Cheiton

Ragnar Dourstone's page

73 posts. Alias of Grumbaki.


Race

Pace: 6 • Parry: 8 • Toughness: 8 (2) • Agility: d8 • Smarts: d4 • Spirit: d6 • Strength: d8 • Vigor: d8

Classes/Levels

Fighting d10 • Athletics d6 • Notice d4+2(+4 stone) • Thievery d4 • Stealth d4 • Repair d4 Fighting d10 • Athletics d6 • Notice d4+2(+4 stone) • Thievery d4 • Stealth d4 • Martial Flexibility (1/1)

About Ragnar Dourstone

Damage
* Damage 8 or less: no effect
* Damage 9–12: Shaken
* Damage 13–16: Shaken + 1 Wound
* Damage 17–20: Shaken + 2 Wounds
* Damage 21–24: Shaken + 3 Wounds
* Damage 25–28: Shaken + 4 Wounds

Combat
* To HIt: d10 (fighting)
* Parry: 2 + 5 (1/2 fighting) +1 (shield) =8
* Toughness: 2 + 4 (1/2 vigor) + 2 (armor) = 8
* Damage: 1d8 (strength) + 1d6 (weapon) (AP2)

Attributes
* Agility: d8
* Smarts: d4
* Spirit: d6
* Strength: d8 (d10 for encumbrance and equipment)
* Vigor: d8

Hinderances
* Code of Honor (major)
- The character keeps his word and acts like a gentleman / SWADE p23
* Driven (minor, )
- The hero’s actions are driven by some important goal or belief / SWADE p24
* Loyal (minor)
- The hero is loyal to his friends and allies / SWADE p25

Edges
* Alertness: +2 notice tests

Skills
* Repair (1pt): d4
Ragnar finished his apprenticeship as a smith, and knows how to repair mine workings
* Survival (1pt): d4
Often going into the depths for days, or even weeks, at a time, he has learned how to scavenge for the necessities of life
* Notice (1pt): d4+2 (+4 stonecunning)
A truly intelligent man might be trained to know what to look for. Ragnar relies on intuition and hard earned experience.
* Stealth: (1pt): d4
There are dangers in the depths that a single dwarf cannot deal with. He is not a trained thief, but he can slip away into the dark if he runs into danger that is beyond him.
* Thievery (1pt): d4
Ragnar has learned how to handle the locks and traps left behind by those who came before him.
* Athletics (2pts): d6
He is a working dwarf, accustomed to physical labor
* Fighting (5pts): d10
While not a warrior per se, he is known as someone who is quite adept at defending himself. Be it a brawl in a tavern, or going at it alone against the horrors in the dark, beneath the world, Ragnar is truly talented at defending himself. There are many talented miners in town. But few have the ability to venture as far as he because they cannot defend themselves the way he does.

Equipment

ARMOR
Leather Jacket/Tunic — +2 Armor (Torso/Arms) — 20 gp
Leather Leggings — +2 Armor (Legs) — 20 gp
Leather Cap — +2 Armor (Head) — 10 gp
Light Shield (reinforced steel vambraces) — +1 Parry — 5 gp

WEAPONS
Masterwork Heavy Pick — Str+d6, AP 2, Min Str d8, Wt 6 — 308 gp
The Masterwork Heavy Pick was forged by Ragnar himself at the completion of his smithing apprenticeship. It is both a professional mining tool and his chosen weapon.

MINING / CRAFTING EQUIPMENT
Shovel — 2 gp
Sledge — 1 gp
Artisan’s Tools — 5 gp
Hammer — 0.5 gp
Whetstone — 0.02 gp
Chalk ×10 — 0.1 gp
Sack ×3 — 0.3 gp

EXPLORATION / SURVIVAL
Backpack — 2 gp
Hemp Rope, 50 ft. — 1 gp
Pitons/Spikes ×10 — 1 gp
Bullseye Lantern — 12 gp
Oil ×4 — 0.4 gp
Waterskin — 1 gp
Bedroll — 0.1 gp
Trail Rations ×7 — 3.5 gp
Traveler’s Outfit — 1 gp

