Иолк
| Автор: |
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Snorkvitus |
| Раса: |
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Человек |
| Класс: |
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Воин |
| Мировоззрение: |
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Нейтральный |
| STRENGTH: | | 17 [+2] |
| INTELLIGENCE: | | 9 [+0] |
| WISDOM: | | 10 [+0] |
| DEXTERITY: | | 9 [+0] |
| CONSTITUTION: | | 11 [+0] |
| CHARISMA: | | 6 [-1] |
| SAVE VS DOOM: | | 12 |
| SAVE VS RAY: | | 13 |
| SAVE VS HOLD: | | 14 |
| SAVE VS BLAST: | | 15 |
| SAVE VS SPELL: | | 16 |
Внешность
Характер
Age 18 Body Long, elegant fingers Head Meticulously oiled hair Dress Hessian rags Face Large, regal nose Speech Cackling Demeanour Enthusiastic, gullible
История
Belief Witches serve the Nag-Lord Desire Found business empire Background Wheat farmer
Навыки
Melee Attacks +2 Languages +0 Literacy Literate Magic Saves+ 0 AC+0 Missiles +0 Hit Points +0 Reactions -1 Max Retainers 3 Speed 20
Abilities: Class: Combat Talents Weapon specialist (battle axe)
Kindred: Decisiveness Leadership Spirited
Skill Targets Listen 6 Search 6 Survival 6
Moon Sign Maiden’s - Waning: +1 bonus to Attack and Damage Rolls against shape-changers and those cloaked with illusions.
Инвентарь
HP 7/7 AC 14 Gold 0 [13 +5gp (продажа 2 mace) - 7 (battle axe) - 2 (sling) - 3 (tider box) - 2 (torches) - 2 (bedroll) - 2(Rations (preserved, 1 day)]
Armour Chainmail (14 AC) Weapons Battle axe (+3 Attack, 1d8+3 Damage, Melee) Sling (1d4. 40'/80'/160')
Gear Clothes, common Backpack Rations (fresh, 1 day) Rations (fresh, 1 day) Rations (preserved, 1 day) Vial (glass) Oil (flask) Belt pouch Iron spikes (12) Hammer (small) Rope (50') Twine (100' ball) Sling stones * 15 Tinder box Torches *6 Bedroll
Equipment Weight: 959 Coins
Trinket A tiny silver fish in a jar of water. At night, it comes to the surface and whispers the names of everyone within 5’.
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Ричард Стэдмон
| Автор: |
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Vaarsuvius |
| Раса: |
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Человек |
| Класс: |
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Рыцарь |
| Мировоззрение: |
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Нейтральный добрый |
| STRENGTH: | | 13 [+1] |
| INTELLIGENCE: | | 14 [+1] |
| WISDOM: | | 12 [+0] |
| DEXTERITY: | | 9 [+0] |
| CONSTITUTION: | | 12 [+0] |
| CHARISMA: | | 17 [+2] |
| SAVE VS DOOM: | | 12 |
| SAVE VS RAY: | | 13 |
| SAVE VS HOLD: | | 12 |
| SAVE VS BLAST: | | 15 |
| SAVE VS SPELL: | | 15 |
Внешность
Высокий, красивый светлокожий странствующий рыцарь, любитель хорошего табака, вкусной еды и красивой музыки. На гербе его зелёного щита - певчая птица на ветви большого дуба.
Характер
История
Ричард - безземельный странствующий рыцарь, что отправился на поиски подвигов, желая не только золота и славы, но и создать балладу, которую не стыдно было бы спеть при дворе дома Хогварш, в котором всегда любили не только бой и другие радости жизни - но и воспевание этих радостей.
Навыки
Knight IThe Code of Chivalry Honour: A knight must behave honourably in all deeds. A knight’s honour is of utmost importance. Death is preferable to dishonour. Service: Service to one’s liege is the greatest honour. Glory: A knight must seek glory in battle—especially in single combat. Protecting the weak: Any person in the knight’s charge must be defended to the death. Hierarchy: The hierarchy that binds society is to be upheld. Superiors must be honoured, equals respected, inferiors commanded, and the ignoble scorned.
