Tolliver Trask (Human Mercenary Warrior)

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Tolliver Trask (Human Mercenary Warrior)

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, Tek gözlü kurt.
Race: Human (Eastern)
O.C.C.: Mercenary Warrior
Alignment: Unprincipled
XP Level: 5
XP Points: 13,563 (Ace of Spades 6/9/18)
Next Level @ XP: 20,001
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
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.

ATTRIBUTES
I.Q.: 13
M.E.: 19
M.A.: 11
P.S.: 23
P.P.: 24
P.E.: 19
P.B.: 8
Speed: 24 (Movement: 360' per Melee, 51' per action)

PHYSICAL DATA
P.P.E.: 10
I.S.P.: 38
H.P.: 39
S.D.C.: 71
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: 59%
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.
Professional Contacts: 36% (+3%)

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

O.C.C. Skills
Climb/Scale Walls 75%/70% (+5%)
Athletics (General)
Language: Eastern 98%
Language: Gobbely 60% (+5%)
Language: Northern 60% (+5%)
Wilderness Survival 60% (+5%)
W.P. Shield
W.P. Sword
W.P. Archery
W.P. Blunt

O.C.C. Related Skills
Field Armorer 55% (+5%)
Recognize Weapon Quality 50% (+5%)
Fencing
Boxing
Prowl 45% (+5%)
Running
Swimming 60% (+5%)
Literacy: Eastern 60% (+5%)
Mathematics: Basic 65% (+5%)
Lore Religion 55% (+5%)
Land Navigation 38% (+4%; 3rd level)
Lore Demons & Monsters 45% (+5%; 3rd level)

Secondary Skills
W.P. Knife
Cook 50% (+5%)
Detect Ambush 50% (+5%)
Detect Concealment & Traps 45% (+5%)
First Aid 30% (+5%; 1st level)
Horsemanship: General
    Ride, Care, & Recognize Breed 35% (+5%; 1st level)
    Breed, Jumping, & Racing 20% (+5%; 1st level)

Combat Data
HTH Type: Expert (1 Level Higher; F&G)
Number of Attacks: 7
Initiative Bonus: +5 F&G: +3, +1 Red Brigade Bonus.
Strike Bonus: +7
Parry Bonus: +9
Dodge Bonus: +9
HTH Damage Bonus: +8
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Other: Kick (2D4), Karate Punch (1D6), Karate Kick (2D6), Jump Kick (3D6x2), Backwards Sweep (No Damage; Lose initiative and 1 attack)

HTH Type: Horsemanship: General
Number of Attacks: 7
Initiative Bonus: +5 F&G: +3, +1 Red Brigade Bonus.
Strike Bonus: +7
Parry Bonus: +10
Dodge Bonus: +10
HTH Damage Bonus: +8+1d4
Bonus to Roll w/Punch: +5
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Charge Attack: +1D6 Damage w/ lance, polearm, or Spear.
Horse Attack: varies by horse.

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: +8%
Magic (varies): +5 +3 Lucky S.O.B. Bonus.
Lethal Poison (14+): +5 +3 Lucky S.O.B. Bonus.
Non-Lethal Poison (16+): +5 +3 Lucky S.O.B. Bonus.
Insanity (12+): +5 +3 Lucky S.O.B. Bonus.
Psionics (14+): +5 +3 Lucky S.O.B. Bonus.
Horror Factor (varies): +5 +3 Lucky S.O.B. Bonus.
All other Saves: +3 +3 Lucky S.O.B. Bonus.
Last edited by Tolliver Trask on Sun Sep 02, 2018 9:24 pm, edited 6 times in total.
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Tolliver Trask
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Tolliver Trask's Equipment

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

Equipment

Garrick

Carried/In Hand
Dwarven Longsword
Tower Shield of the Hex

Worn on Person
Clothing (Small clothes, Woolen Pants, Under tunic, Battered doublet)
Suicide Kings Badge (Small brass collar pin)
Mjorgullan Mail
Soupcon
Gauntlets of Deflection

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: knife, canteen, food ration pack, minor items or individual tools.
• Attachment: Tinderbox
• Attachment: Tobacco Pouch (w/ Gnomish Tobacco (Dried; 4 oz), Tobacco pipe (Cheap wood)
• Attachment: Bolt Case: 24 Crossbow Bolts
• Attachment: Waterskin

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: Kobold Dagger
• Sheath 6: Dwarven Dagger
• Sheath 7: Dwarven Dagger
• Sheath 8:
• Back Sheath 1: Dwarven Cinquedea
• Back Sheath 2: Whisper


