Jump to content

Char: Brandor


Enforcer84

Recommended Posts

Brandor

 

Player:

 

Val Char Cost

8 STR -2

11 DEX 3

10 CON 0

8 BODY -4

10 INT 0

9 EGO -2

8 PRE -2

10 COM 0

 

2 PD 0

2 ED 0

3 SPD 9

4 REC 0

20 END 0

17 STUN 0

 

5" RUN -2

2" SWIM 0

1 1/2" LEAP 0

Characteristics Cost: 0

 

 

 

Cost Skill

3 Climbing 11-

3 KS: Flora And Fauna 12-

2 Navigation (Land) 11-

2 PS: Hunter 11-

3 Shadowing 11-

3 Stealth 11-

2 Survival (Arctic/Subarctic Forests, Temperate/Subtropical Forests) 11-

3 Tracking 11-

1 WF: Clubs, Fist-Loads, Polearms and Spears, Unarmed Combat

Skills Cost: 22

 

 

Cost Talent

2 Environmental Movement (no penalties in thick vegetation)

20 Animal Friendship

3 Lightning Reflexes: +2 DEX to act first with All Actions

3 Lightsleep

Talents Cost: 28

 

Cost Equipment (Equipment costs do not actually figure in Total Cost. They are included here for reference only.)

Zinney 0 Belt: Belt: for up to 1 Active Points (0 Active Points) [Notes: Body 1_Def 2]

Zinney 0 Blanket: Blanket: for up to 1 Active Points (0 Active Points) [Notes: Body 1_Def 1]

Zinney 2 Boots, High Hard: Boots, High Hard: for up to 1 Active Points (0 Active Points) [Notes: Body 2_Def 2]

Zinney 0 Bottle (Clay): Bottle (Clay): for up to 1 Active Points (0 Active Points) [Notes: Body 1_Def 1]

Zinney 12 Bow, Very Light: Killing Attack - Ranged 1d6-1, Reduced Endurance (0 END; +1/2) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 5 (STR Min. Cannot Add/Subtract Damage; -3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4) [Notes: Body 2, Def 3, range 75"]

Zinney 1 Cape, Light: Cape, Light: for up to 1 Active Points (0 Active Points) [Notes: Body 1_Def 1]

Zinney 1 Pouch, Belt Large: Pouch, Belt Large: for up to 1 Active Points (0 Active Points) [Notes: Body 1_Def 2]

Zinney 22 Spear, Short: Killing Attack - Hand-To-Hand 1d6+1, Can perform Set Vs Charge maneuver (+0), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Independent (-2), OAF (-1), STR Minimum 8 (-1/2), Real Weapon (-1/4) [Notes: Body 4, Def 3, Length M]

Zinney 8 Vest, Soft Leather: Armor (1 PD/1 ED) (3 Active Points); Independent (-2), Mass (Normal; -1), OIF (-1/2), Real Armor (-1/4) [Notes: protects 10-13, 3.57 lbs, 8 gp]

Zinney 1 Waterskin: Waterskin: for up to 1 Active Points (0 Active Points) [Notes: Body 1_Def 1]

Zinney 0 Whetstone: Whetstone: for up to 1 Active Points (0 Active Points) [Notes: Body 1_Def 2]

Zinney 4 Arrows, Normal, 10 Charges (Recovers Under Limited Circumstances; arrows broken on successful hit; +0) (1 Active Points) [Notes: .88 lbs, 4 gp]

Total Character Cost: 50

 

Pts. Disadvantage

5 Physical Limitation: Small, down to half human size and/or mass (1m, or 1/2") (Infrequently, Slightly Impairing)

15 Psychological Limitation: Feels responsible for his Friends (Common, Strong)

5 Unluck: 1d6

Disadvantage Points: 25

Base Points: 25

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

Background

Brandor is the only son of the town's best hunter. He is following in his father's footsteps and at only 13 years old, he is a physical marvel. Brandor is the leader of the "Adventurers Guild", ten 9 - 12 year old children, brimming with potential who want to live lives of adventure, not take over their families' jobs when adulthood comes to claim them.

