Difference between revisions of "Bethany Blackmont"

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(New page: {| align="right" border="4" style="background: red" |+ align="bottom" style="caption-side: bottom" | '''Danyk Deltario''' | http://oakthorne.net/wiki/images/Danyk.jpg |} '''Danyk Deltari...)
 
 
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{| align="right" border="4" style="background: red"
|+ align="bottom" style="caption-side: bottom" | '''Danyk Deltario'''
+
|+ align="bottom" style="caption-side: bottom" | '''Lady Bethany Blackmont'''
| http://oakthorne.net/wiki/images/Danyk.jpg
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| http://oakthorne.net/wiki/images/Bethany_Blackmont.jpg
  
 
|}
 
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'''Danyk Deltario''' ''(sometimes called the Sandadder due to the snake-like scar on his face)'' of [[House Deltario]]
 
  
 
==Rumors==
 
==Rumors==
 
* Rumors circulate about how the silver tongued Deltario got his distinctive scar.  To further add mystery, Danyk seems to have a new story each time he is asked.  Some have suggested that Falcone may have given the man his mark, and that secretly the Braavosi Bladesman resents Danyk for bringing his sister to Westeros.  If the two men's interaction are any indication, there seems no truth to the rumor.
 
 
* It is widely known that the handsome Deltario has a taste for women, but rumors have surfaced recently that he may have a particular taste in married Ladies. While none have come forward to confirm this, several retainers to Angelo have become concerned that , if these rumors are true, it could cause complications to the House.  A large number of messengers sent by the Deltario head off in the direction of Lealgrade.
 
 
* Danyk may have some unresolved business in Braavos.  Ships that sail for Essos often carry missives on behalf of the man.  Much like his scar, each time he is asked, Danyk has some new story...and that's if he answers at all.
 
 
* Danyk is rumored to control an extensive spy network.
 
  
 
==Personality==
 
==Personality==
 
+
'''Goals:''' <br>
* Tall, dark, weathered and handsome -- Danyk is a true Salty Dornishman.
+
'''Motivation:''' <br>
* Quick to smile and possessing an extremely well practiced innocent and honest face, few are able to discern Danyks true levels of manipulation and deception. Danyk's good nature, however, is rarely more than skin deep, and when angered and provoked, his temperament can change as fast as a desert wind, becoming truly threatening. <br>
+
'''Virtue:''' <br>
* Danyk has a taste for women, and while It is commonly known around the Castle that Lucia is his paramour, he has taken many short term lovers since he arrived in Dawn's Point a year ago.  Further, he has become widely known as a habitual gambler, but tends to avoid games of pure chance, favoring cards instead. <br>
+
'''Vice:''' <br>
* Having spent many years in the Freecity of Braavos, he has adopted many of the their mannerisms, and he speaks with an odd ascent -- a melding of the trade houses of Sunspear and the canals of Braavos. While he may often act in bravado, he has a soft spot for babes and children, and when the Daytowers come to Dawnsport, he is sure to make time for their daughter, Melesa, entertaining her with tails of Essos and the many faiths of Braavos. It is unclear where he developed the habit, but Danyk appears to have a 'pet-name' for the women he frequently interacts with.
 
* While technically a Knight, Danyk was... absent for his vigil and thus was never anointed, further he finds the seriousness with which most Knights take themselves to be too humorous for words. He rarely, if ever, demands to be addressed as Ser Danyk.
 
  
 
==Abilities==
 
==Abilities==
Line 54: Line 42:
 
Knowledge: '''3''' (''Education:'' '''1B''') <br>
 
Knowledge: '''3''' (''Education:'' '''1B''') <br>
 
Marksmanship: '''2''' <br>
 
Marksmanship: '''2''' <br>
Persuasion: '''4'''  
+
Persuasion: '''5'''  
* (''Charm:'' '''1B''')
+
* (''Charm:'' '''3B''')
* (''Convince:'' '''1B + 2''') And Increase Influence by 1.
+
* (''Convince:'' '''3B + 2''') And Increase Influence by 1.
 
