
Career Progression: Rogue -> Vagabond -> Woodsman -> Hunter -> Bounty Hunter -> Scout
Race: Elf
Age: 65
Spoiler: Characteristics
WS BS S T Ag Int WP Fel A W M Base 39 54 36 39 42 36 37 36 1 11 5 Advance +10 +15 +10 +5 +10 +5 +10 +10 +0 +3 Talents +5 +5 +5 +5 +1 +1 Current 49 74 46 49 57 46 47 46 1 15 6
Wounds: 15/15
Fate Points: 0/2
Insanity: 2
Spoiler: Skills
Blather
Charm
Common Knowledge (Elves)
Concealment +10
Evaluate
Follow Trail +10
Gamble
Gossip
Heal
Intimidate
Navigation
Outdoor Survival +10
Perception +20
Performer (Storyteller)
Scale Sheer Surface
Shadowing
Search +10
Set Trap +10
Silent Move +10
Secret Language (Thieves’ Tongue)
Secret Language (Ranger Tongue)
Secret Signs (Ranger)
Secret Signs (Thief)
Speak Language (Eltharin)
Speak Language (Reikspiel) +10
Swim
Spoiler: Talents
Excellent Vision +10 to Lip Reading and vision-based Perception tests
Fleet Footed +1 Movement
Hardy +1 Wound
Lightning Reflexes +5 Agility
Marksman +5 Ballistic Skill
Night Vision See up to 30 yards in natural darkness (requires at least starlight-level illumination)
Orientation +10 to Navigation tests
Public Speaking Charm tests can affect 10 times as many people
Rapid Reload Reduce reload time by a half action, if a free action swift attacks are possible
Rover +10 Concealment and Silent Move in natural surroundings
Savvy +5 Intelligence
Seasoned Traveller +10 to Common Knowledge and Speak Language tests
Sixth Sense GM can secretly roll Willpower to warn you about danger
Specialist Weapon Group (Entangling, Longbow) Can use weapons of these groups
Streetwise +10 to Charm and Gossip with the underworld
Strike to Stun On hit, can do no damage to make a Strength test, success forces enemy to make a Toughness test (+10 per AP in hit location) to avoid stunning for 1d10 rounds
Very Resilient +5 Toughness
Spoiler: Equipment
Money 3 s, 5 p
Spoiler: Starting Buying/Selling
Starting Money: 122 gc -> 116 gc, 115 s, 60 p
Money from Selling: 27 gc, 49 s, 6 p
- Antitoxin kit (1 gc, 10 s), leather jerkin (3 gc), crossbow (12 gc, 10 s), 10 bolts (2 s), great weapon (10 gc), wooden cultery (2 s 6 p), backpack (15 s), net (1 gc, 10 s)
Total Spending Money: 143 gc, 164 s, 60 p
Spending: 143 gc, 161 s, 55 p
- Leather Leggings (10 gc), 20 Arrows (4 s), 3 Bola (21 s), Pouch (5 s), Knuckle-duster (1 gp)
- Riding Horse (80 gc), Saddle & Harness (6 gc), Saddlebags (4 gc)
- Storm Lantern (12 gc), 4 Oil (20 s), 3 torches (15 p), 5 Good-Craftsmanship Matches (15 p), 10 Matches (10 p), Tinderbox (30 s)
- Waterskin (8 s), Keg of Ale (3 s), Metal Cutlery (3 gc), Cooking Pot (1 gc), Kettle (30 s)
- Rope (1 gc), Grappling Hook (4 gc), Fish Hook and Line (3 s), Spade (25 s), Pole (1 s), 5 Snares (5 s), Deck of Cards (1 gc), Bone Dice (6 s)
- Healing Draught (5 gc), 3 Healing Poulice (15 p)
- Lucky Charm (15 gc)
Remaining: 3s, 5 p
Encumbrance: 390/510
Spoiler: Equipment/Encumbrance Distribution
On Self (counts towards encumbrance)
Worn (total 112)
- Leather Jack [50], Leather Skullcap [10], Leather Leggings [20]
- Common Clothes [15], Cloak [10]
- Slingbag [5], Purse [1], Pouch [1]
- Lucky Charm x2 [-]
Carried (total 130)
Longbow [90], 10 Arrows [20], Dagger [10], Bola [20]
Slingbag (146/200 cap, worn)
- Hand Weapon [50]
- Matches (5 Good-Craftsmanship, 10 Common-Craftsmanship), Torch, Tinderbox [10]