Disfavour: Knighthood may be revoked if a knight displeases or dishonours their liege through failure, rebellion, Alignment change, or non-chivalric conduct. In this case, the character becomes a fighter of equivalent Level. It may be possible to regain the liege’s favour (and thus the status of knighthood) by performing a special quest. Restrictions Alignment: A knight must have the same Alignment as their liege. Kindred: It is uncommon for Kindreds other than humans and breggles to be trained as knights in the service of the noble houses of Dolmenwood. Social class: Knights are often members of the noble classes, but a person of lowlier origin may be initiated as a knight as a reward for noble deeds. Weapons: Knights can use all melee weapons (preferring the lance) but cannot use missile weapons, which they regard as dishonourable. Armour: Knights regard armour as a symbol of prowess and status, always favouring the most impressive and impervious-looking armour available. They scorn Light armour as suitable only for peasants and villains
Assessing steeds: Knights are expert riders and can assess the worth of any steed. This allows a knight to determine whether an animal has low, average, or high Hit Points for its type.
Sovereign: House Hogwarsh (Neutral): Lax and debauched. Under the rulership of Baron Sagewine Hogwarsh
Инвентарь
Hp 3/3 Attack 2=+1(strength)+1(knight 1) Damage (longsword) 1d8+1(strength) AC 15=14(chainmail)+1(shield) 0 gold Exp 0/2250 Weight: 560/1055 ( with sack) Speed: 30/10(with sack) Language: Woldish, sylvan Inventory: Common cloth - 30 Longsword 10 1d8 30 Medium Melee Chainmail 40 14 400 Medium Shield 10 +1 100 None Sack 600 coins 1 5 Lance 5 1d6 100 Large Brace, Charge,Melee, Reach Bedroll 2 70 Tent 20 20 Firewood (bundle, 8 hours) 1 200 Chisel 2 20 Rations (fresh, 1 day) 1 20 Musical instrument (wind) 5 20 Winter cloak Clay pipe 1 Trinket: Sixteen silver pieces, greased with slippery magical oil that cannot be washed off. Tobacco: Flufftop 1 sp (1 portions) A soft, furry, golden leaf, roughly cut, glistening with fragments of crystalline pollen. Produces a thick, greenish smoke with a heady aroma of spice. Favoured by Grimalkin. Some say this leaf originated in Catland. Effect: Brings on a state of light-hearted whimsy
Crofter’s Daughter 5cp (2 portions): A soft, auburn-hued leaf. Its smooth aroma carries a note of citrus. A homely leaf, beloved of townsfolk. Effect: Makes one feel happy with one’s lot.
Burglar’s Blend 3 cp(3 portions): A stringy, rough-cut mix of black and chestnut brown leaves. Its coarse, bonfire aroma makes it an acquired taste. Effect: Keeps one awake in the dead of night.
Shaggy Pony 7cp(3 portions): A stringy, oat-brown leaf that smells of horse. The smoke is sweet (and also horsey) and tastes of baked tomato. Effect: Aids deep and restful sleep.
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Шу
| Автор: |
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Valkorolessandra |
| Раса: |
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Человек |
| Класс: |
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Охотник |
| Мировоззрение: |
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Хаотичный нейтральный |
| STRENGTH: | | 10 [+0] |
| INTELLIGENCE: | | 13 [+1] |
| WISDOM: | | 9 [+0] |
| DEXTERITY: | | 13 [+1] |
| CONSTITUTION: | | 10 [+0] |
| CHARISMA: | | 7 [-1] |
| SAVE VS DOOM: | | 12 |
| SAVE VS RAY: | | 13 |
| SAVE VS HOLD: | | 14 |
| SAVE VS BLAST: | | 15 |
| SAVE VS SPELL: | | 16 |
Внешность
Характер
История
Навыки
