====== Pauline Schneider ====== [ [[sylvania:start|Back]] ] [ [[sylvania:pauline:index|Pauline Main]] ] [ Charsheet ] [ [[sylvania:pauline:reports:index|Reports]] ] ===== Fundamentals ===== ^~~=label(fun)~~ Name | Pauline Schneider ^ Quick Summary | Naive, inexperienced, eager, positive, friendly, curious ^^^ ^ Notes | Hard-working, willing to pitch in, take-charge attitude in situations where she feels relevant, interested in stories of the wider world ||||| ^ Current Class | Academics ^ Career | Physician ^ Rank | 2 (Silver 3) ^ ^ Completed Class | Burghers ^ Career | Artisan ^ Rank | 1 (Brass 2) ^ ^ Completed Class | Academics ^ Career | Apothecary ^ Rank | 1 (Brass 3) ^ ^ Completed Class | Academics ^ Career | Physician ^ Rank | 1 (Brass 4) ^ ^ Completed Class | Courtier ^ Career | Servant ^ Rank | 1 (Silver 1) ^ ===== Characteristics ===== ^ ~~=label(att)~~^ __WS__ ^ __BS__ ^ __S__ ^ __T__ ^ __I__ ^ __Ag__ ^ __Dex__ ^ __Int__ ^ __WP__ ^ __Fel__ ^ ^ Initial | 36 | 32 | 37 | 35 | 33 | 32 | 38 | 31 | 39 | 38 | ^ Advances | 0 | 0 | 8 | 5 | 0 | 8 | 10 | 10 | 11 | 5 | ^ Current | //~~=att.r1c1+att.r2c1~~// | //~~=att.r1c2+att.r2c2~~// | //~~=att.r1c3+att.r2c3~~// | //~~=att.r1c4+att.r2c4~~// | //~~=att.r1c5+att.r2c5~~// | //~~=att.r1c6+att.r2c6~~// | //~~=att.r1c7+att.r2c7~~// | //~~=att.r1c8+att.r2c8~~// | //~~=att.r1c9+att.r2c9~~// | //~~=att.r1c10+att.r2c10~~// | ^ Bonus | //~~=floor(att.r3c1/10)~~// | //~~=floor(att.r3c2/10)~~// | //~~=floor(att.r3c3/10)~~// | //~~=floor(att.r3c4/10)~~// | //~~=floor(att.r3c5/10)~~// | //~~=floor(att.r3c6/10)~~// | //~~=floor(att.r3c7/10)~~// | //~~=floor(att.r3c8/10)~~// | //~~=floor(att.r3c9/10)~~// | //~~=floor(att.r3c10/10)~~// | ===== Skills ===== ^ ~~=label(bski)~~Basic Skills ^^^^^^^ Basic Skills ^^^^^^^ ^ s ^ c ^ Name ^ Characteristic ^^ Adv ^ Skill ^ s ^ c ^ Name ^ Characteristic ^^ Adv ^ Skill ^ ^ ^ ^ Art | Dex | //~~=att.r3c7~~// | 0 | //**~~=bski.r2c4+bski.r2c5~~**// ^ ✓ ^ ✓ ^ Gossip | Fel | //~~=att.r3c10~~// | 5 | //**~~=bski.r2c11+bski.r2c12~~**// | ^ ^ ^ Athletics | Ag | //~~=att.r3c6~~// | 5 | //**~~=bski.r3c4+bski.r3c5~~**// ^ ✓ ^ ✓ ^ Haggle | Fel | //~~=att.r3c10~~// | 5 | //**~~=bski.r3c11+bski.r3c12~~**// | ^ ^ ✓ ^ Bribery | Fel | //~~=att.r3c10~~// | 5 | //**~~=bski.r4c4+bski.r4c5~~**// ^ ^ ^ Intimidate | S | //~~=att.r3c3~~// | 0 | //**~~=bski.r4c11+bski.r4c12~~**// | ^ ✓ ^ ✓ ^ Charm | Fel | //~~=att.r3c10~~// | 5 | //**~~=bski.r5c4+bski.r5c5~~**// ^ ^ ^ Intuition | I | //~~=att.r3c5~~// | 5 | //**~~=bski.r5c11+bski.r5c12~~**// | ^ ^ ^ Charm Animal | WP | //~~=att.r3c9~~// | 0 | //**~~=bski.r6c4+bski.r6c5~~**// ^ ✓ ^ ^ Leadership | Fel | //~~=att.r3c10~~// | 0 | //**~~=bski.r6c11+bski.r6c12~~**// | ^ ^ ^ Climb | S | //~~=att.r3c3~~// | 5 | //**~~=bski.r7c4+bski.r7c5~~**// ^ ✓ ^ ^ Melee (Basic) | WS | //~~=att.r3c1~~// | 0 | //**~~=bski.r7c11+bski.r7c12~~**// | ^ ✓ ^ ✓ ^ Cool | WP | //~~=att.r3c9~~// | 10 | //**~~=bski.r8c4+bski.r8c5~~**// ^ ^ ^ Melee (2H) | WS | //~~=att.r3c1~~// | 5 | //**~~=bski.r8c11+bski.r8c12~~**// | ^ ^ ^ Consume Alcohol | T | //~~=att.r3c4~~// | 5 | //**~~=bski.r9c4+bski.r9c5~~**// ^ ^ ^ Navigation | I | //~~=att.r3c5~~// | 0 | //**~~=bski.r9c11+bski.r9c12~~**// | ^ ^ ✓ ^ Dodge | Ag | //~~=att.r3c6~~// | 20 | //**~~=bski.r10c4+bski.r10c5~~**// ^ ^ ^ Outdoor Survival | Int | //~~=att.r3c8~~// | 0 | //**~~=bski.r10c11+bski.r10c12~~**// | ^ ^ ^ Drive | Ag | //~~=att.r3c6~~// | 15 | //**~~=bski.r11c4+bski.r11c5~~**// ^ ^ ✓ ^ Perception | I | //~~=att.r3c5~~// | 10 | //**~~=bski.r11c11+bski.r11c12~~**// | ^ ^ ✓ ^ Endurance | T | //~~=att.r3c4~~// | 14 | //**~~=bski.r12c4+bski.r12c5~~**// ^ ^ ^ Ride | Ag | //~~=att.r3c6~~// | 0 | //**~~=bski.r12c11+bski.r12c12~~**// | ^ ^ ^ Entertain | Fel | //~~=att.r3c10~~// | 0 | //**~~=bski.r13c4+bski.r13c5~~**// ^ ^ ^ Row | S | //~~=att.r3c3~~// | 0 | //**~~=bski.r13c11+bski.r13c12~~**// | ^ ^ ^ Gamble | Int | //~~=att.r3c8~~// | 0 | //**~~=bski.r14c4+bski.r14c5~~**// ^ ^ ^ Stealth | Ag | //~~=att.r3c6~~// | 0 | //**~~=bski.r14c11+bski.r14c12~~**// | ===== Advanced Skills ===== ^ ~~=label(lang)~~Advanced Skills: Languages ^^^^^^^ ^ s ^ c ^ Name ^ Characteristic ^^ Adv ^ Skill ^ ^ ✓ ^ ^ Language (Bret) | Int | //~~=att.r3c8~~// | 5 | //**~~=lang.r2c4+lang.r2c5~~**// | ^ ^ ^ Language (Classical) | Int | //~~=att.r3c8~~// | 5 | //**~~=lang.r3c4+lang.r3c5~~**// | ^ ^ ^ Language (Elvish) | Int | //~~=att.r3c8~~// | 0 | //**~~=lang.r4c4+lang.r4c5~~**// | ^ ^ ✓ ^ Language (Guilder) | Int | //~~=att.r3c8~~// | 10 | //**~~=lang.r5c4+lang.r5c5~~**// | ^ ^ ^ Language (Kisl) | Int | //~~=att.r3c8~~// | 5 | //**~~=lang.r6c4+lang.r6c5~~**// | ^ ✓ ^ ^ Language (Waste) | Int | //~~=att.r3c8~~// | 5 | //**~~=lang.r7c4+lang.r7c5~~**// | ^ ~~=label(lore)~~Advanced Skills: Lores ^^^^^^^ ^ s ^ c ^ Name ^ Characteristic ^^ Adv ^ Skill ^ ^ ^ ✓ ^ Lore (Anatomy) | Int | //~~=att.r3c8~~// | 5 | //**~~=lore.r2c4+lore.r2c5~~**// | ^ ^ ^ Lore (Chemistry) | Int | //~~=att.r3c8~~// | 5 | //**~~=lore.r3c4+lore.r3c5~~**// | ^ ^ ✓ ^ Lore (Medicine) | Int | //~~=att.r3c8~~// | 10 | //**~~=lore.r4c4+lore.r4c5~~**// | ^ ^ ^ Lore (Plants) | Int | //~~=att.r3c8~~// | 5 | //**~~=lore.r5c4+lore.r5c5~~**// | ^ ✓ ^ ^ Lore (Reikland) | Int | //~~=att.r3c8~~// | 3 | //**~~=lore.r6c4+lore.r6c5~~**// | ^ ^ ^ Lore (Science) | Int | //~~=att.r3c8~~// | 0 | //**~~=lore.r7c4+lore.r7c5~~**// | ^ ^ ^ Lore (Sylvania) | Int | //~~=att.r3c8~~// | 1 | //**~~=lore.r8c4+lore.r8c5~~**// | ^ ~~=label(trade)~~Advanced Skills: Trades ^^^^^^^ ^ s ^ c ^ Name ^ Characteristic ^^ Adv ^ Skill ^ ^ ^ ^ Trade (Apothecary) | Dex | //~~=att.r3c7~~// | 5 | //**~~=trade.r2c4+trade.r2c5~~**// | ^ ^ ✓ ^ Trade (Artist) | Dex | //~~=att.r3c7~~// | 1 | //**~~=trade.r3c4+trade.r3c5~~**// | ^ ^ ✓ ^ Trade (Barber) | Dex | //~~=att.r3c7~~// | 1 | //**~~=trade.r4c4+trade.r4c5~~**// | ^ ^ ✓ ^ Trade (Jeweler) | Dex | //~~=att.r3c7~~// | 5 | //**~~=trade.r5c4+trade.r5c5~~**// | ^ ^ ✓ ^ Trade (Metalsmith) | Dex | //~~=att.r3c7~~// | 5 | //**~~=trade.r6c4+trade.r6c5~~**// | ^ ^ ^ Trade (Poisoner) | Dex | //~~=att.r3c7~~// | 5 | //**~~=trade.r7c4+trade.r7c5~~**// | ^ ^ ✓ ^ Trade (Seamstress) | Dex | //~~=att.r3c7~~// | 10 | //**~~=trade.r8c4+trade.r8c5~~**// | ^ ~~=label(aski)~~Advanced Skills: Misc ^^^^^^^ ^ s ^ c ^ Name ^ Characteristic ^^ Adv ^ Skill ^ ^ ✓ ^ ^ Animal Care | Fel | //~~=att.r3c10~~// | 5 | //**~~=aski.r2c4+aski.r2c5~~**// | ^ ✓ ^ ^ Evaluate | Int | //~~=att.r3c8~~// | 5 | //**~~=aski.r3c4+aski.r3c5~~**// | ^ ^ ✓ ^ Heal | Int | //~~=att.r3c8~~// | 15 | //**~~=aski.r4c4+aski.r4c5~~**// | ^ ✓ ^ ^ Ranged (crossbow) | BS | //~~=att.r3c2~~// | 1 | //**~~=aski.r5c4+aski.r5c5~~**// | ^ ^ ✓ ^ Sleight of Hand | Dex | //~~=att.r3c7~~// | 5 | //**~~=aski.r6c4+aski.r6c5~~**// | ^ ^ ^ Stealth (urban) | Ag | //~~=att.r3c6~~// | 5 | //**~~=aski.r7c4+aski.r7c5~~**// | ===== Talents ===== ^ ~~=label(tal)~~s ^ c ^ Name ^ Ranks ^ Description ^ ^ ✓ ^ ^ Doomed | 1 | If I die in this manner ("Murdered by a spurned lover"), add 1/2 XP of this character to new character. | ^ ^ ✓ ^ Coolheaded | 1 | +5 Willpower (perma) | ^ ✓ ^ ^ Suave | 1 | +5 Fellowship (perma) | ^ ^ ^ Very Strong | 1 | +5 Strength (perma) | ^ ✓ ^ ^ Attractive | 1 | Can choose to use 1s place of roll as degrees of success instead of actual degrees on a successful Charm roll. | ^ ✓ ^ ^ Mimic | 1 | On a successful