- Rope (10 yards), Grappling Hook [45]
- Manacles [20]
- Antitoxin Kit, 3 Healing Poulices [-]
- Blanket, Wooden Tankard, Metal Cutlery, Fish Hook and Line [21]
Pouch (2/2, worn)
Deck of Cards, Bone Dice, Knuckle-duster [2]
Purse (worn)
Money
Riding Horse (Saddle & Harness)
Stored in Left Saddlebag (250/250 capacity)
- 2 Bola, 10 Arrows [60]
- 2 Gin Traps, 5 Snares [50]
- Rope (20 yards) [50]
- Storm Lantern, Lamp Oil (4 vials), 2 Torches [60]
- Yard Pole [10]
Stored in Right Saddlebag (220/250 capacity)
- Best-Craftsmanship Clothes [20]
- Tent, Spade [40]
- Keg of Ale, Rations (1 week), Waterskin (Full) [110]
- Kettle, Cooking Pot [50]
Weapons
Longbow (10 arrows carried, 10 stored)
Bolas (1 carried, 2 stored)
Hand Weapon
Knuckle-duster
Dagger
Armour
Leather Jack
Leather Skullcap
Leather Leggings
Mail Shirt
Clothing
Clothes (1 plain, 1 Best-Craftsmanship)
Slingbag
Pouch
Purse
Lucky Charm x2
Mount
Riding Horse (Saddle & Harness, Saddlebag)
Healing
Antitoxin Kit
Healing Draught
3 Healing Poulices
Illumination
Storm Lantern
Lamp Oil (4 vials)
Matches (5 Good-Craftsmanship, 10 Common-Craftsmanship)
3 Torches (1 carried, 2 stored)
Tinderbox
Food and Drink
Rations, 1 week
Keg of Ale
Waterskin (Full)
Traps
2 Gin Traps
5 Snares
Other
Rope (10 yards carried, 20 yards stored)
Grappling Hook
Manacles
Blanket
Wooden Tankard
Metal Cutlery
Fish Hook and Line
Deck of Cards
Bone Dice
Tent
Spade
Yard Pole
Kettle
Cooking Pot
Spoiler: Experience
Total: 5800
Spent: 5800
Rogue [900]
Free: +5 WS
100: +5 BS
100: +5 Ag
100: +5 Ag
100: +5 Int
100: +5 WP
100: +5 Fel
100: +5 Fel
100: +1 Wound
100: +1 Wound
Vagabond [1200]
100: Entry (discounted unrestricted change)
100: +5 BS
100: Secret Language (Thieves’ Tongue)
100: Swim
100: Heal
100: Navigation
100: Outdoor Survival
100: Secret Signs (Thief)
100: Silent Move
100: Fleet Footed
100: Orientation
100: Seasoned Traveller
Woodsman [1500]
100: Entry
100: +5 WS
100: +5 S
100: +5 S
100: +5 WP
100: +1 Wound
100: Concealment
100: Set Trap
100: Perception
100: Scale Sheer Surface
100: Secret Language (Ranger Tongue)
100: Secret Signs (Ranger)
100: Silent Move
100: Very Resilient
100: Rover
Hunter [1300]
100: Entry
100: +5 BS
100: +5 T
100: Concealment
100: Follow Trail
100: Outdoor Survival
100: Perception
100: Search
100: Set Trap
100: Hardy
100: Lightning Reflexes
100: Marksman
100: Rapid Reload
Bounty Hunter [600]
100: Entry
100: Specialist Weapon Group (Entangling)
100: Strike to Stun
100: Follow Trail
100: Sharpshooter
100: Shadowing
100: Intimidate
100: Search
Scout [100]
Advance Table
WS BS S T Ag Int WP Fel A W Total Advances 10/20 10/20 10/10 5/10 10/15 5/20 10/15 10/10 0/1 3/6 Current Career 10/20 10/20 10/10 5/10 10/15 5/20 10/15 -/- 0/1 3/6
Progression Options
Advance Table Status: Incomplete
Exits: Enforcer, Mercenary, Protagonist, Scout, Targeteer, Vampire Hunter, Verenean Investigator
Spoiler: Background
1. Where Are You From?
If someone would ask Meloth that apparently simple question, odds are they'd get a shrug and a "long story". After all, he's been travelling for a long time, and when you're not allowed to return home someone either makes an effort to stop thinking about that place or becomes unable to escape it, and Meloth chose the former. Nonetheless, Laurelorn Forest is where he was born, and where he lived his early life.
