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Combat Information Page

Character Name: Talos Dragon

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [4]
17 DEX 10 21 17 12- OCV 6 DCV 6
20 CON 10 20 20 13-
15 BODY 10 10 15 12-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
20 PRE 10 10 20 13- PRE Attack: 4d6
12 COM 10 1 12 11-
             
             
8 PD 4 4 8   8 PD (0 rPD)
5 ED 4 1 5   5 ED (0 rED)
4 SPD 2.7 13 4   Phases: 3, 6, 9, 12
8 REC 8 0 8  
40 END 40 0 40  
35 STUN 35 0 35    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
4"/2"" Leaping 4 0 4" 95 Total Characteristics Points
attachment.php?s=&postid=114985
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 75
Disad Points: 75
Total Points: 150
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"
V. Leap (2") 2"
APPEARANCE
Hair Color:  Black
Eye Color:  Grey
Height:  6' 6"
Weight:  220 lbs
Description:

DEFENSES
Type Amount Notes
Physical Defense 8 Current BODY:
Res. Phys. Defense 0  
Energy Defense 5 Current END:
Res. Energy Defense 0  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels: +2 with HTH Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
7 Fist of the dragon: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2) 1
4 Dragon Sleep: Healing (Regeneration) 1d6 (max. Healed Points: 6), Reduced Endurance 0 END (+1/2), Persistent (+1/2) (20 Active Points); Extra Time 20 Minutes (-2 1/2), Self Only (-1/2), Concentration 0 DCV (-1/2)
Notes: No Healing Max (see FREd p. 120).
7 Death Blow: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD) (15 Active Points); OIF (-1/2), Only works with Swords (-1/2) 1
18 Total Powers Cost

SKILLS
Cost  Name
10 +2 with HTH Combat
3 Tactics 12-
4 WF: Common Melee Weapons, Common Missile Weapons
3 Breakfall 12-
3 KS: Dragons (INT-based) 12-
2 Survival (Mountain) 12-
3 KS: Flora Fauna (INT-based) 12-
3 Linguist
2
1) Language: Man (fluent conversation; literate) (3 Active Points)
2
2) Language: Dragon (fluent conversation; literate) (3 Active Points)
1
3) Language: Elf (basic conversation; literate) (2 Active Points)
1
4) Language: Dwarf (basic conversation; literate) (2 Active Points)
37 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
0 Normal Characteristic Maxima
15 Enraged: Dishonored, insulted (Uncommon), go 11-, recover 11-
10 Physical Limitation: Affected by whatever affects Dragons (Infrequently; Greatly Impairing)
15 Physical Limitation: Unfamiliar with human culture (Frequently; Greatly Impairing)
15 Psychological Limitation: Greedy, Self-Centered (Common; Strong)
10 Psychological Limitation: More confident around dragons than people (Common; Moderate)
10 Social Limitation: Prejudice against Dragons (Occasionally; Major)
75 Total Disadvantages Cost
Height: 6' 6" Hair: Black
Weight: 220 lbs Eyes: Grey
Appearance: 
Personality: Talos now travles. He sends treasure he can not spend home, He protects thoes that are hunted for no reason, When he comea across adragon. If it shares the same alignment as his 'mother' he will protect it. Trying to have the group he is in leave it alone, if not he would try to barter with it for some treasure to satisfy the group he is in.
Quote:
Background: An adventuring part went hunting for a Dragon/s cave. they came upon one. THe warrior of the group destroyed the egg. The group stole all the treasure they could carry. They lucked out on not facing a dragon.

 

The party left and when they were far away from the cave. The dragon returned with food for the soon to hatch egg.

 

The mother dragon discovered the destroyed egg and the scent of the human who killed her son.

 

The Dragon found and killed the adventuring party. She also discovered the warrior's home. In the guise of the warrior she went to his home. She was going to kill his son buth their was no child. But the wife was about to give birth. Instead of killing the wife and child the Dragon killed the wife and took the child for her own.

 

In the guise of a human woman, the Dragon raised the child. Using her blood, milk and magic she cared for, raised and taught the child. As he grew, she had masters train him in combat and skills.

 

The child of a Dragon slayer is now a protector of dragons (Of like alignment of the mother)

Powers/Tactics: Thanks to the care, training and dragon, blood, milk and magic he received growing up, Talos is bigger, stronger and tougher than a normal Human
Campaign Use: 
Character created with Hero Designer (version 1.47)
OK. How is this?
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Social Disadvatnage: Prejudice against Dragons (could face serious social conequences if discoeverd he was raised by a dragon, and since most humans hate dragons no mater what their alignment anyone who defends dragons is quickly going to be ostracised by humans).

 

Psych lim: More comfrotable around dragons than around people.

 

Phsyical limitation: Unfamiliar with human culture (and raised by a mother who scorned humans with the exception of himself).

 

If Literacy is the norm in your campaign, you might consider him being able to read only the dragon tounge and, whoile able to speak Common, unable to read or write it.

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Jocomoe

Combat Information Page

Character Name: Jocomoe

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [3]
21 DEX 10 36 21 13- OCV 7 DCV 7
14 CON 10 8 14 12-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
10 EGO 10 0 10 11- ECV: 3
15 PRE 10 5 15 12- PRE Attack: 3d6
16 COM 10 3 16 12-
             
             
7 PD 3 1 7   7 PD (3 rPD)
7 ED 3 1 7   7 ED (3 rED)
4 SPD 3.1 9 4   Phases: 3, 6, 9, 12
6 REC 6 0 6  
28 END 28 0 28  
25 STUN 25 0 25    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
3"/1 1/2"" Leaping 3 0 3" 71 Total Characteristics Points
attachment.php?s=&postid=115069
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 75
Disad Points: 75
Total Points: 150
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 8"
Weight:  185 lbs
Description:

DEFENSES
Type Amount Notes
Physical Defense 7 Current BODY:
Res. Phys. Defense 3  
Energy Defense 7 Current END:
Res. Energy Defense 3  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +2 with HTH Combat , +2 with Rapier
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
15 Fool's Luck: Luck 3d6
15 Total Powers Cost
PERKS
Cost  Name
3 Bard College: Contact, Organization Contact (+2) (3 Active Points) 8-
3 Total Perks Cost
TALENTS
Cost  Name
6 Just a scratch: Combat Luck (3 PD/3 ED)
3 Perfect Pitch
5 Eidetic Memory
14 Total Talents Cost

SKILLS
Cost  Name
Bard
3
1) Acting 12-
3
2) Conversation 12-
3
3) KS: Tales & Stories (INT-based) 12-
3
4) High Society 12-
1
5) Language: Literacy ()
3
6) Oratory 12-
3
7) Persuasion 12-
2
8) PS: Singing 11-
2
9) PS: Story teller 11-
Adventurer
10
1) +2 with HTH Combat
6
2) +2 with Rapier
3
3) Analyze: Combat 12-
3
4) Riding 13-
2
5) WF: Common Melee Weapons
47 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
0 Normal Characteristic Maxima
20 Accidental Change: Hear a snap Always (Uncommon)
Notes: This is more a change of personality than a muti-form thing. Thanks to a run in with a witch. One personality is the the eternal entertainer (in combat he is all DCV). the other is a skilled fighter (Skills in OCV)
15 Hunted: Thoes he saturized in his songs and stories 8- (Mo Pow; Mildly Punish; Easy to find)
10 Psychological Limitation: Wander-Lust (Common; Moderate)
15 Psychological Limitation: Curious (Very Common; Moderate)
10 Reputation: Jester, Fool, Entertainer 11-
5 Rivalry: Professional (Other Entertainers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
75 Total Disadvantages Cost
Height: 5' 8" Hair: Brown
Weight: 185 lbs Eyes: Brown
Appearance: 
Personality: Jocomoe is a wanderer. He takes what life hrows at him and has fun
Quote:Jocomoe. King of Jesters and jester to the King
Background: Your majesty I have a confession my secret I must now betray

I was not a born fool it took work to get this way

When I was a lad I was gloomy and sad

And I was from the day I was born

When other lads giggled and gurgled and wiggled

I proudly was loudly forlorn

My friends and my family looked at me clammily

Thought there was something amiss

When others found various antics hilarious

All I could manage was this –hoo hoo

Or this – hoo waahhh

My father he shouted he needs to be clouted

His teeth on a wreath I’ll hand him

My mother she cried as she rushed to my side

You’re a brute and you don’t understand him

So they send for a witch with a terrible twitch

To ask how my future impressed her

She took one look at me and cried hehehehehe, he?

What else could he be but a jester?

A jester a jester, a funny idea a jester

No butcher no baker no candlestick maker

And me with the look of a fine undertaker

Impressed her as a jester?

Now where could I learn any comical turn

That was not in a book on the shelf

No teacher to take me and mold me and make me

A merryman fool or an elf

But I’m proud to recall that in no time at all

With no other recourses but my own resources

With firm application and determination

I made a fool of myself!

I bought a little gun and I learned to shoot

I bought a little a horn and I learned to toot

Now I can shoot and toot ain’t that cute?

I started to travel to try to unravel

My mind and to find a new chance

When I got to Spain it was suddenly plain

That the field that appealed was the dance

The Spanish were clannish but I wouldn’t vanish

I learned every step they had planned

The first step of all isn’t hard to recall

Cause the first step of all is to stand

And stand

And stand, and stand, and stand, and stand, and

They sometimes stand this way for days

Then they get very mad at the floor and start to stomp on it

After all of my practice the terrible fact is

I made a fool of myself

I sadly decided that dancing as I did

To sing was a thing that was sure

I found me a teacher a crotchety creature

Who used to sing coloratura

She twisted my chin pushed my diaphragm in

With a poker she vocalized me

When she said it was best that I threw out my chest

You may gather that rather surprised me

I was on solid ground till I suddenly found

That in Venice I was to appear

The gala locale was a choppy canal

And me, a high sea gondolier

I nervously perched as the gondola lurched

Before the King’s palazzo

As I started my song my voice it was strong

But my stomach I fear was not so

Oh solo mio, ooohhhhhhhh

Oh solo mio, ooohhhhhhhh

When I fell overboard how his majesty roared

And before a siesta he made me his jester

And I found out soon that to be a buffoon

Was a serious thing as a rule

For a jester’s chief employment

Is to kill himself for your enjoyment

And a jester unemployed is nobody’s fool

Powers/Tactics: 
Campaign Use: 
Character created with Hero Designer (version 1.47)
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King of jesters, jester of Kings

 

You probably remember that the character Danny Kaye played in The Court Jester was not the real Jacomo. The real one used his jestering as a cover for his true business -- assassination. Giving much cause for comedic misunderstanding in what has to be one of the two or three funniest fantasy films ever made.

 

Remember -- the chalice from the palace has the pellet that is poison, the vessel with the pestle holds the brew that is true!:D

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Need some help with some disads (I seem to have a bit of trouble with Fantasy character disads.)

Combat Information Page

Character Name: Kole

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [3]
18 DEX 10 24 18 13- OCV 6 DCV 6
17 CON 10 14 17 12-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
10 COM 10 0 10 11-
             
             
5 PD 3 2 5   5 PD (0 rPD)
3 ED 3 0 3   3 ED (0 rED)
4 SPD 2.8 12 4   Phases: 3, 6, 9, 12
8 REC 6 4 8  
35 END 34 1 35  
30 STUN 27 3 30    
8" Running 6 4 8"    
2" Swimming 2 0 2"    
4"/2"" Leaping 4 0 4" 79 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 0
Spent: 20
Unspent: 0
Base Points: 75
Disad Points: 55
Total Points: 150
MOVEMENT
Type Total
Run (6) 8" [16" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"
V. Leap (2") 2"
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 6"
Weight:  220 lbs
Description:

MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block
4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
2 Weapon Element: Blades, Off Hand
30 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 5 Current BODY:
Res. Phys. Defense 0  
Energy Defense 3 Current END:
Res. Energy Defense 0  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels: +4 with Swords
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Counterstrike 1/2 +2 +2 STR +2d6 Strike, Must Follow Block
Weapon Bind 1/2 +1 +0 Bind, +10 STR
Martial Disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll
Takedown 1/2 +1 +1 STR Strike; Target Falls
Martial Block 1/2 +2 +2 Block, Abort
Offensive Strike 1/2 -2 +1 STR +4d6 Strike
Martial Strike 1/2 +0 +2 STR +2d6 Strike
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

TALENTS
Cost  Name
4 Lightning Reflexes: +4 DEX to act first with Single Action (Offensive Strike)
4 Total Talents Cost

SKILLS
Cost  Name
5 Analyze: Combat 13-
12 +4 with Swords
3 Fast Draw 13-
3 Breakfall 13-
2 WF: Common Melee Weapons
4 PS: Blacksmith (STR-based) 13-
1 Weapon Smith (Swords and Daggers) 13-
3 KS: Swordsmithing (INT-based) 12-
4 KS: Sword Fighters (INT-based) 13-
37 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
0 Normal Characteristic Maxima
10 Hunted: City Miltina 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
Notes: All adventurers and sell-swords are watched to make sure no newcomers are causing trouble (above and beyond that caused by the locals)
15 Psychological Limitation: Always looking for new smithing/fighting styles (Common; Strong)
15 Psychological Limitation: Duelist code (Common; Strong)
10 Reputation: Up and coming duelist and fine swordsmith 11-
5 Rivalry: Professional (Other swordsmen), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
55 Total Disadvantages Cost
Height: 6' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: 
Personality: 
Quote:
Background: Kole is the son of a son of a... Well as far as Kole knows his family has always been blacksmiths/weapon smiths.

