Jan 12 '11 12:39pm
Ferguth ap Garth
statblock:Ferguth ap Garth statblock:Serin Skald
Race: Human (Anari)
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Fighting (Ag) d6, Guts (Sp) d4, Knowledge (common) d8+1, Knowledge (folklore) (Sm) d6+1, Notice (Sm) d6, Persuasion (Sp) d6+3, Shooting (Ag) d6, Song Magic (Sm) d8, Streetwise (Sp) d8+3
Spoken in Chalcis. Alphabet: Anari. Chalcian,
Spoken in Alantaris Isle and the Magocracy. Alphabet: Anari. Anari,
Spoken by humans, merchants, diplomats. Alphabet: Anari. Trader,
Spoken by Saxa. Alphabet: Saxa runic. Saxa
Range: Smarts. Duraction: Maintained. Trapping: praise/satire.
This power allows a character to increase any of a target's Traits by one die type for a standard success, and two with a raise. The affected Trait can exceed d12; each step over d12 adds +1 to his Trait total.
The power can also be used to lower an opponent's Trait. This is an opposed roll against the victim's Spirit. Success lowers any Trait of the caster's choice one step; a raise lowers it two steps. A Trait cannot be lowered below a d4.
Multiple castings stack. Boost/Lower Trait,
Range: Touch. Duration: Instant. Trapping: crooning.
Healing repairs recent bodily damage. It must be used within the "golden hour," though, for it has no effect on wounds more than one hour old.
For Wild Cards, each use of the healing spell removes a wound with a success, and two with a raise. The roll suffers a penalty equal to the victim's wounds (in addition to any the caster might be suffering himself).
For Extras, the GM must first determine if the ally is dead. If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
Healing can also cure poison and disease if used within 10 minutes of the event. Healing,
Range: Touch. Duration: Maintained. Trappings: hand gestures and accent mimicry
This power allows a character to speak, read, and write a language other than his own. The language must be of an advanced form—not animalistic. A raise on the arcane skill roll allows the user to project a particular dialect as well. Speak Language
Your hero or heroine is very handsome or beautiful. His or her Charisma is increased by +2. Attractive,
Song mages, more correctly known as skalds, are sorcerors who work their magic through the power of song. As well as being spellcasters, skalds are also storytellers and poets, able to recount epic poems and stories from memory.
A skald learns special techniques for memorizing things he has heard or read, and he is well versed in many topics. They have +1 to all Common Knowledge rolls, as well as Knowledge rolls relating to riddles, history, folklore, and such like. Skalds are also popular with nobility and commoners alike and receive +1 Charisma.
Skalds must be able to speak to work their magic, but don't need to use their hands. Once the spell is cast, the skald may stop singing, even if the spell is to be Maintained. Arcane Background (Song Magic)
Honor is very important to your character. He keeps his word, won't abuse or kill prisoners, and generally tries to operate within his world's particular notion of proper gentlemanly or ladylike behavior. Code of Honor,
Your character may not be a hero, but he'd give his life for his friends. This character can never leave a man behind if there's any chance at all he could help. Loyal,
Phobias are overwhelming and irrational fears that stay with a hero for the rest of his life. Whenever a character is in the presence of his phobia, he subtracts 2 from all his Trait tests as a Minor Hindrance. Phobia (wolves)
Armor:: chain shirt,
+1 Parry, +2 Armor against ranged attacks medium shield,
+2 to Vigor rolls to resist cold weather winter clothing
Dmg 2d6, ROF 1, Rng 12/24/36 bow, orcish short sword,
two-handed; Dmg d4+d6, Parry +1, Reach 1 staff
Gear: backpack, bedroll, blanket, flint and steel, quiver w/18 arrows, rations (1 wk), soap, torches (2), waterskin (full)
Pace: 6, Parry: 5 (1), Toughness: 7 (2), Charisma: +3
Temporary Effects: None.
