Ironclaw Fur and Fury/Odion
If not for his clothing the first thought people would have about Odion is Savage Warrior (well as much as an otter can be), and if his father had his way that is what he would have been, but the clothes on his body and his friendly speech put end to that. From the family of a Pirate that gained a noble title in exchange for turning in his rivals, The Robair's family motto is "seize by strength and from the sea". Odion's childhood was a focus training in the skills of a seagoing warrior but as the third born son he was not a closely watched as his older brothers and was able to learn more noble skills from the keep's scribe. The other stroke of luck for him was the library, a left over from the displaced family that owned this land before the Robaire's. It was in this library that Odion learnt of magic and it's secrets and once his father learnt of this study, indulged his son dreaming of how arcane might would bring more strength to their paltry forces. It was during this study in the library and scribe that he learnt of the philosophy of Noblesse Oblige and in his late teens put it in to practise using his elemental magic to help make drainage ditches for the workers of the land. It was this fundamental difference in philosophy that drove a wedge between him and his father, after a violent fight with his father he was removed from the family home to prove that the real world was a place where such dreaming thought holds no real strength.
Odion's Family land is almost just a small dock, keep and a few miles of near useless swamp. If not for the fact they were located on the border and a sly capture of a town or 2 from the neighboring country, They would have had no income and lost their tile and lands before they had began. The Robair's run this land as close to petty tyrants as allowed by law and their disregard for the common man.
|Distinguishing Characteristic||Friendly speech|
|Distinguishing Characteristic||Warrior's body|
My family is wrong Noblesse oblige is a strength
- To get my metaphorical bearings
|Dodge||Vs. Melee||// d6||d8||d6|
|Gossip||With busy people||// d6|
|Inquiry||Vs Those low my station||/ d4|
|Supernatural||With elemental magic||// d6||d6|
|Swimming||Fighting in water||/ d4||d8|
|Personality||kind||||Respite||After any roll that is somehow relevant to the personality, exhaust this Gift to roll a bonus d12.|
|Language||Calabrese||Permits speaking this language (reading/writing requires Literacy). Without this, Gossip and Negotiation are impossible, Inquiry is limited, Presence is unaffected.|
|Local Knowledge||Bonus d12 to know where things are, gossip with the natives, elude pursuit, and otherwise apply knowledge of the area.|
|Initial||Combat Save||||Respite||After rolling Soak & Armor from a failed attack/defense, exhaust this gift to negate results of Unconscious, Dying, or Dead. Or reduce Overkilled to Dying.|
|Species||Contorionist||Action "squeeze through tight spaces"
You can fit into spaces other people of your size cannot - the general rule is that if you get your head through the opening, you can get the rest of you through too, given enough time. For really tight spaces the Game Host may call for rolls of your Speed & MindTraits vs. your own Body Trait.
Retreating without moving
You may still Retreat without moving one pace, by contorting your body to move out of the way of the attack.
The contortionist ability allows you to claim a successful Retreat when Knocked Down, when dodging against Ranged Weapons without Cover, and when grappled.
Action "attack: brawling attack to break free"
When using the Brawling Attack "Break Free", you may claim a bonus d12.
|Species||Deep Diving||||Respite||Swimming Dice Resist Suffocation
Include your Swimming dice with your Body dice when rolling to see if you suffer suffocation.
Hold Breath 1Ox as Long
You hold your breath for ten times longer than characters without this Gift.
X (Respite) Trigger: when suffocation sends you Reeling
When you are sent Reeling because you cannot breathe, negate that Reeling.
|Species||Fast Swimming||Improved action "swim"
For you, swimming is just an action, not a stunt. (Other characters are sent Reeling after a "swim" stunt.)
