Orendal the Giant

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Revision as of 04:49, 9 August 2011 by Iskallor (talk | contribs) (Weapons and Shields)
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Background[edit]

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[edit]

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

Characteristics[edit]

Str: 11 - Con: 14 - Siz: 17 - Int: 13 - Pow: 15 - Dex: 9 - Cha: 10+1 11

  • Damage Bonus/Minus: +1d4
  • Hit Point Bonus/minus: +2 HPs
  • Experience bonus: +3%
  • Encumbrance limit: 11
  • Dex reduced due to one arm.

Skill Groups[edit]

  • Knowledge: +5%
    • Evaluate (5%): 10%
    • Read/Write Language (10%): 15%
    • First Aid (5): 15%
    • World Lore (5%) 35%
  • Communication: +0%
    • Bargain (10%): 10%
    • Orate (10%): 15%
    • Sing (5%): 10%
    • Speak Lang. (Int x 5): Sylilan 65%
    • Speak Lang.: Sartarite with a thick Sylilan accent : 35%
    • Speak Lang.: Darktongue : 20%
  • Perception: +5%
    • Listen (25)%: 40%
    • Sense chaos 15%
    • Spot Hidden items (5): 60%
    • Spot Trap (5): 35%
    • Track (10): 40%
    • Understand Beast Speech 10%
  • Stealth: +5%
    • Camouflage (10%): 35%
    • Hide (15%): 90%
    • Move quietly (15%): 30%
    • Pick Pocket (5%): 10%


  • Manipulation: +10%
    • Climb (15): 30%
    • Conceal item (10): 20%
    • Dodge (dex x 2%): 61%
    • Jump (15%): 25%
    • Throw (15%): 25%
    • Map Making (10%): 20%
    • Ride (5%): 15%
    • Swim (15%): 25%
    • Set Disarm trap (5%): 15%


Hit Points and Armour[edit]

Location Name Armour types H.P. A.P. Enc. Location
Head Closed Helm 6 7 1 19-20
Gone Cuirboilli Vambrace 5 5 .5 16-18
Right Arm Cuirboilli Vambrace 5 5 .5 13-15
Chest Chainmail Hauberk 3/7 7 1 12
Abdomen Chainmail Hauberk 6 7 1 09-11
Left Leg Cuirboilli Greave 6 5 .5 05-08
Right Leg Cuirboilli Greave 6 5 .5 01-04
  • Total Hit Points: 12/16 HP
  • Armour Enc: 5

Weapons and Shields[edit]

  • Attack Bonus/Minus: +10%
  • Parry Bonus/Minus: +0%
  • Strike Ranks: SIZ:(1) + DEX:(3)=4
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
RH Axe 1d6+1+1d4 7 15 70% 50% -- 1
RH Broadsword 1d8+1+1d4 6 20 20% 10% --
LH Broadsword 1d8+1+1d4 5 20 15% 5% -- *
RH Dagger 2d4+2 8 12 45% 30% -- .25
LH Dagger 2d4+2 7 12 15% 5% -- *
Heavy Crossbow 2d6+2 2(1/3R) 10 55% 5% 120
Throw Rock 1d4+1d2 3/8 -- 35% -- 20 .25
Fist 1d3+1d4 8 arm 50% 25% -- 0
Kick 1d6+1d4 8 leg 45% -- -- 0
Head Butt 2d4 8 head 45% -- -- 0
Grapple Special 8 special 40% 25% -- 0

Weapons Carried:

  • Hatchet
  • Dagger

ENC: 4

Magic[edit]

  • Power: 14
    • Current Characteristic POW: 15
    • Current Stored POW: 10
    • Current TOTAL Available POW: 25
  • Spirits:
  • Spirit One
    • INT:
    • POW:
    • Where Bound:
  • Spirit Two
    • INT:
    • POW:
    • Where Bound:
  • Spirit Three
    • INT:
    • POW:
    • Where Bound:
  • Battle Magic:
    • Speedart
    • Healing 2
    • Demoralize
    • Spirit Binding
    • Spirit Shield 2
    • Fanaticism
    • Ironhoof 2
    • Protection 2
  • Rune Magic:
    • Shield 1
  • Heroquest
    • +2 armour from the lizard queen's blood
    • +1cha killing queen lizard
    • +gain str spell effects when fighting chaos 10 rounds or fantaticism can be cast free( once) on yourself when fighting chaos. One once per battle.
    • Ironhoof spell 2pt. Higher points must be gained through heroquests,

Equipment[edit]

  • Weapons:
    • Hatchet (ENC 1)
    • Hvy Crossbow (ENC 2)
    • Broadsword (ENC 1) given to Rothar
    • Med shield (ENC2)
  • Pack: (ENC 2)
    • Dagger
    • Belt Knife
    • Flasks
    • Torches
    • Lamps
    • Rope
    • Assorted Tools (mallets, spikes etc)
    • Fire Making Gear
  • Other: (ENC 1)
    • Furs
    • More furs
    • Pocket warmer
    • Pet pocket ferret to keep the hands warm x 2
    • Flask of tea
    • Scarf
    • Warm furry boots
  • Magic Items:
    • Stone Man Totem - Power Storage Crystal POW: 10 - Worn beneath his armor on leather thong around his neck. A family heirloom left to him by his mother. He has carried since he was a small boy and has used it's power storage abilities for years. It appears to be a stone carving of an oddly proportioned man with a large head and over-long arms with large hands and feet.
    • Warmth tattoo.
  • Money: 8W 3L

Total ENC for Gear: 8

Notes[edit]

Starting money 163L

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

Saving the Symbol: √