Tolliver Trask (Human Mercenary Warrior, Sinestri)

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Tolliver Trask (Human Mercenary Warrior, Sinestri)

Postby Tolliver Trask » Tue Jun 06, 2017 5:58 pm

Player Name: John
Google Hangouts: GarrisonBurne

Character Name: Tolliver Trask
Alias: Sarge, Bastard, Old One-Eye, The Deadman
Race: Human (Eastern)
O.C.C.: Mercenary Warrior
Alignment: Unprincipled
XP Level: 4
XP Points: 9,263 (SNAFU 2/01/18)
Next Level @ XP: 12,001
Racial Hostilities: Orcs, Goblins, and Hob-goblins
Sentiments/Western Empire: Those pansy milk drinkers wouldn't know a fight if you drew them a map and plotted their course for them.
Sentiments/Dominion of Man: Too many roads lead to Utu, but still they pay for my services.
Disposition: Complainer; constantly aggravated about something.
Insanity: Obsession: Death -- DETAILS INFORMED BY CHAT

ATTRIBUTES
I.Q.: 13
M.E.: 19
M.A.: 11
P.S.: 19
P.P.: 24
P.E.: 18
P.B.: 8
Speed: 23

PHYSICAL DATA
P.P.E.: 10
I.S.P.: 35
H.P.: 33
S.D.C.: 53
Age: 50 (Birth Date: 4/18/295)
Sex: Male
Height: 6'3"
Weight: 210 lbs
Description: Short white hair and a tired mustache cover the face of a man who has seen all of the bad roads the Eastern Empires can offer. The left side of his face and left ear are covered by hundreds of scars, resulting in one milky white eye paired with a watery blue one. His clothes may have once been an official uniform, but have been patched and repaired so many times that one would be hard pressed to guess what nation they were from. Everything about this man's style screams of a lifetime of warfare, trudging from one forgotten battlefield to another working to kill for the coin of uncaring masters.

Natural Abilities
Perception Bonus: 24%
Charm/Impress: 20%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 84 lbs
Max. Carrying Weight: 360
Max. Lifting Weight: 720
Max. Jumping Ability: 9' length, 4.5' height.

Special Abilities
Ambidextrous: Can use both the right and left hand with equal skill and dexterity; Paired Weapons skill is automatic. +1 APM, +10% to Climbing skills, +5% to Pick Locks, Pick Pockets, Palming, and Concealment skills.
Lucky SOB (F&G): +3 to all Saves.

Psionics
Minor Sensitive
Sixth Sense (0; F&G)
See the Invisible (4)
Sense Evil (2)

O.C.C. Skills
Climb/Scale Walls 70%/65% (+5%)
Athletics (General)
Language: Eastern 98%
Language: Gobbely 55% (+5%)
Language: Northern 55% (+5%)
Wilderness Survival 55% (+5%)
W.P. Shield
W.P. Sword
W.P. Archery
W.P. Blunt

O.C.C. Related Skills
Field Armorer 50% (+5%)
Recognize Weapon Quality 45% (+5%)
Fencing
Boxing
Prowl 40% (+5%)
Running
Swimming 55% (+5%)
Literacy: Eastern 55% (+5%)
Mathematics: Basic 60% (+5%)
Lore Religion 50% (+5%)
Land Navigation 34% (+4%; 2nd level)
Lore Demons & Monsters 40% (+5%; 2nd level)

Secondary Skills
W.P. Knife
Cook 45% (+5%)
Detect Ambush 45% (+5%)
Detect Concealment & Traps 40% (+5%)

Combat Data
HTH Type: Expert (1 Level Higher; F&G)
Number of Attacks: 7
Initiative Bonus: +4 F&G: +3 bonus figured in.
Strike Bonus: +7
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus: +4
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
Bonus to Disarm: +3
Other: Kick (1D8), Karate Punch (1D6), Karate Kick (2D6)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Shield (+1 to strike, +2 to parry)
W.P. Sword w/ Fencing (+2 to strike, +3 to parry, +1 to strike when thrown, +1D6 to damage)
W.P. Archery (+3 to strike, +1 to parry, +1 to disarm, ROF: as attacks, +50% range)
W.P. Blunt (+2 to strike, +2 to parry)
W.P. Knife w/ Fencing (+3 to strike, +3 to parry, +2 to strike when thrown)

