Forwell Hog

Raven Verres's page

305 posts. Alias of Patrick Bailey.


Full Name

Raven Verres

Race

Expert Human,

Classes/Levels

Master Rogue Level 8: Master Thief Level 9: Beast level 10| S:11, A:14, I:13, W:10, Speed: 14, Perception: 15 (Darksight, +1 boon), Defense: 16, Health: 45, (51) Dmg: 0, Insanity 5, Corruption: 6, Fortune: (no), Status: (normal) (51)

Gender

Male,

Size

1

Age

50

Strength 11
Dexterity 14
Intelligence 12
Wisdom 10

About Raven Verres

"Ravens are tough, aggressive birds, clever to the point of being sneaky, and never forget a grudge, but also compassionate."

Background- 4: Murdered someone in cold blood. (Start with 1 corruption)
Background Element- 15: I want to travel and see the world.
Interesting thing- 3-7: Half a treasure map, a map of a foreign land, or a large, blue map covered with circles with weird bits of writing between them)
Starting Equipment- 3: Basic clothing and a dagger.

Unholy Dreams: People all across the world have begun experiencing terrifying, maddening dreams involving creatures of horrifying aspect and nature. These dreams leave people shaken upon waking.

I look after myself first and foremost. I'm not above double crossing my "friends".
I belong to the Cult of the New God.
50 years of age.
I am tall.
I am not quite what you consider ugly, but worse than your average man. Ever since that day... I've had dark sunken eyes that many don't seem to find attractive.

Professions: 3-13;Criminal- Pickpocket, 4-15;Martial- Peasant Conscript, 5-13;Religious- Inquisitor's Henchman. Wilderness (Guide)

Backstory:

I used to be a pickpocket back when I was young. Had to be in order to get by. There ain't no thing considered to be a free lunch in this world.

Eventually though, the damn place I was living in went to war. Lazy ass country lords couldn't be bothered to get on a horse and fight themselves, at least not on our side. So, who did they send? Me, that's right. Peasant conscripts, forcibly drafted, not even half trained and sent forward to fight with the decade old pikes in our hands. Damn near died on my first week of fighting; with a knight no less! They were using fully trained, mounted and armored knights against us peasantry, who the hell does that? So you know what I did? I skulked around an enemy encampment until I found and killed a man, a youth really, in cold blood... Abel? Augustus? Abracadabra, whatever. I took his uniform and joined with the winning side. Did I feel bad about it? I dunno, maybe. But damn man, it's not like I had much of a choice.

Pretended I was one of their scouts, lead the opposing forces around the defenses, gave some of those drafted boys a better chance to live anyway, and straight back to the country lords houses. They were better prepared by that point but had obviously expected more time. The whole place lost the fight anyway and soon the town we had been defending was burning. So I decided to leave.

So I guess I didn't exactly go unnoticed though, got called out by one of the lords as they were being rounded up. I lied, and tried to walk out, but later got picked up by an Inquisitor of the New God after the fact. And that's where I spent the majority of my adult life. Learned a lot, can't say I could rightly deny any of it now. Not after most of the stuff I saw.

But to be honest, I think I held up in one spot for too many years. I needed to get out and see the world. Lucky for me I got this strange map off of an evil cultist... well half of map anyway. Seems as good as any deal I'll get. So I found my way onto a boat and now here I am. Looking to make my fortune.

Personality: Kind but self-centered.

Recovery Rate: 11

Insanity, Corruption, Quirks, and Marks of Darkness:

Insanity5
Quirks-
Corruption 6
Marks of Darkness:
- Eyes have burned out, becoming hollowed darkness where pinpricks of red light show from.
- The inverted names of all the gods of the old faith twist underneath the skin of his left arm.
- My face was drained of life, my nose cracked and crumbled away leaving only oozing snot and blood.

Paths and Path Abilities:

Novice Path: Rogue
1st level:
Attributes: Increase two by 1: Agility/Intellect
Characteristics: Health +3

Languages and Professions: You either add one language to the list of languages you can speak or add one common, criminal, or wilderness profession.
Nimble Recovery: 1/1 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 cannot use it again until after you complete a rest.
Trickery: Once per round, you can make an attack roll or challenge roll with 1 boon. If you attack with 1 boon from this talent, your attack deals 1d6 extra damage.
2nd level:
Characteristics: Health +3
Exploit Opportunity: Once per round, when the total of your attack roll is 20 or higher and exceeds the the target number by at least 5, you can take another turn at any point before the end of the round.
Roguery Talent: Skirmish You can use an action to move up to half your Speed. This movement does not trigger free attacks. During the move, you can make an attack. You make the attack roll with 1 bane, but the attack deals 1d6 extra damage. If you choose this talent a second time, you can move up to your Speed instead of half your Speed.
5th level
Characteristics: Health +3
Dirty Tricks: Your attacks deal 1d6 extra damage when you make an attack roll with 1 boon.
Rogue Cunning: You can use Trickery twice per round.

