Difference between revisions of "Kulbrast Gash-Skull"

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(Magic)
(Equipment)
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*Money:
 
*Money:
 
**
 
**
 +
 +
==Notes==
 +
* 5 years at foot barbarian
 +
 +
Stat your character
 +
*and then either choose five years as a Foot barbarian or mounted Barbarian
 +
*For spells you get 4 points chosen from the list, (If you take protection 2 it only costs one point as you already have one point above, same with fanaticism 2). That works out as 1pt per year of initiate, with those above.
 +
*Riding is a flat 90% to take in the following mounted mercenary. choose 6 skills at 40% plus bonus the rest are at 30% plus bonus. just use the foot barbarian's skill list, but add swimming and listen too.
 +
 +
*Choose your weapons: Your signature weapon , including bonuses,will be 90% (Not to be increased further), your other two will be at 20% plus bonuses.
 +
*1d4 defence increases: INT as a percentage on 1d100
 +
*Money is 1000 lunars.
 +
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm.
 +
 +
 +
Once that is done.
 +
*Take 5 years as a mounted mercenary: Light Cavalry.
 +
*Choose your weapons combos. Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). For the two other weapons, if the same as above +20%, otherwise 30% plus bonus.
 +
*Take 1d6 defence increases: INT as a percentage on 1d100
 +
*choose magic
 +
*Money INT x 100L
 +
 +
 +
*Skills.
 +
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill
 +
*Camouflage
 +
*Hide in cover
 +
*Spot Hidden
 +
*Spot Traps
 +
*Tracking
 +
 +
*Credit: Take the max offered. You have paid it back or it was offered in payment. So you can take POWx100l in magic from your cult, Strx200L for weapons. Dex x100l from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.
 +
 +
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.
 +
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.

Revision as of 19:54, 18 September 2012

Background

Kulbrast's blue feet mark him a member of the Tovtaros, but he can barely remember his father's clan, his mother's clan or where he grew up. He knows he is involved in several blood feuds because several times he has been told so and has helped the feud spiral yet further out of control by killing his enemies and more besides.

Character Details

  • Name: KULBRAST GASH-SKULL
  • Race: Human
  • Runes: Air, Eternal Battle, Spirit OR Man OR Disorder
  • Cults: UROX!
    • Rune Level:
    • Initiate: UROX!
    • Lay Member: UROX!
  • Social Condition: UROX!
  • Sex: Male
  • Previous Experience: UROX!

Characteristics

Str: 14, Con: 15, Siz: 13, Int: 13, Pow: 17, Dex: 10:, Cha: 9.

  • Damage Bonus/Minus: +1d4
  • Hit Point Bonus/minus: +2 HPs
  • Experience bonus: +5%
  • Encumbrance limit: -- Enc.
  • DEF +10'%'

Skill Groups

  • Knowledge: +10%
    • Evaluate (5%):
    • Read/Write Language (10%):-
    • First Aid (5)


  • Manipulation: +10%
    • Climb (15)
    • Conceal item (10)
    • Dodge (dex x 2%):
    • Climb (15%): %
    • Jump (15%): %
    • Throw (15%): %
    • Map Making (10)-%
    • Ride (5)-%
    • Swim (15)-%
    • Set Disarm trap (5)


  • Perception: +10%
    • Listen (25): %
    • Sense Chaos (5): 62
    • Spot Hidden items(5): -%
    • Spot Trap (5): -%
    • Track(10)-%


  • Stealth: -5%
    • Camouflage (10%): 5%
    • Hide (15%): %
    • Move quietly (15%): %
    • Pick Pocket (5)-%


  • Communication: +--%
    • Bargain (10%): %
    • Orate (10%): %
    • Sing (5%): %
    • Speak Lang. (Int x 5)-%


Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head None 0 0 0 19-20
Left Arm None 0 0 0 16-18
Right Arm None 0 0 0 13-15
Chest none 0 0 0 12
Abdomen none 0 0 0 09-11
Left Leg None 0 0 0 05-08
Right Leg None 0 0 0 01-04
  • Total Hit Points: -- HP

Weapons and Shields

  • Attack Bonus/Minus: +-%
  • Parry Bonus/Minus: +-%
  • Strike Ranks: Siz:(-)+Dex:-)=-
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
Fist 1d3 9 arm % % 0 0
Kick 1d6 9 leg % -- 0 0
Head Butt 1d4 9 head % -- 0 0
Grapple Special 9 special % % 0 0

Magic

  • Power:-
    • Current Characteristic POW: -
    • Current Available POW: -
    • Current Stored POW: - Pow Crystal


Spirits:

  • Spirit One
    • INT:
    • POW:
    • Where Bound:
  • Spirit Two
    • INT:
    • POW:
    • Where Bound:
  • Spirit Three
    • INT:
    • POW:
    • Where Bound:


  • Battle Magic:
    • Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1
  • Rune Magic:
    • List your Rune Magic Spells here.

Equipment

  • Weapons:
  • Other:
  • Money:

Notes

  • 5 years at foot barbarian

Stat your character

  • and then either choose five years as a Foot barbarian or mounted Barbarian
  • For spells you get 4 points chosen from the list, (If you take protection 2 it only costs one point as you already have one point above, same with fanaticism 2). That works out as 1pt per year of initiate, with those above.
  • Riding is a flat 90% to take in the following mounted mercenary. choose 6 skills at 40% plus bonus the rest are at 30% plus bonus. just use the foot barbarian's skill list, but add swimming and listen too.
  • Choose your weapons: Your signature weapon , including bonuses,will be 90% (Not to be increased further), your other two will be at 20% plus bonuses.
  • 1d4 defence increases: INT as a percentage on 1d100
  • Money is 1000 lunars.
  • Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm.


Once that is done.

  • Take 5 years as a mounted mercenary: Light Cavalry.
  • Choose your weapons combos. Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). For the two other weapons, if the same as above +20%, otherwise 30% plus bonus.
  • Take 1d6 defence increases: INT as a percentage on 1d100
  • choose magic
  • Money INT x 100L


  • Skills.
  • One skill from the list below, at +25% to your current skill, all the others +15% to your current skill
  • Camouflage
  • Hide in cover
  • Spot Hidden
  • Spot Traps
  • Tracking
  • Credit: Take the max offered. You have paid it back or it was offered in payment. So you can take POWx100l in magic from your cult, Strx200L for weapons. Dex x100l from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.
  • You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.
  • You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.