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Character Image: HeraldRealms of Terrinoth

Herald

Morgawr
Raging carcinized murderer
~6 months
Substantial
Imposing

crab stab

8
21 6
17 0
2 1
5 2 2 2 3 2
General Skills Career Rank
Alchemy (INT)
Athletics (BR)
Cool (PR)
Coordination (AG)
Discipline (WILL)
Mechanics (INT)
Medicine (INT)
Operating (INT)
Perception (CUN)
Resilience (BR)
Riding (AG)
Skulduggery (CUN)
Stealth (AG)
Streetwise (CUN)
Survival (CUN)
Vigilance (WILL)
Magic Skills Career Rank
Arcana (INT)
Divine (WILL)
Primal (CUN)
Verse (PR)
Combat Skills Career Rank
Brawl (BR)
Gunnery (AG)
Melee-Heavy (BR)
Melee-Light (BR)
Ranged (AG)
Social Skills Career Rank
Charm (PR)
Coercion (WILL)
Deception (CUN)
Leadership (PR)
Negotiation (PR)
Knowledge Skills Career Rank
Dust (INT)
Forbidden (INT)
Lore (INT)
Weapons Skill Damage Crit Range Qualities
Sword Melee-Light
+ 3 2 Engaged Defensive 1
3687
Melee-Light
+3
2
Engaged
1
1
2

Qualities

Defensive 1

Attachments

Cost

Rarity

Hard Points: -/1

Shield Melee-Light
+ 0 6 Engaged Defensive 1, Deflection 1, Inaccurate 1, Knockdown
7842
Melee-Light
+0
6
Engaged
1
1
0

Qualities

Defensive 1

Deflection 1

Inaccurate 1

Knockdown

Attachments

Cost

Rarity

Hard Points: -/1

Greataxe Melee-Heavy
+ 4 2 Engaged Cumbersome 3, Pierce 3, Vicious 2, Blast 3
3683
Melee-Heavy
+4
2
Engaged
1625
4
2
4

Qualities

Cumbersome 3

Pierce 3

Vicious 2

Blast 3

Attachments

Cost

Rarity

Hard Points: -/2

1250
6
-

Cost: 1250

Rarity: 1250

Hard Points: -/2

This weapon gains the Pierce 2 quality (or increases existing Pierce by 1) and reduces its crit rating by 1, to a minimum of 1.

Modifications

Qualities

Razor Edge

75
2
-

Cost: 75

Rarity: 75

Hard Points: -/2

This weapon increases its Vicious quality by 1.

Modifications

Qualities

Katar Brawl
+ 1 2 Engaged Accurate 1, Vicious 1, Knockdown
1696
Brawl
+1
2
Engaged
1
1
4

Qualities

Accurate 1

Vicious 1

Knockdown

Attachments

Cost

Rarity

Hard Points: 1/1

-
2
1

Cost: -

Rarity: -

Hard Points: 1/1

Adds Vicious 1

Modifications

Qualities

Medium Improvised Weapon Melee-Heavy
+ 2 5 Engaged Tavern Brawler, Cumbersome 2
4852
Melee-Heavy
+2
5
Engaged
-
0
0

Qualities

Tavern Brawler

Cumbersome 2

Attachments

Cost

Rarity

Hard Points: -/-

Large Improvised Weapon Melee-Heavy
+ 3 5 Engaged Tavern Brawler, Cumbersome 4
9699
Melee-Heavy
+3
5
Engaged
-
0
0

Qualities

Tavern Brawler

Cumbersome 4

Attachments

Cost

Rarity

Hard Points: -/-

0 450 0 3
0 14 7
Critical Injury Difficulty Severity Description
Passive

Your character does not suffer the penalties for moving through difficult terrain.

Passive

When healing strain at the end of an encounter, if you have strain over half your threshold, heal +2 Strain.

Incidental

After using a maneuver to engage an adversary, your character may suffer 2 strain to use this talent. They then add :n*: :n*: :n%: :n%: to the results of the next Brawl, Melee (Light), or Melee (Heavy) combat check they make this turn.

Passive

+1 Strain threshold per rank.

Maneuver

Once per encounter, your character may use this talent. Until the end of the encounter or until they are incapacitated, your character adds :n*: :n^: :n^: to all melee combat checks they make. However, opponents add :n*: to all combat checks targeting your character. While berserk, your character cannot make ranged combat checks. At the end of the encounter (or when they are incapacitated), your character suffers 6 strain.

Passive

When your character makes a check to recover from strain at the end of an encounter, your character may make a Simple (–) Resilience check instead of Discipline or Cool. If your character does so, they heal 1 strain per :n*: and 1 wound per :n^: .

Passive

+2 Wound threshold per rank.

Incidental

+2 Wound threshold per rank.

Passive

Your character treats Melee (Heavy) weapons as possessing the Blast item quality with a rating equal to your character’s ranks in Melee (Heavy). Your character does not suffer damage from their weapon's Blast quality (but allies do!).

Passive

+1 Soak per rank.

Passive

Add :n^: to Brawl checks and combat checks with improvised weapons.

Incidental

Once per encounter, you may spend 1 Story Point to have your character heal strain equal to your Brawn rating.

Passive

+2 Wound threshold per rank.

Passive

+2 Wound threshold per rank.

Passive

Increase your Brawn by 1.

Passive

Divine is now a career skill for your character. They can only cast one spell using this skill per encounter.

Passive

When your character casts the single Divine spell per encounter granted by the Templar talent, they do not add :nK: for wearing heavy armor, using a shield, or not having at least one hand free.

