Running Sheet Roger of Garn
Roger of Garn
Father:
Mother:
Children:
Description: Tall, thinish, brown hair
Hobbies:
Contents
Ranks
- Knight of Amber-Graduate of Rasak
- Victors of Patternfall
- Anointed Witnesses of Patternfall
- Ranger of Arden(10 Years)
- Carly's Gang
- Dame Margot's People
Points{}
Total: = 98 Stats+ Powers+ Skills+ Items +(+0/0 allies/Enemies) + Shadows+ Stuff +Storage
Statistics {98}
- Psyche: 15
- Strength: 21
- Endurance:22
- Warfare:40 Reader
Rasak Added
Powers {20(5)}
- 0 Cantrips :Roger's Spells
- 20 Power Words :Roger's Spells
- (5) Dungeon Mark
Skills {26}
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 1
- 2
- 3
- 4
- 5
- 6
- 7
- 8
- 9
- 10
- 1 Pip Skill-Rasak-Military Technology
- 1 Pip Skill -Rasak-Military Command and Communications.
- 1 Pip Skill-Rasak-Military Horsemanship
- 1 Pip Skill-Rasak-Gymnastics
- 1 Pip Skill-Rasak- Medical Training
- 1 Pip Skill-Rasak-Cooking. Butchering. General gardening. Preparation. Cast Iron. Open Fire.
Allies & Enemies {0/0 = 0}
Allies
various
Enemies
various
Companions
Items {}
War Blade. 9
- 4 pip Deadly Damage blade.
- 2 Double Speed due to metal lightness.
- 1 Pip Combat training specific to this blade.
- 1 Pip Stamina. Blade's lightness and custom design causes it to wear on wielder half as much as a similar blade.
- 1 Ability-Call to hand
- 9 total
Graduate Cord
A symbolic uniform cord worn by graduates in all situations. 16" long.
- A thin green & white cord added if the individual does a turn as an instructor.
- A red cord is added if they are a regular instructor.
Roger has both cords
Rasak Knife (10)
- 4 Deadly Damage 4
- 1 Ability-1 Return to Hand/Return to Forge on death
- 2 N/N Spells. : Roger's Spells
- 2 N/N Forms: Rasak knife, Rasak looking fighting dagger, Main Gauche
- 1 Call to hand/Return
- 10
Death Wheeler (12)
(44 pips Osric)
- Vitality 4 (superior materials and durability)
- Movement 2 (spinning Rings)
- Deadly Damage 4
- 1 Ability:Call to hand/Return
- 1 Alt Form: Personal Choice
- Shadowwide *4
Roger keeps his in the dungeon for ambiance.
Pistols 14
- 1 Animal Vitality
- 4 Invulnerable
- 2 Double Damage. If used as a club
- 2 Mold Creatures and stuff. Mainly to make other ammunition fit if needed and to effect people who handle the weapons.
- 2 N/N: .45, Derringer, .38, .22, BB Gun, Dart Gun.
- 1 Ability: Call to Hand/ Return
- 1 Ability: Cleanse on Demand
- 1 Ability: Load while in use.
- 14 x 3=42. (Sala Tak Alara)
Ammunition 7
- 1 Mobility:
- 1 Mold Stuff: Mold Ammunition to a usable powder and primer from shadow to shadow. Permission to use Amber Bullets
- 4 Deadly Damage
- 1 Ability. : Call to Hand by box. Return
- 7. x3 =21 horde.
Ranger Boots. 17
- 2 Double Speed. 5 Transfer. Expresses as really easy to run in.
- 2 VS Guns. Expresses protecting feet from ground debris.
- 2 Double Damage. When used for kicking.
- 1 Self Healing. Damage to the boots is easy to repair
- 1 Alt-form: Ranger boot, Casual camping shoes
- 17
Ranger Suit. (43)
- 4 Amber Vitality 5 transfer
- 2 Double Speed 5 transfer
- 2 Amber Stamina 5 transfer
- 2 Combat Reflexes 5 transfer
- 4 Invulnerable
- 1 Ability-Proof vs Drowning.
- 1 Ability-Arm/Disarm
- 2 N/N Forms-: Body Suit-Long Johns, Sleeping bag, Casual Clothes,
- 1 Ability-Grow to suit the individual owner.
- 1 Ability-Pouch of holding. 2'x 2'
- 1 Ability-Pouch of holding. 3'x 7'
- 1 Ability-Cleanse on Demand. 5 Transfer. Cleanse wearer
- 1 Ability-Camouflage coloring.
- 43 Pips
x3 Horde-126-Julian