Incarna Worlds

Incarna Worlds
Incarna Worlds

Converted Horace Stephen Shea



In Incarna, there is no XP - campaign character levels are granted by the GM; flavor = "Gritty Realism" short rest = overnight/8 hours; long rest = 1 week of every day being rest

Horace Stephen Shea

Human, male, 5’7", 138#, wavy dark hair, dark eyes, looks “hard” from many years of hard living. Tanned skin, right handed. > Movement 30'
Mannerisms: wears hats often, its his mark of style when he can
Origins: Dunstrand
Background: Criminal (Enforcer) - grew up in the streets
Defining Event: "Ace" grew up in the gutters - abandoned and alone. He learned everything the hard way, trust does not come easy. Even on the mean streets he found love, but that love was torn from him in a gang war. He made a decision to burn his bridges - all his contacts in order to make it into the good graces of a Merchant Coster and go legit - and he's never looked back since. He ended up doing a lot of the same things he did for the gangs, and in fact believes that a larger gang is behind the organization he is with. He has fled into the Riverdans where he figures to spend years and have everyone forget him in the capital of Dusntrand. He's trying to change from his criminal ways...
Feature: Contact = none; bridges are burned!
Personality Trait: I would rather make a new friend than a new enemy.
Ideal: Chains are meant to be broken, as are those that would forge them.
Bond: Someone i loved died because of a mistake i made. that will never happen again.
Flaw: I have a "tell" that reveals when i am lying.
Alignment: Chaotic Good

PROFICIENCY BONUS = +2

Class: Fighter 2nd/Rogue 1st
Archetype/Path:
HP: Fighter@1,3 = 10,6; Rogue@2 = 5, + 3 CON; Total = 24
Charisma: 15 +2
Constitution: 12   +1 {proficient}
Dexterity: 16   +3  {proficient}
Intelligence: 12   +1  {proficient}
Sanity: 9   -1
Strength: 15   +2 {proficient}
Wisdom: 13   +1
Essence 15+9/2 = 12 - Aptitude = 11

Communication:
Gladornian (speak), Cant (speak)

Powers:
Second Wind: Regain 5 + fighter level as a Bonus Action 1/short rest
Action Surge: Take 1 added normal action on top of all others 1/short rest
Sneak Attack: 1/turn (first strike) can deal +3 damage if you have Advantage on attack with a finesse or ranged weapon or if target is engaged with another opponent

Skills:
Proficient = Stealth (DEX), Deception (CHA), Survival (CON), Perception (WIS), Athletics (STR)
Lores: (+1) Dunstrand, Merchant Cities,
(+2) Criminal Organizations of Dunstrand

Feats:
Lucky: 3 Luck Points that reset each long rest. Can be used to re-roll a attack, save, or ability check; or to cause an attack against him to be re-checked

Traits:
Toughened (max HP @1st; grew up hard on the streets)
Aptitude: Kinetic
Affinity: Kinetic

Armor:
Proficient = All Armor, All Shields

Weapons:
Proficient = Simple Weapons, Martial Weapons, Hand Crossbows
Fighting Style: Defense (while wearing armor, gains +1 AC)

Tools:
Gaming Set {proficient}
Thieves Tools {proficient}


Equipment:
Armor: Leather (11 + full Dex bonus, +1, + small shield/buckler +1) = AC: 16
Weapons: Mace (3+2 dam), Club (3+2 dam), Dagger (2+2 dam; x3 throwing brace for easy unsheath),

Basic clothes (2 sets), good clothes (1 set), boots, day pack, knife, bowl, cup, bedroll, 5 torches, flint/tinder, 20m of cord, 2 belts, 2 small sacks, wine skin w/watered wine, 1 week worth of fresh rations, donkey w/saddlebags, extra leather jerkin, throwing knife brace (holds 3), small crowbar, 10 1 point poultices; a ring with some sort of raised, black lizard on it (from Pekki)


NOTES

‘Ace’ was a low level scout for a gang in run by Pekki Netherwood in Dunstrand City. Ace was a lookout man for shake-downs and protection rackets – he would scout for the watch while the strong arm men went in and got the money. He would also provide distractions, and got a reputation as quite the scrapper and fleet-footed with a innate knowledge of streets, alleys, and escape routes. In a job gone bad, he and his friend Vippo, a long time friend from the poor quarter who had convinced him to rob a transporter of stolen goods, were pursued by the watch and Vippo fell to his death. He was jailed for 3 years for his part, and never ratted out his boss Pekki – it was not a murder charge or anything after all, and he knew if he kept his mouth shut, Pekki would take care of him when he got out. Three long years he spent, learning everything he could from the everyone inside the prison. Three years of missing his family and friends. He just got out of prison for theft and returned to Pekki and the gang, only to find that Pekki is a major player now – in charge of a ‘legal’ outfit called the Surefoot Merchant Coster – for sure a front for something bigger and badder. In return for his silence, Pekki gives him 100 silvers and some basic gear and says that he’s free to do what he wants. Pekki took care of his family while he was in jail as well, his mom is hurt and can’t work. He spends half his silvers in revelry that night and the next day one of Pekki’s minions, Don (a teamster, works in the stables) comes to see him. He says that he should get out of town, as the friends of Vippo are looking for him. He recommends looking for Pekki’s right hand man, the half-orc Grak. ‘Ace’ tracks down Grak on the road, and Grak sends him into the Riverdans with a message for a group he’s following. First he outfits him even further to reward him for his service, and knowing what he may face if he joins with the group ahead. Grak says that he is to join up and stay joined up. He will get the same pay, same benefits (200 silvers a month, healing, equipment replacement) – starting from the time he joins them. The message Grak sends is to stay clear of Applebottom Farm. Ace meets up with them on the road through Belmain.

Ace and Vraxen...














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