Dunlang of the Colymar

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Background

A blond young man, long of limb and heavily muscled, with loosely braided hair and carefully groomed mustache. Acts the very model of a modern male Heortling, an almost stereotypical mixture of stoic calm and tempestuous passions (and just a touch of youthful impishness).

Dunlang is a Sartarite barbarian from the Colymar tribe, west of Boldhome. The Colymar are one of the conquered tribes, ruled by a puppet king instated by the Lunar Empire, but the people are unhappy with him and his foreign backers and wish for a return to their old free ways. No exception to this rebellious trend, Dunlang is an initiate of Destor, the Explorer Wind, the young and restless aspect of Orlanth Adventurous who always went on to see what lay beyond the next hill. The Empire has outlawed that cult, though, so in public he sticks to his other (just as genuine!) status as a lay worshiper of Issaries, the Orlanthi god of trade and travel. When he left home he underwent voluntary outlawry, officially divesting himself of all ties to his clan and tribe, so he could do what his heart and gods tell him he must without bringing down Imperial punishment on his kinsmen.

Character Details

  • Name: Dunlang of the Colymar
  • Race: Human of Sartar
  • Cults:-
    • Rune Level:
    • Initiate: Destor, Orlanth Adventurous.
    • Lay Member: Issaries
  • Social Condition: Exiled clanmember
  • Sex: Male
  • Previous Experience: Orlanthi footsoldier.
  • Inborn abilities: Poor Ability in leadership, -4 Cha when leading/commanding. Light footed, +10% to move quietly, dodge and other skills involving tread.

Characteristics

Str: 17, Con: 16, Siz: 15, Int: 14, Pow: 15, Dex: 15:, Cha: 12.

  • Damage Bonus/Minus: +1d4 Damage Dice
  • Hit Point Bonus/minus: +1 HPs
  • Experience bonus: +/-%
  • Encumbrance limit:17 things

Skill Groups

  • means increased by your inborn ability.


  • Agility: +10%
    • Dance (30%/5%): n%
      • Style:- [folk] 50%*
    • Dodge (15%): 55%* (TICK)
    • Climb (25%): 105%
    • Jump (25%): 105%
    • Tumbling (25%): n%


  • Aim: +15%
    • Catch (25%): 40%
    • Throw (25%): 50%


  • Knowledge: +10%
    • Evaluate (10%): 20%
      • Treasure: n%
      • Trade Goods: n%
      • Art: n%
    • Read/Write Language (10/0%):
      • Sartar: 20%
      • Stormspeech: 15%
    • Animal Lore (5%): 30%
      • Find cattle food: n%
      • Hunting: n%
      • Tending/Herding: n%
      • Training: n%
    • Folk Lore (Sartar: 40%, Human 15%)
    • Mineral Lore (5%): 15%
      • Mining: n%
      • Caving: n%
      • Assess Mineral: n%
    • Plant Lore (5%): 20%
      • Find healing plants: n%
      • Identify plants: n%
      • Farming: n%
    • World lore (5%): 35%
      • Find Water: n%
      • Survival: n%
      • Weatherlore: n%
    • Healing lore: (10%): 15%
      • Identify disease: n%
      • Indentify poison: n%
      • Doctoring: n%
    • Martial arts (0%): n%
    • River Lore (20%): n%
    • Spirit Lore (5%): n%
    • Star lore (Navigation)(10%):--
      • Trailblazing: n%
      • Seaborne: n%


  • Manipulation [Body]: +25%
    • Boating (10%): n%
    • Sailing (5%): n%
    • Craft, Physical (30%/10%) Sp:-
      • Armour/weapon/shield making: 70% (TICK)
      • Masonry/architect: n%
      • Peaceful Cut/butchery: n%
      • Shiphandling: n%
      • Teamster/packhandler: n%
    • Swimming (15%): 40%
    • Riding (5%): 30%
    • Running (25%): 60%*
    • Drive Cart/wagon (15%): n%


  • Manipulation [Fine]: +15%
    • First aid (10%): 50%
    • Treat disease/poison (5): 20%
    • Sleight of hand (15%):-
      • Hide item: n%
      • Pick pockets: n%
      • Palm object: n%
    • Craft, Fine (30%/10)% Sp:-
      • Map making: n%
      • Netmaking: n%
      • Gemsmith/Jewelcraft: n%
      • Brewing: n%
      • Trapsmith: n%
      • Locksmith: n%
    • Devices (5):-
      • Lock pick: n%
      • Trap set/disarm: 60%
    • Feign Death (10): n%
    • Foil Restraints (0): n%
    • Play Instrument (Var): n%