You can travel over swampy terrain faster than those who don't have this Gift. (See "Hiking", page 148.)
|Career||Elementalist Tappings||||New session||X (Special)
Action "replace your missing trappings"
If you are parted from your items, ask the Game Host for a plot twist to return or to replace them. Once exhausted, you cannot recover this Gift until the next game session.
|Career||Elementalist Apprentice||||Battle (takes an action)||Stunt "reason with elemental"
You may speak with elementals, the manifestations of universal energy, by taking the "Reason" action. You cannot force an elemental to manifest, but you can talk to one that is still dormant. If you roll well with your Gossip or Negotiation skills, the elemental might deign to speak with you. (Elementals are notoriously emotional.) While people without this Gift may talk to elementals, their words are not understood, and they receive no intelligible reply.
Stunt "minor elemental effect"
Your knowledge of petty elemental magicks allows you to perform minor little feats of wizardry to manipulate the physical world. You can call forth a misty fog, spark a candle or a gun, lift V.. stone or less of unattended physical materials and move them around within Near range, freeze or boil one liter worth of liquid, or any other petty feat of magic involving the physical world. The Game Host is the final arbiter of what is petty elemental magic and what isn't.
Action "ready Elemental weapon"
Exhaust this Gift, then use the ready action to draw forth an Elemental weapon. The spell remains in your hand, your rod, or your wand until you cast it forth (with the Attack action), until you drop it (as a free action), or until the end of the Scene (five minutes).
Elemental weapons are Magic Attacks. Your Gift allows you to ready the following magical weapons:
|Career||Literacy||Can Read and write|
|General||Nobility||||Influence||Bonus d12 with Noble Matters
You are a noble. When gossiping with other nobles, when negotiating special favors appropriate to the upper class, or when asserting your noble presence, you may claim a bonus dl2.
You have the rights and privileges of the noble class. You are entitled to "high justice", and different laws will apply to you, most favorably.
You begin the game with a signet ring, a pewter or gold ring that you wear with the seal of your noble house on it. You may press the ring into wax to put your noble seal on official documents.
You may invoke your noble status for special favors ... even after failing a roll! Refer to the Influence rules for more details.
|General||Sailing||Bonus dl2 for sailing craft
When making rolls to identify a sailing craft's type, operate a sailing craft, or basically for any roll involving a boat with sails, you may claim a bonus dl2.
|General||First Aid||New action "improved first aid"
For you, first aid is no long~r a stunt- it's a standard action. You are not automatically sent Reeling after performing First aid.
Also, you may claim a bonus d12 with a first aid attempt.
|General||Brawling Fighter||Parry with Body & Brawling Dice
You can use your Body & Brawling dice to Parry against attacks! (Characters without this Gift can't Parry with Brawling attacks.)
Brawling Attacks Threaten at Close Range; Counter with Brawling Attack Your body is a lethal weapon. If you're not disadvantaged or otherwise out of it, you constantly threaten other foes within Close Range of you, just with your bare hands or your natural weapons.
Because your Brawling weapons now threaten at Close Range, you may now Counter with Brawling!
|General||Landslide||||X (Respite)||Action "ready Landslide"
Exhaust this Gift, then use the ready action to draw forth a "Landslide" weapon. The spell remains in your hand, your rod, or your wand until you cast it forth (withthe Attack action), until you drop it (as a free action), or until the end of the Scene (five minutes) .
Make a note of where the Landslide's center point. Evezything near that point is covered in rubble, and is now bad footing until the end of the Scene (about five minutes).