* (''Bargin:'' '''1B''')  
 
* (''Bargin:'' '''1B''')  
 
* Reroll two 1's during Persuasion <br>
 
* Reroll two 1's during Persuasion <br>
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|}
 
|}
 
* '''Destiny Points:''' 2
 
  
 
==Intrigue==
 
==Intrigue==
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'''Weapons:'''
 
'''Weapons:'''
  
==Benefits and Flaws==
+
==Destiny, Benefits and Flaws==
 +
 
 +
* '''Destiny Points:''' 2
  
 
===Benefits:===
 
===Benefits:===
'''Miracle Worker:'''  Add number to a Healing tests equal to your bonus dice in Education.  Whenever you successfully use Healing to diagnose your patient, you gain +2B plus +1B for each degree of success on your next Healing test to treat the patient. You may swap two bonus dice gained from this benefit into one extra test die.
+
'''Miracle Worker:'''  Add number to a Healing tests equal to your bonus dice in Education.  Whenever you successfully use Healing to diagnose your patient, you gain +2B plus +1B for each degree of success on your next Healing test to treat the patient. You may swap two bonus dice gained from this benefit into one extra test die. <br>
'''Attractive:'''  Whenever you roll a Persuasion test, you may re-roll a number of 1s equal to half your Persuasion rank (minimum one re-roll).
+
'''Attractive:'''  Whenever you roll a Persuasion test, you may re-roll a number of 1s equal to half your Persuasion rank (minimum one re-roll). <br>
'''Charismatic (Convince):'''  Choose one Persuasion specialty. Add 2 to the test result of any Persuasion test involving that specialty. You may choose this benefit multiple times. Each time, choose a new specialty.
+
'''Charismatic (Convince):'''  Choose one Persuasion specialty. Add 2 to the test result of any Persuasion test involving that specialty. You may choose this benefit multiple times. Each time, choose a new specialty. <br>
'''Magnetic:'''  Whenever you defeat a foe using Charm, that foe’s disposition increases by a number of steps equal to the number of bonus dice you invested in Charm (minimum 2 steps).
+
'''Magnetic:'''  Whenever you defeat a foe using Charm, that foe’s disposition increases by a number of steps equal to the number of bonus dice you invested in Charm (minimum 2 steps). <br>
'''Acrobatic Defense:'''  Spend a Lesser Action to add a number equal to twice the number of bonus dice you possess for Acrobatics to your Combat Defenses until the beginning of your next turn. You cannot use this maneuver if you are wearing armor with Bulk 1 or greater.
+
'''Acrobatic Defense:'''  Spend a Lesser Action to add a number equal to twice the number of bonus dice you possess for Acrobatics to your Combat Defenses until the beginning of your next turn. You cannot use this maneuver if you are wearing armor with Bulk 1 or greater. <br>
'''Keen Senses:'''  Each time you would test Awareness to notice something, you may reroll a number of 1s equal to the number of bonus dice you possess for the Notice specialty. Also, increase your passive Awareness result by a number equal to your Cunning ranks.
+
'''Keen Senses:'''  Each time you would test Awareness to notice something, you may reroll a number of 1s equal to the number of bonus dice you possess for the Notice specialty. Also, increase your passive Awareness result by a number equal to your Cunning ranks. <br>
'''Treacherous Social:'''  During an intrigue, you may add a number equal to your Cunning ranks to all of your Deception test results.
+
'''Treacherous Social:'''  During an intrigue, you may add a number equal to your Cunning ranks to all of your Deception test results. <br>
'''Compelling (Convince):''' When Bethany uses Convince during an intrigue, she increases the Influence Gained by 1.
+
'''Compelling (Convince):''' When Bethany uses Convince during an intrigue, she increases the Influence Gained by 1. <br>
  
