Dak Dak

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  • Male 20yo Verefen (twin)
  • Tribe: Bolo Lizard
  • Clan: Red Water Rock (Blood Rock? Copper Rock clan?)
  • Background: Barbarian. Profession: Hunter
  • Magic: Dark Eater/Hunter

Dak Dak Vermoodak

A small bundle of agitated violence, dark skinned and covered in tattoos with sharpened teeth . Dak Dak Wears a tortoise shell helmet , a small leather loincloth and raven feather headdress. Driven into the arms of the Dark Eater cult to help battle their enemies, Dak Dak and his twin brother have been sent out to find new lands for their lizards eggs to be lain. Previously from up near the hidden greens their nesting grounds in the Rockwoods have been attacked by other nomad tribes. Now after an arduous trek through the wastes and vulture country they have hit the Zola Fel valley and it looks like the promised lands to the desert hardened lads. Coming across civilization for the first time has stunned them, especially the building site of the new Raus fort. They have decided to go and befriend these obviously strong people to see what they are and what they plan to do. They could be possible allies or otherwise a foe to be crushed if proven weak.

Friendly with Morokanth, they have traded recently with a near by tribe and acquired several Herdmen...tasty

Dak Dak is proud to have all the characteristics of a true Verufar, the original inhabitants of Generts garden of Delight. Tracing his lineage back to the Hero Vermandol herself. Both brothers speak an obscure Praxian dialect and will finish each others sentences. Their day is spent hunting, rock painting, dancing their clans strange dances and partaking in other numerous odd ceremonies and inscrutable actions. Almost lizard like himself Dak Dak loves his mount Boom Boom almost as much as he loves his brother. He will constantly preen his mount, talk to it and when showing off run up and down the length of its body. Its natural greenish brown body is covered in ochre runes, pictograms and totems hanging from its bridle and saddle.

In combat he relies on his Bolas to bring his opponent to the ground before clubbing them senseless. His sharpened bone long knife is then used to enact whatever dark atrocities he feels the need to commit that day...


Characteristics and Attributes

STR 14 CON 9 SIZ 7 INT 12 POW 11 DEX 15 CHA 12

  • Combat Actions 3+1 with shield
  • Damage Modifier 0
  • Improvement Modifier 0
  • Movement 8
  • Dedicated POW 3
  • Magic Points 11
  • Strike Rank (14-AP)= 14
  • Hero Points: 2
  • Runes= Darkness Death Disorder

Skills

Common (Base %) %

  • Athletics(str+siz) 35%
  • Brawn (Str+Siz ) 26%
  • Culture(Prax)(Intx2 ) 54%
  • Dance (Dex+Cha ) 28%
  • Drive (Dex+Pow ) 26%
  • Evade (Dex2 ) 30%
  • Evaluate (Int+Cha ) 25%
  • First Aid (Int+Dex ) 40% -10% apply to self. 1d3 min to apply. Makeshift bandages etc -20%.
  • Influence (Chax2 ) 24%
  • Insight (Int+Pow ) 23%
  • Lore (Prax) (Intx2 ) 64%
  • Perception (Int+Pow ) 50%
  • Persistence (Pow x2) 22%
  • Resilience (Con x2 ) 60%
  • Ride (Dex+Pow ) 50% -20%unfamiliar species
  • Sing (Cha+Pow ) 23%
  • Sleight (Dex+Cha ) 27%
  • Stealth (Dex+Int ) 50%
  • Swim (Str+Con ) 23%
  • Unarmed (Str+Dex ) 29%

Advanced Skills (Magical below)

  • Speak Praxian/ (Int+Cha ) 74%
  • Survival (Pow+Con ) 50%
  • Tracking (Int+Con ) 40%


250 points to spend (p.20)

Combat Styles & Weapons

Combat Styles (Base %) %

  • Bolas (Dexx2 )80%
  • Club and shield 60%
  • dagger and shield 29%
Weapon/Shield Size Reach Damage AP HP Combat % Manoeuvres Range Load ENC 3 Dart s ... 1d4 2 1 30 impale 20m ... 0
Club M S 1d6 4 4 60 stun loc 10m ... 1
Bone dagger S S 1d4 6 8 29 Bleed/Impale 10m ... ...
Buckler m S 1d3 6 8 50 ... ... ... 1
Bolas ... ... 1d4 2 2 80 entangle 15m ... 0
  • Total weapon ENC: 2