 

Powers/Abilities

Brandor is a skilled tracker and has a keen affinity with almost any animal. He has learned to use a spear while hunting but practices with sticks to someday be a swordsman. He carries a small bow when he hunts and adventures, but he's not a good marksman yet; ranged comabt does not hold his fancy.

 

Personality/Motivation

Brandor is calm, patient, and generally fearless. He sees his role in the group as that of the leader/protector. He's very responsible for a 13 year old.

 

Appearance

Brandor is lean and muscular already. He has black hair and blue eyes. His hair is a little long and a little shaggy.

Link to comment
Share on other sites

Re: Char: BrandorThis is Brandor all grow'd up. Brandor GreencloakVal Char Cost Roll Notes20 STR 10 13- Lift 400.0kg; 4d6 [2]21 DEX 33 13- OCV: 7/DCV: 720 CON 20 13-13 BODY 6 12-15 INT 5 12- PER Roll 12-14 EGO 8 12- ECV: 513 PRE 3 12- PRE Attack: 2 1/2d611 COM 1 11-8/14 PD 4 Total: 8/14 PD (2/8 rPD)5/8 ED 1 Total: 5/8 ED (2/5 rED)4 SPD 9 Phases: 3, 6, 9, 128 REC 040 END 033 STUN 0 Total Characteristic Cost: 98Movement: Running: 5"/10" Leaping: 4"/8" Swimming: 2"/4"Cost Powers END10 Blade Storm: Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2) for up to 30 Active Points of up to 30 pts worth of Blade Damage (30 Active Points); OIF (Blade of Opporotunity; -1/2), Restrainable (-1/2), Incantations (-1/4)7 Brawler: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 110 Summon Nature's Ally: Summon 75-point Helpful Animal, Friendly (+1/4), Expanded Class of Beings Limited Group (Helpful Wildlife ; +1/2) (26 Active Points); Arrives Under Own Power (-1/2), Summoned Being Must Inhabit Locale (-1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4) 3Perks15 Rufio: Celestial WolfTalents20 Animal Handler: Animal Friendship2 Forrest Runner: Environmental Movement (no penalties in thick vegetation)7 Humanoid Hunter: Deadly Blow: +1d6 (versus Humanoids)7 Monster Hunter: Deadly Blow: +1d6 (versus monsters and fantastic beasts)3 Quik First Step: Lightning Reflexes: +2 DEX to act first with All Actions3 Sleeps With One Eye Open: LightsleepSkills16 +2 with All Combat15 +3 with HTH Combat3 +4 with Concealment (8 Active Points); Only In Woodland Environments (-1), Self Only (-1/2)4 +4 with Stealth (8 Active Points); Only In Woodland Environments (-1)4 Archer Ranger: +2 OCV with Bows5 Climbing 14-3 Concealment 12-3 Defense Maneuver I 3 Interrogation 12-3 Linguist1 1) Language: Boveen (fluent conversation) (2 Active Points)1 2) Language: Brin (fluent conversation) (2 Active Points)1 3) Language: Trade Speak (fluent conversation) (2 Active Points)2 Navigation (Land) 12-2 PS: Hunter 11-3 Paramedics (Healing) 12-3 Riding 13-3 Scholar4 1) KS: Flora And Fauna (5 Active Points) 14-4 2) KS: Monstrous Beasts (5 Active Points) 14-1 3) KS: The 5th Legion (2 Active Points) 11-3 Shadowing 12-5 Stealth 14-8 Survival (Arctic/Subarctic, Temperate/Subtropical) 14-3 Tactics 12-3 Teamwork 13-9 Tracking 15-3 Trading 12-3 Traveler1 1) AK: Draconic Empire (2 Active Points) 11-1 2) AK: Home region, or patrolled/protected region (2 Active Points) 11-1 3) CK: New Corren (2 Active Points) 11-10 Two-Weapon Fighting (HTH) 4 WF: Common Melee Weapons, Common Missile WeaponsTotal Powers & Skill Cost: 223Total Cost: 320150+ Disadvantages20 Hunted: Einrok the Necromancer 8- (Mo Pow, NCI, Harshly Punish)15 Hunted: Furthash Ohurak (Thief of the Emerald Plains) 11- (Mo Pow, NCI, Watching)15 Psychological Limitation: Feels responsible for his Friends (Common, Strong)15 Psychological Limitation: Personcal Code of Honor (Common, Strong)15 Psychological Limitation: Reckless (Common, Strong)10 Reputation: Military Washout, 11-5 Rivalry: Professional (Pharoc