2. What Is Your Family Like?
They're not in the picture any more. Arrelon, his older brother, was someone he was particularly close with, even if he didn't have his magical talent, but they started to drift apart before Meloth's exile and now they haven't seen each other for three decades. Sometimes, when Meloth allows himself to dwell on the past, he hopes that one day they could reconcile. As for his wider family...he hopes he doesn't have the misfortune to run into them again any time soon. Some slights are never forgiven or forgotten.
3. What Is Your Social Class?
In human society, Meloth still finds himself rather outside of it all - he never slipped into one of the usual strata of society, instead throwing his lot in with the wanderers of the world. He's still not exactly in a respected position among the people he's now surrounded by, even if his elven nature sometimes sways things one way or another - he was unusual, after all, but it was often a toss-up whether that distinction was a topic of interest, led to an assumption of importance, or led to rather more hostile reactions.
4. What Did You Do Before You Became An Adventurer?
Once upon a time, Meloth lived a life that hinged on charm and luck, making his way in Wood Elf society through less than legimate means. That fell apart after an enterprise too far, and since then he spent most of his time...surviving, pretty much. Travelling with vagabond companies picking up odd jobs, returning to the forests as a woodcutter (a strang kind of irony, although luckily those woods were free of his kin), and then finding hihmself increasingly surviving in the wilderness, living off the land.
5. Why Did You Become An Adventurer?
After a decade or two, both on the road and in the forests, of just surviving, Meloth has found himself wanting something...more. Not what he had, but something new and more substantial. Taking on more dangerous and potentially lucrative work may or may not be the way to whatever he's wanting to find, but it won't hurt to have the extra coin and expand his horizons.
6. How Religious Are You?
Not particularly - it's been a long time since he's properly revered the elven gods, it just not feeling right given what happened, and the way he sees it is that gods of man are not for him.
7. Who Are Your Best Friends And Worst Enemies?
Meloth's friends are scattered, fellow wanderers that he's made a connection with. Gustav is one of them, a human devoted to the idea of never settling down for his entire life who gave Meloth some pointers in the ways of humanity and who he's crossed paths with several times.
As for enemies...there was Yellow Eyes, of course. Meloth remembers the time he crossed paths with the beastman well, and how many of those he was travelling with died that day, and the small group he helped to get away - Gustav was one of them. It's part of the reason Meloth got into the bounty hunting game - if he was to ever settle things there, avenge those friends he lost, and deal with such a dangerous threat, he needed more experience dealing with dangerous people.
8. What Are Your Prized Possessions?
There's one outfit from the old days, finery in the elven style, that he's not been quite able to abandon after all these years - even now, he brings it with him as he travels, sequestered in a saddlebag, never worn but also never thrown away, some money occasionally going into combating wear and tear. Besides that, he has little in the way of prized possessions - his old dice and cards, maybe, but otherwise the years have ensured that what he brings with him are more practical than sentimental. It wasn't like he was able to bring much with him when he left his home, anyway.
9. Who Are You Loyal To?
Meloth hasn't been loyal to an organisation for...well, ever. Even in the old days, his less than legitimate lifestyle meant that he wasn't particularly loyal to elven rulers, and these days...it's not that he's loyal to nothing. He's loyal to people, and some
10. Whom Do You Love/Hate?
-
2023-06-24, 09:22 PM (ISO 8601)
- Join Date
- Nov 2012
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bourdeleaux
Jasmine Featherblossom, Verenean Investigator:
"Oh, you're friends of Professor Lorrimor? I remember him, what a great guy. Used to take him on the Malmford ferry most every day when he was in town. Great tipper. Then when I was in the river wardens he helped me solve the New Carissa caper. Or maybe I helped him? I think he was the sidekick. Yeah I remember you from the funeral. Been busy though what with the shipwreck and all. Oh, you didn't hear? Our patrol boat "Duke of Volgen" got wrecked. Spent a month and a half tryin' to refloat it only for it to break apart in the current. All that damn drunk Ludwig von Sydow's fault but they can't blame him, he's the baron's son. So I got the blame. Got kicked out of the friggen' river wardens if you can believe it. Anyhow, I'm a private contractor now. What are you guys up to? Any friends of the professor are friends of mine. You looking into something? You got that look. You want some help? I could use some new sidekicks."
