Hellfrost Ice and Death CharacterWintergreen

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Wintergreen

Race: Taiga Elf

Rank: Novice


Attributes

Agility d8

Smarts d6

Spirit d8

Strength d8

Vigor d6


Derived Traits

Charisma: -2 (-6 if Bloodthirsty is revealed)

Glory: 0

Pace: 6

Parry: 4

Toughness: 6 (1)


Languages

Frosttongue, Taiga Elven, Trader


Funds

25 silver shields, 51 gold shields


Skills

Fighting d4

Intimidate d4

Notice d6

Riding d8

Shooting d8

Stealth d6

Survival d6

Tracking d4


Racial Properties

Agile: Taiga elves are graceful and agile. They start with a d6 in Agility instead of a d4. Through advances and Edges, they can have a maximum Agility of d12+3.

All Thumbs: Taiga elves have an inbred dislike of mechanical objects (including crossbows). They have the All Thumbs Hindrance.

Forest-Born: Taiga elves suffer no penalties for difficult ground in forests. When using the Overland Pace system, they treat such terrain as one category lower.

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

Insular: Taiga elves rarely dabble in the affairs of other races. They have –2 Charisma when dealing with all races except taiga elves.

Low Light Vision: Like their temperate kin, taiga elves have cat-like eyes and so can ignore lighting penalties for all but Pitch Black conditions.

Natural Realms: Taiga elves who become druids treat Elfhomes as wilds, not urban areas.

Winter Soul: Taiga elves have +2 to Vigor saves to resist the effects of cold weather, and +2 Armor to resist the affects of cold, coldfi re, or ice attacks.


Edges

Beast Master

Steady Hands


Hindrances

Bloodthirsty

Cautious

Stubborn


Equipment

Arrow, Armor-Piercing (6): AP 2, may be recovered (4,5, or 6 outdoors, 5 or 6 indoors)

Arrow, Flesh-Ripper (6): +2 damage, double protection vs. any Armor, may be recovered (4,5, or 6 outdoors, 5 or 6 indoors)

Arrow, Standard (14): May be recovered (4,5, or 6 outdoors, 5 or 6 indoors)

Bow, Long: 2d6 damage, Range 15/30/60, minimum STR d8

Dagger: STR+d4 damage, minimum STR d4

Leather Suit: +1 Armor, covers T, A, L


Gear

Backpack

Bedroll

Blanket

Clothing, Winter

Flint and Steel

Goggles: Goggles double the time period before the hero has to make rolls to avoid snow blindness. Notice rolls involving sight are made at –2 because of the heavy tint.

Quiver (2)

Rope, 5'

Saddle, War: War saddles are custom made for the user. They grant a +1 bonus to Riding rolls to stay in the saddle.

Waterskin


Health

0 of 3 Wounds

0 of 2 Fatigue Levels

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

Advances

5 XP: Beast Master

10 XP: Steady Hands