Friday, March 22, 2013

Rurick Halfgraden

Rurick Halfgraden, The Legion's Fostered Child


 


Parry 8 (7) / Toughness 8 / 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. Sweep - Make an attack with a melee weapon against all adjacent targets (friends and foes) at a -2 penalty.  Resolve damage seperately

Hindrances:
  1. Overconfident (Major) Your character thinks he can handle anything, not suicidal but certainly takes bigger risks than others would who use thier common sense.
  2. Doubting Thomas (Minor)  Skeptical when it comes to the supernatural and is thus all the more frightened when finally face to face with it. -2 to fear checks when facing undeniable supernatural horrors.
  3. Loyal (Minor) Willing to put himself at risk to save a friend.
  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
  •  
     

    Attributes:
    • d8 Agility
    • d4 Smarts
    • d10 Strength
    • d4 Spirit
    • d6 Vigor
     

    Skills:
    • d8 Climbing
    • d12 Fighting
    • d4 Notice
    • d4 Intimidation
    • d8 Throwing
    Weapons:
    • Great Axe - Attack Roll: d12  Damage Roll d10 + d10 Notes: AP 1 Parry -1 Req 2 hands 15 lbs
    • Throwing Axe (2) -  Range: 3/6/12 Attack Roll: d8 Damage Roll d10 + d6 Notes: 2*2 lbs (4)

    Armor:
    • Plate Corselet (T) - +3 Armor - 20 lbs.
    Gear: (49 lbs / 50 lbs.)
    • Backpack: 2 lbs
    • Climbing Gear: +2 Climb checks - 4 lbs
    • Bedroll: 4 lbs
    • $60 Scields
    --------------------------------------------------------------------------------

    Character: Rurick Halfgraden
    Race: Frost Dwarf
    Origin: Varied
    Class: Fighter
    Age: Unsure, 30's
    Gender: Male
    Height: 5'1"
    Weight: 210 lbs
     
    Rurick knows little about his family or his background. As far back as he can remember there has always been conflict. Whether he was forced to fight the wilds of the Winterlands and all the harshness they entail, or his first conflict with the living. Much of his memory is a white haze either created to block horrific memories or because much of his childhood was spent waist deep in snow.
     
    His first memory he can recall was meeting his mentor/father figure Detran Halfgraden who educated him in blood and taught him the ways of the axe. Rurick looked up to him and followed him everywhere which eventually led him to join the Grey Legion. After years and years of conflict for various causes Rurick has found himself at an impasse.
     
    The Legion had called upon Detran however not himself. Having lost his only connection to others he now seeks adventure and a cause worthy of his talents. Little is known about where or why Detran was called upon. However, Rurick feels simply that he was not strong enough to accompany him.
     
    Rurick will continue to seek out the strong and fight for a cause that will continue to test his abilities and eventually lead him to be called alongside his Mentor once again.

    Saturday, March 16, 2013

    Kaldric Garulfsunu

    Kaldric Garulfsunu, the Iron Guild's Noble




    Parry 7 / Toughness 6 / Charisma 0 / Pace 6"



    Current Rank: Novice w/0XP

    Glory: 0
    Bennies:

    Edges:
    1. Rich: Starting Scields = 3x typical
    2. Investigator Add +2 to all Investigation & Streetwise rolls. Also includes Notice rolls made to search through evidence.

    Hindrances:
    1. Loyal (Minor) Would give his life for his true friends
    2. Enemy (Minor) An accident during a drinking contest caused a rival family's son to be scarred beyond repair.  The rival family may seek revengence!
    3. Stubborn (Minor) Always wants his way and never admits when wrong even when it is plain as day


    Languages:

  • Trader: Common Speak for many a traveler
  • Saxa: Saxa 
  • Anari: Alantaris Isle, The Magacracy
  • Hearth Elven: Hearth Elves




  • Attributes:
    • d8 Agility
    • d8 Smarts
    • d6 Strength
    • d4 Spirit
    • d6 Vigor