 

Kole would have followed in his father's footstepes except for a few things. He wanted to be as skilled in the use of swords as he was in making them (Thanks to tales from bards and stories from adventuters). He beat a lord's son in mock combat and the family had to eat crow and make some offerings to not have the ir reputation tarnished (This did not make his father happy). He saw the skills of crafts men and duelists from other lads in his trade travles and wanted to be just like them.

 

When Kole had the time, oportunity and a nest-egg to safely live on. He made his own way in life. Using his travles to learn more about the art of making and using swords.

Powers/Tactics: 
Campaign Use: 
Character created with Hero Designer (version 1.47)
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Need some help with some disads (I seem to have a bit of trouble with Fantasy character disads.)

Combat Information Page

Character Name: Kole

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [3]
18 DEX 10 24 18 13- OCV 6 DCV 6
17 CON 10 14 17 12-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
10 COM 10 0 10 11-
             
             
5 PD 3 2 5   5 PD (0 rPD)
3 ED 3 0 3   3 ED (0 rED)
4 SPD 2.8 12 4   Phases: 3, 6, 9, 12
8 REC 6 4 8  
35 END 34 1 35  
30 STUN 27 3 30    
8" Running 6 4 8"    
2" Swimming 2 0 2"    
4"/2"" Leaping 4 0 4" 79 Total Characteristics Points
attachment.php?s=&postid=116204
EXPERIENCE POINTS
Total earned: 0
Spent: 20
Unspent: 0
Base Points: 75
Disad Points: 55
Total Points: 150
MOVEMENT
Type Total
Run (6) 8" [16" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"
V. Leap (2") 2"
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 6"
Weight:  220 lbs
Description:

MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, STR +2d6 Strike, Must Follow Block
4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; +10 STR to Disarm roll
3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, STR +2d6 Strike
2 Weapon Element: Blades, Off Hand
30 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 5 Current BODY:
Res. Phys. Defense 0  
Energy Defense 3 Current END:
Res. Energy Defense 0  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels: +4 with Swords
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Counterstrike 1/2 +2 +2 STR +2d6 Strike, Must Follow Block
Weapon Bind 1/2 +1 +0 Bind, +10 STR
Martial Disarm 1/2 -1 +1 Disarm; +10 STR to Disarm roll
Takedown 1/2 +1 +1 STR Strike; Target Falls
Martial Block 1/2 +2 +2 Block, Abort
Offensive Strike 1/2 -2 +1 STR +4d6 Strike
Martial Strike 1/2 +0 +2 STR +2d6 Strike
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

TALENTS
Cost  Name
4 Lightning Reflexes: +4 DEX to act first with Single Action (Offensive Strike)
4 Total Talents Cost

SKILLS
Cost  Name
5 Analyze: Combat 13-
12 +4 with Swords
3 Fast Draw 13-
3 Breakfall 13-
2 WF: Common Melee Weapons
4 PS: Blacksmith (STR-based) 13-
1 Weapon Smith (Swords and Daggers) 13-
3 KS: Swordsmithing (INT-based) 12-
4 KS: Sword Fighters (INT-based) 13-
37 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
0 Normal Characteristic Maxima
10 Hunted: City Miltina 8- (Mo Pow; Watching; Extensive Non-Combat Influence)
Notes: All adventurers and sell-swords are watched to make sure no newcomers are causing trouble (above and beyond that caused by the locals)
15 Psychological Limitation: Always looking for new smithing/fighting styles (Common; Strong)
15 Psychological Limitation: Duelist code (Common; Strong)
10 Reputation: Up and coming duelist and fine swordsmith 11-
5 Rivalry: Professional (Other swordsmen), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
55 Total Disadvantages Cost
Height: 6' 6" Hair: Brown
Weight: 220 lbs Eyes: Brown
Appearance: 
Personality: 
Quote:
Background: Kole is the son of a son of a... Well as far as Kole knows his family has always been blacksmiths/weapon smiths.

 

Kole would have followed in his father's footstepes except for a few things. He wanted to be as skilled in the use of swords as he was in making them (Thanks to tales from bards and stories from adventuters). He beat a lord's son in mock combat and the family had to eat crow and make some offerings to not have the ir reputation tarnished (This did not make his father happy). He saw the skills of crafts men and duelists from other lads in his trade travles and wanted to be just like them.

 

When Kole had the time, oportunity and a nest-egg to safely live on. He made his own way in life. Using his travles to learn more about the art of making and using swords.

Powers/Tactics: 
Campaign Use: 
Character created with Hero Designer (version 1.47)
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My S.O. ala FH

 

Red Claw

 

Player:

 

Val Char Cost
15 STR 3
15 DEX 12
16 CON 12
11 BODY 2
13 INT 3
11 EGO 2
29 PRE 4
12 COM 1
5/7 PD 2
3/5 ED 0
2 SPD 0
6 REC 0
36 END 2
41 STUN 14
7" RUN02" SWIM04 1/2" LEAP0Characteristics Cost: 57

 

Cost Power END
2 +2 STR 1
3 +1 DEX
2 +1" Running (7" total) 1
1 Leaping +1" (4 1/2" forward, 2" upward) 1
5 Nightvision
2 Howler Senses: Enhanced Perception (+1 to PER Rolls for Smell/Taste Group)
10 Fangs: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) 1
8 Claws: Killing Attack - Hand-To-Hand 0 1/2d6 (plus STR) (vs. PD) (10 Active Points); Reduced Penetration (-1/4) 1
10 Claming Influence: Mind Control 6d6 (30 Active Points); Eye Contact Required (-1/2), Limited Class Of Minds Aminals only (-1/2), Set Effect: Pacification (-1/2), IAF (Focus: Bloodstone Amulet; -1/2) 3
10 Penetrating Call : +15 PRE (15 Active Points); Only for PRE Attacks when Howlin' (-1/2)
Powers Cost: 53

 

 

Cost Skill
3 Riding 12-
3 Climbing 12-
4 KS: Monsters 13-
5 Faith 12-
8 Animal Handler (Birds, Canines, Equines, Felines, Insects & Anthropods, Other: Rodents, Raptors) 15-
4 AK: Sacred Alley or Building 13-
2 KS: Doctrine 11-
4 KS: Flora and Fauna 13-
2 KS: Herbalism 11-
3 Oratory 15-
3 Persuasion 15-
2 PS: Druid 11-
2 Survival (Urban) 12-
2 WF: Common Melee Weapons
3 Climbing 12-
3 Conversation 15-
3 Deduction 12-
3 Healing 12-
2 Language: Boredaan (fluent conversation)
0 Language: Howler (idiomatic; Native)
3 Tracking 12-
3 Trading 15-
3 AK: Jer Esh 12-
2 KS: Beasts 11-
3 Stealth 12-
2 Survival (Choose One) 12-
3 Tracking 12-
4 WF: Common Melee Weapons, Common Missile Weapons
Skills Cost: 92

 

 

 

Cost Equipment END
20 Axe, Francisca: Killing Attack - Hand-To-Hand 1 1/2d6 (plus STR) (vs. PD) (One Precursor Gem Slot), Reduced Endurance 0 END (+1/2), Ranged (+1/2) (54 Active Points); OAF (-1), STR Minimum 12 (-1/2), Real Weapon (-1/4) [Notes: Can Be Thrown]
2 Bangle: Armor (2 PD/2 ED) (1 Precursor Gem Slot) (8 Active Points); Independent (-2), OIF (Bangle; -1/2), Real Armor (-1/4)
4 In Hoc Spe Vivo: Healing 3d6 (max. Healed Points: 18) (30 Active Points); 8 Charges which Never Recover (-2 1/2), Independent (-2), OAF (-1), Must be Attached to Another Focus (-1/2)
3 Trinity: Adds to one attack of Attached Focus, Affects Desolidified Spirit Undead (+1/2) (12 Active Points); Independent (-2), OAF (Gem; -1), Must be Attached to Another Focus (-1/2) 1
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 202

 

Val Disadvantages
0 Normal Characteristic Maxima
10 Bitch Powers Activate!: Any Given Moment (Uncommon), go 11-, recover 14-
5 Distinctive Features: Red-furred Howler (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Bounty Hunter Gagarian Vess 11- (As Pow; Harshly Punish)
15 Psychological Limitation: Lover's Distraction (Common; Strong)
10 Psychological Limitation: Distrustful of Reptile Races (Uncommon; Strong)
10 Reputation: A Rather Peculiar Person, Indeed 11-
10 Social Limitation: Barbarian (Frequently; Major; Not Limiting In Some Cultures)

Disadvantage Points: 75

 

Base Points: 75

Experience Required: 52

Total Experience Available: 77

Experience Unspent: 25

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HERE IS MY FIRST MAGE.Let me know what you think. Thank you (sorry forgot your name) for the magic system idea.Are the chosen spells a good first choice (Besides Guilty Pleasure)

Combat Information Page

Character Name: Jarred

Alternate Identities:

Player Name:

attachment.php?s=&postid=101723
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [2]
14 DEX 10 12 14 12- OCV 5 DCV 5
15 CON 10 10 15 12-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
10 EGO 10 0 10 11- ECV: 3
15 PRE 10 5 15 12- PRE Attack: 3d6
10 COM 10 0 10 11-
             
             
2 PD 2 0 2/14   2/14 PD (0/12 rPD)
3 ED 3 0 3/15   3/15 ED (0/12 rED)
3 SPD 2.4 6 3   Phases: 4, 8, 12
5 REC 5 0 5  
30 END 30 0 30  
23 STUN 23 0 23    
6" Running 6 0 6"    
2" Swimming 2 0 2"    
2"/1"" Leaping 2 0 2" 41 Total Characteristics Points
attachment.php?s=&postid=120281
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 75
Disad Points: 75
Total Points: 150
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  6' 0"
Weight:  200 lbs
Description:

DEFENSES
Type Amount Notes
Physical Defense 2/14 Current BODY:
Res. Phys. Defense 0/12  
Energy Defense 3/15 Current END:
Res. Energy Defense 0/12  
Mental Defense 7 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +4 with Magic Spells
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
13 Cantrips: Variable Power Pool (Magic Pool), 10 base + 3 control cost, Requires A Skill Roll (No Active Point penalty to Skill Roll +0) (15 Active Points); Gestures (-1/4), Incantations (-1/4)
Notes: Jarred can use in knowledge of the arcane to create many minor magical feats
0 Arcane Spells: Multipower, 100-point reserve, Arcane, all slots: Requires A Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)
4u
1) Arcane Bolt: Killing Attack - Ranged 4d6 (vs. ED), +1 STUN Multiplier (+1/4) (75 Active Points)
Notes: This is a bolt of pure arcane power
7
4u
2) Arcane Cage: Killing Attack - Ranged 2d6 (vs. ED), Area Of Effect (One Hex; +1/2), Reduced Endurance 0 END (+1/2), Continuous (+1) (90 Active Points); Only vs targets entering or leaving the cage (-1/2)
Notes: This is an elaborate cage made up of arcane energy
5u
3) Arcane Scream: Ego Attack 5d6, Area Of Effect (11" Cone; +1) (100 Active Points)
Notes: With Jarred's knowledge of the discipline of the mind and how arcane energy affects the human body, This spell sends out a mental shout that hurts sentient beings.
10
3u
4) Dismiss arcane: Dispel Magic 20d6 (60 Active Points)
Notes: This spell removes the energy that makes up magic, He can dismiss spells but not the effect (A fire blast still leaves a burn)
6
1u
5) Arcane Armor: Force Field (12 PD/12 ED) (24 Active Points)
Notes: Spell surrounds caster in magical protection
2
1u
6) Arcane vision: Clairsentience (Sight Group) (20 Active Points); OIF (Any reflective surface of opportunity; -1/2)
Notes: Spell allows caster to view far away locations from any reflective surface.
2
1u
7) Arcane Landscape: Sight Group Images, +/-4 to PER Roll, Increases Size (2" radius; +1/4) (27 Active Points)
Notes: This spell infuses and manipulates arcane enrgy in an area to produce realistic visual illusions
3
3u
8) Arcane healing: Healing 6d6 (max. Healed Points: 36) (60 Active Points); Does Not Work On Magical attacks (-1/4)
Notes: This spell infuses a body with arcane energy that greatly speeds up the healing proccess. It does not work against magical injuries
6
1u
9) Dream Warrior: Multiform (150 Character Points in the most expensive form) (30 Active Points); Costs END Only To Change (-1/2), Items don't change (-1/4)
Notes: Being the studious bookworm that he is, Jarred has developed a spell that would infuse him with arcane energy, bringing out the warrior he wishes/daydreams he can be.
3
1u
10) Guilty Pleasure: Summon 75-point Female companion from Arcane realm of dreams, Amicable Slavishly Devoted (+1) (30 Active Points)
Notes: This spell allows Jarred to actually conjure up the girl of his dreams.
3
5 Force of mind: +5 Mental Defense (7 points total)
18 Mage Sight: Detect A Single Thing 13-, Analyze, Discriminatory, Range
60 Total Powers Cost

SKILLS
Cost  Name
1 Literacy
2 Language: Arcane (basic conversation; literate)
3 Riding 12-
13 Spellcasting (INT-based) 18-
12 +4 with Magic Spells
3 Spellcrafting: Inventor 13-
2 PS: Researcher 11-
2 PS: Librarian 11-
3 Arcane Scholar
1
1) KS: Arcane Knowledge (2 Active Points) 11-
1
2) KS: Discipline of the mind (2 Active Points) 11-
1
3) KS: Illusions (2 Active Points) 11-
1
4) KS: How arcane energies can affect the human (humanoid) body (2 Active Points) 11-
1
5) KS: How arcane energies can affect the environment (2 Active Points) 11-
1
6) KS: Arcane devices (2 Active Points) 11-
1
7) KS: Arcane Creatures (2 Active Points) 11-
1
8) KS: Arcane community (2 Active Points) 11-
49 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
0 Normal Characteristic Maxima
5 Distinctive Features: Wizard (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
15 Hunted: Wizarding community/council 8- (Mo Pow; Watching; PC has a Public ID or is otherwise very easy to find; Extensive Non-Combat Influence)
20 Psychological Limitation: Ravenouse learner of arcane magic (Very Common; Strong)
20 Psychological Limitation: Hatred.Dislike of thoes who would use the gift of magic for evil/harmful puposes (Very Common; Strong)
10 Social Limitation: Socially Inept (Occasionally; Major)
5 Rivalry: Professional (Arcane Knowledge seekers), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
75 Total Disadvantages Cost
Height: 6' 0" Hair: Brown
Weight: 200 lbs Eyes: Brown
Appearance: 
Personality: Jarred has a hunger for new knowledge of the arcane. He has spent almost his entire life in a library that he wants to learn and use magic in actual real life situations.

 

Quote:"Mind if I read that when you are done?"
Background: Jarred was apprentice to the librarian of the academy arcane. Jarred was also a gifted youth. He could not only read. He has taught himself the arcane language, both spoken and written.

 

While those who used the library went over spells and journals of past wizards, Jarred has read thoes and the older books on the theories and aplications of the arcane energies used to create these spells.

 

This has not gone un-noticed and a wizard of the academy took Jarred under his wing to see if he had the gift for magic, and if he did to see how far he can take this boy with no wizards in his family.

 

Jarred took to this learning like a fish to water and soon went from apprentice librarian to apprentice wizard, to journeyman.

 

Like all journeymen wizards he had the choice of going out into the world to learn from his travles or to be cloistered at the academy and master what the academ and library have to offer.

 

Jarred took is few possesions and headed out into the world.

Powers/Tactics: Jarred is a wizard of growing skill and with his travles he hope good experience.

Jarred has learned and developed some spells that he felt would be a good start for his travles and hopes for gaining more knowledge.

Campaign Use: 
Character created with Hero Designer (version 1.47)
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Here's a character concept that I was playing with, haven't the time to write it up.

 

Halfing Traveller

 

Minor Spells:

Travel Light: 20 STR, 0 END Persistent, Only to make backpack and it's contents effectively weightless, Spell lasts about a day

 

Firelight 1 hex Image of a flying pixie made out of fire, +6 PER, 0 END Persistent (Note: Originally designed as a fancy reading light, it can be used to annoy or distract other people)

 

Cooking Magic: Major Transform, Create any Food from Nothing, +3 to Cooking skill (Note: Food quality is based on Cooking skill)

 

Enchant Walking Stick: 0 END on Running, Environment Movement: Slippery Surfaces

 

Quick Sketch: PS: Artist INT+3, Only to quickly sketch what is currently being seen.

 

Background: They said that the old wizard would never again train anybody in the ways of magic. He was stubborn that way. But the wizard was too old to train anybody, he could barely get out of bed. "I never taught you any useful spells", the wizard sighed. "Oh, I've seen many spells that can blast, cut and burn... Bother the whole lot of them. I rather like these spells better."

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Those arent characters...

_this_ is a character! (j/k)

 

PS I havent gotten my Gm's permission to post this so Hands Off on swiping stuff okies?

 

 

Name: Dyson Tarn Race: Tannish Class: Druid

 

Value Char Max Stat based rolls

13 STR 20 12- Str roll

18 DEX 20 13- Dex roll

15 CON 20 12- Con roll

13 BODY 20 12- Bod roll

18 INT 20 13- Int roll/Per Roll

14 EGO 20 12- Ego roll

18 PRE 20 13- Pre roll

14 COM 20 12- Com roll

4 PD 8

3 ED 8

3 MD 8

3 SPD 4

10 REC 10

30 END 50

28 STUN 50

6" Run 10"

1" Leap

2" Swim

 

Age: 27 Hair: Dark Brown Cp: 15-mods=6

Ht: 6’1†Eyes: Hazel

Sex: M

Wt: 240 Complexion: Dusky skinned

 

Physical Description: a Large bearded man Dyson is as friendly and nice as he is big. His dark brown hair lends shades of red to to his beard in the proper light. With a sudden change in events Dysons countenace can go from merry to a deadly scowl. He has been phisically scarred in the past but that appears to be healed as completley as if it never happened.

 

Combat Stats

 

Armor: DEF Areas Weight

Heavy Cloth Vestments 1 7-9,15-18 (1.56?)

Studded Leather Vest 3 10-13 3.24

Bug Plate Skirt 8 14 (?)

 

 

Weapons: STR OCV STUN x Weight Damage Notes

Bastard Sword 13 +1 0 2.0 2d6-1 OCV bonus is an Overall Skill level, 1½H, M Size

Hvy Bow 13 0 0 1.5 1 1/2 d6 60â€, usable while mounted,

Normal arrows damage

Skinsplitters - - - - +2 Arrows, bonus to bow damage when used.

 

6 OCV Combat Skill(s)/Levels:

5 DCV (includes -1 modifier for armor weight)

5 ECV

 

Skill Listings

 

Skill: Roll Skill: Roll

Language: Tannish 4 Language: Lhendai 2

Language: Borderspeech 2 Language: Solidish 2

Concealment 8- PS: Woodworker 11-

Conversation 11- PS: Instructor 11-

Deduction 8- PS: Druid* 13-

Climbing 8- Streetwise 8-

AK: RockHold &Vicinity 11- AK: Borderlands 11-

Healing* 13- Magic, Arcane* 13-

Magic, Spirit* 13- KS: Tannish History* 13-

Magical Research* 13- KS: Druidical Culture* 13-

Riding 13- KS: Spirit Magic* 13-

Stealth 13- KS: Medicinal Herbs* 13-

Trading 13- KS: RockHold History* 13-

Survival: DarkTooth Mtns 13- KS: Woodworking 11-

Teamwork 13- KS: Alliance Lands 11-

Analyze: Spirit Magic 13- Skill Level(3): +1 to Magic Skills N/A

WF: Melee Weapons N/A Skill Level(5): +1 to Druid Skills* N/A

WF: Mounted Combat N/A Skill Enhancer::Scholar N/A

WF:Missile Weapons N/A Skill Enhancer: Druid N/A

Contact: Druid Council^ 8- Reputation Druid and Healer^ +1

+1 to Channeling Skill^ N/A KS: Rockhold Town Concil^ 11-

KS: Druidical Council^ 11-

 

Other Skills/abilities he has done enough to learn/use:KS: Religion of the Lunar Cult, KS :Undead, PS: Student and quite probably a few others. Most likely he can raise any one of his skills up to a stat based skill except Deduction(Campaign feature).

 

Spell-Casting Abilities: Roll Description/Notes

Battle Armor N/A 1 turn casting time (See Below)

Spirit Sight N/A Detect Spirits, at range

Spirit Tongue N/A Mind Link, any willing (+5), only w/ spirits (- 1/2)

Shamus Spiritspeaker N/A VPP: 24 pts 100 year old druid spirit

Shamus Channeling Skill 13- to change Shamus VPP in combat

Control Cost: Shamus N/A Gestures (- ¼). Incantations (- ¼), RSR: Magic. Spirit (-1/2)

Begun but uncompleted Spell casting abilities:

Battle Blast: Unlearned, no points paid for and the wand is only half way completed. The Mithril head is formed and awaiting attachment at the cabin. Though the wand was ready by the harvest festival.

 

Dyson is looking for an Arcane enlargement spell to enable him to use his bow in order to not rely upon Shamus for such a task.

 

 

 

 

Cost

Psych Lim: Free- Spirited (common, moderate) -10

Psych Lim: Must aid spirits -10

Psych Lim: Loves food and drink (common, moderate) -10

Psy Lim: Irrational (quick to develop minor Rivalries) -0-

Reputation: Druid and scholar,

(-2 on all social interaction rolls with those who believe

the worst about Druids) -10

Monitored by Druids (More Powerful, NCI, 8-) -10

Obligation: to Josiah Strait

- Druidical teacher of arcane magic who aided me -5

Deep, Dark Secret: Shamus is not what he appears to be -5

Distinctive Features: Tall and heavyset

-(concealable with major effort) -10

Hunted by Alliance- (Mo Pow, ?, ?) Dyson has been

convicted of at least three crimes in the Alliance lands.

He has also "murdered" more than two Alliance Soldiers,

directly slew an Alliance Mage as well as having led the

forces that "defeated" the minor (3000) Zombie Army

(post campaign start so of no "benefit") -0-

Obligation: Exclusive material supplier for Grimslades Blades

this "obligation" enables me to sell whatever new armor

and weaponry materials I come up with/find/discover to

only Grimslades. They offer me 5 gold per pound for

armor materials. -0-

 

 

 

 

Equipment and Locations of Such:

His Bastard Sword of Questions is slung over his back along with the heavy bow. These are on either side of his backpack which has his blanket rolled neatly on top, 1 weeks rations, two wands (one from the Druidical grove and another from a tree in front of Bob's house, two Skrull bones, a healers satchel with 18 charges and a selection of teas for finding certain people/magical items.

In addition to his Armor listed above he wears a heavy leathor belt with a purse inside of it containing 2 healing charges and three locks of Fiona's Hair, and at the hip is his quiver of arrows (containing a mix of skin splitters and normal arrows).

His right hand has a Silver ring. He is shod in some warm wool lined boots that mysteriously enough have bits of wood shaving imbedded in them from some of his "woodworking projects".

His ordinary looking trews have two pockets the right one containing 4 healing charges, a bit of elk fur and a bit of bear fur. The left pocket has 2 silverpieces, four Roswall pebbles and three Coraine stones.

His second purse on a 10 ft thong braided and looped about his neck now has seven copper pieces (after paying off the mercenaries).

 

His saddlebags usually have two quivers of Skinsplitters and one quiver of normal arrows, in addition to a weeks worth of Rations and a weeks worth of grain for the horse. In addition he has a box of flint and tinder, 3 sets of warm clothing, a waterproofed cloak, a lantern 1 flask of oil, 50 ft of rope, a spare set of boots, the Spell book and journal as well as writing tools in a waterproof case.

 

The Cabin he sort-of shares with Katryn and Fiona currently houses 80 Skinsplitter Arrowheads, 12 Skrull bones, more patches of animal skin/fur/hair. Several minor stones in paper twists that have names of places on them or odd notations(like "near good Sweet Annes Lace" or "near Bugshell").

 

Currently Grimslades is working on a special project of his: A Giants Bow. This 14 foot monstrosity is a Bow Dyson accquired during the Giants War. Dyson has the Bow he just needs the bowstring as well as a few dozen arrows. (5d6 RKA, 625" max range) (as well as the size to use it)

 

The Druid Wand: Currently, Dyson posesses no such tool or the equivalent (the "wands" listed in his equipment lists are for finding places not working magic). However he is more than halfway through preparing a wand for the battle blast spell. It is not a "dragon" (a wand made from a branch that has had a vine curling around it forming it into the twisted shape) but it will have symbols of power carved upon it , the Mithril was the "profit" of an adventure, and will be quite capable of focusing power.

Wands in general are most frequently ascribed the power of transformation but can be used for almost any purpose. They are most often used to focus intent, and direct any power desired. They should not be touched by anyone else and are a very personal item. Games mechanics wise I would nominate almost any power for using the Wand as an OAF, the exceptions being those magics allready tied in with another item on the list. Magics especially associated with the wand would be transformations, anything that needs a better directional focus, and internal powers that need to be brought out of the weilder.

 

The Druid Rod: Currently, Dyson posesses no such tool(s) or the equivalent. They are always a precise length and are used in pairs for precise measurements. Quite possibly this with the Druid Cord was one of the greater aids Dyson provided to the building of Fionas house (precise measurements and planning) Possibly in a pinch Dyson could use his Bastard sword to precisely measure things with his scabbard as a rough second to aid in precision. I dont know what would precisely be used game mechanics-wise, probably an OAF for certain detects, especially measurements/distances?

 

The Druid Cord: Currently, Dyson technically posesses no such tool or the equivalent on his character sheet. However, in Druid society it is given to a Druid after he graduated from his training and was initiated. Supposedly this was the exact height of the druid and was made of a flexible, non-elastic, cord/rope/string with twelve evenly spaced knots. By taking the cord and making a triangle consisting of three sides with: three, four and five knots you have easily made a perfect right angle (part of the Pythagoream throrem [aa+bb=cc]) This, in combination with the Druid Rods enables a person to build a staight building of even sides with no more tools than can be easily carried by a single person(of course you would still need the actual building materials...). I dont know what would be best used game mechanics-wise, probably an OAF for certain detects, especially measurements?

 

Dysons Silver Ring is a focus for a mental meditaion. Dyson simply stares or rubs the ring until all other things and concerns melt away allowing him to focus upon the true concern of the moment. This item should be used to increase concentration, focus the will and ignore distractions. Games mechanics wise I would nominate it as an IIF for Skill levels of all sorts possibly with the Extra Time limitation and Concentration 1/2 or 0DCV(not that these limitations need to be taken, perhaps Shamus is taking the extra time and the concentration penalties?). Primarily it could be associated with concentration and centering (healing through reduction of recovery time?).

 

The Druid Sickle: Currently, Dyson technically posesses no such tool but I would nominate his Broadsword of Questions as the equivalent. Typically, the tool repersents the contribution of the Druid to the harvest, in modern days the tool is generally used symbolically to repersent what it would have been used for as well as blessings. Of course it could repersent Dysons "Harvesting of Souls" for the Rockhold Community :). Typically, I would associate this as an OAF with the magics of battle, his preferrred weapon of battle over his bow(s) (though he fills the archer role decently) and when he is not using his wand. This is the link to the attack spells he has specifically dedicated to "in use and conjunction with a weapon".

 

The Druid Mantle or Cloak, Dyson has one allready: this is used in druid magic for illusions, specifically to conceal what Dyson is doing. Thus I would suggest the cloak as an IAF, OIF, or IIF for all illusions, with non-mental illusions being with the hood down and mental illusions being with the hood up. Also this would be good for invisibility, darkness, invisible power effects and some telekinisis as well as some combat powers that involve indirect.

 

The Druid Robes: Dysons armor is the equivalent, primarily composed of cloth vestments with leathor armor for the really vulnerable/often struck spots. The Druid robes are intended to protect the wearer from harm of any kind. Thusly personal defense spells like Armor, Force Fields, Combat Luck and the like should be the order of this OIF or IIF item.

 

I have thought over all of your questions about "What does 'x' have to do with Shamus?" I think the the real question should be "What does 'x' have to do with Druid Magic?" since we are both presumably Druids.

 

 

 

 

Dyson Tarn’s Background

 

Father: Kallan Tarn, a woodworker. Lives outside Rockhold in a dilapidated cottage. At 53 years of age, he still mourns the loss of his wife causing occasional bouts of depression. Dyson has not seen him in over 8 years. Perhaps it is time for a visit. Though Dyson will not be looking forward to the encounter unless his father has changed in that time. perhaps his father will appreciate Shamus more than himself since Shamus does a great deal of work for Dyson.

 

Mother: Jen Tarn (maiden name: MacDolan), a well educated midwife. Died from scarlet fever when Dyson was 7 years old.

 

Siblings: None, only child. His mother felt fullfilled by her work as a midwife and her only child, Dyson.

 

Story: Dyson grew up around RockHold, keeping mostly to himself. Rather than seek the company of others outside his family, he immersed himself in the written word and the verbal knowledge passed to him from his mother, her patients, and the occasional travelling story teller. He read all he could (not much) and payed close attention to the stories of the people his mother would visit. All in all, Dyson got along better with his pets and “Ash†(an itinerant Elf who was acquainted with his mother somehow) than any of the other children. The only attention Dyson normally got from other children were taunts and jeers about his weight. It was Ash who suggested to Dyson the possibility of becoming a Druid. He had noticed Dyson’s difficulty in gaining the acceptance of his peers and his seemingly natural kinship with the animal world and scholarly propensities. It seemed a natural fit to Ash and intrigued Dyson despite his father’s protests that Druid were meddlers and schemers who’d never done a lick of honest work in their lives.

 

Dyson has since then gone on to complete his Druidical training. He has performed several "missions" at the suggestion of the Druidical Council. The first mission he went on was to accquire a supply of Sweet Annes Lace for the making of compact healing herbal caches. His second "mission" also with Katryn, Fiona, and Grry was to recover some magical items as "payment" for recovering the Sweet Annes Lace. Before he began there was no mention that they were being held mostly by people in the Alliance lands! Unfortunately Dyson and Grry were separated from Katryn and Fiona and then captured after leading the opposition on a three day chase across the Alliance lands. They were taken to one of the border towns and had their tounges cut out and their thumbs cut off as well as being branded on both cheeks. From there they were being transported to Gul Vola (a millitary base of the Alliance) when in a daring daylight raid they were freed by Katryn, Fiona, and six others sent by some mysterious patron. This is when Dyson felt that he truly owed his saviors his life. Among those Aiding Katryn and Fiona were: Golind Erich' Tol an Arroman Axe Mistress, Asheel an Itinerant Circus Performer, Tobise a Shuchaw Bear Warrior, a Long Knife Fighter, as well as two others lost to the tides of time and memory. Dyson has since then been healed though Grry refused healing for the branding he suffered.

 

From there he has aided the people of Rockhold on a few occasions including investigating the Giants War, checking out a mine for signs of Skrull, Hunting a friends enemy(Grry's Tiger), recovering some bug armor plating, and more. His most recent incident shortly after spending some time teaching at the Druidical College was to investigate certain mysterious precognitive events in the Borderlands at the request of the Druid Council. After investigating the Council's concerns they returned to Coraine in the Borderlands to aid in the defense of that walled town against a 3000 zombie/skeleton army that had been formed and built a bridge across the border river.

 

Dyson in some ways is proud of taking second place in the Harvest Festival last year, not necessarily how he took that place. But perhaps the offer from the Druid Council to make him the defense coordinator for the Borderlands is one of the more rarely justifiable accomplishments.

 

Goals:

Long Term: Establish a place to call home. A place were there is a sense of belonging and security.

This Place should have a herb garden and room to start a library.

Dyson would also like it to be close to Katryn and Fiona's

Aid Spirits in achieving their goals concerning the material world

Save Others

Acquire Knowledge of the nature of the world, and truth in general.

Find out the truth about Elves

See if some sort of teamwork can be done by the Elves of Wildenest and The Rockhold Alliance

Seek out Ash

Establish a private library.

Start an herb garden

Become a druidical Patron by instructing those who seek truth.

Reestablish the TEST

 

Short Term: Research and develop a house guardian spirit for Katryn and Fiona, possibly his father.

Enjoy food and drink

Reseach a variant on the Disenchant spell that enables a more powerful disenchanting with a longer set time (ie cumulative) for greater results.

Finish accquiring the Batle Blast spell.

Find and speak with the spirits of Brag-Xorian, Brag-Galorian and possibly the Rowan.

Reinvestigate the Skrull inhabited mine (possibly all the non-active mines in the area)

Speak with Grim about how his little Insect Investigation project went.

Investigate the Lunar Cult further.

Investigate Dzanik

Rebuild Corraine

Considering Learning to Lasso

Find out from the Druidical council who among his relatives are still living. Perhaps a visit or two is in order.

Learn Increased Deduction from the Bards

Learn the skills he ignored in Druidical Training

Learn the properties of magical herbs/Alchemy

 

 

 

Spell Book of Dubra Linnegan

This is a spell Book posessed by a mage Dyson was adventuring with by the name of Dubra Linnegan. Dubra died in an Orc attack upon the way to the pass to the deeper parts of the Darktooth Mountains during Dysons first "mission" after graduation from Druidical College. Dyson has since then picked up where Dubra left off keeping the spell book as well as a journal of sorts and keeping the blank book for other uses.

 

Battle Armor:

Close your eyes, retreat in to your ma-at and center yourself. Form the symbol of blue steel. Bring the symbol to the top of your head. Release the symbol and capture the power and allow the power to flow over your head and down your body until it covers your entire body. When this is complete, open your eyes. Your skin should have a blue-gray cast to it and a mettalic smell. You won’t notice the mettalic smell as you will be unable to smell or taste anything for the duration of the spell. The spell will wear off on it’s own over a long battle, to release it otherwise simply evoke the mental sigil of dismissal.

Real Cost: 3

 

Battle Blast:

Use a silvered blade to cut a branch from an aspen tree. The branch should be about two hands long and the thickness of a thumb. The branch must be from a tree already in it’s fifteenth year. The branch should be cut in the spring just before the tree starts to bud with new leaves. Immediately after cutting the branch dip the exposed end into a mixture of honey, salt, and soil form the base of the tree. Allow the branch to dry in an open airy space until fall. In the mean time, secure three ounces of mithnl. Have the mithril formed into an end cap for the uncut end of the branch. The end cap shold be at least two inches long and have a flat end. On the flat end have the symbol of power engraved. Along the rounded portion the symbols of scarlet,and distance. When the branch is dried in the fall affix the end cap to the branch. You may affix it by any means as long as no metal is used in the process.

Evoke the symbol of scarlet power, point the mithril end of the wand at the target, and speak the word “Tanthosoloidanatalâ€.

Real Cost: 6 Notes: mithril costs _100_ GP per ounce. The wand requires 3 oz.

 

Transport:

Retreat to your ma-at and gather your energy. Focus your energy into the symbol of crystal air. Place the symbol at the desired location and release it. If you placed the symbol too far (240 meters), or form your energy incorrectly, or release it incorrectly the energy will escape blinding yourself. Transporting distances over 60 meters will cause temporary disorientation, but no lasting effects.

Real Cost: 6

 

Disenchant:

Obtain a length of cylindrical iron as thick as a man’s thumb an the length of his forearm. It should be perfectly round and straight with no blemishes and flat ends. Retreat to your ma-at and form the symbol of crystal ending, point your iron cylinder at the target, and speak the word “Finateâ€. This should be sufficient to overcome most low power and some mid power enchantments.

Real Cost: 6

 

 

Light:

Form an image of the desired color and brightness of the light and the desired location of the light. Face the desired location and perform a two handed sunburst motion while spaking the word ~Illazianiumaneâ€. The spell will illuminate an area of 12 meter diameter.

Real Cost: 4

 

 

Basic Illusion:

Sit in the White Lotus Position. Form the symbol of Crystal Animation in your mind. Mentally place the symbol into a model of the desired image then mentally place the image into the material world. Use your fingers to mimic the desired actions of the image and whisper the desired sounds. The image will last as long as you maintain the White Lotus Position.

