Lem

Jarvey Glintloque's page

58 posts. Alias of Black Dow.


Race

Halfling

Classes/Levels

Kutsche Meister W 0/14 | Fate 2 | Fortune 1/2 | Resilience 3 | Resolve 4/5 | Movement 3| Corruption 1| Conditions: Fevered (-10 all tests)

Gender

Male

About Jarvey Glintloque

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Name: Jarviticus "Jarvey" Glintloque

Species: Halfling
Class: Ranger
Career: Coachman
Career Level: 3
Career Path: Coach Master
Status: Silver 3

XP: 5125/5125

XP Expenditure:

225XP: +10 ADVANCES on BS
280XP: +9 ADVANCES on T
475XP:+15 ADVANCES on WP
300XP: SEASONED TRAVELLER TALENT (+2SL)
200XP: TENACIOUS TALENT (+2SL)*
100XP: CAREER ADVANCEMENT to COACHMAN
300XP: GUNNER TALENT (+2SL)
300XP: STRONG MINDED TALENT (+2SL)
275XP: +10 ADVANCES on Ag
115XP: +10 ADVANCES to RANGED (BLACKPOWDER) SKILL
115XP: +10 ADVANCES to GOSSIP SKILL
115XP: +10 ADVANCES to INTUITION SKILL
115XP: +10 ADVANCES to NAVIGATION SKILL
115XP: +10 ADVANCES to LORE (LOCAL) SKILL
65XP: +5 ADVANCES to CONSUME ALCOHOL SKILL**
65XP: +5 ADVANCES to ANIMAL CARE SKILL**
65XP: +5 ADVANCES to CLIMB SKILL**
65XP: +5 ADVANCES to DRIVE SKILL**
65XP: +5 ADVANCES to ENDURANCE SKILL**
65XP: +5 ADVANCES to CHARM ANIMAL SKILL**
65XP: +5 ADVANCES to RANGED (ENTANGLING) SKILL
65XP: +5 ADVANCES to PERCEPTION SKILL**
65XP: +5 ADVANCES to RIDE (HORSE) SKILL**
100XP: CAREER ADVANCEMENT to COACH MASTER
700XP: ACCURATE SHOT TALENT (+3SL)
100XP: DEALMAKER TALENT
100XP: FEARLESS (OUTLAWS) TALENT
100XP: NOSE FOR TROUBLE TALENT
215XP: +8 ADVANCES to WS
50XP: +5 ADVANCES to LORE (ROUTES) SKILL
65XP: +6 ADVANCES to INTIMIDATION SKILL
50XP: +5 ADVANCES to LANGUAGE (REIKSPIEL) SKILL
20XP: +2 ADVANCES to LANGUAGE (BRETONNIAN) SKILL
10XP: +1 ADVANCES to LANGUAGE (MOOTISH) SKILL

*+1 SL from Species Talents
** First 5 Advances from Character Generation

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CHARACTERISTICS: WS 30 | BS 52 | S 26 | T 40 | I 28 | Ag 41 | Dex 39 | Int 38 | WP 60 | Fel 37 :

WEAPON SKILL 30 [22, +8 ADVANCES]
BALLISTIC SKILL 52 [42+10 ADVANCES]
STRENGTH 26 [26]
TOUGHNESS 40 [28+12 ADVANCES]
INITIATIVE 28 [28]
AGILITY 41 [31+10 ADVANCES]
DEXTERITY 39 [39]
INTELLIGENCE 38 [38]
WILLPOWER 60 [40+5 TALENT+15 ADVANCES]
FELLOWSHIP 37 [37]

CHARACTERISTICS BONUSES: WS +3 | BS +5 | S +2 | T +4 | I +2 | Ag +4 | Dex +3 | Int +3 | WP +6 | Fel +3

OTHER ATTRIBUTES: W 14 | Fate 2 | Fortune 2 | Resilience 3 | Resolve 5 | Movement 3:

WOUNDS: 14 [(2×Toughness Bonus) + Willpower Bonus]
Fate: 2 [INITIAL 0 +2 Extra]
Fortune: 2 [INITIAL 0 +2 Extra]
Resilience: 3 [INITIAL 2 +1 Extra]
Resolve: 5 [INITIAL 2 +1 Resolve +2 (Talent)]

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SPECIES: Halfling:

You may choose 3 Skills to gain 5 Advances each, and 3 Skills to gain 3 Advances each. If a Talent listing presents a choice, you select one Talent from the choices given. Any Random Talents are determined by the Random Talent table. If you roll a Talent you already have, you may reroll. Note: All Characters are assumed to be fluent in Reikspiel,, the language of the Empire, and do not need to take it as a Skill.