Attack: +1 [Hunter] Missile Attack: +3 [Hunter, Hunter, Dex] Speed: 40 Exploration rate: 120′ per Turn Travel Points: 8 per day ------------------------ Language +1 (сильван) Reactions -1 Max Retainers 3 ANIMAL COMPANIONA hunter may attempt to forge a bond with an animal. If the bond is successfully established, the animal becomes the hunter’s loyal companion. Requirements One companion: A hunter may have but a single animal companion. If a companion dies or is dismissed, the hunter may attempt to forge a connection with a new animal. Type of animal: Both wild and domestic animals may be companions. Giant or magical animals may become a hunter’s companion at the Referee’s discretion. Sentient animal species are not suitable. Level: An animal companion may not exceed the hunter’s Level. Establishing a Connection The hunter must approach the animal and interact in a peaceful manner for 1 Turn. On a successful Charisma Check, the animal becomes the hunter’s companion. – вот тут особенно смешно Companion’s Behaviour Once a connection is successfully established, the animal companion follows the hunter everywhere. It understands basic commands from the hunter (even if its species would not normally do so). The companion fights to defend the hunter, never checking Morale. HUNTER SKILLSAs they advance in Level, hunters improve their chance of success with the Survival skill. They also have three additional, specialised skills. The Hunter Skill Targets table lists the character’s Skill Targets as they advance in Level. Alertness 6If a hunter’s party is surprised, the hunter may make an Alertness Check to act normally in the Surprise Round. See Surprise, p164. Stalking 6Hiding: A hunter may make a Stalking Check to remain undetected when the only cover available is light brush (see Hiding and Ambushes under Stealth, p154). Sneaking: If a Surprise Roll indicates that a hunter’s party has been detected, the hunter may make a Stalking Check to remain undetected. See Surprise, p164. Wilderness only: Hunters can only use Stalking in the wilds (i.e. not in settlements, indoors, or in subterranean space) Survival 5Tracking 5A successful check allows a hunter to find tracks left by creatures in a 30′ × 30′ area. The hunter knows the type of creatures that made the tracks and may follow the tracks. Time: An attempt to find tracks takes 1 Turn. Retrying: The hunter may not attempt to find tracks again in the same location. Following tracks: The hunter can follow discovered tracks until conditions worsen (see Modifiers, below). Another Tracking Check is then required. Modifiers: The Referee may specify situational modifiers depending on the conditions, for example: +1 for soft ground, –1 for hard; +1 for tracks made by a group of 10 or more creatures; –2 for active attempts to cover tracks; –1 per day since the tracks were made, –1 per hour of rain or covering snow; –1 for poor lighting. Wilderness only: Hunters can only use Tracking in the wilds (i.e. not in settlements, indoors, or in subterranean space). MISSILE ATTACKSHunters gain a +1 Attack bonus with all missile weapons. TROPHIES After hunting down (i.e. tracking, ambushing, or chasing) and slaying a creature, a hunter may take a trophy from it—for example, a stag’s antlers, a wyrm’s tooth, etc. Size: Trophies must be sizeable items (weighing at least 50 coins). Boon: If a trophy is either on the hunter’s person or mounted in their home, it acts as a charm: the hunter gains a +1 bonus to Attack Rolls against other creatures of the same type and a +1 bonus to Saving Throws against their special attacks. WAYFINDINGIf the Referee determines that the hunter’s party has become lost, there is a 3-in-6 chance that the hunter can find the path again.
Инвентарь
HP: 8/8 AC: 13 Money: 12gp Arrow: 19(?)/20 Speed: 40/20 Armour: Leather armour [12] Weapons: • [+3] Longbow [1d6 Large Missile (70′/140′/210′), Two-handed] •20 arrows • [+1] Shortsword [1d6 Medium Melee] • [+3] Oil flask (burning) х2 [1d8 (See p116) Missile (10' / 30' / 50'), Splash] General items• Common clothes • A backpack containing 2 preserved rations, a waterskin, and a tinder box • A belt pouch containing 3d6 12 gold pieces. Adventuring itemsBedroll Rope (50′) Lantern (hooded) Oil flask TrinketThe skeleton of an especially large toad, in pieces. – эта звиздец полезная вещьWeightequipped [350/400] — Leather armour 200 — Longbow 40 — Shortsword 20 — 20 arrows 20 — Lantern (hooded) 20 backpack [415] — backpack 50 — Bedroll 70 — Rope (50′) 100 — Oil flask 10 — Rations (preserved, 1 day) x5 100 — Clay pipe 10 — Burglar's Blend 5 — Winter cloak 20 —waterskin 50
