Aldwen

From OakthorneWiki
Revision as of 13:04, 1 February 2012 by Chillos (talk | contribs) (New page: {| align="right" | http://oakthorne.net/wiki/images/Beard.jpg |} ''"Insert Quote Here" - by Who?'' <br> Photo is a placeholder. Words go here. =Ulfr Hill= ==Abilities== {| | valign="top...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search
Beard.jpg

"Insert Quote Here" - by Who?
Photo is a placeholder. Words go here.


Ulfr Hill

Abilities

  • Agility - 3
  • Animal Handling - 4; Train 1B
  • Athletics - 4
  • Awareness - 2; One-eye (flaw) -1D
  • Cunning - 2
  • Deception - 2
  • Endurance - 3
  • Fighting - 4; Bludgeons 2B
  • Healing - 2
  • Language - 2
  • Knowledge - 2
  • Marksmanship - 1
  • Persuasion - 2; Bastard* (-1D vs. Status >3)
  • Status - 2
  • Stealth - 3
  • Survival - 3
  • Thievery - 2
  • Warfare - 2
  • Will - 5; Dedication 3B


Intrigue & Combat

  • Intrigue Defense: 5 (Awareness+Cunning+Status)
  • Composure: 15 (Will Ranks x3)
  • Combat Defense: 5 (Agility+Athletics+Awareness+Defensive Bonus-Armor Penalty)
  • Health: 9 (Endurance Ranks x3)
  • Armor: scale (6)
  • Armor Rating: -3
  • Armor Penalty: 2
  • Weapons
    • Maul: Test: Athletics, Training: 0, Damage: Athletics+2, Keywords: Bulk 1, Shattering 2, Slow, Staggering, 2-Handed
    • Dagger: Text: Fighting, Training: 0, Damage: Agility-2, Keywords: Defensive +1, Off-hand +1


Qualities

  • Bludgeon Fighter I: Your bludgeoning assault batters down your opponent’s defenses. Increase the Shattering rating of any bludgeoning weapon you wield by +1. If the weapon doesn’t have the Shattering quality, it instead gains it at 1.
  • Weapon Mastery: Maul: When you take this quality, choose a single weapon. When you wield this weapon in combat, you increase its damage by +1.
  • Lucky: Fate favors you. Once per day you may re-roll a single test. You take the better of the two results.
  • Animal Cohort: Choose one animal from the following list: dog, eagle, horse, raven, shadowcat, or wolf. This animal is extremely loyal to you and fights on your behalf. Whenever you roll Fighting tests in combat and your animal is nearby, add +1D to your Fighting test. You need never test Animal Handling to control your animal. Your Animal Cohort has statistics as described in Creatures in Chapter 11: The Narrator on page 211.

Should your Animal Cohort die, you lose this benefit and the Destiny Point you invested. You may select other animals (such as a direwolf, for example) with the Narrator’s permission.

  • Warg Dreams: Whenever you sleep, roll 1d6. On a result of 1–5 you have a normal night of sleep.

A result of 6 indicates you slipped into the skin of your Animal Cohort, filling your mind with strange sensations and experiences. While wearing its skin, you can attempt to influence the creature by making an opposed Will test. If you win, you take control of the animal. You may act normally, but you use the beast’s statistics in place of your own. If the animal wins, it retains control, but you can see through its eyes and experience what it experiences. In either case, you cannot free yourself from the animal unless you succeed on another Challenging (9) Will test. You may test just once per hour you occupy the animal. An ally can give you another test before this time is up by shaking you vigorously. If the animal takes any Damage while this is happening, you are snapped back to your own body and gain a point of Fatigue from the experience. Finally, each time you have an out-of-body experience, you must succeed on a Challenging (9) Will test (Dedication applies). If you succeed, you suffer no ill effect. On a failure, you take –1D on all Persuasion tests until you next sleep. If you ever fail two consecutive Will tests after two nights of skinchanging, you permanently reduce your Cunning by 1 rank. Should you die, a part of yourself enters your Animal Cohort, making it more intelligent, with emotional ties to people, places, and events inherited from you.

  • Warg: You can safely wear the skin of your Animal Cohort, slipping into its skin as a Greater Action. You use the animal’s statistics but retain your own Cunning and Will; during this time, however, your body is insensate and unconscious, and you have no awareness of what is going on around you.

You may remain in this form as long as you wish, though be aware your true body’s needs must be met, and extended trips into your Animal Cohort could cause you to starve to death if you remain out for a week or more. You can return to your body automatically. While you are wearing your Animal Cohort's skin, you may even enter into combat with it. As an added benefit, the animal can take Injuries, but if this happens you snap back to your own body and gain a point of Fatigue from the experience.

  • Skinchanger: You are now no longer restricted to your Animal Cohort for the purpose of warging. Entering an animal that is not your Animal Cohort requires mastering the animal's Will.

This process involves finding an animal in sensory range and engaging in a Conflict Test, using your Animal Handling against the beast's passive Will. The animal resists its will being subsumed, and many animals will demonstrate either fear or anger at the intrusion. Success means that you have imprinted your will upon the animal, and may control it through your Warg Benefit. While you are wearing one of these skins, you may use it to enter into combat. As an added benefit, it can take Injuries and Wounds. If the animal takes a Wound, however, you snap back to your own body and gain a point of Fatigue from the experience. It is difficult to imprint upon too many beasts at once, however. After the first non-Animal Cohort beast so imprinted, add a +3 cumulative bonus to the beast's passive Will for the purpose of imprinting it. There are practical limits to how many beasts may be active as potential warg-skins at once, and those wargs who manage to accrue large numbers of beasts are well-respected and feared among those cultures (such as wildlings) who acknowledge the existence of wargs. By spending a Destiny point, a warg may also make a human of Cunning 1 into a viable target for this Benefit, allowing the warg to ride those who are simpler in mind. If, at the moment of his bodily death, a warg is either within one of his skins or cognizant enough to shift into one of them, he may burn a Destiny point to permanently take over that creature, continuing his existence. He retains his Cunning and Will, as well as all appropriate Benefits and Drawbacks, particularly his warging abilities.


Drawbacks & Flaws

  • One-eye: (Awareness Flaw); Disregard the lowest test die result on Awareness rolls.
  • Outcast: Permanently reduce your Status by 2.
  • Bastard Born*: As a bastard, you take –1D on all Persuasion tests when interacting with characters with a higher Status. You do not take your family’s name. Instead, you gain a surname based on the lands of your birth.


Possessions

Possessions: 4 dragons, 108 stags, 36 pennies, common clothes, boots, dagger, maul, backpack, rope, waterskin, flint & steel, roundsey, scalemail, groom equipment.

Perspective

  • For each scene that you submit to the Narrator that is brought into play, you gain one Destiny Point. This can go above your normal allotment of Destiny Points, but these can only be spent, not burnt. Submit such scenes to the Narrator by email, please.
  • You may also use Destiny Points to "buy in" a character into a scene, editing the scene so that it includes the character.

Goals

Please list three to five goals for your character. These can be goals the character has, or your goals for your character as a player. Please mark them as (Character) or (Player) as appropriate.

  • X
  • X
  • X

Advancement

Earned: n/a

Spent/Unspent: See Tolbric Advancement Listing

  • Purchased: