Meloth Greenfeather
Spoiler
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Current Career: Scout
Career Progression: Rogue -> Vagabond -> Woodsman -> Hunter -> Bounty Hunter -> Scout
Race: Elf
Age: 65

Spoiler: Characteristics
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WS BS S T Ag Int WP Fel A W M
Base 39 54 36 39 42 36 37 36 1 11 5
Advance +10 +15 +10 +5 +10 +5 +10 +10 +0 +3
Talents +5 +5 +5 +5 +1 +1
Current 49 74 46 49 57 46 47 46 1 15 6

Wounds: 15/15
Fate Points: 0/2
Insanity: 2


Spoiler: Skills
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Blather
Charm
Common Knowledge (Elves)
Concealment +10
Evaluate
Follow Trail +10
Gamble
Gossip
Heal
Intimidate
Navigation
Outdoor Survival +10
Perception +20
Performer (Storyteller)
Scale Sheer Surface
Shadowing
Search +10
Set Trap +10
Silent Move +10
Secret Language (Thieves’ Tongue)
Secret Language (Ranger Tongue)
Secret Signs (Ranger)
Secret Signs (Thief)
Speak Language (Eltharin)
Speak Language (Reikspiel) +10
Swim


Spoiler: Talents
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Excellent Vision +10 to Lip Reading and vision-based Perception tests
Fleet Footed +1 Movement
Hardy +1 Wound
Lightning Reflexes +5 Agility
Marksman +5 Ballistic Skill
Night Vision See up to 30 yards in natural darkness (requires at least starlight-level illumination)
Orientation +10 to Navigation tests
Public Speaking Charm tests can affect 10 times as many people
Rapid Reload Reduce reload time by a half action, if a free action swift attacks are possible
Rover +10 Concealment and Silent Move in natural surroundings
Savvy +5 Intelligence
Seasoned Traveller +10 to Common Knowledge and Speak Language tests
Sixth Sense GM can secretly roll Willpower to warn you about danger
Specialist Weapon Group (Entangling, Longbow) Can use weapons of these groups
Streetwise +10 to Charm and Gossip with the underworld
Strike to Stun On hit, can do no damage to make a Strength test, success forces enemy to make a Toughness test (+10 per AP in hit location) to avoid stunning for 1d10 rounds
Very Resilient +5 Toughness


Spoiler: Equipment
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Money 3 s, 5 p
Spoiler: Starting Buying/Selling
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Starting Money: 122 gc -> 116 gc, 115 s, 60 p
Money from Selling: 27 gc, 49 s, 6 p
- Antitoxin kit (1 gc, 10 s), leather jerkin (3 gc), crossbow (12 gc, 10 s), 10 bolts (2 s), great weapon (10 gc), wooden cultery (2 s 6 p), backpack (15 s), net (1 gc, 10 s)
Total Spending Money: 143 gc, 164 s, 60 p

Spending: 143 gc, 161 s, 55 p
- Leather Leggings (10 gc), 20 Arrows (4 s), 3 Bola (21 s), Pouch (5 s), Knuckle-duster (1 gp)
- Riding Horse (80 gc), Saddle & Harness (6 gc), Saddlebags (4 gc)
- Storm Lantern (12 gc), 4 Oil (20 s), 3 torches (15 p), 5 Good-Craftsmanship Matches (15 p), 10 Matches (10 p), Tinderbox (30 s)
- Waterskin (8 s), Keg of Ale (3 s), Metal Cutlery (3 gc), Cooking Pot (1 gc), Kettle (30 s)
- Rope (1 gc), Grappling Hook (4 gc), Fish Hook and Line (3 s), Spade (25 s), Pole (1 s), 5 Snares (5 s), Deck of Cards (1 gc), Bone Dice (6 s)
- Healing Draught (5 gc), 3 Healing Poulice (15 p)
- Lucky Charm (15 gc)
Remaining: 3s, 5 p


