Dolwynn Flewynn

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Combat Style[edit]

Dolwynn fights in a way more familiar to stories than fields of battle. He uses a very large warsword in his primary [left] hand and tends to a very mobile style of engagement, with big looping attacks followed by deflections and tumbles to escape retaliation. While he has some military training in hand, his shield use is average and he has a tendency to discard it in favour of torches, flaming oil, magic talismans and such. He also likes using a thick shafted long spear two handed, generally when engaging larger foes. His aim is to implant it and leave it there. Dolwynn prefers aimed shots with his bow and has hindered his own learning through an over reliance on missile enhancing magic. He is comfortable with the use of poisons, acids and alchemical doohickery - in fact, he has an amateurs obsession with understanding them and their uses. He rarely uses poison on intelligent man rune types...it is for the monsters that he hunts [or that occasionally hunt him]. Despite his formal training, Dolwynn fights more like a hunter or skirmisher - a quick, mobile strike followed by defensive tactics are more his style than a toe to toe fight.

Background[edit]

Dolwynn Flewynn - Hunter


A Tarsh Exile and former mercenary, Dolwynn Flynn passes himself off as an initiate of 'the Hunter' and is a paid up member of the Foresters guild. He is also secretly an initiate of Orlanth Adventurous [the Secret Wind, who are basically a bunch of bandit/outlaws in occupied Sartar], and is seeking a safe haven. He has relatives out West that he is generally attempting to find, though this isn't the first time he's got sidetracked...

His formerly noble house has made a living as monster hunters for hire since their retreat to Sartar. He is pretty good at it, but talks up his past kills...a lot. He plays on the friendly relationship between the seven mothers and hunter gods to keep his head down and out of trouble.

Dolwynn has a companion, Astis - an awakened and speech capable Alynx. They have been bonded since a hunters high holy ceremony two years ago - but they are not allied spirits in the normal sense. Rather it is a relationship - one both have been known to bemoan as a geas from the hunter god, despite their obvious affection for each other.

Dolwynn was passing through Apple Lane when he was approached in his capacity as a monster hunter to retrieve their stolen goods from White eyes gang. Expecting yet another hyped up bushwacking with a bunch of rag tag swords for hire, he was unexpectedly thrown into deeper and deeper peril, starting with the befriending and championing of the newtling folk against an ancient enemy that tested his claims as a monster killer and culminating in representing Orlanth himself in a troll based heroquest.

Through it all, he was forced to consider and reconsider his actions, his directions and his responsibilities. For every gift he gained - blood drenched skin, the dance of the thunder lizard, surety and confidence in his own destiny, the bullroarer of his patron god, powers over and with the ice and cold of his lover and his somewhat daughter - he learned a lesson in his place in the world and how it was a right, not a privilege. Now he has entered a dragon path to who knows where, his companion by his side and a new hearth - albeit of rainbow hued lynx kittens - for the hunter in him to protect. He has made friends that can only be made through the experiences they have shared and the bluster he once hid behind has faded away under a new surety - there are things they have to do, this group. There are no coincidences.

Character Details[edit]

  • Name: Dolwynn Flewynn
  • Race: Human
  • Cults: Foundchild/Orlanth Adventurous
    • Rune Level:
    • Initiate: Foundchild
    • Initiate: Orlanth .
  • Social Condition: Son of a poor Tarsh Exile noble.
  • Sex: Male
  • Previous Experience: Light Infantry [officer]

Characteristics[edit]

Str: 16 11, Con: 11, Siz: 12, Int: 15, Pow: 17, Dex: 18:, Cha: 14[15].

  • Damage Bonus/Minus: +1d4
  • Hit Point Bonus/minus: 0 HPs
  • Experience bonus: +9%
  • Encumbrance limit: 14 Enc.

