Sebastian Crabbe Character in Farandal | World Anvil

Sebastian Crabbe

Adult - balding pate Slender - 10% costs 5'11" - 163 lbs. Ginger Hair Black Eyes Scholastic Upbringing Aristocrat Social Class Nemesis Drawback HUMILITY & INCOMPETENCE ORDER: You are self-aware and cautious, aware of the limitations of your own abilities and those of others. Your quiet nature does not attract the attention of predators and tends to place you in advantageous situations. CHAOS: Foolish and without value is how others see you. Your simple, soft-spoken nature is the result of years of your egregious mistakes drawing the ire of others and creating needless complications Either way, no one will view you as capable or trust you with anything but the most menial of tasks.

Relationships

Virgil Godbound

Friend (Important)

Towards Sebastian Crabbe

0

Frank


Sebastian Crabbe

Friend (Important)

Towards Virgil Godbound

0

Honest


History

Virgil has recognized that Sebastian is critical to the opening moves of his greater plan.

Spouses
Siblings
Children

Name:
Sebastian Crabbe
Species:
Human
C
B
A
P
I
W
F
42(5)
34(3)
47(4)
42(7)
41(7)
39(2)
43(5)
Int
Mov
D'Th
P'Th
Par
Dod
RFa
10
7
9: 15/21/27
5: 11/17/23
52
57
Int
Martial Ranged +10, Simple Melee +10, Simple Ranged +10, Coordination +10, Ride +10, Awareness +10, Eavesdrop +10, Education +10, Charm +20, Disguise +10, Rumor +10
Attack Profile:

Stiletto:

52% (5)

Fast: Whenever a foe is struck by weapons of this Quality, they suffer a -10 Base Chance to Dodge or Parry.

Vicious: Weapons of this Quality grant an additional 1D6 Chaos Die to determine whether you inflict an Injury upon a foe.

Weak: Weapons of this Quality can only inflict Moderate or Serious Injuries, never Grievous Injuries.

3-Barrel Pistol:

52% (5)

Gunpowder:Weapons of this Quality can be loaded and fired while standing in an Engagement. Furthermore, these weapons cannot be Dodged or Parried. Engagements are clarified in Chapter 8: Combat.

Repeating:Ranged weapons of this Quality can be fired up to three times without having to spend Action Points to load.

Volatile:When you Critically Fail an Attack Action or Perilous Stunt when using weapons of this Quality, roll a 1D6 Chaos Die. On a result of 1 to 5, the weapon misfires, requiring an hour to clean and repair. On a result of face ‘6’, it explodes, dealing 2D10+2 Damage from fire to you and destroying the weapon. This Damage cannot be Dodged, Parried or Resisted.
Trappings:
Traits:
Traits:GRIM RESOLVE Immediately after you suffer Damage from a melee or ranged weapon, spend a Fortune Point to ignore it entirely, therefore negating both Damage and any Injuries you may have suffered. You may even use this after failing to Dodge or Parry.

Stand and Deliver!! Whether robbing from the rich to exact for the poor, or simply robbing for their own gain, Highwaymen always fnd purchase for their quips where they can be bought or afforded when defending themselves. Effect: At your option, you may substitute the Charm Skill in place of Intimidate. In addition, you may substitute Charm in place of any Skill required to Parry melee weapons.

Silver Tongue: You know how to wheedle both your lesser and peers, persuading them with silky words and flattery to act in your favor. Effect: When you attempt to persuade those of a different Social Class other than your own, you gain a +20 Base Chance to Charm Tests.

TAKE ‘EM DOWN: A perfect throw can bring down your quarry as they run away. With a carefully-placed shot, you can disarm or knock down any foe. Effect: At Distance, you can substitute either your Simple Ranged or Martial Ranged Skills when you attempt to use Disarm, Stunning Blow or Takedown. Note that you do not inflict Damage when you attempt such maneuvers. You must be armed with a loaded ranged weapon in order to Take ‘Em Down.

SADDLE-BORN: “Hi-yo and away!” You are an accomplished rider in the saddle. Effect: When fghting on horseback or atop a vehicle like a cart, coach or wagon, you gain a +10 Base Chance to strike with melee and ranged weapons.

SHAKEN NOT STIRRED: Play it cool, hold your cards close to your chest and roll the dice only when you are absolutely certain you’ll win. But when all else fails, you always fnd another in-road for your ambitions. Effect: When you fail a Charm or Eavesdrop Test, you may re-roll to generate a better result, but must accept the outcome.

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