Redfeather (Ranger for the 5th Legion), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry5 Unluck: 1d670 Experience PointsTotal Disadvantage Points: 320Cost Weight Equipment ENDZinney 1000 0.01kg Amulet of Natural Armor: Damage Resistance (2 PD/2 ED) (2 Active Points); Independent (-2), IAF (Amulet; -1/2) Zinney 0 0.20kg Belt: Belt: for up to 1 Active Points (0 Active Points)[Notes: Body 1_Def 2] Zinney 0 0.50kg Blanket: Blanket: for up to 1 Active Points (0 Active Points)[Notes: Body 1_Def 1] Zinney 4000 Boots of The North: (Total: 14 Active Cost, 4 Real Cost) Clinging (normal STR) (10 Active Points); Independent (-2), Only for horizontal ice/icy surfaces (-1), OIF (-1/2) (Real Cost: 2) plus LS (Safe in Intense Cold) (2 Active Points); Independent (-2), OIF (-1/2) (Real Cost: 1) plus Trackless Stride (2 Active Points); Independent (-2), Snow only (-1), OIF (-1/2) (Real Cost: 1) Zinney 0 1.00kg Bottle (Clay): Bottle (Clay): for up to 1 Active Points (0 Active Points)[Notes: Body 1_Def 1] Zinney 25 1.10kg Bow, Heavy: Killing Attack - Ranged 1 1/2d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (STR Min. Cannot Add/Subtract Damage; -1), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), Limited Range (155"; -1/4)[Notes: Body 2, Def 3, range 155"] Zinney 1 0.50kg Cape, Light: Cape, Light: for up to 1 Active Points (0 Active Points)[Notes: Body 1_Def 1] Zinney 150 20.00kg Chainmail Armor: Armor (6 PD/3 ED) (14 Active Points); Independent (-2), Mass (Normal; -1), OIF (-1/2), Real Armor (-1/4)[Notes: 44.09 lbs, 150 gp] Zinney 9 0.80kg Dagger/Dirk: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (17 Active Points); Independent (-2), OAF (-1), STR Minimum 6 (-1/2), Real Weapon (-1/4)[Notes: Body 3, Def 5, Length S] Zinney 300 0.01kg Potion of Eloquence: +4 with Interaction Skills (20 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (-1 1/4), Gestures (drink potion; -1/4) Zinney 500 0.01kg Potion of Giant's Strength: +40 STR (40 Active Points); 1 Continuing Charge lasting 5 Minutes which Never Recovers (-2 3/4), Independent (-2), OAF Fragile (-1 1/4), Gestures (drink potion; -1/4) Zinney 500 0.01kg Potion of Healing: Healing BODY 4d6, Can Heal Limbs, Simplified Healing (+0) (45 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (-1 1/4), Gestures (drink potion or pour on wound; -1/4) [1 nr]Zinney 500 0.01kg Potion of Healing: Healing BODY 4d6, Can Heal Limbs, Simplified Healing (+0) (45 Active Points); 1 Charge which Never Recovers (-4), Independent (-2), OAF Fragile (-1 1/4), Gestures (drink potion or pour on wound; -1/4) [1 nr]Zinney 1 0.30kg Pouch, Belt Large: Pouch, Belt Large: for up to 1 Active Points (0 Active Points)[Notes: Body 1_Def 2] Zinney 5000 Ring of the Traveler's Confidence: (Total: 19 Active Cost, 5 Real Cost) Bump Of Direction (3 Active Points); Independent (-2), IIF (-1/4) (Real Cost: 1) plus Detect Exit 18- (no Sense Group), Range, Sense (16 Active Points); Independent (-2), OAF (-1) (Real Cost: 4) Zinney 24 1.20kg Sword, Broad/Long: Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (30 Active Points); Independent (-2), OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4)[Notes: Body 5, Def 5, Length M] Zinney 16 1.10kg Sword, Short: Killing Attack - Hand-To-Hand 1d6 (1 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4)[Notes: Body 5, Def 5, Length M] Zinney 1 0.04kg Waterskin: Waterskin: for up to 1 Active Points (0 Active Points)[Notes: Body 1_Def 1] Zinney 0 0.08kg Whetstone: Whetstone: for up to 1 Active Points (0 Active Points)[Notes: Body 1_Def 2] Zinney 4 0.40kg Arrows, Normal, 10 Charges (Recovers Under Limited Circumstances; arrows broken on successful hit; +0) (1 Active Points)[Notes: .88 lbs, 4 gp] [10]

