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Old 05-04-2020, 05:59 AM   #14
Prince Charon
 
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Join Date: Dec 2012
Default Re: [Banestorm] The Kingdom of Offasmark

Hrulph of the Phantoms, 1213

Age: 30

Attributes

ST 10 [0]; DX 11 [20]; IQ 13 [60]; HT 14 [40]

Secondary Characteristics

HP 10; Will 15 [10]; Per 13; FP 16 [6]

Basic Speed: 6.25; Move: 6; Dodge: 6(9)
Parry: Brawling 9; Knife 9(12); Staff 8.

Social Background

Languages: Ytarrian Norse (Native) [0], Latin (Accented) [4].

TL: 3^

Cultural Familiarity: early Yrth Christian [0].

Subtotal: 140


Advantages

Attractive [4]
Claim to Hospitality (Royal Wizards' Guild of Offasmark) [5]
Guild Rank 1 [4]
Reputation (Skilled specialist, Large class (adventurers and those who work with or hire them), all the time) +2 [5]
Status 0 [0]

Magery 0 [5]
Magery 1 [10]
Magery (Aspected: Illusions, -40%) 1 [6]
Magery (One Effect Only: Phantom (Create-Image-Move), -80%) 2 [4]

Perks

Courtesy Feudal Rank 2. [2]
Dabbler (Well-Travelled: Area Knowledge (Lindy) 11, Area Knowledge (Offasmark) 12, Area Knowledge (Ytarrian Christendom) 10, Current Affairs (Ytarrian Christendom)/TL3^ 11). [1]
Faster Casting (Phantom). [1]
Rules Exemption: The number of usable symbol items is uncapped. [1]

Subtotal: 48


Disadvantages

Code of Honor (Professional) [-5]
Curious (12) [-5]
Duty (Guild; 9 or less) [-5]
Sense of Duty (Friends) [-5]
Truthfulness (Curse; Always in Effect; Cannot tell the same lie three times, -20%) [-10]
Vow (Wear no armour save magic) [-10]

Quirks

Dislikes kobolds. [-1]
Likes cats. [-1]
Particular about his beer. [-1]
Says 'By Saint Cuthbert!' when startled or annoyed. [-1]
Slight limp. [-1]

Subtotal: -45


Skills

Area Knowledge (Offastown) [IQ/E] [1] 13
Artist (Illusion) [IQ/H] [4] 13
Brawling [DX/E] [2] 12
Carousing [HT/E] [1] 14
Detect Lies [Per/H] [1] 11
Hiking [HT/A] [1] 13
Knife [DX/E] [4] 13
Leadership [IQ/A] [1] 12
Philosophy (Classical) [IQ/H] [1] 11
Professional Skill (Butcher)/TL3^ [IQ/A] [1] 12
Religious Ritual (Offasmark Christian) [IQ/H] [1] 11
Running [HT/A] [2] 14
Sex Appeal [HT/A] [1] 13
Staff [DX/A] [2] 11
Survival (Woodlands) [Per/A] [1] 12
Survival (Island/Beach) [Per/A] [1] 12
Symbol Drawing (Futhark) [IQ/H] [8] 14
Theology (Offasmark Christian) [IQ/H] [0] 7
Traps/TL3^ [IQ/A] [1] 12
Weather Sense/TL3^ [IQ/A] [1] 12

Berkano (Create) [IQ/H] [4] 13
Ehwaz (Move) [IQ/H] [4] 13
Hagalaz (Weaken) [IQ/H] [2] 12
Ingwaz (Heal) [IQ/H] [1] 11
Isa (Image) [IQ/A] [2] 13
Mannaz (Body) [IQ/A] [1] 11
Nauthiz (Control) [IQ/H] [1] 11
Raidho (Sense) [IQ/H] [1] 11
Tiwaz (Mind) [IQ/A] [2] 13

Techniques

Disarming (H) Knife-0 [2] 14
Retain Weapon (H) Knife-0 [2] 14

Subtotal: 57

Total: 200


Equipment

Boots
Cloak
Decent clothes
Mess kit
Pouches with stuff in them
^ Various symbol parchments and common symbol items (discuss with the GM)
Ring (silver, left hand; fine common symbol item marked with Ingwaz and Mannaz, equivalent to Recover Energy)
Ring (silver, right hand; fine common symbol item marked with Ingwaz and Mannaz, equivalent to Minor Healing)
Staff (enchanted)
^ 12-point Powerstone (opal; Quirk: Smells faintly of lightning, more so when fully charged, less when fully discharged)
^ Common symbol tokens for Hagalaz, Ingwaz, Mannaz, Nauthiz, and Raidho
^ True Symbol Tokens for Berkano, Ehwaz, Isa, and Tiwaz
Tall, pointy hat
Very fine bronze 17" Longknife (True symbol item marked with Ehwaz and Mannaz, gives bonus of +3 to Dodge rolls when active, and to Knife Parry rolls with itself)

Notes

Hrulph is native to Offastown, an adventurer with some experience under his belt, and an illusionist and specialist wizard. A younger Hrulf who had just started adventuring (so, a fresh journeyman, rather than a senior journeyman who only isn't a master because he doesn't want to play politics) would not have Magery (Aspected: Illusions) and would have only one level of Magery (One Effect Only: Phantom), but Magery 0 and Magery 1 would be unchanged. He'd also be less generally skilled and energetic, and wouldn't have his Courtesy Rank, Reputation, Detect Lies skill, the Dabbler Perk, nor the slight limp (the injury that caused it was part of the reason he started learning Healing magic), nor the Truthfulness curse. He'd also have a 5-point powerstone (with no quirks; same stone, just with fewer empowerments yet - it's a standard gift for graduating to Journeyman), but his staff would not be enchanted, the stone instead being on a necklace; he wouldn't have the magic knife, either, just an ordinary (but good quality) longknife. The Duty and Vow are required disadvantages for membership in the Royal Wizards' Guild of Offasmark.

His Move and Dodge scores assume he's at No Encumbrance, both to avoid confusion, and because I haven't worked out how much all his stuff weighs, though I doubt the total is above Light Encumbrance.

The 'Illusions' Aspect is basically equivalent to the Illusion and Creation College, as it covers not only intangible illusions, but tangible ones, like phantoms and temporary creations. It does not cover permanent creations, if those are even possible (which Hrulph doesn't particularly object to, as his limited understanding of theology suggests that such might be blasphemous).

His curse only stops him from speaking the same lie (or a too-close variation thereof, by the GM's reckoning) three times in a row. It has no effect on his ability to write it, to use illusions and phantoms to fool people (though if the illusion or phantom speaks, it counts as if he had), or to communicate it in other ways, nor does it stop him from telling the truth in ways that lead people to infer a falsehood, telling the same truth twice and refusing to speak it a third time, nor any other sort of deception. Also, if the GM feels that enough time has elapsed, especially if he's not telling it to the same person, it no-longer counts as the 'same' lie (which saves on bookkeeping).

His Vow covers physical armour, enchanted or not, but does not cover shields (of course, he lacks the skill to use one, and 'staff-and-shield' is not a likely martial arts style). It by definition permits jewelry, clothing, and other such items enchanted with protective spells, though he currently doesn't have any.

Someone who knows enough about his powerstone's quirk and is close enough could determine roughly how much power is left with a scent-based Per-4 roll. The result shouldn't be more precise than 'close to fully charged,' 'a middling amount,' or 'nearly out of energy,' not an exact number, and then only if they've previously been around the powerstone for long enough to gauge the usual intensity of the scent (and he isn't using an illusion to hide the scent).


Thoughts?
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Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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