Dolwynn Flewynn

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Revision as of 04:35, 26 July 2011 by 124.178.155.150 (talk) (Magic)
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Background

Dolwynn Flewynn - Hunter

A Tarsh Exile and former mercenary, Dolwynn Flynn passes himself off as an initiate of 'the Hunter' and is a paid up member of the Foresters guild. He is also secretly an initiate of Orlanth Adventurous [the Secret Wind, who are basically a bunch of bandit/outlaws in occupied Sartar], and is seeking a safe haven. He has relatives out West that he is generally attempting to find, though this isn't the first time he's got sidetracked...

His formerly noble house has made a living as monster hunters for hire since their retreat to Sartar. He is pretty good at it, but talks up his past kills...a lot. He plays on the friendly relationship between the seven mothers and hunter gods to keep his head down and out of trouble.

Character Details

  • Name: Dolwynn Flewynn
  • Race: Human
  • Cults: Foundchild/Orlanth Adventurous
    • Rune Level:
    • Initiate: Foundchild
    • Initiate: Orlanth .
  • Social Condition: Son of a poor Tarsh Exile noble.
  • Sex: Male
  • Previous Experience: Light Infantry [officer]

Characteristics

Str: 16, Con: 11, Siz: 12, Int: 15, Pow: 15^, Dex: 18:, Cha: 14[15].

  • Damage Bonus/Minus: +1d4
  • Hit Point Bonus/minus: 0 HPs
  • Experience bonus: +9%
  • Encumbrance limit: 14 Enc.

Skill Groups

  • Knowledge: +5%
    • Evaluate (5%):
    • Read/Write Tarshite 15%
    • Read/Write Tradetongue 10%
    • First Aid (5) 10%
    • World Lore (5%) 60%
    • Spirit world lore 5% ^
    • Find healing (ahem) plants (5%) 10%^
  • Manipulation: +15%
    • Climb (15) 30%
    • Conceal item (10) 25%
    • Thunder Lizard Dance (pow x 2) 45% ^
    • Dodge (dex x 2%): 70% ^
    • Jump (15%): 30%
    • Throw (15%): 35%
    • Map Making (10)25%
    • Ride (5)20%
    • Swim (15)30%
    • Set/Disarm trap (5) 20%
  • Perception: +5%
    • Listen (25): 65%
    • Spot Hidden items (5): 95%
    • Spot Trap (5): 35%
    • Track (10)60%
  • Stealth:+15%
    • Camouflage (10%): 45%
    • Hide (15%): 45% [100% vs chaos]
    • Move quietly (15%): 35%
    • Pick Pocket (5):20%
  • Communication: +15%
    • Bargain (10%): 25%
    • Orate (10%): 30% (55%)^
    • Sing (5%): 20%
    • Speak Tarshite. (Int x 3)60%
    • Speak Lunar 35%
    • Speak Sartarite 45% (Int x 2)
    • Speak Tradetongue 25%
    • Speak Darktongue 25%
    • Speak Coldspeech 20%

Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head Hood & Comp Helm [Closed Helm] /4 6[8] 0[1] 19-20
Left Arm 1pt Leather sleeves & Cuir Vambraces [Plate] 3 6[9] 1*/1 16-18
Right Arm 1pt Leather sleeves & Cuir Vambraces [Plate] 3 6[9] 0/1 13-15
Chest 2pt Leather Byrnie & Cuir [Chain Hauberk] 5 7[9] 2[3*] 12
Abdomen 2pt Leather Trews & Linen Skirt [Chain Hauberk] 4 7[9] 2*[2*] 09-11
Left Leg 2pt Leather Trews & Cuir Greaves [Plate] 4 7[10] 1*[1] 05-08
Right Leg 2pt Leather Trews 4 7[10] 0*[1] 01-04
  • Has 2pts of natural armour.

Total armour Enc:

  • Hunting 6.
  • Monsterslaying 10
  • +2 natural armour
  • Total Hit Points: -- 11 HP
  • spirit world 7/15 -3 in head

Weapons and Shields

  • Attack Bonus/Minus: +15%
  • Parry Bonus/Minus: +10%
  • Strike Ranks: Siz:(2)+Dex:(1)=3
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
1Handed Sword [Bastard][LH] 1d10+1+1d4 5 - 75% ^ 25% - 1
Medium Shield [RH] 1d6 7 - 20% 50% - 2
2h spear [BH] 1d10+1+1d4 3 - 40% 30% - 3
1h spear[RH] 1d8+1+1d4 4 - 30% 30% - [3]
1h spear[LH] 1d8+1+1d4 4 - 35% 30% - [3]
Dagger [LH] 1d4+2+1d4 7 - 40% 35% - 0
2h Sword 1d10+1+1d4 5 - 20% 15% - [1]
Comp bow 1d8+1 1/6/12 - 55% 15% 100m 2
Javelin 1d10 1/mr - 30% -% 20m 2
Fist 1d3+1d4 7 arm 40% 35% 0 0
Kick 1d6+1d4 7 leg 45% -- 0 0
Head Butt 1d4+1d4 7 head 45% -- 0 0
Grapple Special 7 special 45% % 0 0

Normal weapon load is comp bow [2], bastard sword [1] and medium shield [2]. He frequently dumps the shield.

