Stronfeur Uherer

Onrik Ironoath's page

80 posts. Alias of Karmic Knight.


Full Name

Onrik Ironoath

Race

HP 23/26 | Templar 1 | 2 (3) Armor | Long Sword (d8 dmg) | XP: 5

About Onrik Ironoath

HP: 26
Damage: d8
Stat array 16,15,13,12,9,8

STR. 15 (+1) | DEX. 9 (0) | CON. 16 (+2) | INT. 8 (-1) | WIS. 12 (0) | CHA. 13 (+1)

Look:
Harsh Eyes
Bald
Worn Holy Symbol
Bulky Body

Alignment:
Lawful
Deny mercy to a criminal or unbeliever.

Gear
Unencumbered max load - 11.
Current load - 11

Defenses:

Templar's armor (2 armor, clumsy, 3 weight)
Shield (+1 armor, 2 weight)

Armament:

Long sword(close, +1 dmg, 1 weight)
[dice]1d8[/dice]

Gear:

Dungeon rations (10 uses, 2 weight)
2 sets of manacles (1 weight each)
Symbol of Tyr, an old beaten up iron pendant that depicts a set of scales being held up by a clenched gauntlet (0 weight).
Adventuring gear (5 uses, 1 weight)
Antitoxin
Bandages (3 uses, 0 weight)

Bonds:

Fill in the name of one of your companions in at least one:

_______________’s misguided behavior could be a problem.

_______________ ratted out a heretic. I can trust them.

_______________ is suspicious. I've put them on my list.

I want to take _______________ under my wing.

I won't take any flak from _______________ . They need to know their place.

Starting Moves:

Dwarf - You're tough, so tough it's scary. You roll +CON instead of +CHA when using Inquisition.

It's Not Them You Should Be Afraid Of

When you are at an ally's back and they flounder, you can give them some "encouragement." You can Aid an ally with any action as long as they can hear you threatening them. If you are also close enough you could hurt them, take +1 to your Aid roll.

Armored

You ignore the clumsy tag on armor you wear.

I Am the Law

When you give an NPC an order based on your position of power, roll+CHA. On a hit, choose how they respond:

• Do what you say
• Back away cautiously, then flee
• Attack you

On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.

Inquisition

When you and an NPC have a private chat, roll+CHA. On a 10+, hold 3. On a 7-9, hold 2. On a 6-, hold 1, but the NPC will try to run away or attack you. Spend your hold 1 for 1 on the following:

• You find out who they work for and why.
• You find out their goal and how far they'll go to get it.
• You find out if they intend to harm anyone, and if so, who.
• You find out if they are hiding something, and if so, what.

After hearing their answers, you can put serious pressure on them for more - break some bones, threaten loved ones, or something similar. If you do, take +1 hold, but the NPC will never want anything to do with you ever again.

Unrelenting

When you are in no condition to continue but do so anyway, roll +CON. On a 10+, choose both. On a 7-9, choose one. On a miss, choose one, but your condition worsens significantly: you take 1d8 damage as you push yourself beyond your limits.

• You ignore your debilities and injuries until the moment before you accomplish your immediate goal. Until then, you take action as if you were perfectly fine.
• You stay standing and will not fall. One ally of your choice gets +1 ongoing as long as you stay standing.

When you hit 0 HP while you are Unrelenting, you keep going and do not take your Last Breath until you fall or your goal is accomplished, whichever comes first.

When you die while you are Unrelenting, take +1 to your Last Breath.