Halfling

Selgaer's page

348 posts. Alias of bookrat.


Race

Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

About Selgaer

Name: Selgaer
Ancestry: Faun
Gender: Male
Age: 31
Level: 10
Lifestyle: Rich
Appearance: You have a physical quality that makes you attractive. You have an ugly brand somewhere on your body. You have pockmark scars on your body from a disease. You are 4'5" tall and 110 lbs.
Personality: You trust yourself to do what is right, even if others disagree with your tactics. You light up the room; people want to know you and befriend you.
Background: You were lost in the woods until the Fae found you; you planned your escape from the elves.

Strength: 11
Agility: 14
Intellect: 13
Will: 10

Perception: Int+3 (16)
Defense: 16
Health: 47
Healing Rate: 11

Size: 1
Speed: 16
Power: 0

Damage: 0
Insanity: 8
Corruption: 0

Spoken Languages: Common, Elven, High Archaic

Written Languages: None.

Professions:
Wilderness (Hunter)
Wilderness (Tracker)
Academic (Politics)

Ancestry Traits and Abilities:

Level 0:
Quick Step. When you use an Action, you can move 1 yard before or after the action, provided your speed is greater than 0.

Shadowsight. You can see in shadows as if they were lit.

Skittish. You make Will Challenge Rolls with one Bane.

Level 4:
Health +5

Nature Friend. In social situations involving animals, you make attack rolls with 1 boon. In addition, you befriend a tiny animal such as a lizard, mouse, squirrel, or bird. You can communicate with one another by speaking. The animal accompanies you on your adventures and, though under the GM’s control, usually does what you tell it to do. If the animal dies, you can befriend another animal of a kind appropriate to where you are when you complete your next rest.

Quirks and Marks of Darkness:

(Write in these if you ever gain a quirk or mark of Darkness)

Paths and Path Abilities:

Novice Path: Hunter

Level 1:
+1 Int, Agility
Characteristics. Perception +1, Health +4

Languages and Professions. Add hunter to your list of professions or add another language to the list of languages you can speak.

Equipment. You gain a bow and a quiver of 30 arrows.

Hunter Training. When you attack with a dagger, long knife, spear, bow, or longbow, you make the attack roll with 1 boon.

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.

Stealthy. You make challenge rolls to hide or sneak with 1 boon.

Level 2.
Characteristics. Health +4

Bleeding Strike. When the total of your attack roll with a weapon is 20 or higher and beats the target number by 5 or more, the attack deals 1d6 extra damage or, if the target is living, deals 1d3 extra damage at the end of each round for 1d3 rounds. While the target takes this extra damage, you make challenge rolls to find or track the target with 2 boons. A target can use an action to stanch the wound and end the effect on itself.

Combat Prowess. Your attacks with weapons deal 1d6 extra damage.

Level 5.
Characteristics. Health +4, Speed +2

Hunter’s Expertise. When you use an action to attack with a weapon, your attack deals 1d6 extra damage and you can move up to 2 yards without triggering a free attack.

Level 8.
+4 Health
Swift Recovery. On your turn, you can use a triggered action to use your Nimble Recovery talent. In addition, you can use Nimble Recovery an extra time between rests.

Hunter’s Mastery. When you use an action to attack with a weapon, your attack deals 1d6 extra damage and you make attack rolls against the target of your attack with 1 boon until the end of the next round.

Expert Path: Ranger

Level 3.
Attributes. Increase two by 1 (Str, Agi)
Characteristics. Health +8, Perception +1

Languages and Professions. Add one wilderness profession to your list of professions. Tracker.

Alertness. You make Perception rolls with 1 boon. In addition, you cannot be surprised while you are conscious.

Hunt Prey. You can use an action, or a triggered action on your turn, to designate one creature you can see as your prey. The target remains your prey until you use this talent again, you become unconscious, or you complete a rest. Your prey grants you 1 boon on attack rolls you make against it and to challenge rolls you make to track it.

Natural Lore. You make challenge rolls to recall useful information about animals, plants, geography, and nature with 1 boon.

Level 6.
Characteristics. Health +4

Expert Guide. You always know which direction is north, and you can always retrace your steps. In addition, when you travel over land, everyone in your group that has Speed lower than yours moves at your Speed.