Bennies: 1; Injuries: -; Fatigue: -; Encumbrance:: -2 w/backpack, -1 without statblock:Rindilnir Autumnwind
Race: Hearth-Elf, Hair: Blonde, Eyes: Green, Height: 6', Weight: 175 lbs, Patron Deity: Eostre
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Climbing (St) d4, Fighting (Ag) d10, Intimidation (Sp) d6, Knowledge (Sm) (Nature) d6, Shooting (Ag) d6, Survival (Sm) d4, Stealth (Ag) d6
Pace: 6, Parry: 7, Toughness: 5 (7), Charisma: -2
Hearth elves are graceful and agile. They start
with a d6 in Agility instead of a d4. Through advances and Edges, they can have a maximum Agility of d12+3. Agile:,
Hearth elves suffer no penalties for Difficult Ground in forests. When using the Overland Pace system, they treat such terrain as one category lower. Forest Born:,
Hearth elves have cat-like eyes and so can ignore lighting penalties for all but Pitch Darkness. Low Light Vision:,
Hearth elves who become druids treat Elfhomes as wilds, not urban areas. Natural Realms:,
Requirements: Novice, Agility d8+
A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty. Two-Fisted,
Requirements: Novice, Hearth or Taiga Elf, Agility
d8+, Fighting d8+, Two-Fisted
Bladedancers are elite elven warriors, normally assigned to guard important nobles or priests. This Edge is their trademark combat maneuver. Despite the name, they may use weapons. When used, an elf spins and dances about, attacking
every opponent in his path like a deadly cyclone. On the tabletop, the character makes a running roll and must move that many inches. He may not double back.
Every target adjacent to the fighter’s path, starting with his initial position, is attacked at –2. One small downside to this Edge is that every adjacent target must be attacked—whether friend or foe. Individual targets may only be attacked once while using this Edge. Bladedancer,
Requirements: Novice, Agility d8+
Your hero is as deft with his left hand as he is with his right. He may ignore the –2 penalty for using his off-hand. Ambidextrous
Hearth elves have an inbred dislike of mechanical objects (including crossbows). They have the All Thumbs Hindrance Characters with this drawback suffer a –2 penalty to the Repair skill at all times. In addition, when a hero uses a mechanical or electronic device, a roll of 1 on his skill die (regardless of his Wild Die) means the device is broken. The damage usually requires a Repair roll at –2 and 1d6 hours to fix. All Thumbs,
Your hero doesn’t think he’s the best—he knows he is. Whatever it is—swordsmanship, kung fu, running—there is no one who can touch his skills and he flaunts it every chance he gets. Winning just isn’t enough for your hero. He must completely dominate his opponent. Anytime there is even a shadow of a doubt as to who is the better, he must humiliate his opponent and prove he can snatch victory any time he wishes. He is the kind of man who disarms an opponent in a duel just so he can pick the sword up and hand it back
with a smirk. Arrogant heroes always look for the “master” in battle, attacking lesser minions only if they get in the way. Arrogant (Major),
Your hero hit more than a few ugly sticks on his way down the tree of life. His Charisma is lowered by 2, and he is generally shunned by members of the opposite sex. Ugly (Minor),
Thatched Roofs (they are just tinder, waiting to go up in flames).
Phobias are overwhelming and irrational fears that stay with a hero for the rest of his life. Whenever a character is in the presence of his phobia, he subtracts 2 from all his Trait tests as a Minor Hindrance. Phobia (Minor)
Gear: Chain shirt (torso, arms), scimitar x2, normal clothing, backpack (bedroll, blanket, winter clothing, whetstone, flint and steel, waterskin, 1 week's rations) bow, quiver, arrows 20
Languages: Hearth Elven, Trader
Encumbrance: Total: 68 lbs -1 penalty | without backpack: 26 lbs / 36 lbs winter | Pack weight: 42 lbs / 32 lbs winter
Money: Gold = 5, Silver = 0
Bennies: 0 of 4; Injuries: -; Fatigue: - statblock:Varn ver Sigurdstjon
Varn ver Sigurdstjon
Race: Human (Saxa)
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Survival (Sm) d8 , Tracking (Sm) d8, Fighting (Ag) d6, Notice (Sm) d6, Lockpicking (Ag) d6, Healing (Sm) d4, Stealth (Ag) d6, Investigation (Sm) d6
Pace: 6, Parry: 5, Toughness: 5(6), Charisma: 0
Not much gets by your hero. He’s very
observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him. Alertness,
Varn is a skilled tracker and scout, and knows how to live off the land for months at a time. He gains +2 to Tracking, Survival and Stealth rolls made in the wilderness (not towns, ruins, or underground) Woodsman
Varn lost an arm when it was cut off by Thorbjun. Fortunately, his other arm is (now) his 'good' one. Tasks that require two hands, such as Climbing, suffer a -4 modifier. One Arm,
Varn is charged with protecting Ferguth Ap'Garth, and aiding him in his duties as a Reliquary Orders (Guardian of the Arcane),