Skills: Charm (3), Consume Alcohol (5), Dodge (5), Gamble, Haggle (3), Intuition, Language (Mootish)(3), Lore (Reikland), Perception(5), Sleight of Hand, Stealth (Any), Trade (Cook).
Talents: Acute Sense (Taste), Night Vision, Resistance (Chaos), Small, 2 Random Talents.

CLASS: Ranger:

Trappings: Cloak, Clothing, Dagger, Pouch, Backpack containing Tinderbox, Blanket, Rations (1 day).

CAREER: Coachman:

You begin at the first Career level listed in your Career Path. There are 8 Skills and 4 Talents listed with that level, and you can choose which of these you are most proficient at. Allocate 40 Advances to your eight starting Skills, with no more than 10 Advances allocated to any single Skill at this stage. This is enough for you to add 5 Advances to every Career Skill if you wish, which is one of the required steps to complete your Career if you wish to move to a new one. You may also choose a single Talent to learn.

Level 1: Postilion
Status Tier: Silver 1
Skills: Animal Care, Charm Animal, Climb, Drive, Endurance, Perception, Ranged (Entangling), Ride (Horse).
Talents: Animal Affinity, Seasoned Traveller, Trick-Riding, Tenacious.
Trappings: Warm Coat and Gloves, Whip

Level 2: Coachman
Status Tier: Silver 2

Skills: Consume Alcohol, Gossip, Intuition, Lore (Local), Navigation, Ranged (Blackpowder)

Talents: Coolheaded, Crack the Whip, Gunner, Strong-minded

Trappings: Blunderbuss with 10 Shots, Coach Horn, Leather Jack, Hat

Level 3: Coach Master
Status Tier Silver 3
Skills: Animal Training (Horse), Intimidation, Language (any), Lore (Routes)
Talents: Accurate Shot, Dealmaker, Fearless (Outlaws), Nose for Trouble
Trappings: Mail Shirt, Pistol, Quality Cloak

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SKILLS: Basic:

Basic Skills represent innate or common abilities that you might practice in day-to-day life. Basic Skills can be Tested even if you have taken no Advances in them. To do this, simply attempt a Test using the Characteristic associated with the Skill.

Some Skills are classified as Grouped. This means the Skill is an array of related Skills under one heading. Each related Skill is called a Specialisation. When a Specialisation is mentioned in the rules, it is marked in brackets.

Art: 39 [Dex, Grouped]
Athletics: 41 [Ag]
Bribery: 37 [Fel]
Charm: 40 [Fel, +3 ADVANCES]
Charm Animal: 49 [Dex, +10 ADVANCES]
Climb: 36 [S, +10 ADVANCES]
Cool: 60 [WP]
Consume Alcohol: 50 [T, +10 ADVANCES]
Dodge: 46 [Ag, +5 ADVANCES]
Drive: 51 [Ag, +10 ADVANCES]
Endurance: 50 [T, +10 ADVANCES]
Entertain: 37 [Fel, Grouped]
Gamble: 38 [Int]
Gossip: 47 [Fel, +10 ADVANCES]
Haggle: 40 [Fel, +3 ADVANCES]
Intimidate: 32 [S, +6 ADVANCES]
Intuition: 48 [Int, +10 ADVANCES]
Leadership: 37 [Fel]
Melee: 30 [WS, Grouped]
Navigation: 38 [I, +10 ADVANCES]
Outdoor Survival: 38 [Int]
Perception: 38 [I, +10 ADVANCES]
Ride: 41 [Ag, Grouped]
Ride (Horse): 51 [Ag, Grouped, +10 ADVANCES]
Row: 26 [S]
Stealth: 41 [Ag, Grouped]

SKILLS: Advanced:

Advanced Skills require specialist knowledge, training, or firsthand experience to even attempt to use. You may only Test an Advanced Skill if you have taken at least one Advance in it. If you have not, you cannot attempt to Test the Skill.

Some Skills are classified as Grouped. This means the Skill is an array of related Skills under one heading. Each related Skill is called a Specialisation. When a Specialisation is mentioned in the rules, it is marked in brackets.