Expert Tracker. When you find tracks, you can make an Intellect challenge roll. On a success, you learn a useful piece of information about the creature or creatures that made the tracks.

Level 9

Characteristics. Health +4

Master Hunter. Creatures you designated as your prey from your use of the Hunt Prey talent cannot hide from you. As well, your attacks against your prey deal 1d6 extra damage.

Relentless Pursuit. When a creature you designated as your prey from your use of the Hunt Prey talent moves, you can use a triggered action to move up to half your Speed.

Master Path: Acrobat.

Attributes. Increase three by 1 (Agility, Intellect, Will).

Characteristics. Health +3, Speed +2

Languages and Professions. You can speak another language or add a profession.

Acrobatics. You gain all of the following benefits:
• You can move through spaces occupied by other creatures.
• You move at full Speed across all forms of difficult terrain, even when climbing or swimming.
• Provided your Speed is greater than 0, you can stand up without using your move.
• When you take damage from landing after a fall, you can use a triggered action to make an Agility challenge roll. On a success, you reduce the damage from the fall by the total of your roll. If you reduce the damage to 0, you land on your feet.


Equipment:

Clothing: Several sets of Expensive and well tailored clothing

Weapons: Fine Dagger (1 GC). Jeweled long knife (1 GC). Elven Spear. Bow and arrows.

Armor: Hard Leather (2 GC)

Personal Gear: Cosmetics, bottle of perfume, handkerchief.

Special Gear: Antitoxin Potion, Growth Potion, Agility Potion, Seeing Potion, Healing Potion x4, Faerie Grace Potion, Phasing Potion, Contingency Incantation, a personal servant (commoner), and two horses with bits, bridles, saddles, and feed for each. Iron manacles. Bolas, net, rope (20 yards), grapnel

Wealth: 10 GC, 4 SS, 8 CC

Weapons:
Dagger. 1d3. Finesse, thrown, short.
Bow. 1d6. Two, Long.
Magic Spear. 1d6. Finesse, thrown, short.

Enchanted Objects:
Obsidian tipped spear, will heal me my healing rate when I become incapacitated, once.

Magical Charm: Can change appearance or ancestry to anything of your choice. The item crumbles into dust after one use.

Interesting Things:
A frog named Philipe
A jar of otherworldly fire on which has been written “Do not open.”
A letter of introduction to someone influencial or powerful.

Active Spell Effects:
Oak Hide: +2 Defense. One Hour.

Thorny Skin: +3 Defense. +1 Boon and +1d6 damage w/ melee weapons. Cannot be moved again your will or knocked prone.

When you take damage from a creature within 1 yard of you or a creature gets a success on an attack roll to grab you, the attacking creature must get a success on an Agility challenge roll with 3 banes or take 2d6 damage. If a creature that grabbed you takes this damage, you remove the grabbed affliction from yourself.

One Hour.

Upcoming:
Agility Potion. +1 Agility for 3d6 minutes.

Faerie Grace: +1 Agility, +2 Speed (1d3 hours). Can take a fast turn and a slow turn each round. If the creature takes two turns, it takes 1d6 damage at the end of the round.

Phasing: Reduce Damage by half. Move through solid objects. 3d6 minutes.

Regeneration: Heal half healing rate at end of round. 1 or 10 minutes.

Contingency: All d6 rolls are 6. 1 minute.

Rolls:

Birth: 2. Born two two humans.
Origins: 5. You became lost in the woods until faeries found you and led you to their realm.
Escape: 3. You planned your escape and slipped out of the faeries’ clutches.
Family Circumstances: 3+3+2=8. Your family was poor. Subtract 1 from your Childhood roll.
Siblings. 6+4+5=15. You have 1d6 siblings --> 1.
MF: 5. Male.
Siblings Age: 2. Same age as you.
Twin, Bastard, or Adopted: 1. Twin.

Relation with Mother: 3+3+3=9. No relationship.
Relationship with Father: 1+3+5=9. No relationship.
Relationship with Brother: 4+6+6=16. Friendship.

Mother Fate: 5+1+6=12. Alive.
Father Fate: 6+6+2=14. Alive, but disgraced.
Brother Fate: 1+6+6=13. Alive, but disgraced.