    Skills:
    • d8 Fighting
    • d4 Riding
    • d8 Notice
    • d6 Taunt
    • d8 Streetwise
    • d8 Investigation
    Weapons:
    • Short Sword: Damage d6+d6 wgt 4lbs
    Armor:
    • Leather Suit (T,A,L) - +1 Armor - 10 lbs.
    • Buclker - +1 Parry - 8 lbs
    Gear: (53 lbs / 30 lbs.) -1 encumbrance penalty to all Agility and Strength rolls
    • Bedroll - 4 lbs
    • Winter Gear (cloak\Parka) - Adds a +2 to vigor vs cold weather 3 lbs
    • Flint & Steel - 1 lb
    • Lantern - Light in a 4" Radius 3 lbs
    • Whetstone - 1 lb
    • Rope (10") - 15 lbs
    • 2 Blankets - 4 lbs
    • 897 Scields
    --------------------------------------------------------------------------------







    Character: Kaldric Garulfsunu
    Race: Saxa
    Origin: Ostmark
    Class: Iron Guild Member
    Age: 22
    Gender: Male
    Height: 5'10"
    Weight: 185

    Being the third son of a successful merchant has its perks. While Boric, the eldest, is the master mind behind their contracts and Yoric, the second eldest, has the brawn covered, all Kaldric has to do is flash his smile and seal the deal while sniffing out plots to undermine their profits. After that all he had to do was kick back, have a drink and let the scields and good times flow.

    That was all before the ill fated contract with Maenar Cynricsunu. Maenar was another merchant on the rise and had maintained a friendly rivalry with Garulf and his sons years. Each man knew that if they could claim the others contracts their family would be a force to be reckoned with. In a flurry of contractoral wizardry, Boric drafted an agreement that left both men in a position for great profits at the cost of great risks. They were to trade third sons for the span of five years.

    For two years, the plan unfurled with neither man gaining an edge over the other. Both of their sons had a knack for uncovering secrets and for every advantage Kaldric gained, he was countered by Wealgar.

    As time passed Kaldric grew close to Maenar's sons and was often seen carousing and galavanting about with Eowuld and Faenar. Their exploits ranged from drinking to gambling to womanizing. If there was an uncouth deed to be done, they were there doing it with style. They had a knack for trouble.

    Many claim to have been there on the unlucky night of Eowuld's disfigurement. Some claim that Kaldric pushed Eowuld into the fire. Some say Kaldric was trying to catch him. Others say neither, stating that Eowuld, in a drunken stupor, dove into the fire of his own accord. Whatever the case, Kaldric had earned Maenar's fury and hatred. Maenar swore the debt to his son would be paid in blood.

    Kaldric fled. He thought to return home and seek the protection that his family could offer. His father was wealthy and had the influence to see to his safety. In truth, he was excited to be home with his brothers once more. Unfortunately, Kaldric's excitement was short lived. Garulf saw reinstating Kaldric into their operations as a breach in contract with Maenar. His honor would not let him send Maenar's son home before the agreed time had passed, even at the expense of their families mercantile security.

    Although Garulf did not shelter his son, he would not abandon him. Kaldric was sent off with his fathers instructions to seek his refuge among the Iron Guild. Garulf had made a large "donation" to grease the wheels and to see to it that his son would be traveling from place to place for his own safety. After the three remaining years of the contract have passed Kaldric will be allowed to return home.


    Now, Kaldric travels from place to place as a member of the Iron Guild. He looks for opportunities to expand his families wealth and perhaps make new connections to compensate for his father's compromised position. Kaldric is determined to return home with his head held high and a great deal of wealth for his family to enjoy

    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.


    Wednesday, March 13, 2013

    Corbin Frostshadow

    Corbin Frostshadow, the Godcursed Roadwarden

    Parry 4 / Toughness 6 / Charisma -2 / Pace 6" 

    Current Rank: Novice w/0XP

    Glory: 0
    Bennies:
    Edges:
    1. Thief: +2 to Climbing, Lockpicking, Stealth, (also Notice\Repair regarding traps)
    2. Frigid Form: Special, see Hrimwizardy Innate Powers
    3. Winter Soul: +2 Vigor to resist effects of cold weather, & +2 Armor vs Cold, Coldfire, or Ice Attacks

    Hindrances:
    1. God Cursed by Thrym (Major) Any beneficial spells cast on Corbin by a Preist of Thrym fail. Harmful spells cast by a Preist of Thrym do extra +2 damage. Opposed spells gain +2 bonus against Corbin.
    2. Loyal (Minor) Would give his life for his true friends
    3. Enemy (Minor) Not only do all preists of Thrym feel a special vengence for Corbin, but it is possible someone survived from his past looking for vengence.
    4. Outsider (Racial) Most non-Frostborn feel nervous around Corbin adding a permenent -2 to his charisma unless he is speaking with another Frostborn
    5. Heat Lethargy: Frostborn become lethargic at temperatures above 53 degrees or higher thus they suffer a -1 on alltrait rolls in such temps.

