Difference between revisions of "Iskilli Hawl-Beak"

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(Characteristics)
(Characteristics)
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*Hit Point Bonus/minus: '''+1 HP'''
 
*Hit Point Bonus/minus: '''+1 HP'''
 
*Experience bonus: '''+9%'''
 
*Experience bonus: '''+9%'''
*Encumbrance limit: '''16''' currently 12
+
*Encumberance limit: '''16''' currently 12
  
 
==Skill Groups==
 
==Skill Groups==

Revision as of 11:21, 25 September 2009

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Character Sheet Format

- Back to The_Valley_of_Cradles

Background

Write a brief history of your PC here.

Character Details

  • Name: Iskilli Hawl-Beak
  • Race: Human
  • Cults:-
    • Rune Level: none
    • Initiate: Humakt, subcult Erain Ardeth
    • Lay Member: Orlanth
  • Social Condition: Townsman (Alda Chur)
  • Sex: Male
  • Previous Experience: Medium Infantry mercenary company
  • Abilities:-
    • Sex appeal (+4 CHA to sexual interests)
    • Poor relationship with all saurians (-4 reaction, will attack you in preference to others)
    • Gift & Geas (Humakt) - Sense assassin ability and Never use a large shield
    • Gift & Geas (Erain Ardeth) - +5% all offhand sword use, never use any shield

Characteristics

Str: 17, Con: 15(temp 7), Siz: 16, Int: 15, Pow: 13, Dex: 14:, Cha: 12.

  • Damage Bonus/Minus: +1d6
  • Hit Point Bonus/minus: +1 HP
  • Experience bonus: +9%
  • Encumberance limit: 16 currently 12

Skill Groups

Asterisk indicates cult skill

  • Agility: +5%
    • Dance (30%/5%): n%
      • Style:-
    • Dodge (15%): 35%
    • Climb (25%): 35%
    • Jump (25%): 35%
    • Tumbling (25%): n%


  • Aim: +10%
    • Catch (25%): 35%
    • Throw (25%): 45%


  • Knowledge: +5%
    • Evaluate (10%):-
      • Treasure: 15%
      • Trade Goods: 15%
      • Art: 15%
    • Read/Write Language (10/0%):-
      • Swordspeech: Read 15% / Write 5%
    • Animal Lore (5%):-
      • Find cattle food: 25%
      • Hunting: 25%
      • Tending/Herding: 25%
      • Training: 25%
    • Folk Lore (30%)
      • Sartarite/Tarshite: 35%
      • Human: 35%
    • Mineral Lore (5%):-
      • Mining: 10%
      • Caving: 10%
      • Assess Mineral: 10%
    • Plant Lore (5%):-
      • Find healing plants: 25%
      • Identify plants: 25%
      • Farming: 25%
    • World lore (5%):-
      • Find Water: 25%
      • Survival: 25%
      • Weatherlore: 25%
    • Healing lore: (10%):-
      • 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]: +20%
    • Boating (10%): 30%
    • Sailing (5%): n%
    • Craft, Physical (30%/10%) Sp:-
      • Armour/weapon/shield making: 65%*
      • Masonry/architect: 30%
      • Peaceful Cut/butchery: 30%
      • Shiphandling: 30%
      • Teamster/packhandler: 30%
    • Swimming (15%): 35%
    • Riding (5%): 50%*
    • Running (25%): n%
    • Drive Cart/wagon (15%): n%


  • Manipulation[Fine]: +10%
    • First aid (10%): 85%*
    • Treat disease/poison (5): 50%*
    • Sleight of hand (15%):-
      • Hide item: 25%
      • Pick pockets: 25%
      • Palm object: 25%
    • Craft, Fine (30%/10)% Sp:-
      • Map making: 40%
      • Netmaking: 20%
      • Gemsmith/Jewelcraft: 20%
      • Brewing: 20%
      • Trapsmith: 20%
      • Locksmith: 20%
    • Devices (5):-
      • Lock pick: 15%
      • Trap set/disarm: 15%
    • Feign Death (10): n%
    • Foil Restraints (0): n%
    • Play Instrument (Var): n%


  • Perception: +5%
    • Listen (25%): 60%
    • Scan (25%): 75%*
    • Sense (5%):-
      • Ambush: n%
      • Chaos: n%
      • Assassin (25%): 30%*
    • Spot (5%):-
      • Hidden items: 45%
      • Trap: 45%
    • Taste analysis (5%): n%
    • Tracking (10%): 45%