Real Cost: 5

 

 

Synopsis of the past century

 

 

100 years ago: Brag-Xorian passes the TEST and takes over as ruler of the tannish realm from Brag Galorion. As per tradition, Brag-Galorian stays on as the chief advisor to the new ruler for the next few years.

 

 

90 years ago: Hordes of goblinkind begin organized aggression against communities located along the Crystal sea. Despite initial gains by the goblin horde, an influx of human and aroman defenders soon results in stable battle lines. The stable battle lines remain essentially constant for the next ten years.

 

80 years ago: The goblin forces are augmented by throngs of undead. The battle lines cease to be stable and move ever eastward pushing displaced refligees in front. Brag-Xorian is assassinated by an agent of Chi-OhIm. With no obvious successor (no one who had passed the TEST) several factions vie for power resulting in an internal struggle which saps strength and leadership from the war effort against the goblins. The goblin horde is augmented by Salidish troops.

Some groups of tannish and aroman begin flight to the DarkTooth Mountains sensing the demise of the tannish realm.

 

 

70 years ago: The Alliance (as the force of Salidish and goblin forces are now called) holds the land from the Crystal Sea to the Border River and from the Wildenest to the Great Moors.

 

Up to present day:The situation has remained essentially unchanged. The Alliance holds the land of the former Tannish realm while the majority of the tannish population remains as refugees in the DarkTooth Mountains. The Alliance mounts a major offensive against the DarkTooth every ten to twenty years, which never succeeds.

 

However there are a few noteworthy events that are post the Synopsis.

 

Five Years Ago: The town of Ravens Roost was razed, currently unnoted by many in the Rockhold area. There was another town approximately west of Ravens Roost but there is good reason to believe that it too would have been razed as completely as possible by the Alliance troops that razed Ravens Roost.

 

Last Year: The Giants emerged from their desert lands to the south in the Darktooth Mountains andproceeded to raid very effectively the tannish peoples living south of the major lake in the Rockhold region. The losses were huge and the devastation was indescribable (on par with the destruction of the WTC). The losses were more than the combined losses at the Throat of Dar Amon over the past 70 years. Perhaps the only up side of this might be an increased respect for the Outer Guard but that remains to be seen.

 

This Year: The alliance in the late part of winter, nearly early spring, launched a single spell that animated over 15,000 combined Zombie and Skeleton forces. Those forces proceeded to build a bridge spanning the Border river to invade the Borderlands. The arcane spell not only made them animate, the spell enabled certain "super troopers" to (re)ainmate corpses that were not too badly damaged. While 3,000 of these monstrosities met with (essentially) disaster at the town of Corraine (losing over half of their fighting force for little more than temporary gain), at the time of this writing the fate of the undead battle at the Throat had not yet been determined.

 

 

Others Important in Dysons Life

 

Fellow Adventurers

 

Asheel: (lender NPC) described as "the Circ de Sole' adventurer" he is a street performer who has gone upon a mission or two for fun and profit. Asheel was formerly a clown of the Blue Griffon Troupe so named for the Griffon(painted blue) they currently have. They are the only performing organization with a griffon and there is quite possibly a standing reward of 250 GP for the capture of a Griffon. This offer is made by a competing troupe. Currently he and Grry are very happy doing street shows for silvers and coppers to pass the time away until adventure calls another day.

 

Golind Erich Tol : (PC) An apparently retired Arrok Hai (Axe Master) this self styled Mistress of the Axe first made her accquaintance with Dyson through being a member of the rescuing party before he was to be taken to Gul Vola for his death sentence. She is the one person who is willing to take advantage of Dysons rewarding nature for that rescue, though after he modifies her appearance he shall certainly feel the debt will be paid. Golind was essential to the Defense of Corraine though mostly "ineffective" she did build maces and grapnels for the defense foreces. At the end her shining moment in that battle was the splitting of the logs that held the last assault ramp enabling Verichne to get his fingers into the logs and rip them to shreds, sadly her abilities were too late to do much good.

 

Aatri Oacel: (PC), A Tannish Scout/Mage who is fair in several things and quite well bids to be excellent at many things. Though he is a better Arcane caster than Dyson he does not have the depth that Dyson does in many fields. He is more focused but not as deep and that may be his largest problem. Aatri was one of the defenders of the town of Corraine, he was a good grapnel thrower enabling several of the ramps to be stolen.

 

Morwen: (PC), A quality Bard, though not a real fighter. Her skills at communication and social investigation is certainly without rival to Dysons point of view if Dyson ever feels the need to communicate and well with someone Morwen is his first choice.

 

Soa (PC): a Shuchaw Eagle totem follower. Though not as deadly as some he is a sort of quiet competancy that marks him as being one of the better fellows to adventure with. He is good with the eagle martial abilites as well as having learned to use the lasso. Soa does not appear powerful, he is however a good person who will slowly change and improve over time. His depth will be well rewarded later. Soa was injured early on in the battle at Coaraine however his contributions were well in advance of the seige attempt. Soa suggested the running battles to remove as many of the undead from the final battle at the town as possible..

 

Ferglin: (PC): a Very competant if heavily drinking Arrok Hai arroman. He is as capable on horseback as afoot and that is quite a feat. He is just as capable of fighting drunk as sober (in fact he fights at reduced abilties if sober). This ex millitary Arroman is quite handy and was especially useful at the battle of Corraine especially during the preparation stages.

 

Verichne: (PC), Earth Priest one of the defenders of Corraine a stout Arroman this hero has the strength of two dozen men, and has single handedly killed an Elk then dragged it back to Rockhold by himself. Verichne was essential to the defense of Corraine being the only other person aside from myself capable of destroying/taking the boarding ramps from the undead legions.

 

Grim : (ex PC), Aroman Kitti Tok Rhok (troubleshooter) quite a dangerous fellow he is currently looking for information for me on insects as part of a deal I arranged at the suggestion of the Druid Council in order to get him out of town. Grim attacked and disabled Aatri (K. O.'ed Aatri in one blow and then broke Aatri's fingers) during the overland footrace part of the Harvest Festival, this attack necessitated Grim leaving town "for a bit". Aatri and Grim have more or less "unfinished business" and Dyson will most certanly interfere with either one harming the other. His pet mouse named Boo was killed by fairies in an act of spite while adventuring with Dyson. in addition Dyson feels that Grim was very important to the Skrull investigation mission.

 

Grry(PC), Katryn(NPC) and Fiona (PC): How do you describe the first three people who you adventured with for the first two years after getting out of Druid school? Successes and failures with a wide variety of learning experiences make these three in some ways very important to Dysons emotional/social well being. Dyson has saved and been saved multible times with these people countless times. Everything from snowball fights among themselves to finally the dissolution at the end of the Giants War, this quartet has been through a great deal. Though recent events have revealed that possibly Dyson was having an inferiority complex caused by these three (since he had speed/power issues compared to these three) They still are the top three friends he could ever have in the world.

 

Grry's real name in his language translates as Cat he was raised by bobcats as a child. Katryn and Fiona are the sole survivors of a nuadem pack, both are very deadly fighters. Fiona has a Magical item in the form of a snake skin belt. Katryn has by herself one shot killed a troll.

 

Dubra Linnigan: (NPC) a fellow adventuring with Dyson and Katryn and Fiona before they met up with Grry. Dubra died in the first attempt they little group made at the pass to the deeper parts of the Darktooth Mountains. See also the spell book of Dubra Linnagan. It is presumed that Dubra was from somewhere other than Rockhold proper since he traded with a mage in Rockhold for some more spells.

 

 

Shamus:(NPC) Shamus, more than anyone else deserves special mention. Shamus is the spirit that actually provides the magic for Dysons Spiritual Magics. He is the spirit that 'does all the work' when Dyson uses those magics to provide for the wide variety of effects. Shamus can heal(Aid/Healing), Spiritually scout out a situation(Precog), age/destroy (Drains and transfers) create images(Images) Manipulate items (Telekinisis), as well as various changes in items(Transforms), Shape shifting(Multiform, as well as another option), Mental contact with others (Mindlinks, Mind Scans and other mental powers) and moving items (Teleports/movement aids). Shamus however provides much of this power at a cost. Shamus is an independant person with a wide variance in his thoughts from Dyson. Shamus does not agree with Dyson or his methods/actions fairly frequently. Shamus also tries to be an instructor to Dyson trying to teach him his way of thinking. Dyson however is notoriously strong/opinionated on his thought patterns.

 

There is a dark side to Shamus however. Traditionally spirits of dead people associate with people who are related to them, Children, grandchildren, descendants of one kind or another, blood ties being the important thing. However the Druid council has investigated both Dyson and Shamuses familiy lines back several generations(well past where a spirit would 'give up') and have come to the conclusion that Shamus and Dyson are not related. In addition the Druid Council has noticed Shamus taking independant actions to the apparent detriment of Dyson (speaking with the judges at the hunting competition and getting Dysons score lowered enough to take him from 1st place to 16th for his difference in opinion with Dyson). The Council has reason to believe that Shamus is something other than the deceased druid he is pretending to be. Though the council does keep on asking questions about Shamuses behavior then it appears they are satisfied with Shamuses rationales behind his behavior.

 

Shamus also has peculiar beliefs about something he calls corruption. Shamus believes that corruption can be caught apparently like a disease. Most Orcs and goblin kin are corrupt but the worst of the worst is undead. Shamus will not aid Dyson any further than the skin of Dyson(ie internal enhancements only) against undead. Shamus is concerned that he will also become corrupt if he is not careful, thus the extreme caution around undead.

 

Bane ? (NPC): this is the leader of a pack of Knights known as the Red Boar Regiment. Bane has been an annoyance to most of the members of the Quartet of Adventurers. He has Enchanted Silver Spurs for valor During the Giants War as well as having barely nudged out Dyson from being the Harvest King in the last Harvest Festival.

 

Zan Oliphant-(PC, Deceased) A Tannish Knight and one of the first civilised people Grry ever met. He was part of the mission to rescue Dain Mc Morans daughter nad he ended up bringing back her and Grry.

 

Dogs of War: (NPC) 2 surviving unmounted Nuadaem. 18 were Survivors of the Razing of Dogwood (their hometown) by orcs and ogres 8 years ago. Only Two survived the battle of Corraine that occured this year.

 

Kobe And Marook: a pair of Borderlands/Alliance kids really, who joined up with the rescue Dyson and Grry group. They successfully passed through the Throat and are currently living with Fiona's family. Kobe is a street fighter crippled when his families wagon overturned on him. He was rescued from the same fate that took his family by Marook, a horse high wolf part of apparently a unique litter of oversized wolf pups. Three of these have been identified (Marook and two others, now deceased), however there are possibly more out there. Dyson, of course, has a unique plan to one day create a tannish unit of Knights riding these beasts.

 

 

 

Important Non-Adventuring NPC's

 

Aunt Nettie: Though Dyson is a regular at her establishment that may suddenly change as Aunt Netties behavior changes toward him. Apparently She seems to believe that Dyson is rich in some manner. Though how or why is a bit confusing to him, he neither feels rich nor does he behave so. In any case how did she find out?

 

Dain Mc Moran: Dyson became involved with this man through his association with Grry and more recently through Katryn. Grry kind-of-rescued his daughter (name escapes me) he has a son who appears to be following in his footsteps. He has given quite a few "missions often for pay.

 

(Dain Mc Moran's Son): Though Dyson has only met the heir appernt to the Mc Moran empire once Dyson thinks he is a straightforward and competant person who desires to follow in his fathers footsteps.

 

(Dain Mc Moran's Daughter) Currently this young lady is the apple of Grry's eye as well as a pupil of Katryn's. Intially she ran off to be free from the wishes of her father but was "rescued" by a group of hirelings belonging to her father. Grry was watching over her when they reaccquired her and joined the group on the way back to her fathers estates.

 

Janda Stone: A charming lad who watched over our horses in Roswall during our first mission. Unfortuneately the knights passing through Roswall scooped up all the horses in the town as resupplies for their battle with a tribe of maruding orcs. Since then Dyson has occasionally aided Janda in some small way. Currently a member of the town guard for Roswall.

 

(The Mage Trainer?) (NPC) This gentleman is part instructor, part spell trader and part spell keeper. Dyson knows little of him except that he traded spells with Dubra Linnagan has trained Dyson and Grry in some arcane magics as well as having quite a bit of magical lore and abilities by himself.

 

Reseach on the Town Council of Rockhold:

 

Honer Bearclaw: NPC, Arroman Outer guard his position on the expedition is probably the same as the other Arromen. however IIRC he has little concerns so long as the situation does not become a problem.

