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About Andras CouslandName: Andras Cousland
Hybrid Appearance: https://wiki.guildwars.com/images/6/64/%22Were_Beasts%22_concept_art.jpg Personality: Hot tempered, polite.
Strength: 12
Perception: 10
Size: 1
Damage: 0
Spoken Languages: Common Written Languages: Common Professions:
Ancestry Traits and Abilities:
Silver Vulnerability When you take damage from a silver weapon, you take a penalty to Health equal to the damage. The penalty remains until after you complete a rest. Skinchanger Curse If you are in an area illuminated by light cast by a full moon at the end of the round, you become an animal. The kind of animal whose form you assume is determined either by the skinchanger that bestowed the curse if you gained it during play or by rolling on the Animal Form table when you create your character. You remain in this form until you are in an area lit by sunlight at the end of any round, at which point you immediately return to your normal form.As you transform, you must make a Will challenge roll with 3 banes. For each level your group has attained, make the challenge roll with 1 boon. Thus, if your group level is 1, you make the challenge roll with 2 banes. You control your character on a success, and the GM takes control of your character until you return to your normal form on a failure. Under the GM’s control, you behave as a vicious animal. In either case, you use the animal’s statistics in place of your own, though if you got a success on the Will challenge roll, you use your Intellect and Will scores in place of the animal’s.
Change Form You can use an action, or a triggered action on your turn, to adopt your normal form, your animal form, or a hybrid of your animal and humanoid forms. You remain in the new form until you use Change Form again or you become incapacitated, which causes you to return to your normal form immediately. The animal form must be the same as the form you adopt when under the effects of your Skinchanger Curse. If you adopt an animal form, use the animal’s statistics in place of your own, except you retain this talent and your Intellect and Will scores. If you adopt a hybrid form, you make the following adjustments to your statistics.
Quirks and Marks of Darkness:
The corruption is burned from your soul. ALL of it. Reduce your corruption score to -. You can no longer gain corruption or complete ANY action that would cause you to gain corruption. Spells, paths, talents, or game mechanics which would grant you corruption are now barred for you. You now have the "Honorable" trait. It is an anathema for you to make any action that would cause corruption within you, others, or the world. How this plays out will be determined over time and new options may present themselves due to this trait. Your morality shifts. You are committed to good and noble causes, and you never stray from your beliefs even if your insisitence would cost you your life. Your view on obligations shift. You never break oaths or the law. Order is a paramount concern for you, and you always live up to your obligations no matter the cost. Your relationships with others shift. You now view all people as important and everyone has value no matter what they have done. You are now a paragon of virtue. In addition, one of your swords has acquired some lightning properties. It occasionally crackles with energy. When you roll a 20+ and beat your opponent's defense by 5, you deal 1d6 extra lightning damage. Paths and Path Abilities:
(Write here your Paths and class abilities when you gain them). Novice Path: Gallant
Nimble Recovery - You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you must wait until you complete a rest before you can use it again. Deadly Accuracy Your attacks with weapons that have the finesse property deal 1d6 extra damage Swift Strike When the total of your attack roll with a weapon that has the finesse property is 20 or higher and beats the target number by 5 or more, you can use a triggered action to attack the target with the same weapon at any point before the end of your turn Combat Expertise: When you use an action to attack with a weapon, you either deal 1d6 extra damage with that attack or can make another attack against a different target at any point before the end of your turn. Daring Defense: If you are not wearing medium or heavy armor or wielding a
Expert Path: Switch Blade Warrior Feinting Transform: When you transform your weapon, you gain +2 to defense for 1 round. Master Path: Equipment:
Magic(?) Trumpet Magic(?) hard leather armor. Bow & Arrows Basic clothing (ruined) and a cloak. A scribe's kit. Mercy Blades. (Minor action to turn to two mercy blades. One boon while dual wielding) 2x dagger. A tent. A backpack, a week of rations, a waterskin filled with water, coil of rope, a tinderbox, and 2 torches. An engagement ring that sometimes predicts the future (this is something you could have pulled off your sister's finger). While wearing this ring, you can apply 1 boon to any roll once per level A box containing 5 brushes.(INTERESTING THING) A criminal record (INTERESTING THING) 4SS 12 CP. Questionnaire:
1) How do others make you feel? Do you like being the center of attention or bring left alone; is there a such thing as a stranger to you or do you even know what it's like to have a friend. Things like that. As a noble, I'd be very comfortable dealing with others and following proper protocol, but I'd probably not really have many friends as I'd only really interact with people of a lesser social standing than me or servants. I'm used to being ignored as the youngest child, and youngest son. I think I would have a very good relationship with the scribe who taught me, despite the fact that I definitely wasn't his best student. I'd also probably be polite but cautious of strangers, knowing my past is catching up with me. 2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc.. I think I would definitely value my family most. I think I probably have some kind of relationship with my disgraced sister, perhaps I think what happened to her is unjust. I have precious little to cling to aside from that. In terms of loss, I think I could lose my title/lands/reputation, but I wouldn't care too much about that. I would definitely feel bad if I lost my old scribing master, he's the closest thing I have to family out here, and he would have pretty much raised me. 3) What do you fear? What do you hate? I fear what is hunting me. I hate injustice. 4) What do you desire? What do you love? I desire justice for my sister. I love my siblings and my parents. I also love the feeling of a good sword in my hands, and want to forge a story worthy of a good blade. 5) You have (at least) one secret. What is it? When I was younger, I got in a scrap with a local child, and beat him half to death. It was hushed up due to my family's status, and the child's parents were compensated, but I always feel that anger inside me ready to bubble up at any moment. 6) Have you done something Notable? What was it? I think he's too young to really have done anything notable. 7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it? I think as a noble I'd definitely be able to take charge of situations, but as a youngest son I'd definitely also know my place and defer to people with a higher status. I think I'm probably quite rigid in terms of authority and power structures. 8) Do you follow through on your promises and obligations? Or do you delay or avoid? Do you feel guilty when you don't uphold them? A nobleman's word is his bond, and I'll live by that. I'll never make a promise I don't think I can keep. I probably made a promise to my sister, and that makes me feel guilty that I can't uphold it. 9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself? I think hierarchies and power structures are important, and there's definitely such a thing as true Evil. However, most people are just trying to get by, and no one is perfect. The nobles are meant to be intrinsically better than others, and yet I've been privy to many abuses of power. I definitely see myself as striving to be good, but I know that I'm capable of terrible things, and that worries me.
