Scully Strongbow

Sara F.'s Gnoll archer in "Vistel's Circus"

Description:

Player Character: “Scully Strongbow”
Role-Player: Sara F.
Campaign: “Vanished Lands heroic fantasy

  • Game Master: Gene D.
  • Adventuring party: 39 (“Vistel’s Circus,” Boston area)
  • Rules systems: D20 Basic Fantasy Role-Playing Game, Fantastic Adventures in Tabletop Entertainment (FATE) 3e Legends of Anglerre
  • Date revised: 5 April 2014/“28 February 1227 B.C.E.

Aspects (can use a Fate point to tag for a +1d6 or a reroll on a 1d20 for skills, plus compels; start with five, gain one aspect or +1 to one attribute every 10 sessions or 2 levels):

  • Origin (species/race): Albino Gnoll (Flind)
  • Occupation (class/subclass): Ranger (Fighter)
    • Level: 8 (no. of sessions divided by 5)
  • Trouble/foibles: Magically declawed by an evil mage
  • Guest Star (not a fellow party member or follower): “Niac,” Wolfen boyfriend
  • Motivation (alignment): Neutral Good, with Lawful tendencies

Additional aspects: (“Vistel’s Circus:” +3 Aspects or to Attributes; “A New Dawn:” +1 Aspect or to an Attribute)

  • Adventuring/reputation:
  • Allegiances/personality:

Attributes (roll 4d6, drop the lowest, reroll 1s; modified by Origin, and bonuses):

  • Strength: 14 (+ 1 bonus; x5 = max. carry, x10 = max. lift, to dam)
  • Dexterity: 16 (+ 2; x2 = ft. per round; to initiative)
  • Constitution: 10 (0; to Hit Points per level)
  • Intelligence: 12 (+ 1)
  • Wisdom: 12 (+ 1)
  • Charisma: 12 (+ 1)

Hit Points: 53 (Ftr d10, start at max., plus Con bonus; +1 hit die per every 5 sessions or level)
Base Attack Bonus: +4 (on 1d20 to hit, + 1 every 10 sessions or 2 levels; no Dex bonus; see also Brawl, Melee, Shooting)
Armor Class: 17 (incl. + 2 Dex, + 1 studded leather)

Skills (on 1d20; by Attribute bonus, ranks, total; 10 points to start, +1 point per session or +5 points per level; ranks limited to level): 45 ranks total

  • Acrobatics: 3 (1 ranks + 2 Dex bonus; Reflex, incl. escape artist, fly, tightrope, tumble)
  • Animal Handling: 4 (3 + 1 Wis; ride)
  • Area Knowledge: 1 (0 + 1 Int; by region; geography, history, law/politics)
  • Athletics: 3 (2 + 1 Str; climb, jump, lift)
  • Brawl: 5 (4 + 1 Str; unarmed combat, see BAB)
  • Craft: 2 (0 + 2 Dex; by creation, e.g. alchemy, armory, cooking, herbalism, magic items, poisons, weapon smith)
  • Deception: 2 (1 + 1 Cha; bluff, disguise)
  • Diplomacy: 1 (0 + 1 Cha; bargaining, persuasion, taunt)
  • Devices: 2 (0 + 2 Dex; locks, traps, constructs, mechanic)
  • Endurance: 4 (4 + 0 Con; Fortitude, run, stamina, swim)
  • Engineering: 1 (0 + 1 Int; architecture, dungeoneering, siege engines, power systems)
  • Gaming: 1 (0 + 1 Int; incl. gambling)
  • Intimidation: 2 (1 + 1 Str; interrogation)
  • Leadership: 1 (0 + 1 Cha; followers)
  • Linguistics: 3 (2 + 1 Int; plus native; decipher, forgery)
  • Medicine: 2 (1 + 1 Wis; heal)
  • Melee: 4 (3 + 1 Str; hand-to-hand weapons; see BAB)
  • Mysteries: 8 (7 + 1 Wis; divine spells)
  • Perception: 4 (1 + 1 Wis + 2 Keen Senses; empathy/sense motive, notice)
  • Perform: 2 (1 + 1 Cha/+; by medium, incl. acting, dance, painting, sculpture, music, poetry)
  • Profession: 1 (0 + 1 Wis; non-adventuring, e.g. appraisal)
  • Resolve: 3 (2 + 1 Wis; Will)
  • Science/technology: 3 (2 + 1 Int; Knowledge: Nature)
  • Shooting: 8 (6 + 2 Dex; ranged weapons; see BAB)
  • Sleight of Hand: 2 (0 + 2 Dex; holdout, pick pockets)
  • Stealth: 4 (2 + 2 Dex; follow, hide, move silently)
  • Streetwise: 1 (0 + 1 Cha; contacts/gather info, rapport)
  • Survival: 2/5 (1 + 1 Wis + 3 Tracking; by terrain)
  • Vehicles: 3 (1 + 2 Dex; boating/sailing)
  • Warfare: 1 (0 + 1 Int; tactics, strategy, weaponry)