Entertain (acting) test, you may replicate any dialect/accent for "at least a day". Text of this Talent is confusing and contradictory, see p141 when using. | ^ ^ ^ Strong-Minded | 1 | Add your level in Strong Minded to your max resolve pool (max ranks WPB). p146 | ^ ^ ^ Field Dressing | 3 | (IntB) If you fail a Heal test, you may reverse the result if this will score a success, but this cannot give you higher than a +1 SL. p138 | ^ ^ ✓ ^ Surgery | 3 | (IntB) You can treat any Critical Wound marked as needing Surgery. This applies to Heal Tests outside combat rounds. Perform an extended healing test requiring a target SL determined by GM (usually 5-10). Surgery causes 1d10 wounds and 1 bleeding condition in the patient. After surgery, the patient must pass an Average (+20) Endurance Test or gain a Minor Infection. p146 (talent), p167 (conditions), p172 (injury), p181 (healing), p186 (disease & infection) | ^ ^ ^ Concoct | 1 | (IntB) You may take one free Crafting Endeavor to use Trade (Apothecary) without need of a Workshop. Other Crafting Endeavors use the normal rules. p135 | ^ ^ ^ Strike to Stun | 1 | (Melee Test) You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the [[wfrp4:weapon_qualities#pummel|Pummel Quality]] (see p298). Further, you count all improvised weapons as having the [[wfrp4:weapon_qualities#pummel|Pummel Quality]]. p146 | ^ ^ ^ Beneath Notice | 1 | People of higher Status Tier ignore your presence given appropriate circumstances and gain no advantage in combat when winning tests against you. Stealth roll, maybe for the first one? (max ranks FB) p133 | ^ ^ ^ Fearless (vampires) | 1 | Cool tests to to ignore any Intimidate, Fear, or Terror effects from the specified enemy type are made with a single average (+20%) cool test. p137 | ^ ^ ^ Fearless (witches) | 1 | Ditto | ^ ^ ^ Artistic | 1 | Gain any Trade(Artist) advanced skill, always available to any career. If career already has it, reduce XP purchase cost by 5 XP per Adv. p135 | ^ ✓ ^ ^ Craftsman (Seamstress) | 1 | Gain any Trade(x) advanced skill, always available to any career. If career already has it, reduce XP purchase cost by 5 XP per Adv. p135 | ^ ^ ^ Craftsman (Apothecary) | 1 | Gain any Trade(x) advanced skill, always available to any career. If career already has it, reduce XP purchase cost by 5 XP per Adv. p135 | ^ ^ ^ Craftsman (Jeweler) | 1 | Working with gems. Gain Trade(Jeweler) advanced skill, always available to