Saving Throw Bonuses
Coma/Death: +6%
Magic (varies): +5
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +5
Psionics (14+): +5
Horror Factor (varies): +5
All other Saves: +3
Last edited by Tolliver Trask on Fri Sep 29, 2017 7:31 am, edited 4 times in total.
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Tolliver Trask's Equipment

Postby Tolliver Trask » Tue Jun 06, 2017 5:59 pm

Equipment

Carried/In Hand
Longsword of the Hex
Image
• Damage: 2d6+10
• Modifiers: +5 to strike; +2 to parry
• Note: received from Clan Chief Runark Goldenbeard 15 years ago (Yr:330) for services rendered in the liberation of Northholme. Made from Pale Iron


Tower Shield of the Hex
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• Damage: A shield-bash does 2D4+4 damage
• S.D.C.: 200
• Modifiers: +4 to parry
• Weighs 16 lbs
• Features: Subtract 5% of the damage that would normally be inflicted by a weapon when parried by a shield.
• Note: received from Clan Chief Runark Goldenbeard 15 years ago (Yr:330) for services rendered in the liberation of Northholme. Made from Yellow Wood and Pale Iron


Worn on Person
Mjorgullan Mail
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• A.R.: 17
• S.D.C.: 360
• Modifiers: None.
• Features: Leggings; knee, shoulder, and elbow guards; helmet; coif; hauberk; arm bands; gloves; surcoat.
• Regenerating Armor (10 S.D.C./Hr)
• Wearer is Impervious to Fire
• +3 on all saves


Soupcon
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Enchanted Kettle Hat
Magic Features
• Indestructible
• Wearer is resistant to Cold
• When used as a pot, water and anything at all edible will result in a delicious and nourishing soup once brought to a boil.


Leather Knife Bandoleer
Worn over shoulder and across the waist that can hold up the 8 small knives in the front and 2 reachable knives in the back (1 on top and 1 on the bottom).
• Sheath 1: Throwing Knife
• Sheath 2: Throwing Knife
• Sheath 3: Throwing Knife
• Sheath 4: Dwarven Throwing Knife
• Sheath 5: Dwarven Throwing Knife
• Sheath 6: Dwarven Throwing Knife
• Sheath 7: Kobold Dagger
• Sheath 8: Dwarven Dagger
• Back Sheath 1: Dwarven Cinquedea
• Back Sheath 2: Enchanted Stiletto


Ranir's Heavy Crossbow
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• Range: 660'
• Damage: 2d6+3 (req. P.S.: 18
• Modifiers: +2 to strike

Bolt Case: 24 Crossbow Bolts

Clothing (Small clothes, Woolen Pants, Under tunic, Battered doublet)
Cap
Pair of gloves
Belt
Waterskin
Suicide Kings Badge (Small brass collar pin)

Utility Belt
Tinderbox
Tobacco Pouch (w/ Gnomish Tobacco (Dried; 4 oz), Tobacco pipe (Cheap wood))

Backpack
Bedroll
Clothing (Small clothes, Woolen Pants, Under tunic, Battered doublet)
2 large sacks
2 small sacks
200 gold

Garrick
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Llornese King Mule
Alignment: Aberrant
Attributes
I.Q.: 9*
P.S.: 30 (carry 600 lbs; pull 2 tons)
P.E.: 24
P.B.: 2
Speed: 35
Physical Data
S.D.C.: 48
H.P.: 29
P.P.E.: 10
Dimensions: 56” tall; 1200 lbs
Age: 20
Average Life Span: 12
Natural Abilities
Nightvision 60’
Leap 6’ by 12’
Combat Data
3 APM
+3 to strike; +4 to dodge
Front kick: 2d6+15; back kick: 4d6+15; bite: 1d8
Saving Throw Bonuses
+8 vs Horror Factor
+10 vs poison and disease
Skill Equivalents
Swim 60%
Sense of Balance 88%
Sense of Direction 68%
• Note: purchased 18 years ago; still not dead.


Stored on Animal
Wood Cask (10 Gallons)
2 Small wood Trunks
Earthenware Cup/Mug
Earthenware Bowel
Metal Pot
Kettle
80 feet Rope

Guild Items
Guild Rings of the Agentes in Rebus
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Enchanted Ring
Magic Features
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures.


