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=== Things Perrin can do easily: === | === Things Perrin can do easily: === | ||
The usual D&D rogue stuff: | |||
* Sneak around (extra damage if attacking unnoticed) | * Sneak around (extra damage if attacking unnoticed!) | ||
* Jump, climb, and run | * Jump, climb, and run | ||
* Sleight of Hand, stealing, and gambling | * Sleight of Hand, stealing, and gambling | ||
* Persuade, Intimidate, or Taunt others | * Persuade, Intimidate, or Taunt others | ||
* Has a keen eye for noticing details | |||
In Stoneheart: | |||
* Recall knowledge on regional history, markets, trade, black market, etc. | * Recall knowledge on regional history, markets, trade, black market, etc. | ||
* VERY skillful at leveraging Tack | * Perrin is also VERY skillful at leveraging Tack. (Anytime Perrin spends it to reroll a die, add +2) | ||
{| class="wikitable" | {| class="wikitable" | ||
|+Attack / Powers Summary | |+Attack / Powers Summary | ||
Latest revision as of 16:23, 29 May 2025
Basic Information
| Player | Michelle |
|---|---|
| Gender | F |
| Ancestry | Halfling |
| Occupation | Negotiator |
| Faction | The Verdant Accord |
Things Perrin can do easily:
The usual D&D rogue stuff:
- Sneak around (extra damage if attacking unnoticed!)
- Jump, climb, and run
- Sleight of Hand, stealing, and gambling
- Persuade, Intimidate, or Taunt others
- Has a keen eye for noticing details
In Stoneheart:
- Recall knowledge on regional history, markets, trade, black market, etc.
- Perrin is also VERY skillful at leveraging Tack. (Anytime Perrin spends it to reroll a die, add +2)
| 1) Determine hit success
(plus wild die, keep highest) |
2) Resolve damage
(add damage roll together) |
Tips for more success
(Leverage teamwork!) | |||
|---|---|---|---|---|---|
| Cutlass | Roll d6 (+w6) | Compare Parry | Roll d4+d6 * | Compare Toughness | Try to find bonuses
The Drop, vulnerable, ganging up, etc. |
| Shuriken | Roll d6 (+w6) | TN4 | 2d4 * | Compare Toughness | |
| * +2 to damage when opponent is Vulnerable or Perrin has "The Drop" | |||||
Backstory
| Origin | Raised in an enclave of charlatans; has half a map, a quarter memory, and no concept of full truth. |
| Heroic Deed | Brokered peace between two warring clans using only a single keel, two tacks, and three chickens. |
Characterization
| Quirk | Keeps a journal of “debts and karmas” and won’t accept a gift without logging a payback. |
| Flaw | Hoards Tack like a dragon hoards gold, is suspiciously generous with earning favors until it’s time to cash in. |
| Play Hook | Claims to never forget a face. But forgets names, places, and directions constantly. |