Spoiler: Stats
Ferryman -> Riverwarden -> Verenean Investigator -> Marine (detour)
WS: 36: 26 + 10
BS: 62: 52 + 10
S: 45: 35 + 10
T: 37: 27 + 10
Agi: 69: 49 + 20
Int: 61: 46 + 15
WP: 56: 41 + 15
Fel: 51: 46 + 5
Attack: 2
Wounds: 15/15 *****
FP: 3/3
Height: 3'9"
Weight: 90 pounds
IP: 7
Spoiler: Skills
Academic Knowledge (Engineering)
Academic Knowledge (Genealogy/Heraldry)
Charm
Command
Common Knowledge (the Empire) +10
Common Knowledge (Halflings)
Consume Alcohol
Dodge
Evaluate
Gamble
Gossip +10
Intimidate +10
Haggle
Navigation
Outdoor Survival
Perception +10
Pick Lock
Read/Write
Row +20
Sail
Search
Secret Language (Battle Tongue)
Secret Signs (Scout)
Shadowing
Silent Move
Speak Language (Bretonnian)
Speak Language (Classical)
Speak Language (Halfling)
Speak Language (Kislevite)
Speak Language (Reikspiel)
Swim +10
Trade (Cook)
Spoiler: Talents
Alley Cat
Marksman
Night Vision
Orientation
Quick Draw
Resistance to Chaos
Savvy
Street fighting
Street-wise
Strong-Minded
Suave
Specialist Weapon Group (Gunpowder)
Specialist Weapon Group (Sling)
Strike Mighty Blow
Strike to Stun
Very Strong
Spoiler: Gear
Purse: 9gc 7s
Weapons:
2 x Pistol
Common quality Powder and Ammunition for 5 Shots
Poor quality powder and ammunition for 15 shots
dagger
Dagger Of Halflings
In the hands of a Halfling it counts as a normal sword, with an additional +10 bonus conferred to WS.
- That bonus does not count when fighting other halflings
The Nutcracker: Encumbrance: 27. Type: Gunpowder. Damage: 4. Range: 24/48. Reload: 2 Full. Qualities: Best Craftsmanship (+5% to hit), Impact.
Shield
Sling
Armor:
Light Armor (Leather Jack)
Leather Skullcap (3gc)
Leather Leggings (10gc)
Uniform
Gear:
grappling hook
10 Yards of Rope
1 set of clothes
backpack
blanket
mug & cutlery
Wide-brimmed hat (1gc)
Rations, 2 wks (12s)
Saddlebag (2gc)
Water Skin (8s)
Cooking Pot & Pan (2gc)
Kettle (30s)
Rope, 20 yards (1gc)
Manacles (5gc)
2 Homing Pigeons & cages (14gc)
Magnifying glass (75g)
Tinderbox (30s)
Lantern (5gc)
Oil, lamp (30s)
Lock Picks (10gc)
Fish Hook and Line (3s)
Mule (25gc)
Spent: 151 gc 13s
(116 start + sell Rowboat for 45g) - 151 g 13s
Spoiler: Exp Spent
Ferryman:
(800+free)
WS: *
BS: *
S: **
T: *
Agi: *
Int: *
WP:
Fel:
Wounds: **
Marksman (100)
Street-fighting (100)
Riverwarden: (100)
Common Knowledge (The Empire) (100)
Speak Language (Kislevite) (100)
Navigation (100)
Outdoor Survival (100)
Sail (100)
Perception (100)
Row (100)
Search (100)
Secret Signs (Scout) (100)
Orientation (100)
Very Strong (100)
(300)
BS: *
Agi: *
WP: *
Verenean Investigator (100)
Pick Lock (100)
Read/Write (100)
Silent Move (100)
Attack +1 (100)
Wound +1 (100)
Shadowing (100)
Agi + 5 (100)
Alley Cat (100)
Savvy (100)
Streetwise (100)
Int + 5 (100)
Marine (200)
Dodge (100)
Quick Draw (100)
Consume Alcohol (100)
Gamble (100)
Strike Mighty Blow (100)
+ 5 WS (100)
+1 Wound (100)
Strike to Stun (100)
Intimidate (100)
Row (100)
Swim (100)
Secret Language (Battle Tongue) (100)
Back to VI (100)
Speak Language (Bretonnian) (100)
WP + 5 (100)
WP + 5 (100)
Agi + 5 (100)
Int + 5 (100)
Speak Language (classical) (100)
+1 wound (100)
Academic Knowledge (engineering) (100)
Command (100)
Int + 5 (100)
50 XP
Last edited by dojango; 2023-11-20 at 12:16 AM.