 

The Hammer: NPC, Tannish Commander of the City Guard, He has agreed to place the expedition on the docket for examination by the Council of Seven.

 

Carek Greybeard: NPC Aroman merchant, Brew master, runs the Greybeard Brewery, position unknown was going to interview prior to Giants war, but Giants war interrupted. He holds the Arroman Merchant seat on the council of Seven

 

Sara Goldmoon: NPC, Tanninsh Scribe, has a small scribes shop in the northern quarter, Sara holds the tannish merchant seat position on the Council of Seven. Her position is she wants to know what good can we do for the Elves and what good can the Elves do for us.

 

Torak Stonefist: NPC, Arroman Earthpriest, resides in the Largest Temple of Earth in Rockhold Stonefist holds the arroman religious personage seat. He firmly stands against the expedition based upon the past experiences with the elves of Wildenest. In the past the Elves have had a "kill all who are not Elves" policy (a few millenia ago). Torak believes that there is always the possibility that they will revive that policy if not left alone.

 

Allarhain Dobar: NPC, head of the Lunar Cult repersenting the position of open religion on the Council of Seven. Supposedly they were able to predict/influence that he was to be elected to the council seat.

 

Chakonai: NPC, Shuchaw Shaman. A fine and friendly fellow his primary concern seems to be for the people of Rockhold though he has expressed some level of homesickness. This Shaman apparently has contact with the Spirit of Rockhold. Chakonai holds the open voting position for such is his popularity among his fellows of Rockhold. He is the "last" of the council of Seven in this list but only a fool would underestimate him and call him the least.

 

Important locations:

 

The Barrens: Though in and of itself the location the Barrens has a good enough place to be. There are several problems with the area. There are Will'O'de wisps who use the Landshark (Bulette) to dispose of people wandering into "their" terrotory. In fact the Landshark "makes" the barrens what it is, he eats anything that wanders in to his defined area. The Landshark has been imprisioned by powerful druidic magics however some people think that the Druids "created" the barrens when in fact they did so only to keep the creature from attacking the local towns.

 

 

Corraine: This is a small walled farming village that is in the Borderlands, it was attacked by 3000 zombies. Dyson and his allies aided the town as well as riders from the Town of Independance and mercenaries from one of the southern towns along with volunteers from The Throat. The Town guard is led by a very obtuse Blacksmith the spiritual leadership is led by the towns earth priest. This town is where The Throat get's some of it's near surplus food supplies.

 

Wayside: Another small farming village in the Borderlands, approximately in the same position as Corraine but south of the direct line of assault to throat. Destroyed by a Witches curse over the past two years there is now not really much of anything left. Sadly Dyson, Katryn, Fiona and Grry are as much responsible as anyone else for the demise of the town. The Quartet of adventurers decided to "rescue" Asheel from a witch living in that town and she cursed the town for not aiding her. Dyson feels guilty over this still.

 

Ravens Roost: A town to the north of Independance, five years ago it was destroyed by a punitive expedition to rid the Alliance of the troublesome malefactors in that particular town who made it a point of attacking the Alliance. Since then a different influence has come over the town, people from the north of the swamps have arrived with a slightly different viewpoint and the town has become a more hidden location since then. The old town is a pile of ruins but the new town is somewhere else. The New town of Ravens Roost is ruled by a Raven shaman (leader of the new peoples). This is a semi secretive town trying to keep to the shadows where it will hopefully be overlooked rather than drawing disaterous attention.

 

Independence : The main location of where the Throat get's it's powerful warhorses for operations in the Borderlands. Apparently run by a pair of Shaman brothers the Horse Shaman leads the town guard while the Forest Shaman apparently heads the town as much as anyone does. These people definately do not like the Alliance, though as their name indicates they value their own independance.

 

Roswall: A tiny town and the last civilised place before hitting the natural southern pass deeper into the Darktooth Mountains. This is the little walled town that Bob the Druid and Janda Stone call home.

 

Rockhold: the center of the area as far as social and political abilites go Rockhold is the largest town in the area. Having many temples and parks as well as places to live and do and things to see this is the place you want to be for the Harvest Festival. No riding horses are allowed inside of Rockhold except for during one special event. The final event of the Harvest Festival features a horse race the likes of which few have ever seen.

 

Places Inside of Rockhold

 

Grimslades Blades: This is _the_ Shop to shop at in order to get the best in weapons and armor. Though primarily interested in weapon making the shop also makes armor pieces. This is the only place to get the newest in armor: bugshell armor. Lighter than steel and just as tough the bugshell armor appears to be a bluish green laminated steel. Grimslades is the best place to get quality repair/replacement work done also. Most newly comissioned officers at The Throat often spend much of their pay here outfitting themselves with best one item their money can buy. Typically this is a quality ceremonial dagger (though often sharper or more accurate than another similarily ornamented item) others however do choose certan items such as bits of finely crafted armor and such.

 

Aunt Nettie's: Generally considered a great place to get good food, Dyson loves the environment and wonderful atmosphere. Here the well fed Druid can indulge his hearts desire and enjoy the finest in public cooking.

 

Temple of the Earth: Located in the SE quarter of Rockhold this is the largest Temple of the Earth in the Rockhold reigion. Residence of one of the Council of Seven (Torak Stonefist), it is pretty much the biggest building in Rockhold.

 

 

 

 

EOD

To the Druid Council: this is my Eod(life debt), I expect you to do your uptmost to fullfill my wishes, if necessary you may utilise up to 10% of the current trade balance to cover debts occured in the execution of my life debt.

I being of Sound Mind and Body do hereby bequeath my interests and possessions to the following individuals:

All interests/property/resources of any kind in the lands/house and/or residences of Katryn and Fiona are hereby bequeathed to those two noble warriors.

Any of my personal property recovered from the place of my death becomes the property of the hardy soul who wrests those items from my final resting place.

Asheel and Grry may utilise up to 100 GPV each of the debt owed to me by Grimslades Blades.

the Arroman Kiti Tok Rok ( Grim) shall recieve the debt paid to him in full _if_ he completes his end of the contract (20 GPV of Grimslades trade debt in exchange for each CP worth of KS: dangerous insects information he can dig up, up to 60GPV)

and the last of the debt owed to me by Grimslades I hereby bequeath to Janda Stone the charming lad who stood watch over our horses in the little town. He is to do what he so desires with that debt as he so chooses with my blessings.

 

 

Stories Lessions and Concepts

Dyson has heard the following story and it interests him:

Not only does lycanthropy exist but you are aware of an aroman (werebear) inflicted with it. His name is Dzanik and for the past 120 years he has lived near the Bear Claw Lakes between RockHold and the Throat (north of where you saw the unicorn). He is reported to be free of the worst of the mental instabilities that generally accompany lycanthropy. As a side note, lycanthropy is not necessarily tied in anyway to the lunar cycle. He lives alone due to the fact that all lycanthropes are occassionally overcome with bestial rage and engage in wholesale slaughter. Dzanik may actually be Torm BlackFist, a member of the Outer Guard who reportedly turned on his unit slaughtering all but three who were able to flee. They reported that Torm withstood blows that would have felled a normal aroman. Torm was never seen again. A tracking party reported that they lost his tracks at cliffside overlooking a river. This was 132 years ago.

People have spoken to Dzanik, and some have mention Torm, but Dzanik's responses have always been cryptic.

Dzanik is the exception that proves the rule that lycanthropes are exceptionally deranged and dangerous creatures.

 

 

Item Concept:

This was the first item Dyson suggested as a reward for a particular mission. He does not posess this item, it was merely a sugestion. Instead he ended up with his Bastard Sword of Questions.

 

Bone Necklace: 20 point Multipower, with Gestures(-1/4), Incantations(-1/4), individual disadvantages (-1/2), OIF Jewlery (-1/2), Independant (-2).

2u- Increased Recovery: recover REC in BODY per hour

Attracts the attention of Trolls and Ogres in the vicinity (-1/2)

2u- Ghost Walking : 6" Flight, 0 END(+1/2)

Only to hover (-1/2)

2u- Ghost Strength : 4d6 Absorption vs HKA's feeds STR ,

Must Be Struck Near Neck(-1/2)

2u- Ghost Roar : +2d6 Aid to Pre Attacks,

Only During Combat (-1/2)

2u- Spirit Strike : 1d6 HKA Affects Desolid,

14- Activation Roll (-1/2)

 

Made from the bones of many a fearsome creature slain by the creator of this necklace. This item is a powerful tool with just a few problems that beset its' owner. With the necklace the owner is almost prepared for many a difficult situation, but this item can appear to have a mind of its own.

 

Lessons Learned

One very important lession Dyson learned was when he had been dethumbed and detounged as well as branded he learned that he needs to trust his friends more and his magics less. That perhaps there are fates of incredible suffereing that can seem to be worse than death but to give into despair is a deeper pit than the loss of life. And in the end that which is lost can be restored.

 

Corraine:there were several factors that could have made the Defense of Corraine a better proposition. First off it the things done right were getting rid of Skeletons and the Archer capacity. Secondly the landscaping and reinforcements were also essential. Getting rid of the Skeletons was useful,

 

Here are the few things we felt we did wrong:

Only two strong guys (not much we could do there),

Riding Horses inside of the town could have made a big difference in speed results, especially on the last manuver.

Golind and Ferglin should have escorted the Dogs of War back to the central location.

 

The Last Ramp: Holing it with grapnels pulling off chunks so much as to be useless was an option.

Calling for the preparations to retreat to be made sooner.

Golind now feels that she could have possibly as a suicide attempt done a bull rush to the halfway point (avoiding the undead) and performed a multible attack on the beams from the center of the ramp. Maybe she might have been able to survive long enough to get rescued by Verichne. But it did not occur to her till after the battle.

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This is my backup for the same campaign...

Swiping is still discouraged

Name: Golind Ercich’Tol Race: Aroman Class:Arrok’Hai

 

 

Value Char Max Stat based rolls

23 STR 20 14- Str roll

18 DEX 20 13- Dex roll

15* CON 23 12- Con roll

15* BOD 23 12- Bod roll

13 INT 20 12- Int roll/Per Roll

12* EGO 21 11- Ego roll

15 PRE 20 12- Pre roll

12* COM 20 11- Com roll

11 PD 10

7* ED 10

4 SPD 4

8* REC 10

40* END 60

33* STUN 50

6" Run 9"

1" Leap 5"

1" Swim 4"

 

Age: 24 Hair: A deep amber CP:15+12=27-Mods=0

Ht: 4' 3" Eyes: Earthen Brown Sex: Female

Wt: 154 Complexion:Dusky brown, lighter pink in the scarred areas

 

Physical Description: Golind at once strikes the viewer as being slightly taller and more powerful as compared to the average of the Aroman. She also strikes someone with a good sense of spell as having a wonderful Earth Spices scent. It is noteworthy that at 4'3" she is half a head taller than the average male Aroman. She also wears some armor especially made for her. Pieces of bug plate (the latest in armor fashion) and some unusual black painted scaled armor with a feather motif she mentions as having accquired in the Borderlands.

 

Combat Stats

 

Armor: DEF Areas Weight

Full Helm, Chain Mail Cuirass 6 3-5,9-12 (13.93 ?)

Plate Skirt 8 13-14 ( 6 ?) (Bug Armor Materials)

Scaled Leather Brassards, Gloves and Leggings 5? 6-8, 15-18 ( 1.17 ?) (Skrull skin, disguised)

 

Weapon: OCV StunX Damage STR WGT Notes

Great Axe 0 0 2d6+1 18 2.5 2H

Great Pick 0 0 l’/2d6AP 19 - 2H(back of Axe head)

Hand Axe 0 0 1d6+1 10 0.8 Throwable

Golind's Axe 0 0 2d6 Pen 23 2.5 Throw and return

 

6: OCV Combat Skill(s)/Levels: +3 Skill levels w/ Axes*

5: DCV (includes -1 modifier for armor weight)

4: ECV *

 

Skill Listings

 

 

Skill: Roll Skill: Roll

Breakfall 13- PS: Arrok’ Hai 11-

WF: Axes, Maces,Picks N/A WF: Hurled Axes, Etc. N/A

WF: Mounted Combat A/M/P only Ambidexterity N/A

Climbing 8- Support of Aroman Community N/A

Deduction 8- Teamwork* 11-

AK: RockHold & Vicinity 8- Inventor 12-

AK: RockHold Caverns 11- Survival: DarkTooth Mtns* 12-

Ak: Borderlands* 8- KS: RockHold History 11-

Combat Sense 12- Contact: Rockhold Millitary* 8-

Trading 11- KS: Aroman Culture 11-

Fast Draw 13- KS: Alliance 8-

+ 1 to Sight (vs armor penalty) 10- Healing* 8-

Language: Kohr-Aram 4 KS: Arrok’ Hai* 8-

Language:Tannish* 3

Language: Borderspeech* 1 PS: Painting*(to disguise armor) 8-

Weaponsmith: Axes, Maces and Makeshift Seige Weapons only* 12-

Reputation: Hero(+1 to social rolls with people who know her work at Corraine)*

 

Note: This is where the points come from 15=Xp, +6 from -3 Con, +6 from -3 Bod. This should equate 27 XP.