  • Perception: +15%
    • Listen (25)%: 40% (TICK)
    • Scan (25)%: 75%
    • Sense (5%):-
      • Ambush: 20%
      • Chaos: 0%
      • Assassin: 0%
    • Spot (5): 90% (TICK)
      • Hidden items: 90%
      • Trap: 90%
    • Taste analysis (5%): n%
    • Tracking (10%): 55% (TICK)


  • Stealth: +0%
    • Camouflage (10%): 40%
    • Hide (15%): 55% (TICK)
    • Move quietly (15%): 65%* (TICK)
    • Ambush (5)%: 5%
    • Shadowing (10%): 20%*
    • Swim Quietly (Sp.): n%


  • Communication: +10%
    • Bargain (10%): 20%
    • Orate (10%): 30%
    • Sing (5%): 15%
    • Speak Language
      • Sartarite (70%): 70%
      • Tradetalk (00%): 30%
      • Stormspeech (00%): 30%
    • Understand beast speech (10%): n%
    • Voice Mimicry (5%): n%


  • Social: +15%
    • Acting (10%): n%
    • Bribery (20%): n%
    • Fast talk (20%): 65%
    • Disguise (10%): n%
    • Wise (30%/10%/5%):-
      • Battlewise: 45% (TICK)
      • Streetwise: 35%
      • Courtliness: 30%
      • Nomad ways: 0%

Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head leather cap + closed bronze helmet 5 1 + 5 0 + 1 19-20
Left Arm bronze vambrace 4 6 1 16-18
Right Arm bronze vambrace 4 6 1 13-15
Chest quilted linen + bronze mail 6 1 + 5 0 + 1 12
Abdomen quilted linen + bronze mail 5 1 + 5 0 + 1 09-11
Left Leg bronze greave 5 6 1 05-08
Right Leg bronze greave 5 6 1 01-04


  • Total Hit Points
    • Maximum: 16
    • Current: 16

Weapons and Shields

  • Attack Bonus/Minus: +25%
  • Parry Bonus/Minus: +10%
  • Aim Bonus/Minus: +15%
  • Strike Ranks: Siz: 1 + Dex: 2 = 3
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
1H Bastard Sword d10+1 2 10 85% (TICK) 20% melee 2
Large shield d6 3 16 30% 60% melee 3
Javelin d8 1/SR 8 70% - 20/50 1.5
1H Spear d6+1 2 8 55% 20% melee 1.5
RH Dagger 1d4+2 3 12 70% 35% melee 0
Fist 1d3 3 arm 70% 55% melee 0
Kick 1d6 3 leg 60% - melee 0
Head Butt 1d4 3 head 50% - melee 0
Grapple Special 3 special 70% - melee 0

Magic

  • Power
    • Current Characteristic POW: 15
    • Current Available POW: 15
    • Current Stored POW: 3


  • Magic points
    • Maximum: 15
    • Current: 10


Spirits:

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


  • Battle Magic:
    • Bladesharp 2 (damage +2, attack +10%)
    • Farsee 2 (perceived distance x 1/4)
    • Healing 2
    • Light (1 point; creates light bright enough to read by in a 10m radius)
    • Mindspeech 2 (telepathy with two other people at a time)
    • Strength 2 (STR +6, damage bonus d6, attack/parry +5%)


  • Rune Magic:
    • List your Rune Magic Spells here.

Mounts

Str: Number, Con: Number, Siz: Number, Pow: Number, Dex: Number.

  • Damage Bonus/Minus: +/- Damage Dice
  • Hit Point Bonus/minus: +/-HPs
  • Move Rate:
Location Name Armour types H.P. A.P. Enc. Location
Head Armour Type number number number 17-20
Left Foreleg Armour Type number number number 14-16
Right foreleg Armour Type number number number 11-13
Forequarters Armour Type number number number 08-10
Hindquarters Armour Type number number number 05-07
Left Hindleg Armour Type number number number 03-04
Right Hindleg Armour Type number number number 01-02
  • Total Hit Points: nHP
  • Attack Bonus/Minus: +/-%
  • Parry Bonus/Minus: +/-%
  • Aim Bonus/Minus: +/-%
Attack Damage S.R. Attack %
Bite damage sr atk%
Kick damage sr atk%
Rear and plunge damage sr atk%

Equipment

  • Weapons:
    • Broad-bladed dagger; fine bastard sword; three javelins with heavy, barbed heads; large figure-eight shield faced with bronze
  • Armour:
    • Leather cap; quilted linen jack; bronze closed helmet; bronze mail hauberk; bronze greaves and vambraces
  • Other:
    • standard "adventurer's pack"; large blue cloak, pinned at the right shoulder with a bronze brooch bearing the runes of wind and motion; two spiral armlets of copper and one of silver, each stamped at intervals with the rune of exchange; wind chimes that only ring when chaos walks within 3m of them; a blue Jade Sliver that, when pointed, will cast forth lightning [3d6] as per the divine spell, with one target per magic point, then crack.