Total Cost: Zinney 12031 Total Gear Weight: 27.27 kg Total Gear Carried: 27.27 kgEncumbrance (Total Weight Carried)STR 200-10% - 40 No Encumbrance penalty11-24% - 96 -1 DCV/DEX Rolls25-49% - 196 -2 DCV/DEX Rolls, -1" movement, 1 END per Turn50-74% - 296 -3 DCV/DEX Rolls, -2" movement, 2 END per Turn75-89% - 356 -4 DCV/DEX Rolls, -4" movement, 3 END per Turn90-100% - 400 -5 DCV/DEX Rolls, -8" movement, 4 END per TurnGreater than 100%: Character cannot move or take other actionsBackground/History: Brandor is the only son of the town's best hunter. He is following in his father's footsteps and at only 13 years old, he is a physical marvel. Brandor is the leader of the "Adventurers Guild", ten 9 - 12 year old children, brimming with potential who want to live lives of adventure, not take over their families' jobs when adulthood comes to claim them. When Brandor's adventure actually netted a treasure his father let him travel to New Corren, the closest city to seek his fortune. Brandor and his friends travelled to the city and went thier separate ways, planning on becoming true adventurers someday. Brandor found work at an inn. He did mostly odd jobs, helped out the stable hand, trapped rodents and vermin, and served food. When he was old enough he joined the Rangers unit of the 5th Legion, one of the local military units. He served admirably for six years and then was accused of thievery by one of his superior officers. Though the charge was baseless and an internal investigation proved him innocent, Brandor left the 5th Legion. Many believe him to have been thrown out and consider him a thief and a liar. He's remained quiet on the subject and ignores the accusations. He and his friends have regathered and formed a chartered adventuring company called the Blades of Kavos.Personality/Motivation: Brandor is calm, patient, and generally fearless. Brandor is still the leader of his childhood friends, they still look to him and he constantly feels responsible for them. Though he was found innocent of his accused crimes, the political dealings of the military kept his vindication secret to protect the reputation of a powerful family. This has made him somewhat distrustful of bureaucracy as a whole. Quote: "Good Day to you, Goodwife Bagguns; here is the rabbits I promised you. Thank you so much for fixing my cloak""I don't think those teeth are going to save you, reptile!"Powers/Tactics: He is a keen archer and a masterful hand to hand fighter. He can brawl with the best of them. He's trained in two weapon combat and has a tremendous empathy with most animals. Campaign Use: Skilled ranger. Able combatant. Appearance: Tall and lean with long, shaggy black hair and blue eyes. Brandor wears chainmail underneith explorers gear, he still wears his 5th Legion Uniform, but in tradition of those who've left service he has removed the patches from the shoulders. He wears them over his heart along with the medals and awards he earned during his service. Over this he wears a long cloak and a bandolier that holds potions, important notes, maps, and such. He wears his swords both on his left hip and his bow and arrows ar on his back, his cloak has a hole sewn in near his shoulders to let them through.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...