Difference between revisions of "Rothar"

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(Hit Points and Armour)
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|Right Arm || Leather and Cuirboilli || /5 || 6 || 0 || 13-15  
 
|Right Arm || Leather and Cuirboilli || /5 || 6 || 0 || 13-15  
 
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|Chest || Leather Byrnie + Linen Hauberk || 7 || 7 || 0 || 12
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|Chest || Leather Byrnie + Linen Hauberk || 1/7 || 7 || 0 || 12
 
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|Abdomen || Leather Byrnie + Linen Hauberk || 6 || 7 || 0 || 09-11
 
|Abdomen || Leather Byrnie + Linen Hauberk || 6 || 7 || 0 || 09-11
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**+2 natural armour
 
**+2 natural armour
*Total Hit Points: 17/17 HP
+
*Total Hit Points: 11/17 HP
  
 
==Weapons and Shields==
 
==Weapons and Shields==

Revision as of 04:33, 30 May 2011

Combat style

  • Rothar's General Fighting Style
  • If he has a chance, he will toss off his javelin at an incoming foe.
  • He would then get shield and sword ready to bear.
  • Bladesharp 2 if a significant foe, or we're significantly outnumbered.
  • Concentrate on double-teaming opponents, so as to reduce the enemy's numbers as quickly as possible. Does not like the group to become scattered, prefers to remain close.

Background

  • Description:

Rothar is a big man, 6'2" and well-built. He has a hawk nose, strong jaw and high cheekbones. He is beardless, and wears his hair in a long braid or loose. He is dark, well-tanned and has deep dark eyes. He has a good smile and a good personality. His clothes and gear are of decent quality, with details that mark their origin in Prax. He has a small bronze earring in his left ear, and wears decorative bronze armbands as well. He favors a leather vest, knee-high boots and a loin cloth when not armored for battle. He has his runes for spells carved into his equipment.

  • History:

Rothar has two sisters back with his tribe. His father Garr was a hunter, but that wasn't good enough for Rothar. He wasn't content with that lot, preferring to try his skills against foes that can fight back. After a particularly vicious battle against baboon raiders, he was given the moniker "Foe Smiter" by his tribesmen. He befriended the tribe's shaman, Ikinah, and has an interest in spirit magic. His father Garr was eventually killed in a skirmish by rhino riders, leaving his wife and daughters alone. For Rothar had already left the tribe, on an extended sanctioned absence. The tribe knows that they have the makings of a hero in Rothar, and hope that he will return some day to make them great.

Rothar's been on a few "adventures" with more experienced warriors, fighting broo and exploring ruins. Rothar was involved in the uprising at Moonbroth, as he has a great hatred for the Lunars and their occupation. He was forced to flee into Sartar to escape reprisal, killing a looter and stealing winter clothes from him. Now the small band of rebels have split up, in order to increase their chances of blending in.

Upon arriving in the vicinity of Apple Lane, Rothar decided to leave his bison with a nearby farmer, and head into town. (Even the proud nomad knew the bison would identify him as one of the rebels.) The extra gear normally carried on his mount is hidden nearby. It's time for a new plan, but the warrior is pessimistic about his options. And the coming winter hasn't made him much happier.

  • Mount:

War Bison – "Storm" -- Riding gear, lance, two javelins, snares, torches, tent, warm weather clothes.

  • Skills not used in this campaign:

Riding: 80% Lance: 30% attack/parry

Character Details

  • Name: Rothar Foe-Smiter
  • Race: Human
  • Cults:-Waha
    • Rune Level:
    • Initiate: Waha
    • Lay Member: Yellabaloo
  • Social Condition: Praxian Nomad
  • Sex: Male
  • Age: 21
  • Previous Experience: Mounted Barbarian

Characteristics

Str: 16, Con: 16, Siz: 13, Int: 9, Pow: 14, Dex: 17:, Cha: 10.

  • Damage Bonus/Minus: +1d4
  • Hit Point Bonus/minus: +1HPs
  • Encumbrance limit: -- Enc.

Skill Groups


  • Knowledge: +--%
    • Evaluate (5%): 5%
    • Read/Write Praxian (10%): 10%
    • First Aid (5) 25%
    • World Lore (5%) 35%


  • Manipulation: +10%
    • Climb (15) 40%
    • Conceal item (10) 20%
    • Dodge (dex x 2%): 54%
    • Jump (15%): 40%
    • Throw (15%): 25%
    • Map Making (10) 20%
    • Ride (5) 80%
    • Swim (15) 25%
    • Set Disarm trap (5) 15%


  • Perception: +0%
    • Listen (25): 30%
    • Spot Hidden items(5): 50%
    • Spot Trap (5): 30%
    • Track(10) 55%


  • Stealth: +5%
    • Camouflage (10%): 30%
    • Hide (5%): 30%
    • Move quietly (5%): 65% -5% from armour√
    • Pick Pocket (5) 10%


  • Communication: +0%
    • Bargain (10%): 10%
    • Orate (0%): 30%√
    • Sing (5%): 5%
    • Speak Praxian. (Int x 5)-60%
    • Speak Tradetalk 30%
    • Speak Darktongue 5%