Incidental

Once per round on your character's turn, your character may suffer 3 strain to use this talent to add damage equal to their ranks in Discipline to one hit of a successful melee attack.

Maneuver

Once per session, your character may use this talent to add :n*: equal to their ranks in Discipline and :n^: equal to their ranks in Willpower to the results of the next Divine skill check they make during this turn.

Maneuver

Once per encounter, choose a number of adversaries within short range no greater than your ranks in Challenge! (a minion group counts as a single adversary for this purpose). Until the encounter ends or you are incapacitated, these adversaries add :nB: to combat checks targeting your character and :nK::nK: to combat checks targeting other characters.

Passive

+1 Strain Threshold per rank.

Passive

Herald's blood forms into acidic spikes when they're injured. While another character is engaged with them, :n%: can be spent from that character's checks to make them suffer 1 wound.

Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Armor Soak Defense Qualities
Titanium Alloy Plate 2 1
5041
2
1
5
3
6

Qualities

Attachments

Cost

Rarity

Hard Points: 1/3

600
4
1

Cost: 600

Rarity: 600

Hard Points: 1/3

Increase the armor's Ranged Defense by 1.

Modifications

Qualities

250
3
-

Cost: 250

Rarity: 250

Hard Points: 1/3

Add one :n*: to Coercion checks, and one :n-: to Charm checks.

Modifications

Qualities

Equipment and Gear Quantity Encumbrance Rarity Price
Health potion 2 - - -
health-potion-7075
2
-
-

Qualities

Backpack 1 - - -
backpack-2657
1
-
-

Flavored as a sling/harness for two-handed weapons.

Qualities

Heroic Ability Origins Description
Hive Shield

Herald taps into the power of the hive mind, strengthening their carapace.

Herald taps into the power of the hive mind, strengthening their carapace.

HIVE SHELL Your character gains +4 Soak for the duration of this ability. (Incidental)

HIVE BARRIER While this ability is active, you also increases the difficulty of combat checks targeting you by one.

HIVE AEGIS While this ability is active, attacks that target allies within Medium range that don't also target you grant +2 Soak to those allies.

Upgrades

Ability Points

Ranks

Duration
1
2

This ability lasts for two additional rounds (four turns total).

Story
1
-

This ability costs 1 Story Point to activate instead of 2.

Power
3
2

This ability gains the Supreme effect.

Devastating
1
-

While the ability is active, your character adds +2 damage to one hit of each of their attacks.

SESSION 2

-Negotiated w/Fomorians, they agreed to stick around and keep doing their facility maintaining thing, asked us to bring them any "Maker" stuff. Makers = Endless? -Took inventory of the base. It's somewhat banged up and could use repairs. -woops i forgot to keep taking notes

SESSION 3 -Brought back the group of Morgawr - "One" - they're more hive mindy than the rest of us -Fought some pirates who were trying to jack our boat. we captured one -Talked to the pirate (roger) and were like "hey we all hate the vaulters here! let's team up" and he agreed to lead us to his pirate crew? gang? commune? to negotiate -we fought the guardians of VOREEEEE and found VOREEEEEEEEEEEEEEEEEEEEEEEE who is a sea monster? monsters?

SESSION 4 -We talked to VOREEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE (Who is a mother fish-ship and two mommy fish-ships) - the mother is hurt, but dross & vistula bonded with her two children -Then we used them and the Safe Haven to fight off some dang Vaulters

SESSION 5 -We talked to Roger more. He was mean. We were mean. Everyone was pretty mean to each other, but like in a philosophical way -Next morning, we headed to the encampment of Roger's people. The pirates. We were met peacefully enough. -Penz/Lieutenant/"LT": The leader. -Loudmouth: The second in command, I think? -Roger: Our buddy*! -Anm: A Hurnas/orc who bailed on the crew to join up with us

-TL;DR negotiatin' with pirates: Penz wanted to help us, but there are mutinous elements among her crew that resisted it. Herald spotted people passing messages around and being shady and shook one of them down for info - it was a note from the mutineers alluding to a "cache" of something valuable on a nearby island, telling them to go take it from whoever owns it (Vaulters?) -Penz was like "uh sorry you said mean words to that dude who was being incredibly suspicious, the day of a negotiation where you straight up said "yeah a lot of my people would probably want to kill you on sight because you look scary and my people got all scared so the deal is off" and we were like "wow humans are fucking worthless" -Also someone (probably one of the secret mutineers) can do magic and was spying on us with a summoned construct -Now we're going to this cache (Penz told us where she suspects it is) out of, more or less, pure spite

SESSION 6 -We went to this cache and found a group of kepaku in conflict with a bunch of pirates led by Loudmouth. We fought a bunch of them, which ended up with Loudmouth teleporting away. We also kind of made peace, or at least not-war with one of the remaining kepaku.

SESSION 7 -Explored the ruined bastion to the west more - found a wrecked ship below it with a bunch of Morgawr corpses. Also fought a big dinosaur. Weird. Why were these Morgawr here? Vaulters? -Also Daud used the cursed breastplate from the cache to make another one of One. ???

SESSION 8 -Herald drilled One in fighting.

SESSION 9 -Dross caused a geological catastrophe

SESSION 10((?) -Went to one of the new islands unearthed by the geological catastrophe, seeking to head off the Vaulters from the nearby bastion -Talked to a magic golem thing, they said that Morgawr were made by the Makers to conquer the planet and at some point died out en-masse -Killed some of those Vaulters who were landing on the island in a "Reverse Normandy" maneuver

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