Brice Willum

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{Background Info}

Rumors & Tendencies

There are a variety of local rumors about Brice:

  • X
  • X
  • X

Abilities

  • Agility - 3
  • Animal Handling - 2
  • Athletics - 2
  • Awareness - 4; Empathy 2b
  • Cunning - 4; Logic 1b
  • Deception - 3
  • Endurance - 3
  • Fighting - 2
  • Healing - 1
  • Language - 3
  • Knowledge - 2
  • Marksmanship - 3; Longbow 2b
  • Persuasion - 5; Bargain 1b, Convince 1b
  • Status - 4; Stewardship 1b
  • Stealth - 2
  • Survival - 2
  • Thievery - 2; -1D
  • Warfare - 2
  • Will - 5


Intrigue & Combat

In his final days, Lord Waltyr Graben gifted Brice with Heartstrum, which he had commissioned specifically for his Ward. Brice has trained exhaustively with longswords, House Willum's favored weapon, with little advancement in skill. On the hunt, Brice demonstrated an aptitude for bows he has largely ignored. Heartstrum is carved from heart of weirwood from the Marchwater Godswood with a black leather and silver grip. Its bow string is rumored to be dragon sinew. Lord Graben's final words to Brice were, "Don't strive to become who you think you should be, grow into who you already are."

  • Intrigue Defense: 12 (Awareness+Cunning+Status)
  • Composure: 13 (Will Ranks x3)
  • Combat Defense: 8 (Agility+Athletics+Awareness+Defensive Bonus-Armor Penalty)
  • Health: 9 (Endurance Ranks x3)
  • Armor: Scale
  • Armor Rating: 6
  • Armor Penalty: 3
  • Weapons
    • Heartstrum (Superior Longbow): Test 3+1b+1, Damage 5, Keywords: Long Range, Piercing 1, Two-handed, Unwieldy
    • Longsword: Test 2, Damage 3
    • Dagger: Test 2, Damage 1, Keywords: Defensive +1, Off-hand +1


Qualities

  • Heir (House Willum): You are the heir to the lordship of your house.
  • Blood of the Andals (Persuasion): Whenever you test Persuasion, you may re-roll a single die. You must take the result of the second roll, even if it's worse than the first. In addition, once per day, you may add +2 to the result of any one test.
  • Attractive: Whenever you roll a Persuasion test, you may re-roll a number of 1s equal to half your Persuasion rank.
  • Lucky: Once per day you may re-roll a single test. You take the better of the two results.
  • Cautious Diplomat: Whenever you take the Consider action during an intrigue, the bonus dice gained can exceed the normal limits on bonus dice. In addition, you retain these dice until the end of the intrigue.


Drawbacks & Flaws

  • Ward: You take a -1D on all Persuasion tests with both your birth and foster Houses; each assumes that you speak from a position of favoring the other, and is therefore less likely to heed what you have to say. Additionally, should your birth House take any kind of overt action against your foster House, you may be slain in retribution.
  • Flaw (Thievery): You take a -1D on all tests involving Thievery.
  • Impulsive:Decrease your Composure by -2.
  • Fear (Storms): When in the presence of storms, you take a -1D on all tests. Each round on your turn, roll 1d6. On a 6, you overcome your fear and lose this penalty for the duration of the encounter.


Possessions

Possessions: X

Perspective

  • For each scene that you submit to the Narrator that is brought into play, you gain one Destiny Point. This can go above your normal allotment of Destiny Points, but these can only be spent, not burnt. Submit such scenes to the Narrator by email, please.
  • You may also use Destiny Points to "buy in" a character into a scene, editing the scene so that it includes the character.

Goals

Please list three to five goals for your character. These can be goals the character has, or your goals for your character as a player. Please mark them as (Character) or (Player) as appropriate.

  • X
  • X
  • X


Advancement

Earned: 0xp+0gl
  • Session 0.0.13:

Spent: 0xp+0gl; Unspent: 0xp+0gl