Difference between revisions of "Hellfrost Ice and Death CharacterHallsteinn"
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Race: Frost Dwarf | Race: Frost Dwarf | ||
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+ | Rank: Novice | ||
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Parry: 7 (1) | Parry: 7 (1) | ||
− | Toughness: 8 (2) | + | Toughness: 8 (2); vs. ranged attacks 10 (4) |
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==Health== | ==Health== | ||
− | 0 of 3 Wounds | + | 0 of 3 Wounds Taken |
− | 0 of 2 Fatigue Levels | + | 0 of 2 Fatigue Levels Suffered |
− | 0 of 3 Bennies (Soak Wounds, remove Shaken, reroll a Trait roll) | + | 0 of 3 Bennies Used (Soak Wounds, remove Shaken, reroll a Trait roll) |
Latest revision as of 04:43, 25 July 2014
Contents
Hallsteinn Gudrunsson[edit]
Race: Frost Dwarf
Rank: Novice
Attributes[edit]
Agility d6
Smarts d6
Spirit d6
Strength d8
Vigor d8
Derived Traits[edit]
Charisma: -2
Glory: 0
Pace: 5
Parry: 7 (1)
Toughness: 8 (2); vs. ranged attacks 10 (4)
Languages[edit]
Battletongue, Dwarven, Trader
Funds[edit]
0 silver shields, 0 gold shields
Skills[edit]
Climbing d4
Fighting d8
Intimidation d6
Knowledge (Geology) d4
Notice d6
Repair d4
Survival d6
Taunt d6
Racial Properties[edit]
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[edit]
Connections (Iron Guild)
Iron Guild Mercenary
Nerves of Steel
Hindrances[edit]
Orders (Iron Guild)
Vow (Major: Prove Self Worth)
Equipment[edit]
Iron Guild Battle Axe: STR+d8 damage
Iron Guild Chain Shirt: +2 Armor, covers T, A
Iron Guild Medium Shield: +1 Parry, +2 Armor vs. ranged attacks
Chain Leggings: +2 Armor, covers L
Chain Coif: +2 Armor, 75% chance of protecting head
Gear[edit]
Backpack
Bedroll
Flint and Steel
Normal Clothing
Rope, 5' (2)
Waterskin
Whetstone
Health[edit]
0 of 3 Wounds Taken
0 of 2 Fatigue Levels Suffered
0 of 3 Bennies Used (Soak Wounds, remove Shaken, reroll a Trait roll)
Advances[edit]
5 XP: Vigor d8
10 XP: Nerves of Steel Edge