Difference between revisions of "Orendal the Giant"

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(Skill Groups)
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Orendal is a former Sylilan mercenary. He came south with his unit but, recognizing much in common with the Heortlings, had a crisis of conscience and deserted. After wrestling with, and losing to, a Storm Bull warrior, he fell in with the warband and eventually initiated into the cult. His initiation scars now cover his tribal and clan tattoes and he considers himself to have no people but his warband.  
 
Orendal is a former Sylilan mercenary. He came south with his unit but, recognizing much in common with the Heortlings, had a crisis of conscience and deserted. After wrestling with, and losing to, a Storm Bull warrior, he fell in with the warband and eventually initiated into the cult. His initiation scars now cover his tribal and clan tattoes and he considers himself to have no people but his warband.  
  
He is Apple Lane after getting separated from his war band in the storm several days ago. he is now holed up in the Tin Inn.
+
He is Apple Lane after getting separated from his war band in the storm several days ago. He is now holed up in the Tin Inn.
  
 
==Character Details==
 
==Character Details==
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<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
 
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3">
 
*'''Knowledge: +5%'''
 
*'''Knowledge: +5%'''
**Evaluate (5%):  
+
**Evaluate (5%): 10%
**Read/Write Language (10%):-
+
**Read/Write Language (10%): 15%
**First Aid (5)
+
**First Aid (5): 10%
  
  
  
 
*'''Manipulation: +10%'''
 
*'''Manipulation: +10%'''
**Climb (15)
+
**Climb (15): 25%
**Conceal item (10)
+
**Conceal item (10): 20%
 
**Dodge (dex x 2%): 41%
 
**Dodge (dex x 2%): 41%
**Climb (15%): %
+
**Climb (15%): 25%
**Jump (15%): %
+
**Jump (15%): 25%
**Throw (15%): %
+
**Throw (15%): 25%
**Map Making (10)-%
+
**Map Making (10%): 20%
**Ride (5)-%
+
**Ride (5%): 15%
**Swim (15)-%
+
**Swim (15%): 25%
**Set Disarm trap (5)
+
**Set Disarm trap (5%): 15%
  
  
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*'''Perception: +5%'''
 
*'''Perception: +5%'''
**Listen (25)%: %
+
**Listen (25)%: 30%
**Spot Hidden items(5): 55%
+
**Spot Hidden items (5): 55%
 
**Spot Trap (5): 35%
 
**Spot Trap (5): 35%
**Track (10) 35%
+
**Track (10): 35%
  
  
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**Camouflage (10%): 35%
 
**Camouflage (10%): 35%
 
**Hide (15%): 55%
 
**Hide (15%): 55%
**Move quietly (15%): %
+
**Move quietly (15%): 20%
**Pick Pocket (5)-%
+
**Pick Pocket (5%): 10%
  
  
*'''Communication: +--%'''
+
*'''Communication: +0%'''
**Bargain (10%): %
+
**Bargain (10%): 10%
**Orate (10%): %
+
**Orate (10%): 10%
**Sing (5%): %
+
**Sing (5%): 5%
**Speak Lang. (Int x 5)-%
+
**Speak Lang. (Int x 5): Sartarite with a thick Sylilan accent 65%%
  
  

Revision as of 12:21, 8 November 2010

Background

Orendal is a former Sylilan mercenary. He came south with his unit but, recognizing much in common with the Heortlings, had a crisis of conscience and deserted. After wrestling with, and losing to, a Storm Bull warrior, he fell in with the warband and eventually initiated into the cult. His initiation scars now cover his tribal and clan tattoes and he considers himself to have no people but his warband.

He is Apple Lane after getting separated from his war band in the storm several days ago. He is now holed up in the Tin Inn.

Character Details

  • Name: Orendal the Giant
  • Race: Human
  • Cults: Storm Bull
    • Rune Level: Patience
    • Initiate: Storm Bull
    • Lay Member: ?
  • Social Condition: Townsman, Deserter
  • Sex: Male
  • Previous Experience: Sylilan Mercenary

Characteristics

Str: 11, Con: 14, Siz: 17, Int: 13, Pow: 12, Dex: 13:, Cha: 10.