 
===Drawbacks and Flaws:===
 
===Drawbacks and Flaws:===
'''Ward to House Dayne:''' Bethany has been raised by House Dayne, House Blackmonts ancestral enemies.  Because of this, she is at -1D to Persuasion Tests made with members of House Dayne and House Blackmont.
+
'''Ward to House Dayne:''' Bethany has been raised by House Dayne, House Blackmonts ancestral enemies.  Because of this, she is at -1D to Persuasion Tests made with members of House Dayne and House Blackmont. <br>
'''Debt:''' Bethany has accured a sizeable debt thought her life.  Because of this,the cost for all Goods and Services is Doubled.
+
'''Debt:''' Bethany has accured a sizeable debt thought her life.  Because of this,the cost for all Goods and Services is Doubled. <br>
'''Flaw: Survival:''' Bethany has grown up in comfort and luxury of the Major Houses of Dorne.  She has never spent much time in the wild and suffers -1D to all Survival Tests.
+
'''Flaw: Survival:''' Bethany has grown up in comfort and luxury of the Major Houses of Dorne.  She has never spent much time in the wild and suffers -1D to all Survival Tests. <br>
'''Poor Health:'''  Bethany routinely is ill, and her body struggles to recover from even minor injuries.  She is at -3 Health.
+
'''Poor Health:'''  Bethany routinely is ill, and her body struggles to recover from even minor injuries.  She is at -3 Health. <br>
'''Fear: Contagious Diseases:''' Because she is so often ill, Bethany has developed quite the fear of becoming ill. Whenever she suspects that she might catch something, she suffers -1D to all tests.  She is allowed a single die roll at the start of each round/exchange. On a roll of a 6 she has overcome her fear and can act normally.
+
'''Fear: Contagious Diseases:''' Because she is so often ill, Bethany has developed quite the fear of becoming ill. Whenever she suspects that she might catch something, she suffers -1D to all tests.  She is allowed a single die roll at the start of each round/exchange. On a roll of a 6 she has overcome her fear and can act normally. <br>
  
 
==Possessions==
 
==Possessions==
  
 
* '''Coin:'''  
 
* '''Coin:'''  
 +
72GD and 70 SS
  
 
* '''Garb:'''
 
* '''Garb:'''
 
+
** Nobles Garb (1200SS) ''Impressive Rating: 4''
 
+
** Fine Jewelry (300SS) ''Extravagant Rating: 2''
|} <br>
+
** Sweet Perfumes (250SS) ''10 Uses''
  
 
==Goals==
 
==Goals==
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{|
 
{|
 
| valign="top" width=48% |  
 
| valign="top" width=48% |  
;'''Earned: 50xp+1DP'''
+
;'''Earned: 160xp + 2 Destiny'''
 +
* Charater Creation 52xp
 +
* Book 2 Audit: 70
  
 +
* Book 2:
 +
** Chapter 3: 2xp
 +
** Chapter 4: 16xp
 +
** Chapter 5: 16xp
 +
** Book Two: 4xp + 1dp
  
 
| valign = "top" width=3%; <br />|
 
| valign = "top" width=3%; <br />|
 
| valign = "top" width=48%; |
 
| valign = "top" width=48%; |
'''Spent: 50xp; Unspent: 0xp+0gl'''
+
'''Spent: 140xp; Unspent: 20xp'''
 +
* Status 3 (10xp)
 +
* Decipher, Charm, Bargain +1B (30xp)
 +
* Cunning 5 (30xp)
 +
* Persuasion 5 (30xp)
 +
* Charm and Convince +2B (40xp)
  
 
|}
 
|}

Latest revision as of 02:03, 7 September 2014

Lady Bethany Blackmont
Bethany_Blackmont.jpg

Rumors

Personality

Goals:
Motivation:
Virtue:
Vice:

Abilities

Agility: 4

  • (Acrobatics: 1B)

Animal Handling: 2
Athletics: 2
Awareness: 4

  • (Empathy: 1B)
  • (Notice: 1B)
  • Add +5 to all Active and Passive Results (Keen Senses)
  • Reroll one 1's (Keen Senses)

Cunning: 5

  • (Logic: 1B)
  • (Decipher: 1B)

Deception: 3
Endurance: 3

  • +1B Healing in Deltario Holdings

Fighting: 1
Healing: 4

  • (Treat Injury: 1B) - See Miracle Worker
  • (Diagnose: 1B)
  • Add +1 to all Results (Miracle Worker)