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Фекунг
| Автор: |
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bedver |
| Раса: |
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Грималкин |
| Класс: |
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Энчантер |
| Мировоззрение: |
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Хаотичный нейтральный |
| STRENGTH: | | 7 [-1] |
| INTELLIGENCE: | | 13 [+1] |
| WISDOM: | | 9 [+0] |
| DEXTERITY: | | 11 [+0] |
| CONSTITUTION: | | 13 [+1] |
| CHARISMA: | | 12 [+0] |
| SAVE VS DOOM: | | 11 |
| SAVE VS RAY: | | 11 |
| SAVE VS HOLD: | | 13 |
| SAVE VS BLAST: | | 15 |
| SAVE VS SPELL: | | 14 |
Внешность
Вислоухий, горящие серебром глаза, гирлянды крысиных косточек на одежде, пёстрый (пятнистый) мех, очаровательное мяуканье
Характер
бэк: драматический актёр-любитель чванливый, желающий построить себе тайный дворец верит что Луной правят мыши
История
Навыки
Exploration rate: 120′ per Turn Travel Points: 8 per day Languages: Woldish, Mewl, Old Woldish Max Retainers: 4 Listen: skill target 5 DEFENSIVE BONUS: In melee with Large creatures, grimalkins gain a +2 AC bonus, due to their small size. EATING GIANT RODENTS: After spending 1 Turn devouring a freshly killed giant rodent, a grimalkin heals 1 Hit Point. IMMORTALITYGrimalkins can be killed but do not die naturally. They are immune to diseases of non-magical origin. Grimalkins also cannot die of thirst or starvation, though a lack of sustenance drives them desperate and sadistic Fur Balls (Thrice a Day) During the day after eating a giant rodent, a grimalkin may sacrifice 1 Hit Point to spew up a violent stream of congealed fur, spittle, and bone. All creatures in a 30′ line suffer 1d6 damage (Save Versus Blast for half).----------------------------- Гламур: CONJURE TREATS Duration: Permanent Range: Appears in the caster’s hand With a flourishing gesture, the caster conjures a mortal’s or animal’s favourite treat (e.g. sweets, pastries, sizzling sausages, apples, etc.) out of thin air. Offering to the subject: If the treat is offered to the mortal or animal, their disposition toward the caster is improved. Sustenance: The treats are real (not illusionary), but do not provide genuine sustenance. Usage frequency: Once per day per subject.
SHAPE-SHIFTINGA grimalkin can spend 1 Round to transform into either a fat domestic cat (chester) or a primal fey form (wilder). When transformed, a grimalkin cannot wield weapons, pick locks, or use glamours. All gear carried is optionally transformed with the character, reappearing when they return to humanoid form. Chester (Unlimited Usage) Combat: The character has Armour Class 12, Speed 30, and may make a bite and two claw attacks each Round. Each attack inflicts 1 point of damage. Speech: The character can understand language, but can only respond in wordless yowls and meows. Changing back: Takes 1 Round. Only possible when the grimalkin is unobserved by any other sentient being. Wilder (Once a Day) Entering wilder: A grimalkin may only transform into wilder when in melee and at less than half of their maximum Hit Points. On entering wilder, the character heals 2d6 Hit Points.
Near-invisible: Only the grimalkin’s deranged eyes are visible. Opponents who cannot see the invisible suffer a –2 penalty to Attack Rolls against the grimalkin. Those who can see the invisible discern a bulky feline form, 3′ high, with a leering grin and fur standing electrified on end.
Combat: The character has Armour Class 13, Speed 30, and may make a bite and two claw attacks each Round, with a +2 bonus to Attack Rolls. Each attack inflicts 1d4 damage.
Fey chaos: The grimalkin cannot distinguish friend from foe, indiscriminately attacking the nearest creature. After 2d4 Rounds: The grimalkin instantly returns to their humanoid (estray) form.