 

This is where it is going : +3 Ego(6), +6 Com(3), Ak: Borderlands(1), Borderspeech(1), Reputation Hero(2), WS: MakeShift Seige Weapons(1), WS: Maces(1), Contact Rockhold Millitary(3), Team Work(1), Survival Darktooth Mountains(1), Healing (1), KS: Arrok’ Hai(1), Language:Tannish(1), PS: Painting(1), Axe Skill Level(3).,

 

6+3+1+1+2+1+1+3+1+1+1+1+1+1+1+3=27

I am assuming that there would be much time to do this (3 to 6 months) if a game begins before that time passes things like her Com and Ego may not be as high since this is defniately a case of something that needs to be worked over for a long period of time. On the other hand her Bod and Con may not have dropped either as well as the figured stats from those. Her axe skills is definately a now sort of thing but not her Contact and Rep. At least Part of this(the Stat changes mostly) should be done by magic.

 

 

Areas of Skill Imporovement

 

Currently, Golind could improve her abilities in the following areas(generally only by one point/level unless noted otherwise):, Reputation: Arrok' Hai(up to +2 for positive social reactions for those who can believe the best about Arrok' Hai), AK Corraine, KS: People of Corraine, KS: Rockhold Millitary, KS :Undead, KS: Arcane Magics, KS: Spirit Magics, KS: Giant Combat Tactics, KS:Earth Priests, Ks: Places to Get Money Making Jobs, PS: Student and quite probably a few others. Most likely she can raise any of her current skills up to a stat based skill except Language: Borderspeech, Deduction(Campaign feature) and her Weapon Familiarities..

 

 

 

 

Arrok' Hai Combat Manuvers

Maneuvers Cost Damage OCV DCV Notes

Chest Cracker 5 STR+4d6 +1 -2

Hook / Strongarm 3 STR+ 1d6 +0 +1 Target Falls

Blade Shield 4 N/A +2 +2 Block, Abort

Bull Rush 5 STR +2 -2 Full move, Target Falls

Martial Elements: Usable with Axes, Maces, Picks and Hands

Note: the Bull Rush Manuver is _not_ a normal Arrok Hai manuver. Golind Learned it especially from a Nuadem.

 

 

Disadvantages: Cost

Aroman/Arrok' Hai Package Points 6

Aroman Reduced Movement penalties: -1"Maximum Running 2

Aroman Reduced Movement penalties: -1" Swimming 1

Distinctive Features: Aroman (difficult to conceal) 10

Distinctive Features: Earth Spices (Makes her easier to track)* 5

One of the more interesting side effects of the changes

wrought in Golind by Dyson/Shamus is that she now has

a wonderful scent of Earth Spices, Unbeknownst to anyone

yet is that this might make her easier to be tracked/hunted.

Psych Lim: Loyalty to RockHold (Uncommon, Moderate) 5

Psych Lim: Devotion to Aroman Community (Uncommon, Total) 15

Psych Lim: In Love with Verichne (Common, Moderate)* 10

Reputation: Arrok’Hai (14-) 15

Old Reputation: Greedy* (essentailly wiped out by new rep.) ( 0 )

Hunted by Alliance(she has caused them a few problems)* ( 0 )

Distinctive Features: new Looks *

her 'old face' has been a part of her for so long that many

of her friends and family will be shocked at the 'new her'. ( 0 )

(This limitation is best treated like a Quirk since it will only last a very short time)

Quirk: Greedy* 1

Quirk: Lacks appropriate self confidence* 1

Quirk: Irrational* 1

Quirk: Exisiting Third Blood Challenge to Fiona* 1

Quirk: Nervous when people ask her about the Scaled Leathor* 1

Quirk: Quiet* 0

Quirk: Scrupulosly maintains scale armor* 0

Has problems with family * 0

 

Equipment and Locations of Such

In addition to her heavy Armor spread over her entire body Golind has a few other supplies to keep her in top shape for whatever else may come.

on her back is her back pack with a good sized Waterproof Cloak with wool lining.

Around her neck is a tiny vial of black enamel with a little brush inside of a small pouch just in case her large supply gets damaged. There is a slightly larger supply as well as a few brushes in her beltpouch while her Axes are generally hung here when she does not have them in hand. Her right hand has a gold ring with red garnets, though this is more some sort of sentimental item rather than a treasure. In her backpack she keeps a forge ready hammer, 50' rope, 8x12 tarp, foldable shovel, a knife, cooking pan, 2 wooden stakes, a water skin, Tinderbox, a primitive healers kit with 10 healing charges, the three note maps in a waterproof case and four Obsidian arrowheads in a leathor pouch., in addition she keeps a decent sized selection of artists brushes and armorers enamel in it's own waterproof carryingcase.

 

Her right pocket she keeps 5 silver, in her first purse she keeps a whetstone and a flask of strong liquor, her second purse has 12 GP stacked and folded in a piece of paper, another flagon of stong liquor. In her left pocket she keeps a dozen copper.

 

Her saddlebags usually has about 2 weeks of rations for her and her horse, her whetstone and her bedroll as well as a small keg of "the good stuff" for her fellow aromen.

 

 

She also has 25 gold deposited with Grimslades blades for future equipment repairs and upgrades.

Dyson also owes her 2 gold for buying off the mercenaries(turns out he had less than he thought he did).

She has left 1 gold with the head of the Throat Scouts to pay for the first shipment of food supplies from the town(the deal Dyson set up). She had better hear about that being done right or she will collect the debt in blood.

 

Golinds Views

 

Golind does not consider herself to be very good at being a Stone man. She is but a new practitioner of the difficult art of Chak-dwi (two-axe), and has little more than the base Skills of being an Axe Weilder. On the 'plus' side she has better equipment than the average newbie. However most of her abilites are in her impressive phisical stats. At some points she wonders if she did not just 'glide through' training based upon her incredible phisique.

Golind picked up the idea of taking the Skrull scale armor and enameling it with black enamel in a feather pattern from the description she heard about the Ravens Roost armor. She figures this is as good of a disguise as any other she has come up with and it does make her look stylish to her mind.

 

 

 

Golind Tol's Background

 

Father: Gebbholds Lum Tol. Apparently he does nothing. He is living off of some previous investments while he looks for more interesting work. The family is prosperous enough to afford most any problems typical to his lifestyle. Though not a warrior Gebbholds is investigating a way to marginally profit from the war. He has in the past been a miner, tinker, tailor(how he met Yenarda), soldier, guard and negotiator.

Note: The results of the Giant's War has hit him hard. Most of his investments have dried up and he has been forced to go back to being a miner in order to make ends meet.

 

Mother: Yenardra Clea (maiden name of Icespar) Tol, fulfilled by her personal dedication to the art of bare armed combat as well as the love of her four children and Earth Married husband. Sadly the Giant's War has forced her to forgo her martial studies and inner completation. Now she aids her husband in making ends meet by taking in additional washing. her thoughts on the matter is that she still gets to spend some time meditating and washing builds muscles.

 

Siblings: Golind is one of four children of this particular Tol family branch. She is the Second born and only daughter. Rougher and rowdier than the boys she has constantly pushed herself and others. In the end this constant need to push would have far reaching effects for her. Her brothers are Nebber Lum Tol, Geras Albe Tol and Derrin Chok Tol.

 

Story: Though the Tols are primarily tough merchants the Icespars are tough warriors. Golind's mother is a deadly woman (though not a vetran Stone Man) with her bare hands and feet based upon skills she learned from her fathers brother Zabor Icespar.

 

Zabor Icespar is/are/was/were/will be a highly respected Stone Men Instructor, as easily capable of taking a troll's head off at twenty paces as dressing down some new recruit till he is a gibbering pile of goo at the same range. Rumor has it that he knew Dubae Iron-Fist was going to be arrested and subtly delayed the arresting officers until Dubae's trail was cold. If asked directly he merely states that he never directly aided Dubae after the edict.

 

Zabor Icespar saw in Golind the potential to become a great warrior he however had learned a bitter lesson from his niece in that he needed to conceal her training from her so that she actually felt she needed to learn from the other Arrok' Hai rather than rejecting millitary life for a life of near monastic contemplation.

 

Zabor began by using the excuse that he needed help at his plot of land and began taking Golind and Geras along to "help" him help others. He would take the children along to help him cut firewood for less fortunate neighbors and other members of the Arroman community. From there he began teaching them the basics of being a Stone Man. Things like the need to aid others, caring for your tools before yourself, and respect for your elders. The trips to and from his plot were filled with a mixture of adventure stories, moralistic tales and questions about how they felt about things.

 

When Golind became old enough she signed up with the Stone Men right away and discovered that there was little there at first she did not allready know. Though brightest in her classes, mostly, she wanted to get to the difficult parts as quickly as possible and felt that the other students were holding her back.

 

During her training Golind would constantly push herself and others, especially her sparring partners, hard. Often the instructors and the senior members of the Arrok' Hai around her would caution her to have patience and to stop pushing so hard. These little talking to's would never last very long much to the others dismay.

 

One day while sparring after a tough battle two days before Golind decided she wanted to get a little tricky before the next incident. Thinking she knew her sparring partner and brother Geras, she tried to Fastdraw-Attack-Fastdraw(in order to sheathe her weapon before the end of the second). Geras however did not block the attack like she thought he would. Instead he had waited, recognising the glint in her eye as something tricky. When she missed with her attack he struck out at her reflexively just like he had been trained and with a lucky blow struck her in the face when she was weaponless and unable to block. Rather than face the responsibilty of having her younger brother thrown out for her reckless behavior, she rightly accepted the blame and more or less resigned/was given a medical discharge.

 

In additon to the damage to her career the weapon blow damaged her face as well as her emotions. This has made her quieter than most so she does on occasion not even seem to be there unless someone like Dyson reminds others of her exisitance.

 

At first Golind was despondent, her family mostly spurned her for her actions. Then she was forced to come to grips with the fact that unless she did something she would soon starve and or freeze to death. From there she realised a few things, the more she got this time the better off she would be waiting for the next job that required a lot of muscle. Her natural Tol instincts as a merchant ment that she should get the best "price' for her services whenever possible.

 

She rapidly shocked a few of her clients by expressing what many would see as unseemly greed in her statements. In her defense she must admit that she does upon occasion make a mistake of overconfidence. She also does not posess her fathers deft gift of making others good deals that require a long term of paying him back so he can rest from his labors. After a few missions (some of which she went upon for less than the agreed upon price) She finaly began to make the Big score: Rescuing two captured Rockhold members from certain death in the Alliance lands. That was when she met Dyson, Grry, Katryn, Fiona and the rest. Since then she has slowly lost her "need for Greed" as well as beggining to notice that money is in and of itself not happyness.

 

She Seems to be especially good at the "near suicide" type of missions invloving little stealth but much brawn. This is the type of missions she excells at and the kind that she feels demands the highest prices.

 

Though still a fearsome fighter now Golind believes she has found the most wonderful person in the world. The ever hansome, strong, noble...(edited for brevity) ....demure and capable Verichne. With his wonderful deep eyes, the wonderful tiny wrinklse around his eyes and mouth, the cute way his mouth gets scrunched up when he is....(edited again for brevity).

Though for some odd reason he just does not seem to appreciate her!

 

 

 

 

Goals:

Long Term: Become a better Stone Man.

Continue to aid the Aroman Community

Helping those in need

Learning Arcane magics (possibly)

Trying to Achieve Legendary status in the Aroman Community

Heal the rift with her family

Adding to the Aroman Community

Seeking information about the occurences to her family during the Giants War

 

 

Short Term:

Better Equipment (Mostly Done)

Learn more Defensive Manuvers

Learn Acrobatics

Seek out and meet Dubae Iron-fist.

Visit much of her family.