Languages

  • Common: 3

Knowledge: 3 (Education: 1B)
Marksmanship: 2
Persuasion: 5

  • (Charm: 3B)
  • (Convince: 3B + 2) And Increase Influence by 1.
  • (Bargin: 1B)
  • Reroll two 1's during Persuasion

Status: 3
Stealth: 2
Survival: 2
Thievery: 2
Warfare: 2
Will: 3

Intrigue

Intrigue Defense: 13 {4(Awareness)+5(Cunning)+3(Status)+1(Lifestyle)}

Composure: 9

Combat

Combat Defense: Base: 10 {4(Awareness)+2(Athletics)+4(Agility)}

  • While Acrobatic Dodging: 12

Attack:

Damage:

Health: 6

Armor: None

Weapons:

Destiny, Benefits and Flaws

  • Destiny Points: 2

Benefits:

Miracle Worker: Add number to a Healing tests equal to your bonus dice in Education. Whenever you successfully use Healing to diagnose your patient, you gain +2B plus +1B for each degree of success on your next Healing test to treat the patient. You may swap two bonus dice gained from this benefit into one extra test die.
Attractive: Whenever you roll a Persuasion test, you may re-roll a number of 1s equal to half your Persuasion rank (minimum one re-roll).
Charismatic (Convince): Choose one Persuasion specialty. Add 2 to the test result of any Persuasion test involving that specialty. You may choose this benefit multiple times. Each time, choose a new specialty.
Magnetic: Whenever you defeat a foe using Charm, that foe’s disposition increases by a number of steps equal to the number of bonus dice you invested in Charm (minimum 2 steps).
Acrobatic Defense: Spend a Lesser Action to add a number equal to twice the number of bonus dice you possess for Acrobatics to your Combat Defenses until the beginning of your next turn. You cannot use this maneuver if you are wearing armor with Bulk 1 or greater.
Keen Senses: Each time you would test Awareness to notice something, you may reroll a number of 1s equal to the number of bonus dice you possess for the Notice specialty. Also, increase your passive Awareness result by a number equal to your Cunning ranks.
Treacherous Social: During an intrigue, you may add a number equal to your Cunning ranks to all of your Deception test results.
Compelling (Convince): When Bethany uses Convince during an intrigue, she increases the Influence Gained by 1.

Drawbacks and Flaws:

Ward to House Dayne: Bethany has been raised by House Dayne, House Blackmonts ancestral enemies. Because of this, she is at -1D to Persuasion Tests made with members of House Dayne and House Blackmont.
Debt: Bethany has accured a sizeable debt thought her life. Because of this,the cost for all Goods and Services is Doubled.
Flaw: Survival: Bethany has grown up in comfort and luxury of the Major Houses of Dorne. She has never spent much time in the wild and suffers -1D to all Survival Tests.
Poor Health: Bethany routinely is ill, and her body struggles to recover from even minor injuries. She is at -3 Health.
Fear: Contagious Diseases: Because she is so often ill, Bethany has developed quite the fear of becoming ill. Whenever she suspects that she might catch something, she suffers -1D to all tests. She is allowed a single die roll at the start of each round/exchange. On a roll of a 6 she has overcome her fear and can act normally.

Possessions

  • Coin:

72GD and 70 SS

  • Garb:
    • Nobles Garb (1200SS) Impressive Rating: 4
    • Fine Jewelry (300SS) Extravagant Rating: 2
    • Sweet Perfumes (250SS) 10 Uses

Goals

Dispositions

Advancement

Earned: 160xp + 2 Destiny
  • Charater Creation 52xp
  • Book 2 Audit: 70
  • Book 2:
    • Chapter 3: 2xp
    • Chapter 4: 16xp
    • Chapter 5: 16xp
    • Book Two: 4xp + 1dp

Spent: 140xp; Unspent: 20xp

  • Status 3 (10xp)
  • Decipher, Charm, Bargain +1B (30xp)
  • Cunning 5 (30xp)
  • Persuasion 5 (30xp)
  • Charm and Convince +2B (40xp)