Hit Points and Armour

Location Location Name Armour types A.P. Max H.P. Damage
19-20 Head tortoise shell 2 4 -0
16-18 Left Arm None 0 3 -0
13-15 Right Arm None 0 3 -0
10-12 Chest None 0 6 -0
07-09 Abdomen leather loincloth 1 5 -0
04-06 Left Leg None 0 4 -0
01-03 Right Leg None 0 4 -0
  • Total Armour ENC = (Total ap)/5 = 3/5 = 0
  • Armour Penalty =0

Magic

  • Common Magic (Pow+Cha ) +30glor 70%
  • Spells:
    • Mobility 2 (movement+2)
    • Detect Enemy 1 40m
    • Beast call 2 40m
    • Endurance 1 (restores 1 lvl of fatigue)

Dark Eater

  • Cult: Initiate (50% in cult skill plus resilience roll -20% made on invisible castle)
    • Dedicated Pow: 3.
    • Pact (Dark Eater) (Cha+DedPow 3) 21%
    • Lore (Dar Eater) (Intx2 ) 30%
    • Cult Skills:
    • Special Initiate benefits: +10% influence non dark eater followers (nicked from Zorak zoran)
    • Specific duties:
    • Gifts/Compulsions:
    • Runes: Darkness, Death
    • Divine Spells:magnitude 3
    • Channel strength 3hours
    • Sure shot all missiles automatic success to hit. 15mins.
    • Shield 3AP A Dark fluid like shell encases the warrior. Made up of thousands of miniature black Raven feathers that flutter in the breeze. 15 mins.


Spirit Society..Raven, Nightwoman.

  • Follower
  • Spirit walking POW+CON 20%
  • Spirit Binding POW+CHA 23%

Bolo Lizard

  • Veruferar are bipedal, greenish-brown, herbivorous reptiles. They are about 20 feet (6 meters) long, with most of their length in their neck and tail. Normally bipedal, they occasionally drop to all fours, as their forelimbs are quite strong. Each of a veruferar's three toes ends in a hoof rather than a claw. They browse on grass and low-lying shrubs. Their horse-like head possesses a sharp, rounded beak for tearing at vegetation, and they have crushing teeth further back in their jaws for tougher plants. A race of Praxian pygmies rides the largest of the herds, and use bolos to slow their prey as they run away, hence the common name of "Bolo Lizard" given to the animals by outlanders.

The Verufar originated in Genert's Garden of Delight. They would have perished when the first firestorms swept over it, but the Vermandol led them out. Now all verufar herds are carefully guarded by the Verefen, or Bolo Lizard Folk, whose ancestors saved the reptiles.

  • Str: 19, Con: 11, Siz: 19, Pow: 11, Dex: 16.


Location Name Armour types H.P. A.P. Enc. Location
Head Armour Type 6 1 number 18-20
Left claw Armour Type 5 1 number 17
Right claw Armour Type 5 1 number 16
Chest Armour Type 8 1 number 12-15
Abdomen Armour Type 7 1 number 09-11
Left leg Armour Type 6 1 number 06-08
Right leg Armour Type 6 1 number 03-05
Tail Armour Type 6 1 number 01-02


  • Movement 10m
  • Damage Bonus/Minus: +1d6
  • combat actions 2
  • Athletics 50%
  • brawn 60%
  • evade 40%
  • Perception 50%
  • resilience 43%
  • stealth 30%
Attack Damage S.R. Attack %
Bite d2d6 sr 25%
Kick 1d8+1d6 sr 25%

Equipment

Arms

  • Bison jaw club
  • Long Bone Knife
  • Darts x 4 bone
  • Bolas x 4 stone/bone


Armour

  • Tortoise shell helmet
  • Loincloth
  • Buckler


Equipment $ = saddlebag

  • Raven feather headdress
  • blanket (saddle) woven and stolen
  • Cooking utensils $
  • 4 water skins
  • Special Bolo lizard skin sack
  • Fire starter $
  • Trail food 1 week dried lizard and Mockpork $
  • 2 clap sticks$
  • Necklace of knuckle bones, 1 lead bolg, and lizard claws
  • Pot of Ochre
  • Spare loincloth
  • Sable skin cloak
  • 1 live impala and one herdman


Money 240L Buy:

Contacts, Friends, Enemies & Rivals

  • Verefen hero or Protectress-like spirit that saved the Veruferar or Bolo Lizards from the first firestorms sweeping through Generts Garden-
  • good reputation
  • one contact/ally
  • Reasonable connections
  • background events: Family Pioneers!!

Family & Background

  • Brother to
  • Father
  • step Mother
  • 4 Uncles
  • 3 Aunts
  • 2 brothers
  • 2 sisters