While unwittingly trespassing on the lands of a neighbouring Saxa warlord, Varn as captured, accused of being a spy and a cattle thief, and tortured by the warlord's cruel son Thorbjun. He cut off Varn's right hand, and was to execute him at first light the following day as an 'example'. At that time, the warlord had been approached by a reliquary who sought the man's permission to investigate an old barrow on his lands. When he learned of Varn's fate, he offered the chieftain any spoils he found in the barrow in exchange for the young man's life. Against the wishes of his bloodthirsty son, for whom a burning hatred of Varn remains even after all these years Enemy
Gear: Leather Armour, Axe, Lockpicks, backpack, Healer's bag, winter clothing, bedroll, blanket, flint and steel, pouch, waterskin, whetstone
Power Points: 0; Bennies: 4; Injuries: -; Fatigue: -
Languages:Trader, Saxa, Finnar, Auld Saxa statblock:Aife Kerus the Spell Weaver
Aife Kerus the Spell Weaver
Race: Human (Anari)
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills: Fighting (Ag) d4, Heahwisardry (Sm) d10, Healing (Sm) d4, Investigation (Sm) d6, Knowledge: Alchemy (Sm) d4, Knowledge: Arcana (Sm) d8, Knowledge: History (Sm) d4, Notice (Sm) d4, Persuasion (Sp) d4, Streetwise (Sm) d4, Taunt (Sm) d4
Pace: 6, Parry: 4 (5), Toughness: 4 (6/8), Charisma: +2
Arcane Skill: Heahwisardry (Smarts)
Starting Powers: 3
Spell List: Arcane resistance, armor, aura, banish, barrier, bladebreaker, blast, bodyguard, bolt, boost/ lower trait, burst, deflection, detect/conceal, dispel, energy immunity, entangle, environmental protection, farsight, fatigue, fear, fog cloud, glyph, knockdown, mimic, negate arcana, prolonged blast, puppet, quickness, refuge, sanctuary, slumber, silence, smite, speed, sphere of might, storm, stun, summon elemental, telekinesis, teleport, warding, weapon immunity.
Casting: A heahwisard casting a spell without his staff in his hands suffers a -6 penalty. A mage using another mage's staff has a -4 penalty to arcane skill rolls and no access to any of the staff 's augmentations.
Mechanics: Heahwisards suffer a -2 penalty to all arcane skill rolls. For each action spent in the casting process after the first, the mage adds +1 to his arcane skill roll. The extra casting actions don't have to be declared in advance, but cannot exceed a number of actions equal to half the mage's Smarts die.
While a heahwisard can spend an action focusing his magic and cast his spell in the same round, he sufers the standard multi action penalty for doing so. If the mage is disrupted while casting and fails his roll, or if he fails to spend an action each round reciting the incantation between starting and finishing, the spell automatically fails. The Siphoning does not affect mages who simply fail to invoke a spell, fortunately. Arcane Background (Heahwisardry),
To use a character's Connection requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn't available.
Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances.
A failure indicates the heroine's contacts just couldn't come through this time, or perhaps just weren't persuaded that their help was really necessary.
On a success, the contact might share information, but won't do anything too risky to help.
On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal.
Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine. If she needs financial assistance, the contact may provide a little more than he's comfortable with. If the heroine asks for muscle, the contact delivers either one expert or five average fighter types for the contact's particular organization. Connections (Lorekeepers),
The hero is either highly educated or belongs to a scholarly organization such as the Lorekeepers or Reliquary. She knows her Smarts die languages during character generation (so a hero with d10 Smarts knows 10 languages). Linguist,
Lorekeepers are dedicated to finding and preserving knowledge of times before the Blizzard War. Having learned not to put all their eggs in one basket, individual Lorekeepers are given custody of a small scroll collection, which they must protect. These scrolls weigh 5 pounds and come with waterproof cases. All benefits of this Edge are lost if the scrolls are destroyed or otherwise inaccessible. Lost scrolls can be replaced for free at any center of learning.
If the Lorekeeper spends an entire round checking his scrolls (no other actions allowed, including movement), any roll for an unskilled Smarts-based skill (except arcane skills) he makes in the next round is made at a d4 instead of the usual d4-2. Knowledge skills, which cannot be used unskilled, may be attempted by an adventurer with this Edge, but the character rolls a d4-2 as normal (and has to spend a round reading his scrolls). Lorekeeper,
Those born of noble blood have many perks in life, but often have just as many responsibilities. Nobles have high status in their societies, are entitled to special treatment from their foes, gain +2 Charisma, and also have the Rich Edge.