Animal Care: 48 [Int, +10 ADVANCES]
Animal Training: 38 [Int, Grouped]
Channeling: 60 [WP, Grouped]
Evaluate: 38 [Int]
Heal: 38 [Int]
Language: 38 [Int, Grouped]
Language (Bretonnian 40 [Int, Grouped, +2 ADVANCES]
Language (Mootish) 42 [Int, Grouped, +4 ADVANCES]
Language (Reikspiel) 43 [Int, Grouped, +5 ADVANCES]
Lore: 38 [Int, Grouped]
Lore (Local): 48 [Int, Grouped, +10 ADVANCES]
Lore (Routes): 43 [Int, Grouped, +5 ADVANCES]
Perform: 41 [Ag, Grouped]
Pick Lock: 39 [Dex]
Play: 39 [Dex, Grouped]
Pray: 37 [Fel]
Ranged: 52 [BS, Grouped]
Ranged (Blackpowder): 62 [BS, Grouped, +10 ADVANCES]
Ranged (Entangling): 62 [BS, Grouped, +10 ADVANCES]
Research: 38 [Int]
Sail: 41 [Ag, Grouped]
Secret Signs: 38 [Int, Grouped]
Set Trap: 39 [Dex]
Sleight of Hand: 39 [Dex]
Swim: 26 [S]
Track: 28
Trade: 39 [Dex, Grouped]

TALENTS:

Where Characteristics represent your raw potential, and Skills are your training and experience, Talents represent all the tricks, quirks, and special abilities you have learned throughout life.

If you can take a Talent multiple times, it may have a special rule for what this means written into its description. Further, it may have an associated Skill marked under ‘Tests’ (see Talent Format): if so, for each time you have the Talent, you gain +1 SL on any successful use of a Skill tied to the Talent.

Accurate Shot [Career] (+3 SL)
Max: Ballistic Skill Bonus
Description: You are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons.

Acute Sense (Taste) [Halfling]
Max: Initiative Bonus Test: Perception (Sense)
Description: You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM.

Coolheaded [Random/Starting]
Max: 1
Description: You gain a permanent +5 bonus to your starting Willpower Characteristic this does not count towards your Advances.

Dealmaker (Career)
Max: Fellowship Bonus Tests: Haggle
Description: You are a skilled businessman who knows how to close a deal. When using the Haggle skill, you reduce or increase the price of the products by an extra 10%.
Note: The GM may put a lower limit on prices here to show a seller refusing to sell below cost.

Fearless (Outlaws) [Career]
Max: Willpower Bonus Tests: Cool to oppose your Enemy’s Intimidate, Fear, and Terror
Description: You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20%) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

Gunner [Career] (+2SL)
Max: Dexterity Bonus
Description: You can reload blackpowder weapons with practiced ease. Add SL equal to your level in Gunner to any Extended Test to reload a Blackpowder weapon.

Night Vision [Halfling]
Max: Initiative Bonus Tests: Perception tests in low-light conditions
Description: You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

Nose for Trouble [Career]
Max: Initiative Bonus Tests: Any Test to spot Troublemakers
Description: You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

Read/Write [Random/Starting]
Max: 1
Description: You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak.

Resistance (Chaos) [Halfling]
Max: Toughness Bonus Tests: All those to resist the associated Threat
Description: Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test.

Seasoned Traveller [Career] (+2SL)
Max: Intelligence Bonus Tests: Any Lore Test concerning local detail
Description: You are an inquisitive soul who has travelled far and wide, learning all manner of local information. Add Lore (Local) to any Career.

Small [Halfling]
Max: 1
Description: You are much shorter than most folk in the Old World. The full rules for different Sizes are found in Chapter 12: Bestiary on page 341.

Strong-Minded [Career] (+2 SL)
Max: Willpower Bonus
Description: You are the epitome of determination and resolve. Add your level in Strong Minded to your maximum Resolve pool.

Tenacious [Career] (+2 SL)
Max: Toughness Bonus Tests: Endurance Tests for enduring hardships
Description: You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities.

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TRAPPINGS & WEALTH

Trappings: Dagger; Pistol; Repeater Pistol; Bullet & Powder (36); Mail Shirt; Leather Skullcap; Slingbag; Storm Lantern; Lamp Oil; Pouch; Flask; Clothing; Warm Coat; Gloves; Boots; Spike (2); Blanket; Tinderbox; 12 Matches; [i]Healing Draught (x2); Vitality Draught; Legal Letter of Employ: Imperial Expressways of Nuln;

ENCUMBRANCE POINTS [S bonus + T bonus]: 6
ENCUMBRANCE TOTAL: 2

Brass Pennies (d): 205 (Pfennigs, Clanks, Shrapnel)
Silver Shillings (/): 24 (Bobs, Shimmies, Mucks)
Gold Crowns (GC): 64(Marks, Karls, Gelt)

Notes:

Imperial Expressways of Nuln (a lavish and stately service)

"Got the clackers for it" - Jarvey's phrasing for testicular fortitude :)

Übersreik-Stimmigen-Dunkelburg-Nuln Road