Dunlang of the Colymar

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Background[edit]

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[edit]

  • Name: Dunlang of the Colymar
  • Race: Human of Sartar
  • Cults:-
    • Rune Level: Orlanth (Adventurous/Lightning Bringer)
    • 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.
  • Rune bound to:
    • Movement – Base movement increase to 4m/SR
    • Mastery - +10% to all opposed skill contests[listen vs move quietly, etc]
    • Storm and Air – Divide falling damage by four; +20% to Jump, climb and tumble skills; Dex strike rank one lower than normal.
  • Favours of the Gods
    • You have a touch of illuminated light about you – you do not detect as an enemy to lunars, including divinations.
    • Storm Bull worshippers will listen when you speak [even khans]
    • You are a known friend of Pavis. Every worshipper of initiate status or up will recognise it.

Characteristics[edit]

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

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

Skill Groups[edit]

  • means increased by your inborn ability.


  • Agility: +10%
    • Dance (30%/5%): n%
      • Style:- [folk] 50%*
    • Dodge (15%): 60%*
    • Climb (25%): 125%
    • Jump (25%): 125%
    • Tumbling (25%): 20%


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


  • Knowledge: +10%
    • Evaluate (10%): 25%
      • 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%): 40%
      • 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: 75%
      • Masonry/architect: n%
      • Peaceful Cut/butchery: n%
      • Shiphandling: n%
      • Teamster/packhandler: n%
    • Swimming (15%): 45%
    • Riding (5%): 30%
    • Running (25%): 65%*
    • 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)%: 45%
    • Scan (25)%: 80%
    • Sense (5%):-
      • Ambush: 25%
      • Chaos: 0%
      • Assassin: 0%
    • Spot (5): 95%
      • Hidden items: 90%
      • Trap: 90%
    • Taste analysis (5%): n%
    • Tracking (10%): 60%


  • Stealth: +0%
    • Camouflage (10%): 40%
    • Hide (15%): 60%
    • Move quietly (15%): 95%*
    • Ambush (5)%: 5%
    • Shadowing (10%): 20%*
    • Swim Quietly (Sp.): n%


  • Communication: +10%
    • Bargain (10%): 25%
    • Orate (10%): 90%
    • Sing (5%): 15%
    • Speak Language
      • Sartarite (70%): 70%
      • Tradetalk (00%): 35%
      • Stormspeech (00%): 35%
    • 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: 50%
      • Streetwise: 35%
      • Courtliness: 35%
      • Nomad ways: 0%

Hit Points and Armour[edit]

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[edit]

Dunlang's sword and shield
These were Dunlang's main weapons before he acquired the Eye, a long sword and a large figure eight shield. The sword with its sandwiched bronze, silver and horn hilt was a parting gift from his father.
  • Attack Bonus/Minus: +25%
  • Parry Bonus/Minus: +10%
  • Aim Bonus/Minus: +15%
  • Strike Ranks: Siz: 1 + Dex: 1 = 2
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
1H Bastard Sword d10+1 2 10 95% 20% melee 2
"Eye of the Storm", large iron shield d6 3 24 35% 95% melee 3
Javelin d8 1/SR 8 90% - 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[edit]

  • Power
    • Current Characteristic POW: 17
    • Current Available POW: 17
    • Current Stored POW: 3


  • Magic points
    • Maximum: 17
    • Current: 17


Spirits:

  • Spirit One
    • INT: 15
    • POW: 18
    • 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
    • Hold in Awe (1pt; Any one enemy may be held from pursuing any offensive action by the caster of this spell for one melee round, if the spell works. If engaged in combat they can mount defensive actions, but they will not engage in any action that will harm the caster or his allies, including using bound/allied spirits or fetches. This will not stop the attacks of a mount or familiar.)
    • Light (1 point; creates light bright enough to read by in a 10m radius)
    • Mindspeech 2 (telepathy with two other people at a time)
    • Stormblade. (2pts; Adds 1d6 of lightning damage to the strike of any weapon used by the wielder [if it wholly or partly metal]. This damage is always worked out separately, although it hits the same location. It is not stopped by armour, only magic protects against it. Lasts 10 rounds.)
    • Strength 2 (STR +6, damage bonus d6, attack/parry +5%)


  • Rune Magic:
    • Lightning Spear (1pt, stackable: Turns any hurled spear, javelin or dart into a bolt of lightning, doing the weapons normal damage +1d6 as per the lightning spell. While criticals, specials and the like do not apply, the bolt hits 95% of the time. Each stacked point allows either another spear to be changed or adds +1d6 to the damage of a single attack. The projectile used is consumed by the attack unless it is made of silver or iron.)
    • Lightning blow (3 pt. [As per Teleportation])

Mounts[edit]

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[edit]

  • Weapons:
    • Broad-bladed dagger
    • fine bastard sword
    • three javelins with heavy, barbed heads
    • Eye of the Storm - a great oval shield with complex spiral motifs centered around an eye-shaped boss that opens when its powers activate.
      • Acts as iron shield [Enchanted]
      • CHA 21 to all storm worshippers
      • User is immune to any Air based elementals/wind based attacks.
      • The Great Calm – Wielder cannot be demoralised or subject to fear effects. They automatically save.
      • Great Command – User can command any air/storm worshipper or lightbringer within 100metres to follow them against a recognised chaos foe. Usable once a season. Must be reconsecrated at a temple.
  • 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.
    • A silver Armband chased with storm runes. Gives you 1 use of the Runespell lightning [3d6]. Recharges 1/week, every windsday.
    • A scroll. Secret techniques of the stars [+20% navigation/starlore], I week of study
    • Matrix. A bag of 4 copper discs, marked with fate and luck runes. When thrown up in the air, will heal 1-4 points of damage for 1 magic point . Needs a full round action, usuable once per person per day, up to six people per day.
    • A potion. A copper stopped flask of stone. Pour water into it and sacrifice temporary power to make a protection spell potion that lasts 2 hours. Up to protection 6, may be shared, usable once then must be blessed at an Earth temple.
    • A flashy crystal on a thumb ring. Matrix for Befuddle, Harmonise and Demoralise.