8th level Master Rogue:
Characteristics: Health +3
Roguery Talent: Magic Increase your Power by 1 and discover one tradition. Then make two choices. For each choice, you either discover another tradition or learn one spell from a tradition you have discovered.

LICK YOUR WOUNDS: PRIMAL- UTILITY- 0
VENOMOUS FANGS PRIMAL UTILITY 1
DARTING CLAW: PRIMAL- ATTACK- 2

Level 3: Thief
Attributes: +1 dex/ +1 int
Characteristics: Perception +1, Health +3

Language and Professions: Secret- learned to read the common tongue.
Quick Reflexes: You can use a triggered action on your turn to hide or retreat.
Thievery talents (2):
Pick pockets- You can use a triggered action to steal an item you can hold in one hand from a creature within your reach without the creature's knowledge.
Open locks- If you have lock picks, you can use an action to open one lock you can reach. If the GM calls for a challenge roll, you make it with 1 boon.
Level 6: Thief
Characteristics: Perception +1, Health +3
Dodge: You can use an action or a triggered action on your turn to choose one creature you can see within short range. Until the end of the round, the target makes attacks against you with 1 bane and you make challenge rolls to resist its attacks with 1 boon.
Thievery Talent (1) Keen Senses: You make all perception checks with 1 boon.

Level 9: Master Thief
Characteristics: Health: +3
Opportunist: When a creature within reach takes damage from an attack, you can use a triggered action to attack.
Thievery talent- Hide in Shadows: You can attempt to hide when you are in an area at least partially obscured by shadows, even if you are being observed.

Human 4th level:
Characteristics: +5 health

Determined: When you roll a 1 on a dice from a boon, reroll. You may keep the new number.

Beast 7th level:
Attributes +1 Str, Agi, Int.

Characteristics: Health +4, Power +1

Level 10 Beast:
Characteristics: Health +4- New Total: 45 Recovery Rate: 11
Magic: Learn 1 spell- Beast Tongue 1- 2/2: Duration 1 minute:
For the duration, you can communicate with any animal that can hear you.

Master of the Wild: You undergo the final transformation to become a true creature of the wilderness. When you use an action to rush, you can drop to all fours and move up to three times your Speed instead of twice. In addition, your unarmed attacks deal 1d6 extra damage

Languages and Professions: You can speak another language or add a profession to your list of professions.

Magic: You discover the Primal tradition or you learn one Primal spell..
Hide from Animals- 0th
Primal Might- 0th

Unleash the Beast: If you don’t already know the beast within spell (Shadow, page 136), you learn it. If you already know this spell, you learn another rank 0 Primal spell. You are always under the effect of the beast within spell. You are always under the effect of the beast within
spell. When you would make an unarmed strike attack, you can expend a casting of the beast within spell to make the attack roll with 1 boon and deal 1d6 extra damage on a success.

Magic items:

A grey cloak: Grants 1 boon to hide.

Stone Jaguar statue: 3/3 uses.
You can use a triggered action on your turn to deal 1d6 extra damage with all attacks you make for 1 round. The object has three uses.

(Cursed- Terrible voices of the ocean cause 1 point of insanity.)
[Wellspring staff: 1/day
Area: A hemisphere with a 2-yard radius centered on a point on the ground within short range.
Duration: 1 minute
Healing waters partially obscure the area for the duration. Each living creature in the area does not need to drink water until after it completes a rest. In addition, when a creature in the area heals damage, it heals 1d3 extra damage.

Copper penny: When you move, you can choose to do so without making a sound, regardless of the surface.

Magnifying glass:3/3 uses. You can use an action to choose one target object you can see. You learn one true thing about the target.

Magic spells:

Power 2:
0th 3/3,
1st: 2/2
2nd: 1/1

Necromancy Tradition: +1 boon to challenge rolls to resist gaining insanity.
Hide from Undead: 0th, Duration: 1 minute, 3/3
Duration 1 minute
You become invisible to Undead for 1 minute.

Primal Tradition:

Beast Within: 0th Utility, Duration 1 minute (Permanent), 2/3
Your eyes glow, fur covers your body, your nails lengthen
into claws, and your teeth become fangs. For the duration,
you gain darksight and a +2 bonus to Speed, and your
attacks with unarmed strikes and natural weapons deal 1d6
extra damage.

Hide from Animals: 0th, Utility, Duration: 1 minute (1 hour) 3/3
You become hidden from all animals for the duration. The effect ends immediately if you make an attack.

Primal Might: 0th, Utility, Duration: 1 hour (2 hours) 2/3
You gain a +3 bonus to Health that lasts for the duration.
Special If you’re under the effect of beast within (Shadow,
page 136) when you cast this spell, you add 1 hour to the
spell’s duration. If you’re under the effect of lick your wounds
(above) when you cast this spell, the bonus to Health from
this spell increases to +6. Finally, if you’re under the effect of
hide from animals (Shadow, page 136), the duration of that
spell increases to 1 hour and the spell does not end even if
you attack an animal

PRIMAL SCREAM Primal- Attack- 1, 2/2,
Area: A cube of space, 5 yards on a side, originating from a
point you can reach
All the rage and fury of your magic come forth through your scream, which carries up to 1 mile away from you.
Each creature in the area must get a success on a Strength challenge roll and a Will challenge roll. A failure on the Strength challenge roll causes a creature to become deafened for 1 minute. A failure on the Will challenge roll causes a creature to become frightened for 1 minute. When frightened in this way, a creature grants 1 boon on attack rolls made against it.
Special: If you are under the effect of primal might (above) when you cast this spell, you impose 1 bane on the challenge roll made to resist this spell.

LICK YOUR WOUNDS: PRIMAL- UTILITY- 0, 2/3
Duration: 1 hour
You heal damage equal to half your healing rate. For the duration, you make rolls to resist becoming diseased or poisoned with 1 boon.

VENOMOUS FANGS PRIMAL UTILITY 1, 0/2
Duration: 1 minute
Your teeth lengthen into venomous fangs that remain for the duration. Make an attack with these fangs. The fangs are natural weapons with the finesse property that deal 1d6 + 1 damage. When you get a success on an attack roll using your fangs against a creature, the creature must get a success on a Strength challenge roll with 1 bane or take 1d6 damage from the fangs’ poison and become poisoned for 1 minute. If the creature is already poisoned, it takes 1d6 extra damage.

Beast Tongue 1- 2/2: Duration 1 minute:
For the duration, you can communicate with any animal that can hear you.

DARTING CLAW: PRIMAL- ATTACK- 2, 0/1
Requirement: You must be under the effect of the beast within spell (Shadow, page 136).
Duration See the effect:
You gain a +2 bonus to Speed until the beast within effect ends. When you cast this spell and again using a triggered action on your turn, you can move up to your Speed without triggering free attacks and make one unarmed attack or attack with a natural weapon against a creature you can reach during your movement. You make the attack roll with 2 boons, and the attack deals 2d6 extra damage.

Dire Beast: Primal- Utility- 2, 0/1
Target: You or one animal within short range.
Duration: 1 minute
The target becomes a savage beast. For the duration, the target’s Size increases to 1, or increases by 1 if it is Size 1 or larger, and its attacks with unarmed strikes and natural weapons deal 1d6 extra damage.

Equipment:

Consumables:

Healer's Kit (5/6 uses left)
matches x4
Brandy (Fine Spirits)

Lifestyle:
Comfortable

Gear:
Adventurer's pack,
soft leather armor,
Dagger (finesse, thrown short) x1, 1d3
Waterskin,
tinderbox,
basic clothing, belt pouch leather shoes
rope, coil (20 yards)
Lock picks
Crowbar
Longbow
quiver
Lantern

Wealth/treasure:
Strange idol worth 5 SS. (Given as a reward by saving the 2 fisherman from screeching eels.)
Coin pouches x2: Wealth is distributed about equally
x20 shards of crystal, worth 5 SS each.
40 Gold worth of assorted coins

Bits- 5
Copper Pennies- 20
Silver Shillings- 4
Gold Crowns- 50

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.
Friends, I think I had some of those a long time ago. But now they're probably all dead. I don't really care about most people lives.
2) Name one thing you value most. Then name one thing you could lose. These could be ideals, physical possessions, relationships, etc..
I value my own self.
3) What do you fear? What do you hate?
The old gods. The Devil. Demons. Religion in general. I've seen it all and I realized something. These things are too big, too idealistic. I hate them.
4) What do you desire? What do you love?
I want things that I can have or do. Money, women, status, fame, everything I can get my hands on, I want it. I love it all.
5) You have (at least) one secret. What is it?
I lied to an Inquisitor for a long time. I made him think I was changed by his words while I did his dirty work for him. But I knew that a lot of the stuff I did was crappy to other people. I never changed, if anything, he just helped me realize who I was.
6) Have you done something Notable? What was it?
I altered the course of a battle... well a skirmish really.
7) Are you in charge or do you let others take that roll? Do you rebuke authority or revel in it?
I want to be in charge but I'm no fool if I realize someone is too dangerous to change. So I let them have their way.
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?
Ha! No way, there's too much to do to really feel guilty about.

9) What are your opinions on Good and Evil? Do they exist? Or is it all shades of Grey? Where do you see yourself?
Well I gotta say, there is all manner of shades, I'd say there is absolutely evil and then there's good. Only problem is that good fades so easily. So It's mostly shades of grey.