Hit Points and Armour

Location Name Armour types H.P. A.P. Enc. Location
Head Composite Helm + Leather Hood /6 6 0 19-20
Left Arm Leather and Cuirboilli 5 6 0 16-18
Right Arm Leather and Cuirboilli /5 6 0 13-15
Chest Leather Byrnie + Linen Hauberk 1/7 7 0 12
Abdomen Leather Byrnie + Linen Hauberk 6 7 0 09-11
Left Leg Leather pants + Cuirboilli Greaves 6 7 0 05-08
Right Leg Leather pants + Cuirboilli Greaves 6 7 0 01-04
    • +2 natural armour
  • Total Hit Points: 11/17 HP

Weapons and Shields

  • Attack Bonus/Minus: +10%
  • Parry Bonus/Minus: +10%
  • Strike Ranks: Siz:(2)+Dex:(1)=3
Weapon/Shield Name Damage S.R. A.P. Attack % Parry % Range Enc.
Broadsword 1d8+1+1d4 5 20 65√ 60√ - 1
javelin 1d10+1d2 3 10 30√ 30 - 2
Dagger 2d4+2 7 12 15 15 - -
Med Shield 12 15 15√ - 2
Fist 1d3+1d4 7 arm 40 √ 35 0 0
Kick 1d6+1d4 7 leg 40 -- 0 0
Head Butt 2d4 7 head 25 -- 0 0
Grapple Special 7 special 35 35 0 0

Magic

  • Heroquest
    • +2 natural armour
    • +1 CHA
    • Mundane plane Rothar can never be ambushed by Rock lizards, as he can sense their presence.
  • Power:-
    • Current Characteristic POW: 14
    • Current Available POW: 13
    • Current Stored POW: 7 of possible 7 Pow Crystal
  • Spells in Effect:-
    • Bladesharp 2
    • Protection 1


Spirits:

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


  • Battle Magic:
    • Healing 2
    • Disruption
    • Bladesharp 2
    • Detect Enemies
    • Protection 1
    • Farsee
    • Detect Silver
    • WARMTH MATRIX TATTOO

Red, orange, yellow, green, blue ,indigo, a final burst of violet. The ink a veritable rainbow makes its permanent mark and is done. Tattoo on chest over heart: Whilst in the Rainbow Mound the spell is constantly working ...powered by something beyond your ken. Outside it will require 1 pow pt for half an hour's warmth. It keeps you totally warm and comfortable in a bitter cold environment. It's best if clothes are still worn to make full use of its power. It also protects you from one point of cold damage, magical or mundane. It can be reversed so that it keeps you cool in a hot environment. The song is contained in the tattoo and activates with the 1pt pow.


  • Rune Magic:

Summon Spirit of Law (one use)

Equipment

  • Weapons:
    • Broadsword new from orendal
    • Still has previous one 1/20 hp
    • Javelin broken
    • Dagger
    • Med Shield
  • Other:
    • Adventurer's Pack
    • Armor (as above)
    • Fire Starter
    • Winter clothes and boots
    • Group-owned sack (holds lizard queen horn)
    • Golden torc (210L)
    • SPIRIT SCREEN MATRIX

You need to look at it whilst casting so as to activate the runes etched in it. There's a small hole in one end for a cord. It looks ancient and almost as if it was part of a greater piece of clay pottery. Edges are jagged as if it was knocked out of something. You can use the matrix to cast the spell on anyone. The matrix is a two point matrix, which knocks 4 points of POW off a spirit before combat commences.

    • PEARL BRACELET

It has 6 uses and you can breathe water for an undisclosed amount of time. The first time will be trial and error :) Six river pearls, braided together with human hair. The nomad knows that these pearls were a gift from the newtling peoples to their human allies in the dim past. A human priestess fashioned this bracelet using her own hair, symbolizing the friendship of the two races. This fellowship blessed the item, and it enables the human wearer to breath water as if it were air.

Reaching out to grasp the treasure, Rothar understands that his destiny is to forge an alliance between his two tribes, the nomads and the newtlings. He feels honor at the trust his ancestors, and those of the amphibians, have placed in him. He vows not to disappoint them.

    • LEAD DISK SHIMMER 4 MATRIX

The lead used here for armour and bits and bobs is the same as bronze, gold and silver coins. It has been enchanted or is a weak mix of metals and doesn't interfere with magic. You can place the disk on your skin. If you do it sticks there, painlessly, and it's a shimmer 4 matrix and when activated sends out a strange network of tattoos across your body, that wriggle, shimmer and generally confuses your opponent. It makes sense that it only works best if you have little in the way of clothing. It subtracts upto 20% from your attackers skill roll to hit due to the confusing tattoos. It costs upto 4 pow points and lasts 10 melee rounds. your natural armour would be in effect too.


  • Money:
    • Guilders (100)
  • Horn from lizard queen. Ancient first age creature. Ancestor of rock lizards, any encountered will know this.