Starting Age: 5+2+2=9. You are an adult, 26 to 35 years old. Roll three times on the Life Experiences table.
Build: 6+3+2=11. You are of average height and weight. 54", 110 lbs.
Appearance: 3+4+6=13. You have a physical quality that makes you attractive.
Distinctive Feature: 19. An ugly brand somewhere on your body.

Childhood: 4+4+2-1: 9. You stayed with your family or adopted family, but were hidden until you came of age. Gain a random profession.
Random Profession: 6, 11. Wilderness (Hunter). Start game with bow and 12 arrows.

Life Experiences (3).
1: 3+2+4=9. Job! Worked as a hunter. +1 to starting lifestyle roll.
2: 3+1+6=10. Job! Worked as a hunter. +1 to starting lifestyle roll.
3: 4+2+6=12. Job! Worked as a hunter. +1 to starting lifestyle roll.

Starting Lifestyle: 6+6+4+3=19. Rich.
Clothing: 1. One set of nobles clothing and a fine cloak.
Weapons: Dagger.
Personal Gear: Cosmetics, bottle of perfume, handkerchief.
Special Gear: Healing potion, a personal servant (commoner), a guard (mercenary), and three horses with bits, bridles, saddles, and feed for each.
Wealth: 1. One Silver Shilling.

Personal Effects: 17. A frog named Phillip.

Personality Tables.
Personality: 1+6+6=13. You trust yourself to do what is right, even if others disagree with your tactics.
Relationships: 5+5+4=14. You light up a room. People want to know you and befriend you.
Fear: 2. Death.
Desire: 3. Friendship.
Obligations: 3+3+3=9. You usually keep your word and break promises only when you have to.
Morality: 4+3+6=13. You strive toward goodness. You’re no saint, but you do the best you can.
Religion: 1+1+2=4. You belong to a minor religion centered on a small god.
Piety: 4+3+2=9. The strength of your faith is neither too strong nor too weak.

Questionnaire:

(Copy and paste the questions and answers from character generation here.)

My Story:

As a boy, Selgaer and his twin brother were exploring the woods, when they got lost. A group of fae found them and brought them to the Hidden Worlds. Years passed. Sel was trained for the hunt by the Fae, learning bow and arrow, how to track, and to remove the skin and carve the meat. Bel was taken to the Court and taught etiquette and procedure. Sel was in and out of the Fae realm, often travelling back into the mortal world for the hunt.

Their time spent in the fae realm changed them. Sel's brother changed much more dramatically than he did. Bel grew long curved horns on his temples, and his legs became covered in fur ending in goat hooves. Sel's feet changed into hooves and he grew small nubs of horns under his hair.

As they grew, Sel watched his brother change more and more. He watched his brother become ridiculed, laughed at, teased. His kind - whatever he was now - were not treated well by the Fae. Sel was lucky enough to be gone most of the time, but his brother was around it constantly. It was time to get them out. Sel spent the new few months planning their escape. It worked. They escaped.

The two set off into the world. They avoided other people, especially the Fae, for some weeks. But Bell missed the Court. He missed people. Sel was content to live off the land, but eventually Bel convinced him that they needed to find a more permanent home.

Bel's words made Sel curious - what was the mortal world like? He barely remembers it from his youth - parents, a house, a small town, children laughing. Sel found a town and wanted to spend at least a month just watching it from the outskirts, but Bel convinced them to head in within a week.

While he wasn't received with open arms, he also wasn't chased off right away. That was good. He wondered the town just watching the people go this way and that, hammering on steel or working with wood. So this is normal life, huh? Bel, on the other hand, was in love. In love with the sounds of the city. Of people working and laughing and arguing. All of it. Despite the way he was treated, Bel actually enjoyed the court; he enjoyed being around others. Sel wasn't so sure about all that.

Sel found a place to stay and paid for it by trading meats and furs. Soon, his reputation as a hunter grew and he was hired by a young nobleman to guide a hunt. He was sure Bel had more than a little to do with that. Over the next few years, Bel made contacts and talked his way into the life of the Rich and Wealthy, and managed to get Sel a lot of work as a guide and a hunter.

The two of them as a team made a lot of money. They bought a manor, hired servants, and were living the life. Food, drink, women; everyday spent riding or hunting or planning. It was the life.

Lifestyle: Rich.

The full story from beginning to Level 4 is located here.