Aife currently does not have access to her family holdings in the County of Kerenil. Her father, a Mage-Bannerette under the rule of Mage-Count Logan Kerenil. Her father has also cut off all access to further family funds until she returns to wed the Mage-Count. Aife is careful to avoid using her title if at all possible. Noble
Aife can't help but be curious. After being locked away in the family keep for so long she's eager to experience the world. Including strange vistas, creepy tombs, and stones better left unturned. Curious (Major),
It's been a long time since anyone really treated Aife as anything more than a prize to be won. Those who do treat her like a real person are rewarded with fanatical loyalty. Loyal (Minor),
Aife ran out on her arranged marriage, a fact that has two families rather annoyed. Both her father and fiance have sent out mercenaries to bring her back "for her own safety." While they certainly won't harm her they don't have the same compunctions about her companions. Wanted (Minor)
Aife can solidify body heat into a cushion of protective energy that can protect the target better better than fine steel.
Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor. Hearth Cloak (Armor),
Range: Smarts x 2
Trappings: A small prayer to Maera
Aife can name a vague or specific object she wishes to detect when casting. With a -2 penalty on the arcane skill roll, the objects become visible to anyone.
While Maintained, any object of the appropriate type entering the area of effect automatically registers with the mage (or others, if she took the casting penalty). One common use of this power is detecting magic. Once the spell is active, the caster can focus on specific items. By making a Smarts roll as an action, she can discern one power or ability of the object with a success, or all powers with a raise. This only works on inanimate objects (such as cloaks or swords), not living creatures.
The power can also be reversed to conceal a single item, being, or effect. This works exactly as conceal arcana in the main rules. Maera's Gaze (Detect/Conceal),
Aife can fire a bolt of dazzling moonlight that can burn and dazzle a target. The bolts deal 2d6 damage and the target must make a Spirit roll. Failure means victims are at -2 to actions related to sight (including Fighting, Shooting, and Throwing) until the end of the next round.
Additional Bolts: The character may cast up to 3 bolts, rolling an additional arcane skill die per bolt after the first but still with a single Wild Die. The bolts may be spread among targets as the character chooses. Firing the additional bolts does not incur any autofire penalties, but any results of Backlash are cumulative, and multiple Shaken results count as a damaging effect for causing a wound.
Additional Damage: The character may also increase the damage by one die type (2d8) by taking a -1 penalty on his arcane skill dice. By taking a -2 penalty, they may increase the damage by two die types (2d10). This may be combined with the additional bolts. Moonfire (Bolt),
Range: Adjacent square
Trappings: Model soldier.
Aife can transform a model shield maiden into an able servant and construct. Unlike most heahwisards, he figures are scultped to resemble valkyries and other stout female warriors.
To cast the spell, the hero simply throws a model soldier on the ground and recites a short incantation. When the figure strikes the ground, it transforms into a sturdy warrior, completely under the hero's control. With a raise on the casting roll, the bodyguard is a Wild Card. When wounded, the soldier crumbles to dust - subsequent castings require another figure. Each figure costs the hero 10 gs.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 6; Toughness: 10 (4)
Gear: Long sword (Str+d8), medium shield (+1 Parry).
Armor +4: Stone skin.
Construct: +2 to recover from being Shaken; no additional damage from called shots; piercing attacks do half damage; constructs do not suffer from poison or disease.
Fearless: Bodyguards are immune to fear and Intimidation.
Shieldwall: So long as the bodyguard is adjacent to the caster, attacks against the hero suffer a –1 penalty. The bodyguard will not use this ability to defend other characters. Shield Maiden (Bodyguard)
A sturdy and well-crafted leather backpack with brass and silver clasps.
Weight: 2 Backpack,
A cloth belt with a dozen slots for storing potions, scrolls, or throwing knives for easy access. Can be worn around the waist or slung diagonally across the chest.
Weight: 1 Bandolier,
A waterproof canvas bedroll of obvious high quality and make.
Weight: 4 Bedroll,
A thick woolen but plain woolen blanket embroidered with a bit of silver thread.
Weight: 4 Blanket,
Carrying in a small carved wooden box.
Weight: 1 Flint and Steel,
A grizzly bear skin that was a gift from a wandering trapper. Furs grant a character +1 to Vigor saves to resist the effects of Cold. The modifier stacks with winter clothing.
Weight: 5 Furs,
An intricately tooled length of white ash capped with bronze bands. The length has been carved with runes and inlayed delicately with silver. Aife cannot work her magic with this staff and it is obviously a tool for working magic.
Notes: Parry +1; Reach 1; 2 hands Heahwisard's Staff,
A character who tries to heal someone without a supply of bandages, herbs, salves, and poultices suffers a -2 penalty to his roll. This does not affect the healing spell. Healer's Bag,
The rope can safely handle 300 pounds without worry. For every 50 pounds over that, roll 1d6 every minute or whenever the rope suffers a sudden stress. On a 6, the rope breaks under the strain.
Weight: 10 (20 Total) Hemp Rope (20 Yards),
A lantern provides light in a 4" radius for three hours per pint of oil. There is a 50/50 chance the lantern breaks if dropped, and a 1 in 6 chance it sets normal combustibles alight.