Skill notes:

Stunts (race/class abilities, skill specializations/feats and attribute swaps, spells, signature items, superpowers, etc.; by type, source, notes):

  • Favored foe (class): + 1 to hit, know Canids (Gnolls)
  • Keen senses (racial): Darkvision 60 ft., hearing, scent, + 2 on Perception, Survival/Tracking
  • Spellcasting (x2, class): As per Druid; can cast two levels of spells per each stunt slot; total castable levels per day equals Mysteries ranks plus stunt slots squared (8 + 2×2 = 12)
  • Tracking (class): + 3 to Survival

Refresh: 5 remaining out of 10 (out of initial total of 6 Fate points, can be used to tag an aspect, make a declaration, or activate a stunt; plus 1 every 10 sessions or 2 levels)

Other potential stunts:

  • Claws (racial): + 1d4 to unarmed damage (but declawed)
  • Healing (class): If spend 1d12 turns, can gather herbs for 1d4 healing poultice
  • Wild Shape (class) once per day per level

Spells (by level, source, effect; 1 stunt slot per 2 levels of castable spells = Lvl. 4; save DC = 10 + spell level + 1/2 character level):

  • Level 0 (orisons): Call to Worship, Cure Minor Wounds, Dowse, Fertilize, Guidance, Meal Blessing, Mend, Predict Weather, Virtue, Ward, Water to Wine
  • Level 1 (see also “BFRPG’s” Libram Magica): Animal Friendship, Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Detect Snares and Pits, Entangle, Faerie Fire, Enthrall Animal, Light, Pass Without Trace, Protection From Evil, Purify Food and Water, Remove Fear, Resist Cold
  • Lvl. 2 (see also BFRPG “Druids” supplement): Bless, Charm Animal, Find Traps, Flame Weapon, Forest Speak, Heat Metal, Hold Person, Message, Produce Flame/Cold, Resist Elements, Resist Fire, Silence 15-ft. Radius, Slow Poison, Snake Charm, Speak With Animals, Spiritual Hammer, Warp Wood
  • Lvl. 3: Assume Animal Form (see Wild Shape stunt), Call Lightning, Continual Light, Cure Blindness, Cure Disease, Growth of Animals, Hold Animal, Plant Growth, Protection From Fire, Remove Curse, Striking, Water Breathing
  • Lvl. 4: Call Woodland Beings, Control Temperature 10-ft. radius, Create Water, Cure Serious Wounds, Dimensional Anchor, Dispel Magic, Lower Water, Phase Arrow (fire arrow through objects), Protection From Evil 10-ft. radius, Protection From Lightning, Speak With Plants, Sticks to Snakes, Tree Sanctuary
  • Lvl. 5: Commune With Nature, Control Winds, Create Food, Dispel Evil, Flame Strike, Insect Plague, Neutralize Poison, Quest, Reincarnate, Rock to Mud, Tree Stride (step from one tree to another), True Seeing, Wall of Fire
  • Lvl. 6: Animate Objects, Blade Barrier, Find the Path, Heal, Part Water, Pass Tree, Reincarnation, Speak With Monsters, Weather Summoning, Word of Recall
  • Lvl. 7: Arrow of Slaying, Faerie Ring, Regenerate, Restoration
  • Lvl. 8: Animal Shapes; check sources, levels: Brachiation, Cheetah’s Speed (mass), Command Plants (lesser), Control Plants (lesser), Elephant Overrun (mass), Pull of Earth, Trail Blaze, Vohven Vipers, Wall of Vines
  • Lvl. 9: Shapechange

Weapons (ranged and melee, by reach/range, damage, ammo, qualities):

  • arrows, hollow-point
  • bow, long + 1, 1d8
  • crossbow, repeating 1d6
  • knives, throwing 1d4
  • sword, long 1d8
Bio:

Equipment

  • Magic/empowered items (nonweapon):
    • Goggles of Underwater Sight
    • Lens of True Sight (held for party)
    • Potion of Fly
    • Quiver of Ehlonna (Holding)
    • Torc of Water Adaptation
    • potions: 7 vials of holy water
    • scrolls:
  • Clothing:
    • armor: studded leather, + 1
    • disguises:
    • formal attire: robe
    • traveling clothes: belt, boots, cloak, leggings, tunic
  • Occupational tools:
    • amulet of the Order of the Golden Lion in Falit
    • holy symbol of Mekkil, goddess of nature
    • bandolier — sheaths for weapons and ammunition
  • Rations: 10 lbs.
    • dried fruit and meat, 5 days’ worth
    • bread/rice, 5 days’ worth
    • water/wineskins, 2
  • Other gear:
    • backpack, leather or wicker, full
    • bull’s horns (trophy)
    • blankets, bedroll
    • claws, from a hydra (trophy)
    • fish hook, line, net
    • grappling hook
    • iron spikes
    • jars, 3 small
    • marbles, bag
    • pouches/sacks
    • razor
    • rope, 50 ft., hemp
    • soap
    • torches, 10
  • Animals/transport:
    • Bit, blankets, bridle, harness, tack, saddle, stirrups
    • Saddlebags, with 4 days’ grain
  • Money:
    • Copper pieces:
    • Silver pieces: 29
    • Electrum pieces:
    • Gold pieces: 925 crowns
    • Platinum pieces: 0
    • Gems (number, g.p. value): 50 g.p. worth of pearls

Description:

  • Gender: Female
  • Date of birth/age: 18 (apparent human age: 20)
    • Date created: 10 September 2012/“1 February 1228 B.C.E.
  • Eyes: red; Hair: white, dyed with colorful streaks
  • Complexion: pale
  • Height: 6 ft., 6 in.; Weight: 270 lbs.
  • Languages (native + Linguistics): Bamoric (native), Barbari/Gusorin, Hifalendorin (western human common)
  • Homeland/nationality: Gusorin Confederation, on the central Plains of Sathendo
  • Patron deity/philosophy: Grulla the huntsman
  • Appearance, mannerisms: hyena-like humanoid
  • Image links:
  • Contacts: circus role — knife thrower
    • Family/mentors: While many canids are evil, Scully was uncommonly benevolent. She views Mama Willie and Orlando Vistel as her pack; other circus mates to lesser degrees.
  • Allies/enemies: Hunted by clan
    • Boyfriend:Sir Niac Eden” [Mike F./Non-Player Character]-male Wolfen Barbarian/Paladin of Otih, lord of the sun and justice; former “Dragonslayer” and shipwright; boyfriend of Scully’s in Thadenis; LGn, Lvl. 5/3
  • Companions/followers: owl, “Owlicious”
  • Strongholds: None yet

Bio/backstory (include homeland/nationality, family/training, allegiances): Scully was abandoned as a young cub by her Gnoll mother to save her from being culled. She was discovered by a creepy Wizard guy who ran a freak show. The evil arcanist declawed Scully by painful magic.

Fortunately, a kind woodsman named Alrick Strongbow heard her cries and killed the spellcaster to save the young humanoid. He became her adoptive father and taught her how to use a bow to compensate for her loss of claws. Alrick also taught her about wilderness survival and gave her a pair of leather gloves to protect her paws/hands.

The woodsman had a son, Robert, who eventually left him and Scully for the love of a woman. Scully felt forsaken and became more protective of her aging foster father.

One day, Alrick and Scully were attacked by a pack of hostile Gnolls, possibly attracted by her scent. Alrick was killed trying to save her. After the woodsman’s death, Scully took revenge on any Gnoll she met.

Sometime later, Scully came across a circus caravan being attacked by Gnolls. She of course helped the humans with relish, but she received a nasty wound and was taken in by a grateful Wilhelmina “Mama Willie” Vistel, co-founder of “Vistel’s Circus.”

Mama Willie and husband Orlando Vistel discovered that Scully was declawed, but she had a strong heart, so they offered her a position in their traveling carnival. She accepted and has found a place where an albino Gnoll can belong….

Advancement:

  • Every session: +1 skill point
  • Every five sessions (D20 level): +1 hit die
  • Every 10 sessions: +1 to Base Attack Bonus and +1 Refresh; also +1 Aspect or Attribute

Party:
“Vistel’s Circus,” Player Character Party 39 in Gene D.’s " Vanished Lands " heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of spring 2014:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; with homunculus familiar Gerald; NGc, Lvl. 8
  • Hamfast Hammerfist [Brian W.]-male Zeda (proto-Germanic) human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 8
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 8
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 8
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with Banuq (winged cat) Penryn; NGc, Lvl. 8
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 8
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justice; LGn, Lvl. 8
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 8

Scully Strongbow

Vanished Lands GeneD5