Dimensional Bag
Image
Uncommon Enchanted Satchel
• Effect: Dimensional Pocket (8.0 Years, 60lbs Max Weight)
• Weight: 2.0 lbs.
• Modifiers: Ley-Line Crafted
Source: BoM pg.247
Contains
• Bedroll
• Clothing (Small clothes, Woolen Pants, Under tunic, Battered doublet)
• 2 large sacks
• 2 small sacks
• 200 gold
• Spare Cap
• Spare Pair of gloves


Stored on Garrick
• Wood Cask (10 Gallons; Water)
• 2 Small wood Trunks
• Earthenware Cup/Mug
• Earthenware Bowel
• Metal Pot
• Kettle
• 80 feet Rope
Kobold Lucerne Hammer
Heavy Crossbow


Link to his room/storage
Link to his bank account



Gear Stats

Dwarven Longsword
Image
• Damage: 2d6+3
• Modifiers: +1 to strike & 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


Heavy Crossbow
Image
• Range: 600'
• Damage: 2d6
• Modifiers:


Throwing Knife (3)
Image
• Damage: 1d4
• Range: 40'


Dwarven Throwing Knife
Image
• Damage: 1d4+2
• Range: 40'


Dwarven Dagger (2)
Image
• Damage: 1D6+1
• Modifiers:


Kobold Dagger
Image
• Damage: 1D6
• Modifiers: +1 to strike & parry


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


Whisper
Image
Uncommon Enchanted Dagger
• Damage: 1D6
• Modifiers: Armor Piercing (bypasses A.R)


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





Mjorgullan Mail
Image
Uncommon Enchanted Splint (half)
• A.R.: 12
• S.D.C.: 40
• Modifiers:
• Features: Impervious to fire
• Weight: 22 lbs.


Soupcon
Image
Rare Enchanted Kettle Hat
S.D.C.: 25
Magic Features
• 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.


Tower Shield of the Hex
Image
Rare Enchanted Large Wood & Metal Plated Shield
• Damage: A shield-bash does 3D4 damage
• Indestructible
• 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


Gauntlets of Deflection
Image
Rare Enchanted Gauntlets
• S.D.C.: 50 each
• Wearer can cast the spell Deflect up to 3 times per day as though a 5th level mage
• Both gauntlets must be worn to receive the protections imparted
Last edited by Tolliver Trask on Sun Sep 02, 2018 9:29 pm, edited 4 times in total.
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Tolliver Trask's Background

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

Background

Image

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 peer 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 over 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.

Powerful Contact: Danzi
Forgotten Tales wrote:Trask of the Danzi

It was several years into his contract with the Red Brigade that Tolliver Trask got involved with the Danzi. The much younger Trask was tasked to help outlying homesteaders in their battles with the Wolfen in the disputed lands. The squad sent was young and eager, but also woefully unprepared for the amount of Wolfen that would be involved in the operation.During one of the early attacks a majority of the Red Brigade mercenaries were slain and young Trask was left sorely wounded. It was here bleeding to death in an unfamiliar forest that Trask was found by a wandering Danzi hunter. This hunter was named Sani and he was a strange man even among his own people.

When Trask awoke next he was alone in a strange tent, wrapped in bandages and bear skins. ”I see you have awoken young wolf.” Comes an old wizened voice from a dark corner of the tent. The Ancient Danzi’s face suddenly becoming visible in the light of a burning pipe. Trask could barely see the Danzi elder because one of his eyes was bandaged over very tightly. ”Who are you?” Croaked Trask. ”I am Muata Shaman of the Dunne-Za Shabet of Clan E'Dehko. You were found by Sani one of our Shabet’s hunters. You were close to being claimed by the lords of death.” Says the old Danzi as he fades from view in his darkened corner.

Several days passed, but Trask didn’t really notice as he kept fading in and out of consciousness. When Trask finally came to, he again found himself in company, this time though it was a younger male and female Danzi in the tent and they appeared to be arguing about something in their native tongue. ”Water…” Trask rasped out, which caused the two of them to stop arguing and look over to the human lying on the floor. A quick nod from the female to the male set about getting Trask the water he needed. ”Who are you?” Asks the female Danzi, her voice betraying her middling years. ”Corporal Trask of the Red Brigade out of Llorn, ma’am.” Trask answers weakly. ”Why are you in our lands Cor-po-ral Trask?” She asks poignantly. ”I was ordered to help protect homesteaders on the northern reaches of the domains of man. My group was attacked by Wolfen and Coyles. I don’t know how many survived… if any.” The Danzi duo responded in unison ”Udlu-Set!” The woman looks to the male and he rushes out of the tent. ”Muata, see to this man’s needs I will need to speak to him in the future.”