Guild Capes of the Agentes in Rebus
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Enchanted Garment
S.D.C.: 60 (A.R. 10; clothing)
Magic Features
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Cold: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Chameleon: 20 melees; twice daily


Knife Harness
Throwing Knife (3)
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• Damage: 1d6
• Range: 40'


Dwarven Throwing Knife (3)
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• Damage: 1d6
• Range: 40'
• Modifiers: +1 to strike when thrown


Dwarven Dagger
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• Damage: 1D6+1
• Modifiers:


Kobold Dagger
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• Damage: 1D6
• Modifiers: +2 to parry


Dwarven Cinquedea
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• Damage: 1D6+4
• Modifiers: +1 to strike


Enchanted Stiletto
Image
• Damage: 1D4+2
• Modifiers: +1 to strike; Armor Piercing (bypasses A.R)


Stored in Room on various racks and stands
Espandon
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• Damage: 2D6+2
• Modifiers: 2-handed


Kobold Lucerne Hammer
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• Damage: 3D6+2
• Modifiers: 2-handed

Morning Star
Image
• Damage: 2d6
• Modifiers:


Condottiero Mace
Image
• Damage: 2d6
• Modifiers:


Ott Mace
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• Damage: 2d6
• Modifiers:


Dwarven Full Plate
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• A.R.: 17
• S.D.C. by Location: 180
• Modifiers:
• Features:
• Weight: 68 lbs


Large Metal Kite Shield
Image
• Damage: A shield-bash does 2D4 damage
• S.D.C.: 75
• Modifiers: Weighs 12 lbs
• Features: Subtract 10% of the damage that would normally be inflicted by a weapon when parried by a shield.
Last edited by Tolliver Trask on Fri Sep 29, 2017 7:31 am, edited 2 times in total.
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Tolliver Trask's Background

Postby Tolliver Trask » Tue Jun 06, 2017 5:59 pm

Background

Book wrote:Water drips from the rim of his wide-brimmed helmet, his tired body rests along the foot rack of the trench wall. A spear rest casually across his left shoulder. The soldier shrugs his soaked oilskin cloak a bit tighter around his shoulders. His face stays shrouded in shadow save for the soft glow from his smoking pipe. Other soldiers do the same, but they appear more alive and vibrant then the ghost of a man before us. If one were to pear between the layers of reality, one may even say that the harbingers of death hold their bony arms around his tired shoulders. In the distance dogs can be heard barking and the soft creak of soaked armor can be heard mingled among the quiet talking of the soldiers around. To them they are boys playing at war, to him he is a master of it's craft and has become tired of it. But how does one stray from a life such as this, the answer is simple, you don't. The wide-brimmed helmet shifts as the man's gaze lifts up ever so slightly, a single milky eye can be seen and it flashes in recognition. "To arms the dogs are upon us." The man yells, and the boys stop being boys, they are soldiers now and they know their leader has spoken truth.

~Excerpt of the final days of the Milligan line, contested land in the domain of man over run by Wolfen rangers.


Tolliver Trask may be called a great many things, but a coward isn't one of them. He has seen fighting in all of the major skirmishes in the past thirty years. Born to simple farmer stock, Tolliver strove to have a better life and joined up with a lords army, fighting for his masters lands. It was in these early fights that he cut his teeth on Orc and Goblin tribals who were raiding the countryside. Trask proved competent in his duties and rose to minor commanding ranks, leading the lesser men into battles. Trask moved from one liege to another fighting in border skirmishes across the Domain of Man. He made a name for himself, give him your rabble and they would be veterans by seasons end. Those that have hired the grizzled mercenary have noticed the man has an uncanny knack to know when there are ambushes and attacks about to happen, as well as seemingly unaffected by invisible creatures.

Trask has few claims to fame, but one keeps getting him hired, over and over again. Trask was and is a member of Red Brigade, one of the most powerful mercenary organizations in the Domain of Man and possibly the world. It was shortly after Trask decided to stop jumping from one minor nobles army to another that he joined the Red Brigade and that was twenty-five years ago. They say something about mercenaries either you live or you die, but mercenaries say this about mercenaries, either the life gets to you in one manner or another or you live long enough to become scary. Trask is the survivor of a hand, (a mercenary squad) known as the Deadmen. Even among Red Brigade they are spoken about in hushed terms. The suicide kings, mercenaries so obsessed with death that they'll take the hardest missions and sometime come out on the other side. They would protect the unprotectable, raid the unraidable, and storm the unstormable. To have survived even this says a lot about Trask, either he really is as good as people think or maybe Death doesn't want him.