    Languages:
  • Trader: Common Speak for many a traveler
  • Fingerspeak: Sign Language for theives
  • Frosttounge: Sentient denizens of the Hellfrost; Frostreavers, Hellfrost Dragons, Frost Giants etc. 
  • Attributes:
    • d10 Agility
    • d6 Smarts
    • d6 Strength
    • d4 Spirit
    • d6 Vigor

    Skills:
    • d10 Stealth
    • d4 Streetwise
    • d6 Lockpicking
    • d8 Shooting
    • d6 Climbing
    • d6 Notice
    • d4 Hrimwizardry
    Weapons:
    • Bow - Range: 12/24/48 Damage: 2d6 Weight: 3 lbs
      • Arrows, Standard (30):  Weight: 6 lbs
      • Arrows, Fleshripper (10): +2 Damage dbl Protection of any Armor Weight: 2 lbs
      • Arrows, Armor Piercing (10): Armor Piercing 2 Weight: 2 lbs 
        • Arrows may be recovered on a roll of 4-6 on a d6 (changes to 5-6 indoors)
    Innate Powers:
    • Armor (Icy Skin)
    • Environmental Protection
    • Smite
    • Speed
    Armor:
    • Leather Shirt (T) - +1 Armor - 3 lbs.
    Gear: (12 lbs / 30 lbs.)
    • Quiver: Holds 20 arrows Wgt: 2 lbs
    • Backpack: Wgt 3 lbs
    • Flint and Steel: Wgt 1 lb
    • Lockpick: Attempting to pick a lock w/o = -2 on check
    • Goggles: Avoid Snowblindness Wgt: 2 lbs
    • Pipe: Wgt: .5 lbs
    • $175 Scields
    --------------------------------------------------------------------------------
    Character: Corbin
    Race: Forstborn (Human)
    Origin: Barony of Cul – Eastern Farm Lands
    Class: Rogue
    Age: 29
    Gender: Male
    Height: 5’ 9”
    Weight: 170 lbs.
    Being born a Frostborn does have some advantages. It also has major draw backs, mainly being despised by almost everyone. With the constant feeling of being an outsider, Corbin left his home when he was in his late teens. He almost immediately fell in with a bad crowd, a very bad crowd. He was recruited by a cult of Thrym made up exclusively of Frostborn. Finally feeling accepted, Corbin was devout to the cult, Thrym, and the cult’s charismatic leader, Glacier. It was also here that Corbin made his first true friend, a Frostborn named Gregor.
    After several years of being a low level initiate, Corbin had learned enough that he was ready to gain full membership to the group. He and Gregor were to take their final oaths and trials together. The night of the ceremony, Corbin witnessed a few of the brothers bringing in prisoners. This was something that was not extremely unusual, but what did stand out to Corbin was that they were not the typical adventure types. They looked like peasants. Corbin was able to gather the truth from a few of the brothers who had consumed too much ale. These prisoners were peasants from Corbin’s village. Glacier had decided that the cult needed to purge the locals from the land in the name of Thrym. Worse, Gregor and he were to execute the captives that night as their last rite of passage. Corbin felt that he could not let these innocent people be slaughtered. Believing his friend to be of like mind as him, Corbin informed Gregor about the rite that was to happen that night. Gregor was horrified, and together they hatched a plan to try and save the prisoners. Gregor created a distraction using magic while Corbin snuck to the prisoners and set them free. The two looked like they had succeed until they ran into Glacier on their way out. The two friends tried to hold off the cult and allow the villagers to escape. Many of the prisoners did make it and there were more than a few casualties. Gregor told Corbin to fall back and protect the villagers, so he did. What he did not know was that the wizard was going to cause a cave in to stop the cult. Corbin turned around at the last moment to see his friend bringing down the ceiling of the cult’s cave as Glacier struck at him.


    Corbin led the group to a road where the group ran into a group of Roadwardens. The leader of the wardens named Payne ordered his men to attend to the villagers and Corbin. Corbin told his story and was patched up by the group. The villagers returned home, and Corbin stayed with the Roadwardens to help protect more people from groups like the one he was a part of. Corbin is always vigilant that the remnant of the cult or other priest of Thrym could show up at any moment to dispatch him for his crimes against Thrym.