Magic

  • Heroquest
    • +2 point natural armour, defeating the Lizard Queen.
    • Thunder Lizard dance (POWX2)=30% +5% fighting Lizards. +5% tracking them. detect lizard 40m
    • +1 CHA


  • Hill Of Gold
    • +1 CHA
    • Bonuses for any activities involving snow or cold.
    • A daughter called crevice, use it how you may, eg nasty trap in the snow! remember she trickster tainted though.
    • +25% oratory vs cold creatures/worshippers
    • Resist cold at maximum POW at all times
    • VS CHAOS can hide at 100%.
  • Bluetooth fetish: The tooth is always warm and moving.
    • Intimidation once per day for 10 rounds... difficult to resist
    • Personality trait: Never back down. Up to you how far you go with that. It probably gets worse as time goes on.
  • Power:-
    • Current Characteristic POW: 15*
    • Current Available POW: 15
    • Current Stored POW: 12 Pow Crystal 12


Spirits:

  • Spirit One
    • INT:
    • POW:
    • Where Bound:
  • Spirit Two
    • INT:
    • POW:
    • Where Bound:
  • Spirit Three
    • INT:
    • POW:
    • Where Bound:


  • Battle Magic:
  • Countermagic 1
  • Detect Life
  • Demoralise
  • Disruption
  • Farsee
  • Healing 2
  • Multimissile 1
  • Protection 1
  • Silence
  • Speedart
  • Xenohealing 2
  • Crevice: 1pt spirit spell with trickster influence. Frostbite.

Spell creates a small crevice that swallows the foot/hand of the user, crushing for 1d3 damage [ignoring all but unusual//innate armour] then holding on for 10 melee rounds. Getting loose requires a roll similar to freeing an impaled weapon. This spell only works when there is ice, snow or sub zero temperatures.


  • Rune Magic:
    • Sureshot
  • items
    • Warmth matrix tattoo.
    • A magical Bullroarer,

Equipment

  • Weapons:
    • Bastard Sword [5 years old]
    • Comp bow, Quiver w'20 arrows
    • Roundshield.[enc 2]
    • Dagger
    • Longspear
  • Other:
    • Base Armour:
      • leather vambraces [1pt]
      • leather byrnie [2pt]
      • Leather Trews [2pt]
    • Hunting Armour: -5% MQ
      • Cuir Greaves and Vambraces
      • Cuir Cuiraiss
      • Linen skirt
      • Comp helm.
    • Monster hunting armour -20% MQ
      • Chain hauberk
      • Plate greaves and vambraces.
      • Closed helm
  • Mule [as riding horse for cost]
  • Adventuring pack
  • Lamp & Refill.
  • 1 Person tent.
  • 1 Dose BV Antidote 5
    • Magic item. A family heirloom - a power storage crystal[Pow 12]. It is flawed, in that any spell cast using pow it stores will be cast with an attention drawing glow obviously relevant to the spell [and sometimes with a little 'zing' sound effect]. While it counts as a flashy magical item for cha purposes, it telegraphs any spell use to a potential enemy and sometimes alerts quarry. Dolwynn has been stuck with the thing since he attuned it, as only death will break the link.
    • Warmth matrix tattoo.
  • Money:
    • 17 Lunars.

Astis

  • Str 9
  • Con 12
  • Siz 4
  • Pow 17
  • Dex 22
  • Cha 18
  • Int [Awakened spirit] 13
  • Bite SR 8 70% 1d6 tick
  • Claws SR 8 100% 2d6 tick
  • HP 11
  • Move quietly 80%, Hide in cover 70%, Dodge 70% t,Tracking 70%,listen 65%
  • I'll keep the old fashioned defence for him too of 20%
  • Heroquest
  • +2pt armour
  • +1cha
  • Permanent increase of 2 cha
  • Now a snow Alynx, white coat in winter.
  • 90% camouflage in the snow.
  • Can father this breed.
  • Can mate with humans.