In the years of Trask's work, he has been mauled by vicious creatures and men leaving him with a rather scarred face and useless left eye. The old man swears he still sees trouble through the milky orb, whether true or not is up to debate or interpretation. In recent years Trask has been fighting in the border skirmishes that have accompanied the fighting between the eats and the Wolfen. He finds the Wolfen to be far more interesting then the goblins of his youth. Though now his contract has run it's course and he spends some time recuperating in Llorn. Some may ask about Trask's religious beliefs and all he'll usually answer with is he respects death. This is fairly close to the point as he makes his prayers to Utu lord of the dead, in hopes that he will be looked at favorably when he passes finally from the harsh world.

Note: Obsession: Death.
Tolliver would seem to have an disinterest in the very threat of Death. Trask doesn't fear death because he knows that Utu doesn't seek his soul until his 99th year. Tolliver isn't stupid to believe that he's unkillable, he just aware that if he keep up with his prayers to Lord Utu, and continue sending souls to him in his place, that Utu will continue being pleased.
Last edited by Tolliver Trask on Fri Sep 29, 2017 7:32 am, edited 2 times in total.
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Template

Postby Tolliver Trask » Tue Aug 22, 2017 1:58 pm

Code: Select all
Perception: [dice]1d100[/dice]/31%
Just in Case: [dice]1d20[/dice]/[dice]1d100[/dice]
Conditions: None.
[ooc=Stats]P.P.E.: 10/[color=red]10[/color]
I.S.P.: 32/[color=red]32[/color]
H.P.: 31/[color=red]31[/color]
S.D.C.: 48/[color=red]48[/color]
Armor: 360/[color=red]315[/color]
Shield: 200/[color=red]200[/color][/ooc][ooc=Character Sheet][url=http://explorersunlimited.com/eu/viewtopic.php?f=836&t=16271]Tolliver Trask's Sheet[/url][/ooc]


Code: Select all
[OOC=Combat Rolls]Initiative: [dice]1d20+4[/dice]
Number of Attacks: 7

Action One:
Action Two:
Action Three:
Action Four:
Action Five:
Action Six:
Action Seven:

Parries w/ Shield as needed: [dice]1d20+14[/dice], [dice]1d20+14[/dice], [dice]1d20+14[/dice], [dice]1d20+14[/dice], [dice]1d20+14[/dice], [dice]1d20+14[/dice], [dice]1d20+14[/dice].
Dodges (If armor is reduced to 50%): [dice]1d20+10[/dice], [dice]1d20+10[/dice], [dice]1d20+10[/dice], [dice]1d20+10[/dice], [dice]1d20+10[/dice], [dice]1d20+10[/dice], [dice]1d20+10[/dice].
Roll w/: [dice]1d20+5[/dice], [dice]1d20+5[/dice], [dice]1d20+5[/dice], [dice]1d20+5[/dice], [dice]1d20+5[/dice], [dice]1d20+5[/dice], [dice]1d20+5[/dice].[/OOC]
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Tolliver Trask
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Posts: 48
Joined: Tue Jun 06, 2017 5:54 pm

Re: Tolliver Trask (Human Mercenary Warrior, Sinestri)

Postby SNAFU » Thu Apr 05, 2018 4:25 pm

Hardcrossing
Image
  1. Location: 30 miles Southeast of Llorn. On a tributary between the Old Kingdom River and the Great Canal.
  2. Population: formerly, Bartholomew Scott
  3. Surrounding Area: Orchards and farmland.
  4. Defenses: Fortified House: The farm has fortified its holdings, thickening doors, adding shutters to windows and barring all possible entrances. Arrow slits and murder holes are available on request.
  5. Loyalty: Subject of the Duchal crown.
  6. Wealth: Provides a steady income of 5000 marks a month
  7. Industry: Mill and River Crossing
  8. Buildings: Large Fortified House; Central Keep; Stables
Image
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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