Инвентарь
HP: 4/4 AC: 13 Money: 2,5gp Stones: 20/20 Speed: 40/20 Armour: Leather armour [12] Shield +1 AC Weapons: • Sling [1d4 Missile (40′/80′/160′)] •20 stones • Shortsword [1d6 Medium Melee] General items• Common clothes • A backpack containing 2 preserved rations, a waterskin, and a tinder box • A belt pouch containing 2,5 gold pieces. Adventuring itemsRope (50′) Torches (3) Twine (100′ ball) Grappling hook TrinketA lucky tortoise shell Weight350/670
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отец Джон
| Автор: |
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Рамиус |
| Раса: |
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Человек |
| Класс: |
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Странствующий монах |
| Мировоззрение: |
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Принципиальный добрый |
| STRENGTH: | | 9 [+0] |
| INTELLIGENCE: | | 14 [+1] |
| WISDOM: | | 13 [+1] |
| DEXTERITY: | | 9 [+0] |
| CONSTITUTION: | | 12 [+0] |
| CHARISMA: | | 9 [+0] |
| SAVE VS DOOM: | | 11 |
| SAVE VS RAY: | | 12 |
| SAVE VS HOLD: | | 13 |
| SAVE VS BLAST: | | 16 |
| SAVE VS SPELL: | | 13 |
Внешность
Толстый немолодой мужчина благообразного вида в видавшей виды рясе.
Характер
Добродушный, милосердный, искренний.
История
Странствующий монах, принявший обет бедности. Кроме обета, любит еще и обеды. Искренне стремится нести учение святых и делать добрые дела.
Навыки
Friar TenetsSanctity of life: All life is sacred. Friars must protect and aid the needy with all means available. Monotheism: Only One True God exists, and His name is ineffable. Other religions worship personifications of divine aspects of God or the anointed saints. Spiritual insight: Each individual must form their own relationship with God, through study and insight. Mentorship: Friars must share their wisdom with common folk and non-believers, guiding them into the ways of the Pluritine Church. CULINARY IMPLEMENTSA friar can employ a frying pan, cured sausage, or even a ham shank as a melee weapon, doing 1d4 damage. FRIAR SKILLSFriars have a Skill Target of 5 for Survival when foraging. HERBALISMIn the hands of a friar, a single dose of a medicinal herb (for example those listed under Common Fungi and Herbs, p130) is sufficient for 2 subjects TURNING THE UNDEADA friar may attempt to drive off undead monsters by presenting their holy symbol and invoking the might of the One True God. Range: The undead must be within 30′. Concealed undead (e.g. behind doors or in coffers) are unaffected. Turning roll: When a friar attempts to turn the undead, roll 2d6 to determine the result (modifiers listed below): ▶ 4 or lower: The undead are unaffected. ▶ 5–6: 2d4 undead are stunned for 1 Round, unable to act. ▶ 7–12: 2d4 undead flee from the friar for 1 Turn. ▶ 13 or higher: 2d4 undead are permanently destroyed. Lower Level undead: If the undead are lower Level than the friar, the turning roll is modified by +2 per Level difference (maximum +6). For example, a Level 5 friar turning Level 3 undead would gain a +4 bonus. Higher Level undead: If the undead are higher Level than the friar, the turning roll is modified by –2 per Level difference (maximum –6). For example, a Level 3 friar turning Level 6 undead would suffer a –6 penalty. Mixed groups: In encounters with multiple types of undead, those of lowest Level are affected first. On a successful turning roll, the friar may make another roll the following Round, affecting the next lowest Level type of undead present. This process may be repeated until all types of undead have been affected or a turning roll fails. Usage frequency: One attempt per Turn. HOLY MAGICFriar Spells by dayLESSER HEALINGPrayer name: Breath of St Lillibeth Duration: Instant Range: The caster or a living creature touched The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer. A living subject receives one of the following ministrations: 1. Healing: Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. 2. Curing paralysis: Paralysing effects are negated .
Инвентарь
POVERTYDue to their monastic vows, a friar’s worldly possessions are limited to that which can be carried on their person or mount. Excess wealth must be donated to worthy causes (not other PCs). Furthermore, a friar must dress in a simple habit and cut their hair in a traditional tonsure. Hp 3/3 Attack 0 Damage (staff) 1d4 AC 12=10+2 (from class) 14 gold Exp 0/2250 Weight: 486 Speed: 30 Language: Woldish Inventory: - Заплечная сума, вес - 5 - 2 рациона, вес - 40 - Бурдюк, вес - 50 - Спички, вес - 10 - 14 золотых - Спальник, вес - 70 - Веревка (50 футов), вес - 100 - Чернила и бумаги, вес - 1 - Факелы (3 шт), вес - 30 (10 каждый) - Ряса, вес - 30 - Деревянный символ веры, вес - 10 - Staff, 1d4, вес - 40
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