Sarah Rossum

Sarah is a spunky and talented young girl-adventurer.

Gavin had apparently intended her to be trained at Baron Befarus' manor. The baron seems a decent sort, and his captain is competent if less than pleased with magi.

Wounded on:

Character Description

Born: 1204 A.D.

Background

Sarah is something of a protege of Gavin ex Jerbiton's, under the guardianship and tutelage of Sir Guy de Coucy.

Possessions

  • Shortsword (Load -.5)
  • Dagger (Load 0)
  • Steel Scale Mail Hauberk (Load -3.0)
  • Throwing Knives (x5, Load 0)

General Traits

Characteristics

Intelligence: 0
Perception: -2
Strength: 3
Stamina: 1
Dexterity: 2
Quickness: 1
Presence: 0
Communication: -1

Confidence: 2/2
Size: 0
Decrepitude: 0

Virtues

Contortions (1)
You are able to perform physical maneuvers beyond the scope of most people. Add your score in this Ability + Dexterity or Strength to any roll when attempting to break free of a hold or restraint, squeeze into a small space, or get through a small opening. Choosing this Virtue confers the Talent Contortions 1, which can be improved as any other Talent.
Common Sense (1)
Whenever you are about to do something contrary to what is sensible in the game setting, common sense (the Storyguide) alerts you to the error. This is an excellent Virtue for a beginning player, as it legitimizes any help the Storyguide may give.
Tough (1)
You can take physical punishment better than most people. You get a +3 bonus to your Soak score.
Lightning Reflexes (2)
You respond to surprises almost instantly. In fact, your reflexes are sometimes so fast that you don’t have a chance to think about how you are going to respond. Whenever you are sur- prised or startled, roll a stress die + Quickness. If you get a 3 or better, you respond reflexively. You must tell the storyguide what one type of action (attacking, blocking, running, etc.) you would like to respond with. If attacking in response, you gain +9 to your Initiative Total. The storyguide is the final arbiter of what happens (though it is always in the best interests of your immediate self-preservation). You only react to threats that you are not fully aware of, so you don’t get a bonus against an assassin you watch sneak up on you. Note that you do not get a choice about whether to react. You could just as easily skewer a friend sneaking up in fun as you would an assassin about to strike. Also note that you must perceive an action to react to it—you can still be easily killed in your sleep. This Virtue gives you no special powers of perception.
Jack-of-All-Trades (2)
Despite your lack of training, you can attempt things that others equally unskilled would find more difficult. You suffer no penalties to rolls against a Skill in which you have no score, provided you have some time to consider what you a re about to do. (There is normally a -3 penalty to use Abilities you do not possess.) Skills that are exclusive to a particular group (such as Hermetic Skills to magi) are still beyond you, unless you belong to the appropriate group.

Flaws

Compulsion (Brag) (-1)
You have an unfortunate urge to brag that causes you problems.
Dark Secret (It's a secret!) (-1)
You are haunted by something that would lead to shame, rejection, and possibly revenge if discovered. Hints about the secret continually arise, and there might be others who know it and could betray you. This makes you avoid certain places, dislike certain people, or fear certain things.
Low Self-Esteem (-1)
You have a deflated opinion of your own self-worth. You begin the game with only 2 Confidence points.
Uncommon Fear (Spiders) (-1)
Something that others find innocuous or even pleasant makes you nervous, edgy, and unable to concentrate. If you are prone to violence, you might respond by attacking or destroying the feared thing, but only if you cannot escape its presence. The object of your fear is something you're not likely to meet on a daily basis.
Enemies (??) (-3)
Someone is causing trouble for you, such as a local baron or bishop, a band of outlaws, or a really nasty innkeeper. The enemy must be powerful enough to endager you — this is best agreed on the with Storyguide and the rest of the troupe. The value for a local enemy with moderate means is -1. Vastly powerful enemies with considerable means and spare time to spend making your life miserable are worth up to -4.

Abilities

Speak English (??) (5)
Fluency in a particular language. Rather than roll a die modifier, your score in this language measures your ability to communicate. When two people speak to each other, the lower Ability score determines how well they communicate. Characters who speak related languages can communicate at a penalty to their scores (assigned by the Storyguide) depending on how closely related the two languages are. Speak Latin (and Greek and Hebrew) cannot be chosen with this Knowledge — it is a separate Academic Knowledge. (Intelligence)
Ride (??) (1)
Riding and controlling a horse, especially under stress. (Dexterity, Strength)
Climb (1)
Scaling walls, cliffs, etc.
Athletics (running) (2)
General physical prowess. It includes moving smoothly, confidently, and with grace. Use of Athletics improves most large-muscle coordination. (Stamina, Dexterity, Quickness)
Swim (1)
Swimming, duh
Legerdemain (??) (1)
Sleight of hand and knowledge of confidence games requiring sleight of hand. It requires a delicate touch and great hand-eye coordination. Legerdemain includes filching things from market stalls and cutting purses, as well as the "magical" trickery often used to raise money from credulous folk. The target of an attempt rolls Perception + Awareness to detect your actions. If the perceiver has Legerdemain skill, he may substitute that for Awareness if he wishes. On particularly delicate moves such as picking pockets, he receives a +3 bonus. (Dexterity, Quickness)
Stealth (??) (3)
Sneaking about without being seen or heard, also hiding in one place. This includes following people without their noticing, which is rolled against the other person's Perception. (Dexterity)
Pick Locks (??) (3)
Opening locked things without the convenience of the key, usually without the permission of the owner. Certain locks are so intricate that a minimum skill level is required even to make the attempt, but these are very rare. Most medieval locks are much larger, bulkier, and simpler than their modern counterparts. (Dexterity)
Brawling (Dagger) (3.3)
Brawling covers fist fighting, using knives and daggers, and improvising weapons. It also covers the ability to dodge incoming blows.
Two Weapons (Shortsword and dagger) (3)
The skill of using two single weapons, one in each hand. This includes Florentine style, double ax, and many other combinations.
Thrown Weapon (Throwing knives) (3)
Includes slings, rocks, axes, daggers, and other objects hurled at an opponent.
Single Weapon (Longsword) (3.2)
Using clubs, maces, shortswords, and other one-handed weapons.

Extra Token

Combat

Personality Traits

A teenager

Reputations

(none)

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