Skill Groups[edit]

  • Knowledge: +5%
    • Evaluate (5%):
    • Read/Write Tarshite 15%
    • Read/Write Tradetongue 10%
    • First Aid (5) 10%
    • World Lore (5%) 65%
    • Spirit world lore 10%
    • Find healing (ahem) plants (5%) 15%
  • Manipulation: +15%
    • Climb (15) 30%
    • Conceal item (10) 25%
    • Thunder Lizard Dance (pow x 2) 45% ^
    • Dodge (dex x 2%): 75%
    • Jump (15%): 30%
    • Throw (15%): 35%
    • Map Making (10)25%
    • Ride (5)20%
    • Swim (15)30%
    • Set/Disarm trap (5) 20%
  • Perception: +5%
    • Listen (25): 70%
    • Spot Hidden items (5): 95%
    • Spot Trap (5): 35%
    • Track (10)60%
  • Stealth:+15%
    • Camouflage (10%): 45%
    • Hide (15%): 50% [100% vs chaos]
    • Move quietly (15%): 45%
    • Pick Pocket (5):20%
  • Communication: +15%
    • Bargain (10%): 25% ^
    • Orate (10%): 35% (60%)
    • Sing (5%): 20%
    • Speak Tarshite. (Int x 3)60%
    • Speak Lunar 35%
    • Speak Sartarite 50% (Int x 2)
    • Speak Tradetongue 25%
    • Speak Darktongue 30%
    • Speak Coldspeech 25%
    • Speak Feline speech 30%

Hit Points and Armour[edit]

Location Name Armour types H.P. A.P. Enc. Location
Head Hood & Comp Helm [Closed Helm] /4 6[8] 0[1] 19-20
Left Arm 1pt Leather sleeves & Cuir Vambraces [Plate] 3 6[9] 1*/1 16-18
Right Arm 1pt Leather sleeves & Cuir Vambraces [Plate] 3 6[9] 0/1 13-15
Chest 2pt Leather Byrnie & Cuir [Chain Hauberk] 5 7[9] 2[3*] 12
Abdomen 2pt Leather Trews & Linen Skirt [Chain Hauberk] 4 7[9] 2*[2*] 09-11
Left Leg 2pt Leather Trews & Cuir Greaves [Plate] 4 7[10] 1*[1] 05-08
Right Leg 2pt Leather Trews 4 7[10] 0*[1] 01-04
  • Has 2pts of natural armour.

Total armour Enc:

  • Hunting 6.
  • Monsterslaying 10
  • +2 natural armour
  • Total Hit Points: -- 11 HP
  • spirit world 7/15 -3 in head

Weapons and Shields[edit]

  • Attack Bonus/Minus: +15%
  • Parry Bonus/Minus: +10%
  • Strike Ranks: Siz:(2)+Dex:(1)=3
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
1Handed Sword [Bastard][LH] 1d10+1+1d4 5 - 80% 30% - 1
Medium Shield [RH] 1d6 7 - 20% 50% - 2
2h spear [BH] 1d10+1+1d4 3 - 45% 35% - 3
1h spear[RH] 1d8+1+1d4 4 - 30% 30% - [3]
1h spear[LH] 1d8+1+1d4 4 - 35% 30% - [3]
Dagger [LH] 1d4+2+1d4 7 - 40% 35% - 0
2h Sword 1d10+1+1d4 5 - 20% 15% - [1]
Comp bow 1d8+1 1/6/12 - 60% 15% 100m 2
Javelin 1d10 1/mr - 30% -% 20m 2
Fist 1d3+1d4 7 arm 45% 35% 0 0
Kick 1d6+1d4 7 leg 45% -- 0 0
Head Butt 1d4+1d4 7 head 50% -- 0 0
Grapple Special 7 special 45% % 0 0

Normal weapon load is comp bow [2], bastard sword [1] and medium shield [2]. He frequently dumps the shield.

Magic[edit]

  • Heroquest
    • +2 point natural armour, defeating the Lizard Queen.
    • Thunder Lizard dance (POWX2)=45% +5% fighting Lizards. +5% tracking them. detect lizard 40m
    • +1 CHA
    • +2 Cha when dealing with newtlings
  • Gifts, geas'.
    • Will be touched by Disorder for a year. [Tricksters price].
    • Freed Elmal [on heroquest] and Yelmalions will recognize this, but gained the geas: Never suffer a gorp to live.
    • Can make Orlanths Bullroarer, with added ZZ power. Will demoralise enemies [as per the spell] who hear it. Powered by spirit magic pow, 1pt/10rds.
    • Has been told by the Ice Queen to ‘drop by again’ – along with Astis.
    • Has parleyed a deal with Zorak Zoran to fight Chaos - hell roar for bullroarer. Worshippers of ZZ will recognise this.
  • Hill Of Gold
    • +1 CHA
    • Bonuses for any activities involving snow or cold.
    • A daughter called crevice, use it how you may, eg nasty trap in the snow! remember she trickster tainted though.
    • +25% oratory vs cold creatures/worshippers
    • Resist cold at maximum POW at all times
    • VS CHAOS can hide at 100%.
  • Bluetooth fetish: The tooth is always warm and moving.
    • Intimidation once per day for 10 rounds... difficult to resist
    • Personality trait: Never back down. Up to you how far you go with that. It probably gets worse as time goes on.
  • Dolwynn gets the cats
    • Speak feline int%
    • Dogs hate him
    • +1Pow
  • Power:-
    • Current Characteristic POW: 17
    • Current Available POW: 17
    • Current Stored POW: 12 Pow Crystal 12