-
2023-06-24, 09:39 PM (ISO 8601)
- Join Date
- Nov 2012
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bourdeleaux
From the last thread, Jasmine will adopt (not legally though) the three named orphans and pilot them. I feel responsible for them, having conjured them out of the ether and then convinced them to join the ship's crew. The other unnamed orphans will just be doing lovable urchin stuff, delivering messages, sky-larking in the rigging and learning the ropes of the sailing trade.
-
2023-06-25, 02:56 AM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bourdeleaux
Do you plan on taking them with you, or gonna leave them on Trundheim?
-
2023-06-25, 03:42 AM (ISO 8601)
- Join Date
- Aug 2021
- Location
- Brisbane, Australia
- Gender
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bourdeleaux
I mentioned briefly before but I’m hoping to drag a unit of yeomen around with us after we have been to my land, which should make it less wildly hostile for vulnerable NPC’s in our train. Just so we can leave our people and horses outside the dungeons we go into without fear.
Damien Wayne in Molan's Batman {D&D3.5e}
Aiden Sorveaux in DeTess's The Royal Artificery Society {PF1e}
Sir Bertelis Roche in bramblefoot's Tomboys and Troublemakers {WFRP2e}
GMing for World of Warcraft - Interbellum {M&M3e}
-
2023-06-25, 05:30 AM (ISO 8601)
- Join Date
- Jun 2018
- Location
- Belgium
- Gender
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bourdeleaux
Clacks-Overhead: GNU Terry Pratchett
"Magic can turn a frog into a prince. Science can turn a frog into a Ph.D. and you still have the frog you started with." Terry Pratchett
"I will not yield to evil, unless she's cute."
-
2023-06-25, 07:10 AM (ISO 8601)
- Join Date
- Aug 2021
- Location
- Brisbane, Australia
- Gender
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
We could indeed! Though I am not sure what state it will be in. I don't know what the Mousillon fief of Saulx will look like, exactly; it might be a small walled manor, or a crumbling old castle, or any number of constructions. And Bertelis's father's lands may or may not be ash and plagued ruin by the time we get there. They've suffered plague and rebellion; we will see how well they've held out eventually too. Not to mention Bertelis had a dream of Beastmen burning it all down so that might yet occur also. Rarg!
Your valet, I fear, has been somewhat underexploited in this gallic environment; but he has also been spared the eyes of the Templars of Sigmar, so that's something. I suppose I have imagined he's been making himself useful generally, but I admit I have less of a grasp of his personality than I do most of our other NPCs.Damien Wayne in Molan's Batman {D&D3.5e}
Aiden Sorveaux in DeTess's The Royal Artificery Society {PF1e}
Sir Bertelis Roche in bramblefoot's Tomboys and Troublemakers {WFRP2e}
GMing for World of Warcraft - Interbellum {M&M3e}
-
2023-06-25, 07:12 AM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
Wighard doesn't trust him, which is why he asked for Odmar to join him when he was alone on Trundheim
And I recall him being unimpressed and grumpy during the pilgrimage - but honestly that's a pretty reasonable reaction
-
2023-06-25, 07:38 AM (ISO 8601)
- Join Date
- Aug 2021
- Location
- Brisbane, Australia
- Gender
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
We need a proving arc for this Valet! After this trip he might be equipped to have a job working in diplomatic circles between Bretonnia and the Empire.
