Race |
Initiative 4d6 , Combat Defense 11 , Health 12 | Intrigue Defense 7 , Composure 12 |
About Lothar Naelareon
https://cdn.discordapp.com/attachments/490290944147718147/49133450615508172 8/15372136670672830304544379328594.jpg
Age: Adult 24
Role: Warrior
Glory 6
XP 22
Key Abilities: Agility, Animal Handling, Athletics, Endurance,
Fighting, Marksmanship, and Warfare
Background: A significant deed on the battlefield
Intrigue defence 7
Composure 12
Combat defence 11 -Armour penalty
Health 12
Destiny points 6 (5 invested)
ABILITIES 260 (210 +50)
Agility 4 40
Animal Handling 3 10
Athletics 4 40
Awareness 3 10
Cunning 2 0
Deception 2 0
Endurance 4 40
Fighting 5 70
Healing 2 0
Knowledge 1 __
Language 2 0
Marksmanship 2 0
Persuasion 2 0
Status 2 0
Stealth 2 0
Survival 2 0
Thievery 2 0
Warfare 3 10
Will 4 40
SPECIALTIES 80
Agility 4 Quickness 1B 10
Fighting 5 Axes 4B 40
Endurance 4 Resilience 1B 10
Marksmanship 2 Thrown 1B 10
Persuasion 2 Intimidate 1B Seduction 1B
FLAWS & BENEFITS
Destiny invested to remove: Furious: When rolling Persuasion tests, your first roll must use Intimidate. In
addition, you take –2D on all Persuasion tests made to Seduce.
Armour Mastery: Armor you wear fits like a second skin. Increase your armor’s AR by +1,
and reduce the Bulk (if any) by 1.
Axe Fighter 1: Whenever you are armed with an axe and roll a Fighting test to attack
a foe, you can sacrifice a number of bonus dice to threaten a nasty gash.
If you damage your foe, that opponent takes additional damage at the
start of his next turn. The amount of damage is equal to the number of
bonus dice sacrificed. This damage ignores AR.
Axe Fighter 2: Whenever you make a Fighting test to attack using an axe, you can
sacrifice all your bonus dice before the test to deal additional damage.
On a hit with the attack and if you get at least two degrees of success,
the target takes wound in addition to any damage the attack deals. The
wound bestowed by this benefit does not reduce any damage.
You must choose which Axe Fighter benefit (if any) applies when
you attack with axes.
Berserker: You are always at risk of losing your temper in battle. Whenever you
take an injury or wound, you may make a Fighting test as a Free Action
against an adjacent opponent. You gain no bonus dice on this test.
In addition, you can continue fighting even when you should be
defeated. At the end of the current round, if you have taken wounds
sufficient to defeat you, you may roll a Formidable (12) Will test
to continue fighting. The penalty dice gained from wounds do not
apply. You may make a number of such tests equal to your Endurance
rank.
GEAR & POSSESSIONS
Wealth 4 GD => 820
Battleaxe 50
2 Hand axes 60
Knife 5
Mail 500
Shield 50
Rounsey 50
Noble's Garb 100
Backpack 1
Flask 2
Saddlebags 1 819
Flint and steel 2cp
Belt Pouch 8cp
Waterskin 8cp
Whetstone 3cp
BACKSTORY & DESCRIPTION
Goal: Mastery in Axecraft
Motivation: Excellence
Virtue: Courageous
Vice: Wrathful
Appearance
Untameable, dirty blond hair. A somewhat cropped beard and moustache. Intensely dark brown eyes. Scars, but not many and none near deadly. A powerful, quick physique, with an intense personality simmering through.