Encumbrance: 390/510
Spoiler: Equipment/Encumbrance Distribution
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On Self (counts towards encumbrance)
Worn (total 112)
- Leather Jack [50], Leather Skullcap [10], Leather Leggings [20]
- Common Clothes [15], Cloak [10]
- Slingbag [5], Purse [1], Pouch [1]
- Lucky Charm x2 [-]
Carried (total 130)
Longbow [90], 10 Arrows [20], Dagger [10], Bola [20]
Slingbag (146/200 cap, worn)
- Hand Weapon [50]
- Matches (5 Good-Craftsmanship, 10 Common-Craftsmanship), Torch, Tinderbox [10]
- Rope (10 yards), Grappling Hook [45]
- Manacles [20]
- Antitoxin Kit, 3 Healing Poulices [-]
- Blanket, Wooden Tankard, Metal Cutlery, Fish Hook and Line [21]
Pouch (2/2, worn)
Deck of Cards, Bone Dice, Knuckle-duster [2]
Purse (worn)
Money

Riding Horse (Saddle & Harness)
Stored in Left Saddlebag (250/250 capacity)
- 2 Bola, 10 Arrows [60]
- 2 Gin Traps, 5 Snares [50]
- Rope (20 yards) [50]
- Storm Lantern, Lamp Oil (4 vials), 2 Torches [60]
- Yard Pole [10]
Stored in Right Saddlebag (220/250 capacity)
- Best-Craftsmanship Clothes [20]
- Tent, Spade [40]
- Keg of Ale, Rations (1 week), Waterskin (Full) [110]
- Kettle, Cooking Pot [50]


Weapons
Longbow (10 arrows carried, 10 stored)
Bolas (1 carried, 2 stored)
Hand Weapon
Knuckle-duster
Dagger

Armour
Leather Jack
Leather Skullcap
Leather Leggings
Mail Shirt

Clothing
Clothes (1 plain, 1 Best-Craftsmanship)
Slingbag
Pouch
Purse
Lucky Charm x2

Mount
Riding Horse (Saddle & Harness, Saddlebag)

Healing
Antitoxin Kit
Healing Draught
3 Healing Poulices

Illumination
Storm Lantern
Lamp Oil (4 vials)
Matches (5 Good-Craftsmanship, 10 Common-Craftsmanship)
3 Torches (1 carried, 2 stored)
Tinderbox

Food and Drink
Rations, 1 week
Keg of Ale
Waterskin (Full)

Traps
2 Gin Traps
5 Snares

Other
Rope (10 yards carried, 20 yards stored)
Grappling Hook
Manacles
Blanket
Wooden Tankard
Metal Cutlery
Fish Hook and Line
Deck of Cards
Bone Dice
Tent
Spade
Yard Pole
Kettle
Cooking Pot


Spoiler: Experience
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Total: 5800
Spent: 5800

Rogue [900]
Free: +5 WS
100: +5 BS
100: +5 Ag
100: +5 Ag
100: +5 Int
100: +5 WP
100: +5 Fel
100: +5 Fel
100: +1 Wound
100: +1 Wound

Vagabond [1200]
100: Entry (discounted unrestricted change)
100: +5 BS
100: Secret Language (Thieves’ Tongue)
100: Swim
100: Heal
100: Navigation
100: Outdoor Survival
100: Secret Signs (Thief)
100: Silent Move
100: Fleet Footed
100: Orientation
100: Seasoned Traveller

Woodsman [1500]
100: Entry
100: +5 WS
100: +5 S
100: +5 S
100: +5 WP
100: +1 Wound
100: Concealment
100: Set Trap
100: Perception
100: Scale Sheer Surface
100: Secret Language (Ranger Tongue)
100: Secret Signs (Ranger)
100: Silent Move
100: Very Resilient
100: Rover

Hunter [1300]
100: Entry
100: +5 BS
100: +5 T
100: Concealment
100: Follow Trail
100: Outdoor Survival
100: Perception
100: Search
100: Set Trap
100: Hardy
100: Lightning Reflexes
100: Marksman
100: Rapid Reload

Bounty Hunter [600]
100: Entry
100: Specialist Weapon Group (Entangling)
100: Strike to Stun
100: Follow Trail
100: Sharpshooter
100: Shadowing
100: Intimidate
100: Search

Scout [100]

