About HartingBack Story:
While most Iosans have some connection to their homeland or heritage, others have been separated from their culture for generations. Harting is one such Iosan, his family left what is now Ios before the Orgoth occupation to serve as mercenaries for what ever city state was willing to pay. Eventually his ancestors found their way to Caspia, where they would eventually call home. While reluctant to ever join an official army, Hartings family always enlisted in mercenary companies that protected Caspia's, and eventually Cygnar's, interests. Harting followed in his family's tradition enlisting in the Whelp-Stompers to help defend Lleal, Cygnar's western ally. When Harting was a young child he showed a propensity for Arcane abilities. While having nowhere near as much natural power as a Sorcerer, it was clear that he had some potential. He would later be sent to the Militant Order of the Alcane Tempest, decades before it would be recognized as an official part of the Cygnar's army. The order helped Harting to refine his skills to become an effect Gun Mage but also gave him the skills to manifest his arcane powers without the need for his weapon. Upon completion of his training, he set out to acquire a Magelock weapon and join a mercenary company in the spirit of his ancestors. While not particularly religious, Harting does practice religion. However, after sometime in Caspia separated from many Iosans, his family has developed a bastardized version of the Morrow and Scyrah faiths. Harting speaks little of his faith, knowing that such beliefs could lead to serious repercussions if fanatics found out. Despite his secretive faith, Harting has muttered its prayers for the many years while serving as a mercenary, serving longer than some humans live.
Loot:
2 Hand Weapns Blunderbuss 15 Koltina 10 Denescka 25 Kuppek Gold Chain, Golden Pendent w/ Wolfs Head Gifted Male Iosan Hero (1 xp)
Backup #1:
Mighty Male Human Hero (0 xp) Knight, Stormblade Init 14; CMD RNG 5 -------------------- DEFENSE -------------------- Def 11 (+6 Spd, +3 Agl, +3 Per, -3 Gear) Arm No Shield 16 (+7 Phy, +0 Shield, +9 Armor) Arm W/ Shield 17 (+7 Phy, +1 Shield, +9 Armor) Will 10 (+7 Phy, +3 Int) -------------------- OFFENSE -------------------- Movement 4" (6" Unarmored) Melee Storm Glaive, One Handed +7 (P+S 10); Reach Melee Storm Glaive, Two Handed +7 (P+S 12); Reach Ranged Storm Glaive +6 (POW 12) Special Attacks NA -------------------- STATISTICS -------------------- Phy 7 (7), Spd 6 (7), Str 5 (6), Agl 3 (5), Prw 5 (5), Poi 4 (5), Int 3 (5), Arc - (4), Per 3 (5) Archetype Benefits Righteous Anger Abilities Blaster, Cleave, Defender, Specialization (Storm Glaive) Connections Connections (Cygnaran Military) Military Skills Great Weapon 2, Hand Weapon 1, Shield 1 Occupational & General Skills Command 2, Detection 1, Etiquette 2, Lore (Knightly Order) 1 Languages Cygnaran, Gear Shield, Storm Glaive, Stormblade Armor Wealth 80 Crown, 0 Shield, 0 Farthing -------------------- TRACKED RESOURCES -------------------- None -------------------- SPECIAL ABILITIES -------------------- Blaster The character gains +2 to hit with electrical ranged attacks. Cleave When this character incapacitates one or more enemies with a melee attack made with a great weapon during his turn, the character can make one additional melee attack immediately after the attack is resolved. A character can gain only one additional attack from Cleave each turn. Defender Once per round, when a friendly character within this character's command range is hit with an enemy attack, immediately. after the attack has been resolved this character can advance torvard the enemy character up to twelve fee't (2"), and make one melee attack. Mighty Mighty characters gain an additional die on their melee damage rolls. Righteous Anger When one or more characters who are friendly to this character are damaged by an enemy attack while in this characters command range, this character gains +2 STR and ARM for one round. Specialization (Storm Glaive) The character does not suffer attack roll penalties when attacking with a weapon of the type chosen, such as a blasting pike. A character can have this ability several times, each time choosing a different weapon. Backup #2:
Skilled Male Trolkin Hero (0 xp) Cutthroat, Duelist Init 15; CMD RNG 3 -------------------- DEFENSE -------------------- Def 10 (+5 Spd, +3 Agl, +3 Per, -1 Gear) Arm 13 (+7 Phy, +0 Shield, +6 Armor) Will 10 (+7 Phy, +3 Int) -------------------- OFFENSE -------------------- Movement 5" (5" Unarmored) Melee Assassins Blade +6 (P+S 10); Back Strikes gain +2 Damage Melee Axe, Throwing +6 (P+S 9) Ranged Axe, Throwing +6 (P+S 9) Special Attacks NA -------------------- STATISTICS -------------------- Phy 7 (8), Spd 5 (6), Str 6 (7), Agl 3 (5), Prw 5 (5), Poi 2 (4), Int 3 (4), Arc - (4), Per 3 (4) Archetype Benefits Virtuoso (Hand Weapon) Abilities Anatomical Precision, Backstab, Parry, Quick Draw, Riposte Military Skills Hand Weapon 2, Pistol 1, Thrown Weapon 1 Occupational & General Skills Gambling 1, Intimidation 2, Jumping 1, Sneak 1, Streetwise 1 Languages Molgur-Trul, Gear Assassins Blade (2), Throwing Axe (2), Custom Battle Armor Wealth 46 Crown, 0 Shield, 0 Farthing -------------------- TRACKED RESOURCES -------------------- None -------------------- SPECIAL ABILITIES -------------------- Anatomical Precision When this character hits a living target with a melee attack but the damage roll fails to exceed the target's ARM, the target suffers d3 damage points instead of the damage rolled. Backstab This character gains an additional die on his back strike damage rolls. Fast Draw A character with this skill gains +2 on initiative rolls. He also gains an additional quick action during his first turn of combat each encounter that can be used only to draw a weapon. Feat: Revitalize The character can spend 1 feat point durning his turn to regain a number of vitality points equal to his PHY stat immediately. If a character suffers damage during his turn, the damage must be resolved before a character can use this feat. An incapacitated character cannot use Revitalize. Parry While armed with a hand weapon, the character cannot be targeted by free strikes. Riposte Once per round when this character is missed bv an enemy melee attack, immediately after the attack is resolved he can make one normal attack against the attacking enemy. To make a ranged attack, the character's ranged weapon must be loaded. Skilled A Skilled character gains an additional attack during his Activation Phase if he chooses to attack that turn. Tough The character is incredibly hardy. When this character is disabled, roll a d6. On a 5 or 6, the character heals 1 vitality point, is no longer disabled, and is knocked down. Virtuoso (Hand Weapon) Choose a military skill. When making a non-AOE attack with a weapon that uses that skill, this character gains an additional die on his attack and damage rolls. Discard the lowest dice of each roll. This benefit can be taken more than once, each time specifying a different military skill. Backup #3:
Intelectual Male Gobber Hero (0 xp) Alchemist, Soldier Init 14; CMD RNG 4 -------------------- DEFENSE -------------------- Def 14 (+6 Spd, +4 Agl, +4 Per, +1 Racial, -1 Gear) Arm 9 (+4 Phy, +0 Shield, +5 Armor), +3 ARM v. blast, cold, corrosion, and fire damage Will 8 (+4 Phy, +4 Int) -------------------- OFFENSE -------------------- Movement 6" (6" Unarmored) Melee Sword +6 (P+S 7) Ranged Pistol, Repeating +6 (POW 11) Ranged Thrown Weapons +7 (See Grenade) Special Attacks NA -------------------- STATISTICS -------------------- Phy 4 (6), Spd 6 (7), Str 3 (4), Agl 4 (5), Prw 4 (5), Poi 4 (5), Int 4 (4), Arc - (-), Per 4 (4) Archetype Benefits Genius Abilities Grenadier, Find Cover, Poison Resistance, Sentry Military Skills Hand Weapon 1, Pistol 1, Thrown Weapon 2 Occupational & General Skills Alchemy 1, Detection 1, Driving 1, Medicine 2, Survival 1 Languages Gobberish, Gear Alchemists Leather, Ammo Wheel (1), Backpack, Gas Mask, Holster, Repeating Pistol, Sword, Traveling Alchemist's Kit Wealth 77 Crown, 0 Shield, 0 Farthing -------------------- TRACKED RESOURCES -------------------- Acid Bomb 2/2 Cinder Bomb 2/2 Knockout Bomb 1/1 Light Metal Bullets 10/10 -------------------- SPECIAL ABILITIES -------------------- Deft The character has nimble fingers and steady hands. The character gains boosted AGL rolls. Grenadier The character gains and additional quick action each turn that can be used only to pull the pin on a grenade. Find Cover At the start of combat before initiative is rolled, this character can immediately advance up to twelve feet (2") and perform a quick action to take cover or go prone. Genius This character possesses and incredible aptitude for intellectual pursuits. The characters INT rolls are boosted. Intelectual Intelectual characters posses a tactical genius and adaptability that gives them +1 on attack and damage rolls in combat. Friendly characters in his command range also gain this bonus. Poison Resistance The character gains boosted rolls to resist poisons and toxins. Sentry Once per round when an enemy is placed in or moves into the line of sight of this character, this character can immediately make one attack, targeting that enemy. Backup #4:
Gifted Male Dwarf Hero (0 xp) Arcane Mechanik, Stone Sorcerer Init 12; CMD RNG 5; CTRL AREA 8 -------------------- DEFENSE -------------------- Def 10 (+4 Spd, +4 Agl, +3 Per, -1 Gear) Arm 13 (+7 Phy, +0 Shield, +6 Armor) Will 12 (+7 Phy, +5 Int) -------------------- OFFENSE -------------------- Movement 4" (4" Unarmored) Melee MC Sword +6 (P+S 10), Slam attack on a critical hit. Ranged Magic Attack +4 Special Attacks NA -------------------- STATISTICS -------------------- Phy 7 (8), Spd 4 (5), Str 5 (6), Agl 4 (5), Prw 4 (5), Poi 3 (4), Int 5 (5), Arc 4 (4), Per 3 (4) Archetype Benefits Combat Caster Abilities Inscribe Formula, Load Bearing Military Skills Hand Weapon 2 Connections Dwarven Clan Occupational & General Skills Craft (Gunsmithing) 1, Craft (Metal Working) 1, Detection 1, Mechanikal Engineering 1, Survival Languages Rhulic, Gear Custom Battle Armor, Mechanikal Clockwork Sword, Rune (Arcane Force) Wealth 65 Crown, 0 Shield, 0 Farthing -------------------- TRACKED RESOURCES -------------------- None -------------------- SPECIAL ABILITIES -------------------- Combat Caster When this character makes a magic attack roll he gains an additional die. Discard the lowest die of each roll. Inscribe Formula The character can inscribe runeplates. See "Mechanika" (p.279). Load Bearing The character is well practiced at fighting while wearing heavy armor. Reduce the SPD and DEF penalties from the armor the character wears each by 1. Will Weaver A Will Weaver can gain fatigue points to upkeep a spell, cast a spell, boost a magic attack or damage roll, or increase the range of a spell. Will weavers remove a number of fatigue points equal to their ARC each Maintenance Phase. If his fatigue points exceed his ARC, a will weaver must make a fatigue roll immediately after resolving each spell he casts. To make a fatigue roll, roll 2d6. If the total is equal to or over the number of fatigue points the will weaver currently has, nothing happens. If the total is less than the number of fatigue points the character has, he becomes exhausted. When a character becomes exhausted his turn immediately ends and he cannot cast spells during the next round. -------------------- SPELLS -------------------- Spell Name (COST, RNG, AOE, POW, UP, OFF) Spell Description Arcantrik Bolt (2, 10, -, 12, NO, YES) A steamjack damaged by this attack becomes stationary for one round. Battering Ram (2, 6, -, 12, NO, YES) When a character is hit by Battering Ram, he can be pushed 3" directly away the spell's point of origin. Polarity Shield (2, 6, -, -, YES, NO) Target character cannot be targeted by a charge made by a character in his front arc. Solid Ground (2, SELF, CTRL, -, YES, NO) While in the spellcaster's control area, friendly characters cannot be knocked down and do not suffer blast damage. Stone Stance (1, 6, -, -, NO, NO) Target character cannot be knocked down, pushed, or slammed for one round. |