Difference between revisions of "Hellfrost Ice and Death CharacterHallsteinn"
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Charisma: -2; Pace: 5; Parry: 6 (7 w/ shield); Toughness: 8 (2) (10 (4) vs. ranged attacks) | Charisma: -2; Pace: 5; Parry: 6 (7 w/ shield); Toughness: 8 (2) (10 (4) vs. ranged attacks) | ||
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+ | Language: Battletongue, Dwarven, Trader | ||
Revision as of 13:55, 16 July 2014
Hallsteinn Gudrunsson
Race: Frost Dwarf
Attributes
Agility d6
Smarts d6
Spirit d6
Strength d8
Vigor d8
Charisma: -2; Pace: 5; Parry: 6 (7 w/ shield); Toughness: 8 (2) (10 (4) vs. ranged attacks)
Language: Battletongue, Dwarven, Trader
Funds: 0 ss, 0 gs
Skills
Climbing d4
Fighting d8
Intimidation d6
Knowledge (Geology) d4
Notice d6
Repair d4
Survival d6
Taunt d6
Racial Properties
Heat Lethargy: Frost dwarves become lethargic at temperatures of 53 degrees or higher. They have –1 to all trait rolls in such temperatures.
Insular: Frost dwarves have long kept to themselves and rarely dabble in the affairs of other races. They have –2 Charisma when dealing with all other races.
Low Light Vision: Dwarven eyes are accustomed to the gloom of the underearth. They ignore penalties for darkness in all but Pitch Black conditions.
Mountain Born: Dwarves suffer no penalties for difficult ground in mountains or hills. When using the Overland Pace system, they treat such terrain as one category lower.
Slow: Dwarves have a Pace of 5.
Tough: Dwarves are stout and tough. They start with a d6 in Vigor instead of a d4. Through advances and Edges, they can have a maximum Vigor of d12+3.
Winter Soul: Frost dwarves have +2 to Vigor saves to resist the effects of cold weather, and +2 Armor to resist the affects of cold, coldfire, or ice attacks.
Edges
Connections (Iron Guild)
Iron Guild Mercenary
Nerves of Steel
Hindrances
Orders (Iron Guild)
Vow (Major: Prove Self Worth)
Equipment
Iron Guild Battle Axe: STR+d8 damage (Free)
Iron Guild Chain Shirt: +2 Armor, covers T, A (Free)
Iron Guild Medium Shield: +1 Parry, +2 Armor vs. ranged attacks (Free)
Chain Leggings: +2 Armor, covers L (100)
Chain Coif: +2 Armor, 75% chance of protecting head (50)
Gear
Backpack
Bedroll
Flint and Steel
Normal Clothing
Rope, 5'
Waterskin
Whetstone
Health
0 of 3 Wounds
0 of 2 Fatigue Levels
0 of 3 Bennies (Soak Wounds, remove Shaken, reroll a Trait roll)
Advances
5 XP: Vigor d8
10 XP: Nerves of Steel Edge