Advance Table
WS BS S T Ag Int WP Fel A W
Total Advances 10/20 10/20 10/10 5/10 10/15 5/20 10/15 10/10 0/1 3/6
Current Career 10/20 10/20 10/10 5/10 10/15 5/20 10/15 -/- 0/1 3/6

Progression Options
Advance Table Status: Incomplete
Exits: Enforcer, Mercenary, Protagonist, Scout, Targeteer, Vampire Hunter, Verenean Investigator


Spoiler: Background
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1. Where Are You From?
If someone would ask Meloth that apparently simple question, odds are they'd get a shrug and a "long story". After all, he's been travelling for a long time, and when you're not allowed to return home someone either makes an effort to stop thinking about that place or becomes unable to escape it, and Meloth chose the former. Nonetheless, Laurelorn Forest is where he was born, and where he lived his early life.

2. What Is Your Family Like?
They're not in the picture any more. Arrelon, his older brother, was someone he was particularly close with, even if he didn't have his magical talent, but they started to drift apart before Meloth's exile and now they haven't seen each other for three decades. Sometimes, when Meloth allows himself to dwell on the past, he hopes that one day they could reconcile. As for his wider family...he hopes he doesn't have the misfortune to run into them again any time soon. Some slights are never forgiven or forgotten.

3. What Is Your Social Class?
In human society, Meloth still finds himself rather outside of it all - he never slipped into one of the usual strata of society, instead throwing his lot in with the wanderers of the world. He's still not exactly in a respected position among the people he's now surrounded by, even if his elven nature sometimes sways things one way or another - he was unusual, after all, but it was often a toss-up whether that distinction was a topic of interest, led to an assumption of importance, or led to rather more hostile reactions.

4. What Did You Do Before You Became An Adventurer?
Once upon a time, Meloth lived a life that hinged on charm and luck, making his way in Wood Elf society through less than legimate means. That fell apart after an enterprise too far, and since then he spent most of his time...surviving, pretty much. Travelling with vagabond companies picking up odd jobs, returning to the forests as a woodcutter (a strang kind of irony, although luckily those woods were free of his kin), and then finding hihmself increasingly surviving in the wilderness, living off the land.

5. Why Did You Become An Adventurer?
After a decade or two, both on the road and in the forests, of just surviving, Meloth has found himself wanting something...more. Not what he had, but something new and more substantial. Taking on more dangerous and potentially lucrative work may or may not be the way to whatever he's wanting to find, but it won't hurt to have the extra coin and expand his horizons.

6. How Religious Are You?
Not particularly - it's been a long time since he's properly revered the elven gods, it just not feeling right given what happened, and the way he sees it is that gods of man are not for him.

7. Who Are Your Best Friends And Worst Enemies?
Meloth's friends are scattered, fellow wanderers that he's made a connection with. Gustav is one of them, a human devoted to the idea of never settling down for his entire life who gave Meloth some pointers in the ways of humanity and who he's crossed paths with several times.

As for enemies...there was Yellow Eyes, of course. Meloth remembers the time he crossed paths with the beastman well, and how many of those he was travelling with died that day, and the small group he helped to get away - Gustav was one of them. It's part of the reason Meloth got into the bounty hunting game - if he was to ever settle things there, avenge those friends he lost, and deal with such a dangerous threat, he needed more experience dealing with dangerous people.

8. What Are Your Prized Possessions?
There's one outfit from the old days, finery in the elven style, that he's not been quite able to abandon after all these years - even now, he brings it with him as he travels, sequestered in a saddlebag, never worn but also never thrown away, some money occasionally going into combating wear and tear. Besides that, he has little in the way of prized possessions - his old dice and cards, maybe, but otherwise the years have ensured that what he brings with him are more practical than sentimental. It wasn't like he was able to bring much with him when he left his home, anyway.

9. Who Are You Loyal To?
Meloth hasn't been loyal to an organisation for...well, ever. Even in the old days, his less than legitimate lifestyle meant that he wasn't particularly loyal to elven rulers, and these days...it's not that he's loyal to nothing. He's loyal to people, and some

10. Whom Do You Love/Hate?