any career. If career already has it, reduce XP purchase cost by 5 XP per Adv. p135 | ^ ^ ^ Craftsman (Metalsmith) | 1 | Working with metal for the purposes of adornments (jewelry and such). Gain Trade(Metalsmith) advanced skill, always available to any career. If career already has it, reduce XP purchase cost by 5 XP per Adv. p135 | ===== Resource Tracking ===== ^~~=label(res)~~ ^^^ __Maximum__ ^ __Spent__ ^^^^^^^ __Remaining__ ^^ ^ Gameplay XP ||| 6100 | 6085 ||||||| ~~=res.r1c1-res.r1c2~~ ^^ ^ Chargen XP ||| 70 | 70 ||||||| ~~=res.r2c1-res.r2c2~~ ^^ ^ Fate | 4 ^ Fortune Points | ~~=res.r3c1~~ | 0 ||||||| ~~=res.r3c3-res.r3c4~~ ^^ ^ Resilience | 3 ^ Resolve Points | ~~=res.r4c1+tal.r7c3~~ | 0 ||||||| ~~=res.r4c3-res.r4c4~~ ^^ ^ ^^^ __Maximum__ ^ __Acquired__ ^^^^^^^ __Remaining__ ^^ ^ Corruption ||| ~~=att.r4c4+att.r4c9~~ | 2 ||||||| ~~=res.r6c1-res.r6c2~~ ^^ ^ ^^^ GC ^ SS ^^^^^^^ d ^^ ^ Money (rolled into group fund) ||| 241 | 9 ||||||| 10 ^^ ===== Equipment (Trappings) ===== [ [[equipment|Equipment List]] ] -- moved due to length and not mechanically useful in the moment ===== Derived Statistics ===== ^~~=label(der)~~ ^ __Value__ ^ __Bonus__ ^ __Tot__ ^ __Calculation__ ^ ^ Initiative | //~~=att.r3c5~~// | 0 | //**~~=der.r1c1+der.r1c2~~**// ^ I + I Adv + Bonus ^ ^ Dodge | //~~=(bski.r10c6)~~// | 0 | //**~~=der.r2c1+der.r2c2~~**// ^ Ag + Ag Adv + Dodge Adv + Bonus ^ ^ Parry (Basic) | //~~=(bski.r7c13)~~// | 0 | //**~~=der.r3c1+der.r3c2~~**// ^ WS + WS Adv + Melee (Basic) Adv + Bonus ^ ^~~=label(enc)~~ ^ __Value__ ^ __Bonus__ ^ __Tot/Max__ ^ __Calculation__ ^ __Current__ ^ __Overage?__ ^ ^ Encumbrance | //~~=(att.r4c3+att.r4c4)~~// | 0 | //~~=(enc.r1c1+r1c2)~~// ^ TB + SB (+ Talent Bonuses) | 6 | **//~~=check((enc.r1c3-enc.r1c5)<0;true;false)~~//** ^ ^ Items ^^^^^^^ | Armor (2) + Warmace (3) + Backpack (2) + Sling bag (1) ||||||| | Warmace (3) and Backpack (2) cannot be worn on back a the same time; one would have to be hand-carried ||||||| ^ Humans ^^^^^^ ^ Move (hexes) | 4 ^ Walk | 8 ^ Run | 16 | ===== Armor, Weapons, and Wounds ===== ^~~=label(wea)~~ ^ __Group__ ^ __Enc__ ^ __Rng__ ^ __Dmg Calc__ ^ __Dmg__ ^ __Qualities__ ^ ^ Unarmed | basic | 0 | Per | +SB | //~~=att.r4c3~~// | Undamaging | ^ Improvised Melee | basic | V | V | +SB | //~~=att.r4c3~~// | V=Varies, Strike-to-Stun, Undamaging | ^ Dagger | basic | 0 | VS | +SB+2 | //~~=att.r4c3+2~~// | | ^ Mace | basic | 1 | Avg | +SB+4 | //~~=att.r4c3+4~~// | | ^ Warmace | 2H | 3 | Avg | +SB+6 | //~~=att.r4c3+6~~// | Damaging, Pummel, Fine 1, Durable 1, Practical | ^ Improvised Thrown | basic | V | SBx2/SBx3 | +SL+0 | 0 | V=Varies; Range is STRx3 if not awkward to throw like a cup or rock, or STRx2 othweriwse; Strike-to-Stun; Undamaging. | ^ Repeater X-bow | xbow | 1 | 20/40/80 | +SL+9 | 9 | Lightweight, Fine 1, 6 Shots before reload, Reload 3, +20 in all range bands | ^ ~~=label(arm)~~Location ^ Range ^ TB ^ Armor Value ^ Total Soak ^ ^ Head | 01-09 | //~~=att.r4c4~~// | 3 | **//~~=arm.r1c2+arm.r1c3~~//** | ^ Left Arm | 10-24 | //~~=att.r4c4~~// | 3 | **//~~=arm.r2c2+arm.r2c3~~//** | ^ Right Arm | 25-44 | //~~=att.r4c4~~// | 3 | **//~~=arm.r3c2+arm.r3c3~~//** | ^ Body | 45-79 | //~~=att.r4c4~~// | 4 | **//~~=arm.r4c2+arm.r4c3~~//** | ^ Left Leg | 80-89 | //~~=att.r4c4~~// | 4 | **//~~=arm.r5c2+arm.r5c3~~//** | ^ Right Leg | 90-00 | //~~=att.r4c4~~// | 4 | **//~~=arm.r6c2+arm.r6c3~~//** | ^ ~~=label(wou)~~Calc (humans, elves, dwarves) ^ Value ^ ^^ ^ +SB | //~~=att.r4c3~~// | || ^ +TBx2 | //~~=(att.r4c4)*2~~// | || ^ +WPB | //~~=att.r4c9~~// | || ^ +Hardy | 0 | || ^ ^ Max ^ Current ^ Damage ^ ^ =Wound Levels ^ //**~~=wou.r1c1+wou.r2c1+wou.r3c1+wou.r4c1~~**// | //~~=wou.r6c1-wou.r6c3~~// | 0 | ===== Supernatural ===== ==== Spells ==== ==== Blessings ==== ==== Miracles ==== ===== Experience ===== [ [[XP Audit]] ] [ [[XP Plan]] ] XP Accrual * +70 XP = Chargen * +150 XP = Session 01 * +300 XP = Session 02 * +125 XP = Session 03 * +150 XP = Session 04 * +150 XP = Session 05 * +150 XP = Session 06 * +300 XP = Session 07 * +150 XP = Session 08 * +150 XP = Session 09 * +150 XP = Session 10 * +500 XP = Session 11 (+1 Fate Point) * +100 XP = Session 12 * +100 XP = Session 13 * +100 XP = Session 14 * +100 XP = Session 15 * +100 XP = Session 16 * +100 XP = Session 17 * +100 XP = Session 18 * +600 XP = Session 19 * +100 XP = Session 20 * +100 XP = Session 21 * +100 XP = Session 22 * +100 XP = Session 23 * +350 XP = Session 24 * +100 XP = Session 25 * +200 XP = Session 26 * +100 XP = Session 27 (left Erengrad) * +100 XP = Session 28 * +200 XP = Session 29 (skaven battle) * +100 XP = Session 30 * +100 XP = Session 31 * + 75 XP = Session 32 * + 75 XP = Session 33 * +125 XP = Session 34 * + 75 XP = Session 35 * + 75 XP = Session 36 * + 75 XP = Session 37 * + 75 XP = Session 38 * + 75 XP = Session 39 * + 75 XP = Session 40 * + 75 XP = Session 41 * + 75 XP = Session 42