Difference between revisions of "Hellfrost Ice and Death CharacterHallsteinn"

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Charisma: -2; Glory: 0; Pace: 5; Parry: 6 (7 w/ shield); Toughness: 8 (2) (10 (4) vs. ranged attacks)
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Charisma: -2; Glory: 0; Pace: 5; Parry: 7 (1); Toughness: 8 (2) (10 (4) vs. ranged attacks)
  
  

Revision as of 13:57, 16 July 2014

Hallsteinn Gudrunsson


Race: Frost Dwarf


Attributes

Agility d6

Smarts d6

Spirit d6

Strength d8

Vigor d8


Charisma: -2; Glory: 0; Pace: 5; Parry: 7 (1); Toughness: 8 (2) (10 (4) vs. ranged attacks)


Languages: Battletongue, Dwarven, Trader


Funds: 0 ss, 0 gs


Skills

Climbing d4

Fighting d8

Intimidation d6

Knowledge (Geology) d4

Notice d6

Repair d4

Survival d6

Taunt d6


Racial Properties

Heat Lethargy: Frost dwarves become lethargic at temperatures of 53 degrees or higher. They have –1 to all trait rolls in such temperatures.

Insular: Frost dwarves have long kept to themselves and rarely dabble in the affairs of other races. They have –2 Charisma when dealing with all other races.

Low Light Vision: Dwarven eyes are accustomed to the gloom of the underearth. They ignore penalties for darkness in all but Pitch Black conditions.

Mountain Born: Dwarves suffer no penalties for difficult ground in mountains or hills. When using the Overland Pace system, they treat such terrain as one category lower.

Slow: Dwarves have a Pace of 5.

Tough: Dwarves are stout and tough. They start with a d6 in Vigor instead of a d4. Through advances and Edges, they can have a maximum Vigor of d12+3.

Winter Soul: Frost dwarves have +2 to Vigor saves to resist the effects of cold weather, and +2 Armor to resist the affects of cold, coldfire, or ice attacks.


Edges

Connections (Iron Guild)

Iron Guild Mercenary

Nerves of Steel


Hindrances

Orders (Iron Guild)

Vow (Major: Prove Self Worth)


Equipment

Iron Guild Battle Axe: STR+d8 damage (Free)

Iron Guild Chain Shirt: +2 Armor, covers T, A (Free)

Iron Guild Medium Shield: +1 Parry, +2 Armor vs. ranged attacks (Free)

Chain Leggings: +2 Armor, covers L (100)

Chain Coif: +2 Armor, 75% chance of protecting head (50)


Gear

Backpack

Bedroll

Flint and Steel

Normal Clothing

Rope, 5'

Waterskin

Whetstone


Health

0 of 3 Wounds

0 of 2 Fatigue Levels

0 of 3 Bennies (Soak Wounds, remove Shaken, reroll a Trait roll)


Advances

5 XP: Vigor d8

10 XP: Nerves of Steel Edge