Sadly, Saulx and Talabecland are so far part I don’t think I can credibly promise a long term trade relationship between Bruno’s realm and Bert’s. Maybe an exchange program for knights errant and accomplished squires..? That’s a fun future to imagine.Damien Wayne in Molan's Batman {D&D3.5e}
Aiden Sorveaux in DeTess's The Royal Artificery Society {PF1e}
Sir Bertelis Roche in bramblefoot's Tomboys and Troublemakers {WFRP2e}
GMing for World of Warcraft - Interbellum {M&M3e}
-
2023-06-25, 12:42 PM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
Wighard has some ideas about leveraging his Order into becoming independent of the College of Light - possibly as a 9th College, or maybe with Imperial Immediacy
They'd get to apply the same logic they apply to medicine and magic to other matters; also he would like to fix the gender bias in Imperial Magic - or more accurately the gender bias in who survives to get apprenticed
And you know, King Louen has lamented the lack of formal education in Bretonnia
Or we just need Fantasy Andorra - somewhere shared between Bretonnia and the Empire but independent of both
-
2023-06-25, 02:21 PM (ISO 8601)
- Join Date
- Nov 2012
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
-
2023-06-25, 02:38 PM (ISO 8601)
- Join Date
- Oct 2021
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
alright boys, that was some serious rules of nature bs there!
take 300 xp and do what you will with it
-
2023-06-25, 02:40 PM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
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2023-06-25, 02:41 PM (ISO 8601)
- Join Date
- Oct 2021
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
oki, sounds good
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2023-06-25, 02:47 PM (ISO 8601)
- Join Date
- Aug 2021
- Location
- Brisbane, Australia
- Gender
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
You don’t -
Wilphe! WILPHE!
We got some a many days ago IRL and like a week ago IC! And we saved a bunch of refugees then nearly died in a catastrophic naval conflict!
How can you say such things?! How much punishment must we endure?!
Although if we are indeed about to land on the island and seize the fort, if it’s not going to vanish, then that’s one thing.
But no XP at all? What have you done?!Damien Wayne in Molan's Batman {D&D3.5e}
Aiden Sorveaux in DeTess's The Royal Artificery Society {PF1e}
Sir Bertelis Roche in bramblefoot's Tomboys and Troublemakers {WFRP2e}
GMing for World of Warcraft - Interbellum {M&M3e}
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2023-06-25, 02:51 PM (ISO 8601)
- Join Date
- May 2018
- Location
- Morocco
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
Fool!
If we act humble now and turn down XP he'll give us even more later!
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2023-06-25, 02:55 PM (ISO 8601)
- Join Date
- Aug 2021
- Location
- Brisbane, Australia
- Gender
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
You’d better be right, wizard…
Yeah, we can worry about an XP burst later. For now, we can concentrate on resolving our present situation and either sorting this island out or getting back underway on our trip. Next stop: the coast of Lyonesse.Damien Wayne in Molan's Batman {D&D3.5e}
Aiden Sorveaux in DeTess's The Royal Artificery Society {PF1e}
Sir Bertelis Roche in bramblefoot's Tomboys and Troublemakers {WFRP2e}
GMing for World of Warcraft - Interbellum {M&M3e}
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2023-06-25, 03:28 PM (ISO 8601)
- Join Date
- Nov 2012
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
I mean it sounds like we either deal with this situation now or we let it go and not deal with it ever again.
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2023-06-25, 03:33 PM (ISO 8601)
- Join Date
- Aug 2021
- Location
- Brisbane, Australia
- Gender
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
Right; I just mean it’s unclear to me what the resolution of the scene is. I don’t know if the island is about to teleport out, or once we leave it’ll relocate, or where the longship is trying to escape to - the island or otherwise. Letting Bramble figure out what he wants to do with us next.
Damien Wayne in Molan's Batman {D&D3.5e}
Aiden Sorveaux in DeTess's The Royal Artificery Society {PF1e}
Sir Bertelis Roche in bramblefoot's Tomboys and Troublemakers {WFRP2e}
GMing for World of Warcraft - Interbellum {M&M3e}
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2023-06-25, 03:33 PM (ISO 8601)
- Join Date
- Nov 2012
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
Well, going to fate point that roll, I would really prefer that ship be on fire rather than not being on fire. (1d100)[51]
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2023-06-25, 04:28 PM (ISO 8601)
- Join Date
- Oct 2021
Re: Tomboys and Troublemakers Part V: Zut Zut Zut and a Bottle of Bordeleaux
alrighty:
wilphe, will you keep the first 50 pages of tomboys and troublemakers in the first post?