  • Damage Bonus/Minus: +1d4
  • Hit Point Bonus/minus: +2 HPs
  • Experience bonus: +--%
  • Encumbrance limit: 11 Enc.

Skill Groups

  • Knowledge: +5%
    • Evaluate (5%): 10%
    • Read/Write Language (10%): 15%
    • First Aid (5): 10%


  • Manipulation: +10%
    • Climb (15): 25%
    • Conceal item (10): 20%
    • Dodge (dex x 2%): 41%
    • Climb (15%): 25%
    • Jump (15%): 25%
    • Throw (15%): 25%
    • Map Making (10%): 20%
    • Ride (5%): 15%
    • Swim (15%): 25%
    • Set Disarm trap (5%): 15%



  • Perception: +5%
    • Listen (25)%: 30%
    • Spot Hidden items (5): 55%
    • Spot Trap (5): 35%
    • Track (10): 35%


  • Stealth: +5%
    • Camouflage (10%): 35%
    • Hide (15%): 55%
    • Move quietly (15%): 20%
    • Pick Pocket (5%): 10%


  • Communication: +0%
    • Bargain (10%): 10%
    • Orate (10%): 10%
    • Sing (5%): 5%
    • Speak Lang. (Int x 5): Sartarite with a thick Sylilan accent 65%%


Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head Closed helm & hood 7 6 1 19-20
Left Arm Plate & Leather 6 7 1 16-18
Right Arm Plate & Leather 6 7 1 13-15
Chest Hvy scale & Leather 8 6 1.5 12
Abdomen Hvy scale & Leather 6 7 1.5 09-11
Left Leg Plate & Leather 7 7 1 05-08
Right Leg Plate & Leather 7 7 1 01-04
  • Total Hit Points: 16 HP
  • Armour Enc: 8

Weapons and Shields

  • Attack Bonus/Minus: +10%
  • Parry Bonus/Minus: +0%
  • Strike Ranks: Siz:(1)+Dex:(2)=3
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
2H Great axe 2d6+2+1d4 5 15 60% 40% -- 2
RH Broadsword 1d8+1+1d4 5 20 40% 30% -- 1
RH Dagger 1d4+2+1d4 7 12 35% 25% -- .25
Hvy crossbow 2d6+2 2(1/3R) 10 30% 5% 120 2
Javelin (don't have any) 1d10+1d2 2 10 25% 5% 20 1
Dart (don't have any) 1d6+1d2 2/7 8 25% 5% 20 .25
Rock 1d4+1d2 2/7 -- 35% -- 20 .25
Fist 1d3+1d4 7 arm % % -- 0
Kick 1d6+1d4 7 leg % -- -- 0
Head Butt 1d4+1d4 7 head % -- -- 0
Grapple Special 7 special % % -- 0

Magic

  • Power:-
    • Current Characteristic POW: 12
    • Current Available POW: 12
    • Current Stored POW: - Pow Crystal


Spirits:

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


  • Battle Magic:
    • Bladesharp 1
    • Demoralize
    • Fanaticism 1
    • Healing 1
    • Multimissile 1
    • Protection 2


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

Equipment

  • Weapons:
    • Great axe
    • Hvy Crossbow
    • Broadsword
  • Other:
    • Furs
    • More furs
    • Pocket warmer
    • Pet pocket ferret to keep the hands warm x 2
    • Flask of tea
    • Scarf
    • Warm furry boots
    • Flasks
    • Torches
    • Lamps
    • Rope
    • Assorted tools (mallets, spikes etc)
  • Money:

Notes

Starting money 163L

From guild credit: 1300L for training - gt axe parry +10%

one free point of rune magic too and a magic item.

Defense exp. rolls 1d6 ??? (Int as % on 1d100)