I'll be participating in the 2026 Character Creation Challenge over the next month, and we'll start out by examining several iterations of the same character for Fabula Ultima. The game lends itself to diverse character builds even at the default starting point of level 5, and we'll also be looking at what the same PC might look like with some experience under his belt, all the way up to the current 50 level cap.
The most important part of any character is their identity, not their mechanics, so I'll open with that:
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Horatio Harrow
Horatio was a journeyman smith before leaving his remarkably dull home town in search of adventure. He's a great hulking lout, but good-natured and smarter than he might appear at first. His fighting style is crude but enthusiastic and he's quick to throw himself in the way of threats to less durable allies. Horatio was the oldest of eight siblings and is good at mentoring others during downtime. He also carries a travelling forge and smith's tools with him as well, and happily plays armorer for his comrades, helping maintain and repair their weapons and armor when he's not crafting something new.
Description: Tall, muscular, and almost absurdly broad-shouldered young man with nut-brown skin, short, tightly curled black hair, and glittering brown eyes. He usually wears the best armor he can lay his hands on (or make for himself) and carries a pair of hefty bucklers crafted to look like stylized fists engraved with spell-breaking runes. His voice is a deep baritone and he couldn't carry a tune with a wheelbarrow.
Gender: Male Age: 24 Height: 6'2" Eyes: Brown
Hair: Black Skin: Nut-brown Build: Powerfully Muscled
Traits:
- Identity: A Travelling Smith Looking For Adventure
- Theme: Thrill Seeker
- Origin: Old Crossing, The Most Boring Town On the Western Frontier
Level: 5
Fury 2 (+5 HP, access to Martial Melee Weapons & Martial Armor)
- Frenzy - Your Accuracy Checks with brawling, dagger, flail, and thrown weapons trigger a Critical Success if both dice show the same number (and the Check is not a fumble).
- Provoke 1 - You may use an action and spend 5 MP to perform an opposed [MIG + WLP] Check with a bonus equal to your SL in Provoke against a creature you can see - describe how you taunt them! If you succeed, the target suffers enraged and is compelled to focus their attention on you (their attacks and offensive spells must include you as a target). This compulsion lasts until you fall unconscious or leave the scene, if the creature is no longer enraged, or if they are successfully provoked by someone else.
Guardian 2 (+5 HP, access to Martial Armor & Martial Shields)
- Dual Shieldbearer - You may now equip a shield in your main hand slot. As long as you have two shields equipped you gain the benefits of both and may treat them as a combined two-handed brawling weapon with the following stats: Twin Shields Accuracy [MIG + MIG] Damage [HR+5 physical] Deals extra damage equal to your SL in Defensive Mastery.
- Protect - When another creature is threatened by an attack, spell, or other danger, you may take their place (any Checks that are part of the danger are performed against you; you may choose to use this skill before or after the Checks have been made). If the danger already affected you, it affects you twice (resolve each instance separately); you also cannot protect multiple creatures against the same danger. If you use this Skill during a conflict, you cannot use it again until the start of your next turn.
Weapon Master 1 (+5 HP, access to Martial Melee Weapons & Martial Shields)
- Counterattack - After an enemy hits or misses you with a melee attack, if the result of their Accuracy Check was an even number, you may perform a free attack against that enemy (after their attack has been fully resolved). This must be a melee attack and must have only that enemy as its only target; treat your High Roll (HR) as zero when calculating damage dealt by your attack.
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