OTHER
Thieves’ Tools — 30 gp
Torches ×6 — 0.06 gp
Soap — 0.5 gp

Total Equipment Cost: ~420 gp
Starting Wealth: 500 gp
Remaining Wealth: ~80 gp

Martial Flexibility
* Once per encounter as a limited free action, a fighter can choose to gain the benefits of a single combat edge. He must meet all of the edge's requirements, and the benefits of the edge last for five rounds.
* Usually Trademark Weapon: +1 fighting rolls, +1 parry when readied
* Or Martial Artist if he is caught unarmed: Unarmed Fighting +1, ignore Unarmed Defender rule, add d4 damage die to unarmed Fighting attacks (or increase die a step if you already have it).

Dwarf
* Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark Illumination.
* Reduced Pace: Dwarves have short legs compared to most races. Decrease their Pace by 1 and their running die one die type.
* Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4. This increases maximum Vigor to d12+1. Also str +1 hit die for encumbrance that stacks with brawny
* Iron Constitution: +1 vs poison and resisting / recovering from effects that work like a power
* Stonecunning: +2 notice and free action check for stone (such as traps and hidden doors) within 10ft

Background:

Ragnar Dourstone, son of Rungni. Nephew of Rangnolin. This is an identity which the miner has been trying to escape his entire life. His father, and his uncle, have never seen eye to eye. The two old dwarves are far too alike in temperament and ambitions to have ever truly gotten along, and even as adults have maintained a rivalry which goes beyond that normal for siblings. Each success of the other is tallied up in their eternal quest to outdo the other.

For Ragnar, his life under his father has been one of constant expectation. Expectations that he has time and time again failed to live up to. It was expected that he *make something* of himself, far beyond that of a the common man. Preferably this was to be as something honorable, such as a merchant, a scholar, or an artisan. And yet, what drew Ragnar was the call of the mines. What he enjoyed was the feeling of being underground, of swinging his pick, of hunting out veins of ore and exploiting them. His father tried to steer him away, even paid to have him apprenticed to a master craftsman. It was a task that Ragnar took well to, but even then he infuriated his father by finishing his apprenticeship by making a mining pick. A tool which symbolized a damning lack of ambition in his father's eyes.

When Ragnar finally came of age, he rebelled by leaving home to pursue his passion. And this took him from Janderhoff, to Diamond Lake. Far enough away from home that he thought that he would not be haunted by his clansmen shaking their heads at him, and away from the politics of the mining clans. He thought that there he could strike out on his own, in a growing mining town where he could live by his skill and work alone.

It was a cruel joke of the gods that he found that it was also the home of Rangnolin Dourstone. The most prominent dwarf within the town. Ragnar shares the name as the wealthy dwarf, but little else. He knows that if he went to Rangnolin with a problem, that his uncle may very well help. But not to help him, but to lord it over his brother back in Janderhoff. As such, Ragnar has done all he can to maintain a respectful distance from his kinsman. What he desires, more than anything else, is to prove himself. To show that he is a dwarf who is worthy based on his own deeds, and from following his own path. And yet, he is deeply aware that he carries with him his Clan name. And that what he accomplishes, or fails at, reflects on his family. It is a burden to carry as great as any lode mined.

Already he has made something of a name for himself as being adventurous in his profession. He pushes further, and deeper, than most miners are willing to go. And in doing so, he has become quite adept at dealing with many of the dangers found in the deepest tunnels, especially the walking dead, but also aberrations. While most miners would avoid pursuing veins when such dangers are present, Ragnar forges ahead, confident in the belief that fortune favors the bold.

As a dwarf who pushes further than most miners are willing to go, this has meant that Ragnar has been forced to be rather self sufficient. From noticing dangerous tunnels, to handling the locks and traps left behind by other miners trying to secure their finds, he has learned that he cannot rely on others. He is not a soldier, nor is he a raging barbarian. He is not a sneak-thief. He is a miner, whose profession requires that he be able to deal with whatever the deep throws at him.