Angaros
05-22-2005, 06:15 PM
Concept: Ruined merchant desperately trying to rebuild his empire
Character Name: Tyros Odger
Game concept: Character is made for my own Hârn campaign. It is, at heart, a StW plot involving barbarian tribes, evil cultists, dwarves and lost keys. This character is tied through his past to the tribes and through his goals with the dwarves.
Lifepaths: Village born, Shopkeeper, Merchant, Criminal, Fence
Age: 35
Stats: Pe: B4 Wi:B4 Ag:B4 Sp:B4 Po:B4 Fo:B4
Attributes: Re:B4 Ste:B4 He:B4 MW:B10 Hesitation:6
Skills:
Haggling B5
Accounting B4
Inconspicious B3
Appraisal B3
Observation B3
Merchant-wise B2
Supplier-wise B2
Lord-wise B2
Peasant-wise B3
Streetwise B4
Guard-wise B3
Intimidation B3
Knives B4
Read B2
Write B2
Riding B2
Traits:
Shrewd (LPT)
Cynical (LPT)
Iron Stomach (2pts)
Street Smart (3pts)
Gear:
Clothes
Shoes
Travelling Gear
Paper, ink & pens
Riding horse
Cart
Property:
Small house near the city of Tashal (cottage in the outskirts of a village)
Affiliations:
Thieves Guild in Tashal - 1D
Tashal City Guard - 1D
Mercantylers Guild - 2D
Reputations:
-
Resources: B3
Circles: B2
Beliefs:
* The Pagaelin tribes destroyed my life. I will take from them what they took from me
* Profits can be made everywhere -- I will buy, sell and trade ANYTHING to improve on my current situation
* Dwarven silver and Lythian luxuries; this is how my fortune will be made. These are the goods I must seek to control in order to become the most powerful merchant east of the Chelna Gap.
Instincts:
* Check your exits when making deals
* Always hide your money purse when walking the streets
* Make sure to always have a legitimate excuse for being where you are
- - -
Not sure how the last instinct would work -- maybe allow the player a short time-out to come up with an excuse if cornered. Seemed like a reasonable instinct for a fence though.
Character Name: Tyros Odger
Game concept: Character is made for my own Hârn campaign. It is, at heart, a StW plot involving barbarian tribes, evil cultists, dwarves and lost keys. This character is tied through his past to the tribes and through his goals with the dwarves.
Lifepaths: Village born, Shopkeeper, Merchant, Criminal, Fence
Age: 35
Stats: Pe: B4 Wi:B4 Ag:B4 Sp:B4 Po:B4 Fo:B4
Attributes: Re:B4 Ste:B4 He:B4 MW:B10 Hesitation:6
Skills:
Haggling B5
Accounting B4
Inconspicious B3
Appraisal B3
Observation B3
Merchant-wise B2
Supplier-wise B2
Lord-wise B2
Peasant-wise B3
Streetwise B4
Guard-wise B3
Intimidation B3
Knives B4
Read B2
Write B2
Riding B2
Traits:
Shrewd (LPT)
Cynical (LPT)
Iron Stomach (2pts)
Street Smart (3pts)
Gear:
Clothes
Shoes
Travelling Gear
Paper, ink & pens
Riding horse
Cart
Property:
Small house near the city of Tashal (cottage in the outskirts of a village)
Affiliations:
Thieves Guild in Tashal - 1D
Tashal City Guard - 1D
Mercantylers Guild - 2D
Reputations:
-
Resources: B3
Circles: B2
Beliefs:
* The Pagaelin tribes destroyed my life. I will take from them what they took from me
* Profits can be made everywhere -- I will buy, sell and trade ANYTHING to improve on my current situation
* Dwarven silver and Lythian luxuries; this is how my fortune will be made. These are the goods I must seek to control in order to become the most powerful merchant east of the Chelna Gap.
Instincts:
* Check your exits when making deals
* Always hide your money purse when walking the streets
* Make sure to always have a legitimate excuse for being where you are
- - -
Not sure how the last instinct would work -- maybe allow the player a short time-out to come up with an excuse if cornered. Seemed like a reasonable instinct for a fence though.