  • Stealth: +5%
    • Camouflage (10%): 55%*
    • Hide (15%): 50%
    • Move quietly (15%): 20%
    • Ambush (5)%: 10%
    • Shadowing (10%): n%
    • Swim Quietly (Sp.): n%


  • Communication: +5%
    • Bargain (10%): 15%
    • Orate (10%): 70%*
    • Sing (5%): 10%
    • Speak Tarshite: 80%
    • Speak Tradetalk: (0%): 20%
    • Speak Swordspeech (0%): 20%
    • Understand beast speech (10%): n%
    • Voice Mimicry (5%): n%


  • Social: +5%
    • Acting (10%): n%
    • Bribery (20%): n%
    • Fast talk (20%): 25%
    • Disguise (10%): n%
    • Wise (30%/10%/5%):-
      • Streetwise: 15%
      • Courtliness: 40%
      • Nomad ways: 10%

Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head Full Helm and Padded Hood 6 7 2 19-20
Left Arm Plate Vambrace & Padding 5 7 1 16-18
Right Arm Plate Vambrace & Padding 5 7 1 13-15
Chest Light Chain Hauberk & Heavy Padding 7 6 1.5 12
Abdomen Light Chain Hauberk & Heavy Padding 6 6 1.5 09-11
Left Leg Plate Greaves & Padding 6 7 1 05-08
Right Leg Plate Greaves & Padding 6 7 1 01-04
  • Total Hit Points: 16
  • Total armour ENC: 9
  • Move silently reduction: -45%

Weapons and Shields

  • Attack Bonus/Minus: +20% (+25% for offhand sword)
  • Parry Bonus/Minus: +5% (+10% for offhand sword)
  • Aim Bonus/Minus: +10%
  • Strike Ranks: Siz: 1 + Dex:2 = 3
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
RH Bastard Sword 1d10+1+1d6 5 20 90%* 15%* 1.2 1
RH Dagger 1d4+2+1d6 7 12 85% 30% melee 0
LH Short Sword 1d?+1d6 ? 20? 30% 50%* melee ?
Heavy Crossbow (2H) 2d6+2 1/3MR 10 60% pry% 120 2
Throwing Knife (x2) 1d4+1d3 S/MR 12 25% 20% 20 0
Fist 1d3+1d6 7 arm 65% 55% melee 0
Kick 1d6+1d6 7 leg 65% pry% melee 0
Head Butt 1d4+1d6 7 head 50% pry% melee 0
Grapple Special 7 special 65% pry% melee 0
  • Total weapon ENC: 5 (swap shield for s.sword...?)

Magic

  • Power:-
    • Current Characteristic POW: 14
    • Current Available POW: 14
    • Current Stored POW: 25 (Crystal 12 & Crystal 13). Spent: # [spell / spell]


Spirits:

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


  • Battle Magic:
    • Bladesharp 4, Parry 2, Detect Enemies (1), Demoralize (1), Multimissile 2, Heal 1, Countermagic 1.
  • 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:
    • Bastard sword and scabbard, Dagger and 2 throwing knives in scabbards on belt, Hvy crossbow, medium shield.
  • Armour:
    • Full helm, plate greaves & vambraces, light chain (ahem) hauberk. Padded hood and under-armour (hvy. at chest and abd.)
    • Unused: Cuirb. greaves and vams / Open helm
    • Non-metal AP: Head 1, Limbs 4, Chest and Abdomen 2
  • Other:
    • Pow 13 storage crystal
    • Pow 12 storage crystal
    • Heal 6 Potion

Notes

  • RL Requirements: 2 of the starred weapon skills & 3 of the starred skill skills.
  • Humakt cult battle magic (1/2 price): Coordination / Detect Undead 1pt / Fireblade / Glamour var / Repair
  • Checks: Sense Assassin

Start game with 162L


DRIFTER SAID (OOC ca. 49):

Mandacaru, having a sit and a think about the Herocult of Erain Ardeth will pretty much get you this information in game.