Several more days passed and Trask’s strength returned. Trask had been questioned by the two Danzi regularly, eventually finding out that they were the leaders of the Dunne-Za Shabet. Trask found the Danzi people to be an interesting race, they’re closeness to the land intrigued him. Trask learns on walks with Muata that the E'Dehko were still at war with the Udlu-Set or Wolfen as they called them. Further Trask learns that the Danzi planned a massive attack on the Wolfen. Late that night sitting quietly in Muata’s tent, the old Shaman whispers to himself in his native tongue. ”Why do you fight them?” Trask asks, bringing the ancient Danzi Shaman from his thoughts. Muata tells Trask the tale of a great battle between his people and the Wolfen, where tens of thousands were killed, in the end even the Wolfen were shocked by the death toll. Muata grimly continues by telling the young mercenary that even though some of the tribes have given peace, the E’Dehko Clan vowed in blood that they would kill all of the wolfen for their transgressions.

Trask approaches Shabet-tza Dyami the next morning and offers his sword to their cause. The war leader was surprised by the humans offer, but decided to accept his aid. It was from that point that Trask and the Danzi of Dunne-Za began a campaign of terror against the wolfen in the region. The Danzi were excellent stealth fighters, but Trask brought something they had been missing, unconventional tactics. The Danzi now were hitting the Wolfen where it hurt, supplies, training grounds, and their wealth. The Wolfen of the area were slowly and painfully whittled away until they were decimated in a final battle.

Shortly afterwards members of the Red Brigade found Trask, having been sent to investigate the fighting in the area. They were surprised to find the young mercenary still alive and even going so far as prospering. With a sadness, Trask said his goodbyes to the Danzi of Dunne-Za E’Dehko, and returned to the civilized lands of the eastern territories. Among the E’Dehko tribe tales are told of the one-eyed wolf, Tek gözlü kurt.
Last edited by Tolliver Trask on Fri Sep 29, 2017 7:32 am, edited 2 times in total.
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Background Reference Material

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

Background Reference Material

Concept
  1. What emotion best describes your character? Irritable, Cranky, Generally a Grumpy old man.
  2. What emotion does your character evoke in others? Worry, fear, annoyance.
  3. What does your character need most? To please his lord patron Lord Utu.
  4. What is your character’s goal in life? To stave off Death till the prophesied time, and become Lord Utu's Herald.
  5. How does your character believe this goal can be accomplished? Gain power and reputation enough to make his enemies fearful.

Background
  1. Where did your character come from? Tolliver is originally from a dirt farm in what is the Eastern Territory.
  2. When did you grow up? Tolliver was forced to grow up rather early in life, and his desire to be something more kept him more than motivated.
  3. What values does your character hold? Death, it is the only true constant, all are guaranteed it's cold embrace.
  4. How does your character dress? In functional clothes, though a sell sword, Trask is very spartan in his wants. He wears what he owns till it's unrepairable.
  5. What are your character’s means? Trask is actually rather wealthy for a Mercenary, having inherited a large sum and a holding of his own.

Details
  1. What are your character’s personal tastes? Simple really, A decent meal and a moderate brew will make the old man happy enough. Trask would rather that people would listen to his earthly experience, but he finds that unlikely
  2. What are your character’s opinions? Kids are dumb, rulers equally so, only Lord Utu knows the truth of the universe.
  3. What is your character’s comfort zone? Anything really, Trask has lived in enough holes to find comfort somewhere.
  4. Who has had the biggest impact on your character’s life? Lord Utu, he has ruled the latter half of Trask's life.
  5. What are some of your character’s unexpected quirks? He believes he can see out of his dead eye.

Play Details
  1. What kind of story does your character belong in? Grim Dark war stories, heavy on narratives.
  2. What role does your character fill? Soldier and protector, along with sage council from time to time.
  3. What should the other players know about your character? He's grouchy, but that doesn't mean he doesn't care.
  4. What is your play style? Narrative, introspection mixed with action in each post.
  5. How do you want your character to die? Gloriously

Wishlist
    Item 1: Leather of Iron
    Item 2: A Soul Stealing weapon
    Item 3:
    Item 4:

Goals
Short Term Goals:
    Goal 1:
    Suggested Solutions (Goal 1):
    Goal 2:
    Suggested Solutions (Goal 2):
    Goal 3:
    Suggested Solutions (Goal 3):


Mid Term Goals:
    Goal 1:
    Suggested Solutions (Goal 1):
    Goal 2:
    Suggested Solutions (Goal 2):

Long Term Goals:
    Goal: Become the Hearald of Lord Utu.
    Suggested Steps and Solutions (Goal): Continue to do his work.
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Re: Tolliver Trask (Human Mercenary Warrior) *

Postby Augur » Sun Sep 02, 2018 7:40 pm

Garrick
Image
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.
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