Weight: 3 Lantern,
Five scrolls containing a wealth of ancient and contemporary lore. They are carried in waterproof scroll cases and Aife has been charged with their safekeeping.
Notes: See Lorekeeper edge. Lorekeeper Scrolls,
A small wooden carving of a shield maiden or Valkyrie. They've been carved with obvious skill and are one of the last links Aife has with her old life.
Weight: - Maiden Statue (5),
Besides providing light when used in lanterns, oil can also be used as a weapon. This is most commonly done by putting oil in a ceramic flask with a lit fuse. The flask is then thrown at the target where it breaks and the fuse sets the oil alight.
Lighting a fuse requires 1d6 rounds with flint and steel (1 round with open flame), so it's best to light the fuse before a fight starts (a fuse stays alight for 10 minutes).
The flask's range is 3/6/12. Anything it hits is set alight on a d6 roll of 5–6, causing 1d10 damage per round. The fire has a chance of growing each turn as usual.
Weight: 1 (5 Total) Oil (5 Pints),
Ten sheets of fine vellum parchment suitable for all manner of writing and drawing.
Weight: 1/20th (1/2 Total) Parchment (10 Sheets),
A plain horn and leather scroll case that has been carefully waterproofed.
Weight: 1 Waterproof Scroll Case,
Contains 2 quarts of clear and drinkable water.
Weight: 1 Waterskin,
Clothing of a fine and sturdy construction, with just a tiny bit of embroidery. Characters with warm cloaks, woolen undergarments, and fur boots and gloves are +2 to their Vigor rolls to resist cold weather.
Weight: 10 Winter Clothing,
A collection of inks, quills, blotters, and other writing utensils carried in a finely crafted wooden box. The box is tightly sealed and covered in knot work. It was a gift on her 12th name day.
Weight: 1 Writing Equipment
Currency: 32 gs
Spoken By/In: Alantaris Isle, the Magocracy
Alphabet: Anari Anari,
Spoken By/In: Scholars, Anari priests
Alphabet: Anari Classical Anari,
Spoken By/In: Frost dwarves
Alphabet: Dwarven runic Dwarven,
Spoken By/In: Engro
Alphabet: Elven Engrosi,
Spoken By/In: Finnar
Alphabet: N/A Finnari,
Spoken By/In: Hearth elves
Alphabet: Elven Hearth Elven,
Spoken By/In: Saxa
Alphabet: Saxa runic Saxa,
Spoken By/In: Taiga elves
Alphabet: Elven Taiga Elven,
Spoken By/In: Tuomi
Alphabet: Tuomi Tuomi,
Spoken By/In: Humans, merchants, diplomats
Alphabet: Anari Trader
Temporary Effects: -
Bennies: 1; Injuries: -; Fatigue: -
Active Spells: Armor (Raise), Bodyguard statblock:Adlebar Archer
Anari, Archer and Diplomat
Race: Humnan (Anari)
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting 1d6, Intimidation 1d8+2, Notice 1d6, Shooting 1d8, Streetwise 1d4, Taunt 1d6+2, Knowledge: Battle 1d6
Pace: 6, Parry: 6, Toughness: 5, Charisma:
Adlebar uses his quick wits and strong convictions tounnerve his opponents. Add +2 to Intimidate, Taunt rolls as well as Spirit and Smarts to resist tests of Wills. Strong Willed,
Troops gain +1 to recover from being Shaken Command,
Adlebar excels at taking controlled, measured shots. If he doesn't move he may add +2 as if he used the Aim combat action. Marksman
At all times, Adlebar tries to hold himself to a high standard of ethics, having no love for his father's political schemes and backstabs he tries very hard to not fall into similar patterns. Honesty and trustworthiness are the basis of Adlebar's convictions. Code of Honor,
Adlebar like to think things through and come up with a plan of attack before setting out on even the most mundane of tasks. Some think him slow, he calls it careful Cautious,
Being the youngest of seven brothers Adlebar grew up having to fight for eveny scrap at the table. This has unfortunately spilled over into other aspects of his his adult life. Greedy
Gear: Bow, Arrows x 20, Short Sword, Leather Armor, Pot Helm, Backpack, Bedroll, Blanket, Flint + Steel, Waterskin, Trail Rations x 5,
Bennies: 3 / 3; Wounds: 0/3; Fatigue: -
Spoken in Alantaris Isle and the Magocracy, Anari alphabet Anari,
Spoken by humans, merchants and diplomats, Anari alphabet Trader,
Spoken by warriors, no written form Battletongue