Joining the Herocult requires only that you take a gift and geas. The geas is never to use a shield. The gift is +5% in any off hand sword training. The Herocult teaches the spirit magic spell Parry [weapon only] and the 1 pt Rune spell Reveal Chaos. It also teaches the knowledge skill Chaos Lore. Due to associations with dwarves, the glue spell is available, as is training in masonry and find/remove traps. Youare bound more than normal Humakti to seek out the truth. Silver swords are sacred to this cult for their lycanthrope wounding abilities. There is an associate priest of the cult in the Temple, but you dont need to go through her to become a cult member. Herocults can be followed as long as you are an initiate in good standing.

You know, Mandacaru, as I was flicking through the Seven mothers cult last night, I noted the old conversion rules from sword to scimitar... It would have to make sense that a subcult of Humakt that essentially requires people to retrain a fighting style would have something similar. I'd have to go with either:

Training converts your best shield parry to off hand sword parry at 20% per week

or

The character sacrifices 1 pow to convert all his previous knowledge of shields to off hand sword parries. This might work if it was part of a joining ritual that included the gift and geas.

Just riffing off your earlier post about Erain Ardeth.

Loot

  • A bison [male, neutered.]
  • Two watch beetles in cages.
  • 169 Wheels
  • 404 Lunars
  • 1235 Clacks

[In half a dozen small sacks and a keg]

  • Gems and items of adornment.
  • Bronze ring w’garnet. [200-300l]
  • Bronze earring w polished tourmaline. [50l]
  • Big chunk of pink quartz [?]
  • A gold statue of a horse w yellow diamond eyes [about 20 cm x 8cmx 15cm] [ 6000l 'ish, maybe more to sun cults.]
  • A small emerald, dwarf cut. [550l exactly]
  • A piece of amber. [?]
  • Two silver armbands inlaid with chips of green jade Beast, Fertility runes. [500l, more to Praxians?]
  • A gold tooth with a diamond chip. [?]

Magical:

  • A silver brick that weighs a kilo and glows magic. [?] Inhabited by a spirit Jonall
  • Crystals: 2, [from priestess] 3 [from ransom] [?] [probably pow storage crystals]
  • A bronze armband with Gorakikki runes on it. [Some cult item, the runes are probably matrices for rune spells] based on where this came from, you think it is a locus for transforming into a werebee.

Matrix: These are easily identified once found.

  • -Fanaticism [red quartz] Iskilli
  • -Detect Enemy [silver ring] Iskilli
  • -Bludgeon 4.[lead haft-clasp]. Drospin

Special/Valuable:

  • A Scroll in Darktongue [?] Jonall
  • Potion: Blade Venom. [from trollkin-bee.]
  • Scroll: Map to some caves [writing in darktongue]. [this is recent and drawn in the field.]
  • Four pots of bee venom. [Pot 8 blade venom]
  • Stinger - An oddly constructed crossbow-looking weapon, but made partially of insect parts. The string registers as magic. The forward section of the runnel has holes in it, and a second lever squeezes a chamber below this that oozes blade venom. The whole contraption has a set of small, light quarrels that it fires [1D6+2, 1/MR, 1/SR with magic bee-sting gut string]. [no idea - but you bet someone would want it.]

Also

  • Eight bronze spearheads.
  • 2 poleaxes.
  • Four light maces,
  • One Heavy mace.
  • 4 Small shields.
  • One Medium shield.
  • One Bronze shortsword. Iskilli
  • Siz 17 Bronze armour. [closed helm, Chain shirt, Greaves, Vambraces] Heavily decorated in darkness themes. Helm flattened.
  • Siz 20 Bronze armour [as above] x 2. 1 Set wrecked in abdomen area.
  • Siz 19 Lead/Bronze armour mix [Priestess’- worth quite a bit as a set, but tricky to sell. Magic Lead was breastplate and Closed helm - worth 15-20 times normal price.]
  • Hvy mace [lead] [worth a lot to trolls, magic lead] about 10-15 times normal.
  • Siz 12 Leather armour of odd make…with boiled pieces as per cuirboilli. Breasplate split.


Other.

  • Two decent backpacks, holding bronze cookgear, flint and steel. Herbs, some bandages, 2 jars of mint extract, some leaves [healing], some fur [ three bison tails], a rope.
  • Flight badges for the trollkin bee riders.
  • Some clan/tribe necklaces and wristbands.

Notes All the wheels are from the same place, or at least the same mint. They are relatively unused for second age coins...The horse statue is definitely second age as well. There is a heiroglyph on the troll map that looks like a man on a horse, in a cavern? There is also a light rune on a tunnel to an unexplored area.