KS: Aromen Awards

Analyze: Value of Arms and Armor

 

 

Others Important in Golind's Life

 

Fellow Adventurers

 

Asheel: (lender NPC) described as "the Circ de Sole' adventurer" he is a street performer who has gone upon a mission or two for fun and profit. Asheel was formerly a clown of the Blue Griffon Troupe so named for the Griffon(painted blue) they currently have. They are the only performing organization with a griffon and there is quite possibly a standing reward of 250 GP for the capture of a Griffon by a competing troupe. Apparently he and Grry are very happy doing street shows for silvers and coppers to pass the time away until adventure calls another day.

 

Dyson Tarn: (PC): He's a very nice person quite capable of doing many useful things. He does not seem to really value money for some obscure reason. I don't know why He and Verichne really teamed up but it makes it easier for me if one of my friends are with Verichne. Dyson also can heal people well so if Verichne get's hurt (as impossible as that seems) then possibly one of the best medics will be on hand to make sure he gets healed. As of a matter of a fact Dyson demonstated this ability to heal nearly anything when Verichne got a Boo Boo that looked like he had really squished his arm flat. Dyson went to work and had it fixed in a few turns and he did not even charge Verichne for it!

 

Aatri Oacel: (PC), A Tannish Scout/Mage who is fair in several things and quite well bids to be decent at many things. He does not appear to be a real serious fighter but he does appear to know the difficult art of Chak-dwi, except of course as a typical human he has laughably decided that swords of all things should be used with this style. He does not appear to have true mastery of fighting like a nuadem, or better yet an Arrok' Hai. But he does appear to have

 

Morwen: (PC), A quality speaker, though not a real fighter. The woman needs to learn how to wear real armor, the 312 different types of blows usable with an axe as well as how to keep her skin intact. I as much as anyone will admit there are times for talking, but when the mouthing is done better be prepared to let your axe bite deep in the offender.

 

Soa (PC): a Shuchaw Eagle totem follower, this person does not seem to understand Arms or Armor properly he fights with long knives and much running around. Soa was injured early on in the battle at Coaraine, however his contributions were well in advance of the seige attempt. Soa suggested the running battles to remove as many of the undead from the final battle at the town as possible. Of course this is not how a typical Aroman would have decided the battle but then again I shall not argue with what is essentially success.

 

Ferglin: (PC): a Very competant if heavily drinking Arrok Hai arroman. He is as capable on horseback as afoot and that is quite a feat. He is just as capable of fighting drunk as sober (in fact he fights at reduced abilties if sober). This ex millitary Arroman is quite handy and was especially useful at the battle of Corraine especially during the preparation stages. He has nothing on Verichne. Among the Stone Men he is considered to have a healthy drinking capacity and an unhealthy liking for the Tannish Knights.

 

Verichne: (PC), Earth Priest one of the defenders of Corraine and a stout Arroman this wonderful hero has the strength of two dozen men, and has single handedly killed an Elk then dragged it back to Rockhold by himself as part of his incredible display of . Verichne was essential to the defense of Corraine being the only person capable of destroying/taking the boarding ramps from the undead legions by himself. He's such a wonderful hero. He can teach people things too. He did a wonderful job at Corraine both in squishing the undead and in teaching the hopeless tannish some basic combat skills.

 

Grim : (ex PC), Aroman Kitti Tok Rhok (troubleshooter) as ugly inside as out. he's not so dangerous though that in a stand up fight I cannot take him. His armor is too light and his weapons are not enough compared to mine for him to easily win without treachery.

 

Grry(PC): He is very fast and a dependable scout. He seems to have completely discarded society in order to try and master scouting. Given a few more decades he might just make it before he dies of old age.

 

Katryn(NPC): nice enough girl though I don't understand why she hangs around with that disrespectful idiot Fiona. They watch each others back so I have to either plan on taking them both on or separating them. Im not sure which would be easier. Katryn seems reasonable, perhaps if I appoach her the right way I can get to Fiona with out worrying about her trying to clobber me from behind.

 

Fiona (PC): This little wench deserves taking down a peg or two. Katryn however seems to be a real troublemaker, and is probably more dangerous to boot. I'm pretty confident that I can take them both out if I really had to though. They Both have good looks but in a fight, good looks don't mean nothin.

 

Geras Albe Tol (NPC): Though my brother is still in the Stone Men I don't think he likes me very much. Perhaps one day we will be able to patch things up between us but for the moment the sting is a little too soon to face. I did however cost him some of his honor but I think he still loves me. I did not have enough time recently to find out how he feels.

 

Shamus:(NPC) Shamus? The dead guy who helps Dyson? Erm, yeah, so long as he does not want my money he's fine.

 

Bane ? (NPC): This is the leader of a pack of Knights known as the Red Boar Regiment. Bane has been an annoyance to most of the members of the Quartet of Adventurers. He has Enchanted Silver Spurs he recieved for valor During the Giants War as well as having barely nudged out Dyson from being the Harvest King in the last Harvest Festival. Right now you could not pay me to come near to fighting him. Unlike Dubae Iron-fist and Koran Tiltervin, Bane is a competant and brave annoyance. He's too popular though I have heard the grumblings of the Quartet of Adventurers about his annying them. I, unlike Dubae, would not be able to rely on the hospitality of the Aroman community after getting rid of him unless he was discredited first.

 

Dogs of War: (NPC) 2 surviving unmounted Nuadaem. 18 were Survivors of the Razing of Dogwood (their hometown) by orcs and ogres 8 years ago. Only Two survived the battle of Corraine that occured this year. I personally rescued the two surviving members and would have gotten more out if I had had the chance. Dyson has mentioned that he might have a few ideas for these people if they are willing. However I think more would have survived if they had been willing to wear more armor.

 

Black Riders(NPCS): Possibly the most competant people that I have ever seen this side of the upper echelons of Stone Men that keep in shape. Dyson mentions that if these people ever quit working for the Millitary he will happily help them find gainful adventuresome emploment if they so desire. I'm not so sure the Milliatary can do without these fast stike riders to complement the obvious capacities of the Stone Men.

 

The Rage(NPC?): a group of criminal nuadem who have agreed to come and kill undead, not to protect Corraine mind you, but to kill undead. I allways keep a heavy hand on my purse when these ruffians are around. If I was starving I would not take a copper from these hooligans.

 

Zabor Icespar(NPC): Golinds Great Uncle, though a vicious fighter, Senior Stone man and entirely too competant warror he was forced to make some difficult decisions During the Giants War. Ordering a retreat from the superior fireopwer of a long ranged assault by the Giants, Zabor solo-charged a pack of giants in order to give his units a chance to escape the withering missile attacks. After having proved the superiority of the Bladeshield defense during his "Trundling Charge" Zabor managed to close to Melee range with the Giants. Zabor managed to cripple/kill two of the Giants before finally being brought low by the coordination of the remaining Giants.

 

The Tol's and Icespar's are currently in mourning for Zabor as is befitting a warrior of his age and abilties. He shall be surely missed by all that knew him. As a final note his body has not been recovered and there is the possibility that in a world of magic he has escaped death one more time. If he has disappeared only to return some day the question is where is he now?

 

Important Non-Adventuring NPC's

 

Dain Mc Moran: He's a right wealthy guy and important to know. I don't know how Dyson became involved with this man though he most certainly can be useful! He has sponsored quite a few "missions" often for pay.

 

(The Mage Trainer?) (NPC) This gentleman is part instructor, part spell trader and part spell keeper. Golind has heard about this guy from Dyson and Grry. So far Golind sees no reason to spend money on lessons or magic from this guy when she has the perfectly competant Dyson to aid her in her efforts to learn magic.

 

Nebber Lum Tol:(NPC) Nebber as the oldest of the Tol's is quite competant at figuring out how to get a deal from someone. Though he as much as anyone was affected by the Giants war he has begun springing back with a vengance. His trading abilities and his youth seem to be putting him back on his feet faster than anyone else. He does occasionally seem to be wandering among even non-aromen collecting stories about what happened to the trade system during and after the Giant's war as some sort of hobby. Perhaps when he is ready he will reveal what he is trying to accomplish.

 

Derrin Chok Tol:(NPC) The youngest of Golind's siblings he has disappeared into the depths of earth temples shortly after hearing about his great uncle. The only information the family has been able to get out about him is that he is well but has needs the temple is taking care of for him. What his condition is other than the platitudes given about him by the earth priests is a complete mystery. The Tol's currently hope he decided to train for the novitiate, but fear some sort of madness/sickness has taken him.

 

 

Standard Aroman Information

 

The Aroman are a long lived (300 years) humanoid race. They are shorter (3' 9â€), stockier (150#), and hardier than most humans. Hair colors tend toward the darker colors and complexions toward the middle ranges. Their language is related to neither Tannic nor Shuchaw

 

Aroman prefer to live in a communal existence in stone structures either above or below ground. Aroman feel a close kinship with the elemental forces of earth, stone, and metal and tend to prefer things made from these elements. While aroman are very communally minded, they also take great pride in their personal accomplishments. Personal ornamentation and fashion are common in an Aroman community. This ornamentation ranges from the braiding of hair and beards, to custom jewelry, to customized tools, to outrageous outfits.

Aroman tend to be very practical in their approach to any endeavor. This holds true whether the task at hand is extracting ore from a mine, farming the land, or engaging in war. None of these tasks is seen as being more glorious than another or inherently more important than another. All that matters is that when the time comes to engage in any task that it be done as well as possible and gotten out of the way so that the next task may be begun. This Aroman practicality does not preclude pride in ajob well done, rather the opposite holds true. Aroman generally take great pride in their ability to foresee and avoid difficulties; and overcome those which cannot be avoided.

The practical side of Aroman leads to another racial characteristic which is orderliness. Most Aroman feel that there is one right way to do most things; the way it’s always been done (a.k.a. the Aroman way). This doesn’t mean that improvements aren’t made in the accepted way of doing things, but those changes are generally slow in gaining widespread approval. While Aroman believe in doing things through accepted methods, they don’t argue with success and will recognize a record of excellence regardless of how it is achieved. This aspect of orderliness characterizes Aroman society as well. Elders and those of recognized excellence (usually denoted by some medal or award) expect respect and deference be shown them. It is an almost unpardonable offense to defy an established expert in their field of expertise. Such unlearned impertinence is considered to be the exclusive domain of humans (who don’t live long enough to ever become an expert in any field anyway).

 

NOTE: The use of the term “dwarf’ is considered to be highly insulting and inflammatory by most Aroman and is usually met with physical violence.

 

 

Arrok’ Hai (Stone Men)

An Arrok’ Hai is a veteran of an elite unit of the Outer Guard. They are masters of axe work, performing incredible feats with the axe as a melee or missile weapon. Some have mastered the difficult art of Chak-dwi (two-axe) which allows the practitioner to fight with an axe in each hand. Arrok’ Hai are universally respected amongst the Aroman community; and are treated with respect and a bit of fear by the human community. The bit of fear is due to the fact that an Arrok’ Hai is the quintessential Aroman hero, putting Aroman (and only Aroman) interests above all else (even their own lives). It is said that Dubae Iron-fist single-handedly slew Koran Tiltervin (a Tannish commander) and his cohort of bodyguards when Commander Tiltervin failed to deliver the promised support when the Arrok’ Hai were engaged with minions of the Alliance in the Battle of Lathan’s Down. Dubae is said to reside in or near Rockliold to this day, sheltered from the edict given for his arrest by the Council of Seven by the Aroman community. It is also rumored that Commander Tiltervin was pompous boob, incapable of leadership, tactically inept, and reviled by peers and subordinates alike - and deserved to die.

 

Kitii-Tok-Rhok (Trouble-shooter)

The Kitii-Tok-Rhok is the Aroman practical solution to a problem arising from purely Aroman or Human sources. When an Aroman has a problem with a mine he calls on a miner, when he has a problem with the iron from the mine he calls an iron smith, when he has a problem with lazy workers or bandits stealing ore he calls a Kitii-Tok-Rhok. Kitii-Tok-Rhok take a very practical outlook on interpersonal relationships; do as you’re told and no problem, make a problem and he’ll have to “solve†you. Kitii-Tok-Rhok are masters of manipulation and intimidation, not to mention more forceful means of conflict resolution. The disposal of a corpse is merely an additional step in trouble-shooting a problem to a Kitii-Tok-Rhok. As a general rule, Kitii-Tok-Rhok’s are associated with the larger, wealthier businesses and guilds. These trouble-shooters are

· generally treated with the same deference and respect as the leaders of those businesses or guilds; whom they often accompany. The few freelance Kitii-Tok-Rhok’s who exist often have another profession to keep food on the table during their “down-timeâ€. These freelancers are, more often than not, treated with the same suspicion and fear as any other dangerous thug.

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