Spirits:

  • zephyr
    • INT:9
    • POW:16
    • Where Bound:1pt crystal
  • Spirit Two
    • INT:
    • POW:
    • Where Bound:
  • Spirit Three
    • INT:
    • POW:
    • Where Bound:


  • Battle Magic:
  • Bladesharp 1
  • Bind spirit 1
  • Countermagic 1
  • Detect Life
  • Demoralise
  • Disruption
  • Farsee
  • Healing 2
  • Multimissile 1
  • Protection 1
  • Silence
  • Speedart
  • Xenohealing 2
  • Crevice: 1pt spirit spell with trickster influence. Frostbite.

Spell creates a small crevice that swallows the foot/hand of the user, crushing for 1d3 damage [ignoring all but unusual//innate armour] then holding on for 10 melee rounds. Getting loose requires a roll similar to freeing an impaled weapon. This spell only works when there is ice, snow or sub zero temperatures.


  • Rune Magic:
    • Sureshot
  • items
    • Warmth matrix tattoo.
    • A magical Bullroarer,
    • Strange stone egg that sounds as if there's pecking coming from inside. It rocks now and again.

Equipment[edit]

  • Weapons:
    • Bastard Sword [5 years old]
    • Comp bow, Quiver w'16 arrows
    • Roundshield.[enc 2]
    • Dagger
    • Longspear
  • Other:
    • Base Armour:
      • leather vambraces [1pt]
      • leather byrnie [2pt]
      • Leather Trews [2pt]
    • Hunting Armour: -5% MQ
      • Cuir Greaves and Vambraces
      • Cuir Cuiraiss
      • Linen skirt
      • Comp helm.
    • Monster hunting armour -20% MQ
      • Chain hauberk
      • Plate greaves and vambraces.
      • Closed helm
  • Adventuring pack
  • Lamp & Refill.
  • 1 Person tent.
  • 1 Dose BV Antidote 5
  • 6 salves of snake bite antidote pot 12.
  • 2 doses POT 10 acid
  • 2 doses POT 10 BV
  • 2 doses POT 10 BV antidote
  • 2 doses POT 12 spider paralysing venom
    • Magic item. A family heirloom - a power storage crystal[Pow 12]. It is flawed, in that any spell cast using pow it stores will be cast with an attention drawing glow obviously relevant to the spell [and sometimes with a little 'zing' sound effect]. While it counts as a flashy magical item for cha purposes, it telegraphs any spell use to a potential enemy and sometimes alerts quarry. Dolwynn has been stuck with the thing since he attuned it, as only death will break the link.
    • Warmth matrix tattoo.
  • Money:
    • 17 Lunars.

Astis[edit]

  • Str 9
  • Con 12
  • Siz 4
  • Pow 17
  • Dex 22
  • Cha 18
  • Int [Awakened spirit] 13
  • Bite SR 8 70% 1d6 tick
  • Claws SR 8 100% 2d6 tick
  • HP 11
  • Move quietly 80%, Hide in cover 70%, Dodge 70% ,Tracking 70%,listen 70%, sense predator 50%, Speak Sartarite 70%, Understand Darktongue 25%
  • I'll keep the old fashioned defence for him too of 20%
  • Heroquest
  • +2pt armour
  • +1cha
  • Permanent increase of 2 cha
  • Now a snow Alynx, white coat in winter.
  • 90% camouflage in the snow.
  • Can father this breed.
  • Can mate with humans.