Gear and cash
Cash: 6 Denarii
|Rod (Gilded)||2 hand||Close||Body, melee combat Vs Defense||Damage +2||Parry d12, Truncheon, E Trappings||on body||Extravagant (3000D) Rare||1/2 Stone|
|Wand (Rowan)||Good Hand||Close||Body, melee combat Vs Defense||Damage +0 Weak||Can't Parry,Truncheon, E Trappings||on body||Extravagant (75D), Rare||1/8 Stone|
|Knife||Good hand||Close||Body,melee combat Vs Defense||Damage+1||Blade, Concealable,||On Body||Cheap (1/2D)||1/8 Stone|
|Cestus||Offhand||Close||Body, Brawling vs. defense||Damage+1,Parry d12||Rare, Truncheon||On Body||Average (3d),||1/8 Stone|
|Robe (Brown)||E Trappings||on body||1/2 Stone|
|Leather Armor||Soak d6||On Body||1/2 Stone|
|BOOK Extravagant (On Elementalism)||E Trappings||In Bag||1/2 Stone|
|Hematite Necklace||E Trappings||On Body||1/4 Stone|
|Backpack||In Bag||1/4 Stone|
|Commoner’s clothes||on body||1/4 Stone|
|Lantern, hooded||In Bag||1/8 Stone|
|Oil, Lantern (24 hours)||In Bag||1/8 Stone|
|Blanket travel||In Bag||1/8 Stone|
|Tent (2 man)||In Bag||1 Stone|
|First aid kit||In Bag||1/4 Stone|
|BOOK chap (Bisclavret, an quick guide)||In Bag||1/16 Stone|
|BOOK chap (travelling without coin a Noble's guide)||In Bag||1/16 Stone|
|BOOK chap (Noble trend’s, last years edition)||In Bag||1/16 Stone|
|Cutlery (wooden)||In Bag||1/8 Stone|
|Signet Ring||pewter with image of frigate||on Body||1/36 Stone|
|Various Smoked fish||Travel rations 8 days||in bag||2 Stone|
|Water||6 days||In pack||1/4 D per day||1 1/2 Stone|
|Hat, serviceable||on head||Average (1D2f)||0 stone?|
Total 8.1875 On Body 2.375
Note: Burdened (two sets of armor)
Initiative: d6, d10
Dash: 4 (1/2 Max Speed +1 if Body>speed)
Sprint: d6 (Speed die)
Run: 20 (Max body + Max speed + Dash)
|Generic||per attack||Close||1d4,1d6,1d10||per attack|
|Teeth||Head||Close||1d4, 1d6, 1d8, 1d10 Vs Defense||Damage +1 Grapple|
|Claws||Off-hand||Close||1d4, 1d6, 1d8, 1d10 Vs defense||Damage +1 Critical|
|Rod||2 hand||Close||1d10 Vs Defense||Damage +2|
|Wand||Good-hand||Close||1d10 Vs defense||Damage +0 Can't parry|
|Knife||Good-hand||Close||1d10 Vs defense||Damage +1|
|Create Air||Off-Hand||Medium||1d4,1d6 vs defence||Damage + 2 Critical Counters Earth,||Magic Air Apprentice|
|Create Earth||Off-Hand||Medium||1d8 1d10 vs defence||Damage + 2 Critical Counters Air,||Magic Earth Apprentice|
|Create Water||Off-Hand||Medium||1d4, 2d8 vs defence||Damage + 2 Critical Counters Fire,||Magic Water Apprentice|
|Ignite Fire||Off-Hand||Medium||1d4 vs defence||Damage + 2 Critical Counters Air,||Magic Fire Apprentice|
|Move Air||Off-Hand||Medium||1d4 1d6 vs. 3, Resist with Speed Dodge vs. 3||Damage +0 Push 1 Counters Air,||Magic, Air, Apprentice, Environmental|
|Move Earth||Off-Hand||Medium||1d8 1d10 vs. 3, Resist with Speed Dodge vs. 3||Damage +1 Counters Earth,||Magic, Earth, Apprentice, Environmental|
|Move Fire||Off-Hand||Medium||1d4 vs. 3, Resist with Speed Dodge vs. 3||Damage +0, On Fire, Counters Fire,||Magic, Fire, Apprentice, Environmental|
|Move Water||Off-Hand||Medium||1d4 2d8 vs. 3, Resist with Speed Dodge vs. 3||Damage +2 weak Counters Water,||Magic, Air, Apprentice, Environmental|
|Landslide||Off-Hand||Medium||1d8 1d10 vs. 3||Explosion: Near
Resist with Speed, Dodge vs. 3;
|Magic, Earth, Journeyman, Loud|
Speed & dodge dice---3d6,d8---dodge
Parry rod --- D10 d12
Parry brawling --- 1d4,1d6,1d10, 1d12
Soak and armor
Soak d8 and Armor Leather d6