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Name
Setting
Rank
XP
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Player
Campaign
Age
Height
Weight
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Attributes
Agility
d
Smarts
d
Spirit
d
Strength
d
Vigor
d
Derived Stats
Parry
B
M
Pace
B
M
Toughness
B
M
Charisma
B
M
Edges and Hindrances
Edge
Notes
Maj
Hindrance
Notes
Maj
Skills
Boating
d
Climbing
d
Driving
d
Fighting
d
Gambling
d
Guts
d
Healing
d
Intimidation
d
Investigation
d
Knowledge
d
Lockpicking
d
Notice
d
Persuasion
d
Piloting
d
Repair
d
Riding
d
Shooting
d
Stealth
d
Streetwise
d
Survival
d
Swimming
d
Taunt
d
Throwing
d
Tracking
d
Additional Skills
d
d
d
Weapons
Weapon
Damage
ROF
Rng
Wgt
Armor
Armor Type
Area
Protect
Weight
Trappings
Trapping (Power)
Drain
Rng
Dmg/Efct
Duration
Gear
Item
Location
Weight
Wealth
Currency:
Total Weight Carried:
Weight Limit:
Encumbrance Penalty:
Injuries
Fatigue
-1
-2
Wounds
-1
-2
-3
Permanent Injuries:
Languages
Statistic Block
[table=1,12][r=1,1][url=http://www.myth-weavers.com/sheetview.php?sheetid=266440][SIZE=4][B]Rindilnir Autumnwind[/B][/SIZE][/url] [B]Bladedancer[/B] [r=1,2][B]Race:[/B] Hearth-Elf, [b]Hair:[/b] Blonde, [b]Eyes:[/b] Green, [b]Height:[/b] 6', [b]Weight:[/b] 175 lbs, [b]Patron Deity:[/b] Eostre [r=1,3][b]Attributes:[/b] Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d6 [r=1,4][b]Skills:[/b] Climbing (St) d4, Fighting (Ag) d10, Intimidation (Sp) d6, Knowledge (Sm) (Nature) d6, Shooting (Ag) d6, Survival (Sm) d4, Stealth (Ag) d6 [r=1,5][b]Pace:[/b] 6, [b]Parry:[/b] 7, [b]Toughness:[/b] 5 (7), [b]Charisma:[/b] -2 [r=1,6][b]Edges:[/b] [ooc=Agile:]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.[/ooc], [ooc=Forest Born:] Hearth elves suffer no penalties for Difficult Ground in forests. When using the Overland Pace system, they treat such terrain as one category lower.[/ooc], [ooc=Low Light Vision:]Hearth elves have cat-like eyes and so can ignore lighting penalties for all but Pitch Darkness.[/ooc], [ooc=Natural Realms:]Hearth elves who become druids treat Elfhomes as wilds, not urban areas.[/ooc], [ooc=Two-Fisted][b]Requirements:[/b] 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.[/ooc], [ooc=Bladedancer][b]Requirements:[/b] 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.[/ooc], [ooc=Ambidextrous][b]Requirements:[/b] 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.[/ooc] [r=1,7][b]Hindrances:[/b] [ooc=All Thumbs]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.[/ooc], [ooc=Arrogant (Major)]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.[/ooc], [ooc=Ugly (Minor)]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.[/ooc], [ooc=Phobia (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.[/ooc] [r=1,8][b]Gear:[/b] 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 [r=1,9][b]Languages:[/b] Hearth Elven, Trader [r=1,10][b]Encumbrance:[/b] Total: 68 lbs -1 penalty | without backpack: 26 lbs / 36 lbs winter | Pack weight: 42 lbs / 32 lbs winter [r=1,11][b]Money:[/b] Gold = 5, Silver = 0 [r=1,12][B]Bennies:[/B] 0 of 4; [B]Injuries:[/B] -; [B]Fatigue:[/B] -[/table]
Notes
Background: Born in the great forests of Angarion, Rindilnir joined military service at a young age and rose through the ranks to become a bladedancer. He gained his scars while trying to save a child from a burning house in Dale (a small saxa settlement protected by elves) and had to be rescued himself, by Serin Skald, when the roof collapsed as he was coming out. Now scared and ugly his pride won't allow him to return to his fair kin and so he stays among the lesser races. Rindilnir serves Serin as a bodyguard/protector, partialy because he feels indebted to Serin for saving his life and partialy because Serin is one of the few people who will put up with him.