Friday, March 15, 2013

Kladr Deepgaze

Kladr Deepgaze, the Self-Exiled
 

 

Parry 7 / Toughness 7 / Charisma -2* / Pace  5"






Current Rank: Novice w/0XP

Glory: 0
Bennies:

Edges:
  1. Low Light Vision: Ignore attack penalties in dim and dark lighting.
  2. Mountain-Born: No penalties in rough terrain associated with hills and mountains
  3. Winter Soul: +2 Vigor to resist effects of cold weather, & +2 Armor vs Cold, Coldfire, or Ice Attacks
  4. Tough: Start with a d6 in vigor and it can be incresed as much as d12+3
  5. Arcane Background - Rune Magic: See list of spells

Hindrances:
  1. God Cursed by Hela, the Black Queen (Major) Any beneficial spells cast on Kladr by a Priest of Hela fail. Harmful spells cast by a Priest of Hela do extra +2 damage. Opposed spells gain +2 bonus against Kladr.
  2. Stubborn (Minor) Always wants his way and never admits when wrong even when it is plain as day
  3. Necromantic Weakness (Minor) Icorporates a -2 penalty when attempting to resist an undead creature's special attacks.  No affect on mundane damage from such creatures and fear is not considered an attack
  4. Insular (Racial) Frost Dwarves have long kept to themselves and thus have a permenent -2 to their charisma unless they are speaking with another Frost Dwarf where they then gain a +2
  5. Heat Lethargy (Racial) Frost Dwarves become lethargic at temperatures above 53 degrees or higher thus they suffer a -1 on alltrait rolls in such temps.
  6. Slow (Racial) Frost Dwarves are stout and can only move at Pace 5"

Languages:

  • Trader: Common Speak for many a traveler
  • Dwarven: Frost Dwarves
  • Earthtongue: Gargoyles, Trolls, Trow
  • Giant: Giants
  • Orcish: Orcs, Ogres, Goblins

  • Attributes:
    • d6 Agility
    • d10 Smarts
    • d6 Strength
    • d6 Spirit
    • d6 Vigor

    Skills:
    • d4 Climbing
    • d6 Fighting
    • d8 Notice
    • d8 Knowledge Arcana
    • d10 Arrow-Rune (Rune Magic)
    Weapons:
    • Long Spear - Attack Roll: d6 Damage Roll d6+d6 Notes: +1 Parry, Requires 2 Hands 5 lbs
    • Dagger -  Attack Roll: d6 Damage Roll d6+d4 Notes: 1 lb
    Rune Magic:
    The Arrow Rune(N):
    • Bolt
    • Aim
    • Boost\Lower trait: Shooting and Throwing only
    Armor:
    • Chain Shirt (T) - +2 Armor - 10 lbs.
    • Chain coif (H) - 75% chance to protect head - 3 lbs.
    Gear: (45 lbs / 30 lbs.) -1 encumbrance penalty to  all Agility and Strength rolls
    • Backpack: 2 lbs
    • Climbing Gear: +2 Climb checks - 4 lbs
    • Lantern: 3 lbs.
    • Oil: 1 pint - 1 lb
    • Pick: 5 lbs
    • Rope: 10 yards - 10 lbs
    • Parchment: 60 sheets - 3 lbs
    • Writing Equipment: 1 lb
    • Flint and Steel: Wgt 1 lb
    • Whetstone: 1 lb:
    • $17 Scields
    --------------------------------------------------------------------------------

    Character: Kladr Deepgaze
    Race: Frost Dwarf
    Origin: Karad Zor
    Class: Rune Mage
    Age: 55
    Gender: Male
    Height: 4' 10"
    Weight: 180 lbs.

     
    30 years ago, Kladr's father, Kalfor Deepgaze, was badly wounded in a gruesome battle near the city of Karad Zor. In the following weeks, Kalfor's confrontation with mortality drove him mad with fear and desperation, his thoughts constantly dwelling on an answer to overcome his pain and anxiety. Ultimately, he decided to defy his family oaths and activate a sacred rune, he and so many others of his clan, had sworn to protect and keep sealed. This rune contained a forbidden spell of immortality, and he was ready to cross any line to defy death's whims.

    Young Kladr, a skilled rune mage in training, did not agree with his father's plan, but after seeing the hysteria in Kalfor's eyes one night too many, he reluctantly gave his aid. Through a week's worth of struggle and exhaustion, the two were successful in performing the harsh ritual, and eternal life was granted to the venerable rune mage. This taboo did not go unnoticed, however, as Hela, the Black Queen, felt the disturbance against the cycle of life and then set a wrathful curse upon both father and son. Both would die at the meager age of 70 with no chance for redemption -- their fates branded and their half-lives spent knowing their own end.
     
    Kladr has long since left his home, his family, and his late father behind. He now searches Rassilon for an answer to breaking this curse, and redeeming his father along the way.


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