My Story:
Andras Cousland is the youngest son of a minor noble house. At a young age, his older sister Isabella brought the family into disrepute by accused of involvement in the death of her (husband? friend?). In order to shield the young child from any drama, he was bundled away and sent to apprentice as a scribe in a backwater village. He was not particularly naturally talented at it due to his impulsive manner and limited patience, but his teacher Hartwig Pott was very patient and he became a decent scribe in his own right. The old, kindly scribe practically raised him, and upon completing his apprenticeship, gifted him a beautiful set of ebony brushes, inlaid with silver. Always short-tempered and getting in to scrapes, Andras focused his seemingly boundless energies into practicing with weapons, and learned how to keep his eyes and ears open for trouble at. Recently he's been convinced that someone's out to get him, and is staying extra vigilant. Random Rolls:
Ancestors: 3d6 ⇒ (3, 1, 2) = 6 At least one recent ancestor was a criminal or did something shameful that’s known in your community
Family Circumstances: 18 = 18 You were born to a rich family. You have a +6 bonus to your roll on the Childhood table. You might come from a noble family, a crime family, a religious leader, or a powerful user of magic Parents: 3d6 ⇒ (3, 5, 1) = 9 Your parents are alive.
Sibling 1: Gender: 1d6 ⇒ 1Age: 4d6 ⇒ (2, 1, 1, 3) = 7Fate: 3d6 ⇒ (3, 3, 5) = 11 Older Sister; Alive
Let's find out a bit about her. I'll roll on the major setback table.
Sibling 4: Gender: 1d6 ⇒ 5Age: 4d6 ⇒ (4, 1, 6, 3) = 14Fate: 3d6 ⇒ (4, 2, 3) = 9 Older Brother; Alive Age: You start the game as an adolescent, from 12 to 17 years old. Reduce your height and weight by 25%. Roll once on the Childhood table and Life Experience tables. Childhood: 3d6 + 6 ⇒ (1, 1, 2) + 6 = 10 You were apprenticed to an artisan. Add an artisan of your choice to your list of professions. I'll choose scribe. Life Experience 1: 3d6 ⇒ (3, 5, 6) = 14 Minor Windfall: 1d20 ⇒ 6 You got an education or furthered your education. Choose one: Add a language to the list of languages you can speak or gain a random area of scholarship. I gained Pre-Imperial History and Geography. Build: 3d6 ⇒ (2, 2, 6) = 10 Average height and weight Appearances: 3d6 ⇒ (6, 3, 3) = 12 You are neither attractive nor unattractive. Starting Lifestyle: 3d6 + 3 ⇒ (3, 2, 2) + 3 = 10 Getting By Starting equipment: Basic clothing and a cloak. A scribe's kit. A dagger and a staff. A backpack, a week of rations, a waterskin filled with water, coil of rope, a tinderbox, and 2 torches. Plus Coppers: 1d6 ⇒ 6 CP. Interesting Thing. Table: 1d6 ⇒ 2Interesting Thing Table 2: 1d20 ⇒ 17 A box containing 1d6 + 1 brushes. Number of Brushes: 1d6 + 1 ⇒ (4) + 1 = 5 Definitely a gift from my tutor. Personality rolls; Personality: 3d6 ⇒ (5, 4, 3) = 12: You are not particularly outgoing or withdrawn. You can adapt to a variety of social situations. Relationships: 3d6 ⇒ (6, 5, 3) = 14: You value your friends and family strongly and get along with others. Desires: 1d6 ⇒ 6 Redemption
Obligations: 3d6 ⇒ (4, 5, 2) = 11 You try to do what you say you will do, but you don’t always succeed. Morality: 3d6 ⇒ (6, 2, 3) = 11 You are capable of good and evil, though you mostly see to your self interests and those of people close to you. Religious Beliefs: 3d6 ⇒ (5, 1, 3) = 9 Cult of the New God Piety: 3d6 ⇒ (4, 3, 3) = 10 Neither strong nor weak Random Area of Scholarship: 1d20 ⇒ 10 Pre-imperial history and geography |