Difference between revisions of "Merryn"

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(Equipment)
(Equipment)
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*Weapons:
 
*Weapons:
 
** Shown above 7.0 ENC scouting, 13.5 campaigning.
 
** Shown above 7.0 ENC scouting, 13.5 campaigning.
 +
** A reed/bamboo bow
  
 
*Armour:
 
*Armour:
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** Small skin, Oil x2  
 
** Small skin, Oil x2  
 
** Grease pot x2 (Rendered animal fat)  
 
** Grease pot x2 (Rendered animal fat)  
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** Rope 15m
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** 4 torches
  
 
*Stored
 
*Stored

Revision as of 06:36, 21 October 2014

- Main Page; The Prax Adventure


A Character Sheet

Background and Story

Merynn Foster

Merynn was born to dirt-poor Ernaldan peasants, part of Generts old folk, now scattered across the land. They came with built in fertility runes. The second of twelve children, Merynn grew up supplementing the (extremely large) family food needs by hunting and scavenging on the fringes of clan grounds, with a little poaching in-between jobs for the militia or rich Orlanth types. He joined the Hunter cult on his 13th birthday and took over his fathers Fyrd obligations two years later. Things were finally looking up for his family when he listened to that damned Starbrow. Like a fool, he followed his friends and other clan hotheads off into rebellion. During the uprising, he learned to use his skills on men. Now, he's learning how to run.

Merynn is a guerilla fighter and bushwhacker. He is merciless in combat with sentient beings. He does not, however, ever hunt sentients, unless they are of chaos. He's used to being a follower more than a leader, so will be taking his lead from Ringeye predominantly. He's also quick happy to let the young fellers handle negotiations with employers. Merynn is quite protective of the lads, as he thinks of them - he will alwys keep a weather eye out for their welfare.

Merynns people grow up very close to the old gods - Horned man, first mortal, grandmother earth, the earth witch, trickster and hunter are the most common. They are very tied to the land spirits and tend to avoid worship of the Young Gods.

Character Details

  • Name: Merynn
  • Race: Human Sartarite of the Colymar Clan. One of the Old Folk, remnants of Genert's people (similar to Oasis folk from Prax).
  • Cults: First Hunter Primal hunting cult - Initiate. Zola Fel Initiate.
  • Gender: Male
  • Rune Associations: Harmony, Death (from First Hunter) and Spirit (from Old Folk Background).

Characteristics

Str: 15, Con: 11, Siz: 10, Int: 15, Pow: 15, Dex: 16:, Cha: 10.

  • Hit Points: 11
  • Total Fatigue Points: 26
  • Total Magic Points: 15
  • Damage Bonus: +1d4

Skill Groups

  • Communication: +5%
    • Bargain (5%):
    • Fast Talk (5%):
    • Orate (5%): 17%
    • Sing (15%):
    • Language [Sartarite] (INTx5%):[75]
    • Language [Trade] (INTx3%):[45]
    • Language [Beastspeech][05]
  • Manipulation:+12%
    • Conceal (5%): 39%
    • Device (5%): 40%
    • Sleight of Hand (5%):
    • Instrument [Aerophone]: 44%


  • Knowledge: +10%
    • Evaluate (5%):
    • First Aid (10%):
    • Shiphandling (0%):
    • Craft [Butchering](10%): 45%
    • Lore [Animal] (5%): 40%
    • Lore [Plant] (5%): 35%
    • Read/Write [xxxx](0%):
  • Perception: +8%
    • Listen (25%): 45%
    • Scan (25%): 80%
    • Search (25%): 45%
    • Track (10%): 69%
  • Agility: +10%
    • Boat (5%): 25%
    • Climb (40%): 60%
    • Dodge (5%): 55%
    • Jump (25%): 45%
    • Ride (5%):
    • Swim (15%): 17%
    • Throw (25%):
    • Hide (10%): 47%
    • Sneak (10%): 48%
  • Magic: +10%

Ceremony (5%): 32%

Spells

Spirit

  • Disruption (1)
  • Detect Life (1)
  • Multimissile 2
  • Healing 6
  • Countermagic 2
  • Dispel Magic 2
  • River Eyes (1)

Inactive

  • Speedart 1
  • Detect Traps (1)
  • Farsee 2
  • Countermagic 1
  • Bladesharp 1
  • Mobility 1

Divine

  • Sureshot (used)
  • Shield
  • Sanctify(Hunter)

Hit Points and Armour

Location Name Armour types A.P. H.P. Enc. Melee Missile
Head Stiffened Leather 2 4 xx 19-20 20
Left Arm Stiffened Leather 2 3 xx 16-18 18-19
Right Arm Stiffened Leather 2 3 xx 13-15 16-17
Chest Stiffened Leather 2 5 xx 12 11-15
Abdomen Stiffened Leather 2 4 xx 09-11 07-10
Left Leg Stiffened Leather 2 4 xx 05-08 04-06
Right Leg Stiffened Leather 2 4 xx 01-04 01-03
  • Total Hit Points: 11 HP
  • Total Armor ENC: 4.0

Weapons and Shields

  • Attack Bonus: +12%
  • Parry Bonus: +10%

SR

  • Dex 2
  • Siz 2
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
Bow (Composite)! 1d8+1+1d4 2/7 7 75% 13% 120 0.5
1H Spear 1d8+1+1d4 6 10 40% 38% 0 2.0
Dagger(War) 1d4+1+1d4 7 15 50% 48% 0 0.5
Singlestick^ 1d6+1d4 6 5 50% 48% 0 2.0
Javelin 1d10+1d2 2/7 8 45% 32% 20 1.5
Atl-Atl^ +1d6 1/MR 6 40% 13% 30 0.5
Med Shield 1d6 7 12 15% 48% 0 3.0
  • !Designed for full str use. Possibly magical.
  • ^Slingstick - same weapon, ap 5, enc 2.0

Carries

  • Shortspear (2.0)
  • Pelta (Med shield)(3.0)
  • Slingstick (2.0)
  • 2 Fighting daggers (1.0)
  • Comp bow (0.5) & Quiver w/20 arrows(1.0 enc)
  • 3 Javelins in quiver (4.5 enc)
  • Total Weapon ENC: (7.5)14.0

Equipment

  • Weapons:
    • Shown above 7.0 ENC scouting, 13.5 campaigning.
    • A reed/bamboo bow
  • Armour:
    • Shown above 4.0 ENC.
  • Other:
    • Backpack, 20 Enc 15L 2.5
    • Waterskin, 4.0l (filled)6L 4.5
    • Oilskin cloak w hood (superior) 40l ?
    • Bowcase w strings and oils.
    • Firestarter (Wrapped in oiled skin)
    • Small skin, Oil x2
    • Grease pot x2 (Rendered animal fat)
    • Rope 15m
    • 4 torches
  • Stored
    • Sleeping Furs 65L 4.5
    • Canteen, 1.0l (alcohol)4L 1.0
    • Dried trail rations
    • Dried beans (1kilo)
    • Snares

Valuables:

    • Coin - 110L
    • Didge (music stick)
    • Taker Composite bow. Full Str mod, Repair 2 and Speedart matrix, 5mp dedicated storage.

- Main Page; The Prax Adventure