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About Ron BucaneroLoad: 10/11 Gear:
Personal:
- Remorse (Spear, Precise (uses DEX), Reach, Pierce 2, 3 weight, Unblemished, Spellbook)
OLD: - Remorse (Spear, Precise (uses DEX), Reach, Pierce 2, 3 weight, Unblemished, Spellbook)
Roach (Warhorse): 4/12 Load
Ron's Basement:
Ron's Stall:
Hirelings:
The Cardinal - Male Human Adept loyalty 2, adept 4, minstrel 2.
Merrick - Male Human Warrior Cost: Gold
Beldroth - Male Human Warrior RETIRED IN GHOSTMOOR
Larune, the Emerald Lady, my deity (no longer a hireling) Moves:
Tactics:
Change Tactics:
Intelligent Defense:
Heavy Armor Training:
Playing the Long Game:
Gambit:
At any time, reveal your ploy and spend Gambits to:
Multiple Gambits can be used and the effects stack. After the end of a battle or when it makes sense, your Gambit count resets to 0. Backstab:
Battle of Wits:
Battle Leader:
Cast a Spell: When you release a spell you’ve prepared, roll+Int. ✴ On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. ✴ On a 7-9, the spell is cast, but choose one: - You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
Prepare Spells: When you spend uninterrupted time (an hour or so) in quiet training with your spellspear, you: - Lose any spells you already have prepared
Spellspear: Remorse has mastered several spells which are inscribed in the spear's shaft. Remorse starts out with three first level spells as well as the cantrips. Whenever you gain a Wizard level, you add a new spell of your level or lower to your spear. You spear is now +1 weight. Signature Weapon: This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true. Choose a base description, all are 2 weight: Sword
Choose the range that best fits your weapon: Hand
Choose two enhancements: Hooks and spikes. +1 damage, but +1 weight.
Choose a look: Ancient
Spells:
Light Cantrip An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence. Prestidigitation Cantrip You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them. Unseen Servant Cantrip You conjure a simple invisible construct that can do nothing but carry items. It has Load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell. Charm Person Level 1 The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise. Magic Missile Level 1 Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target. Detect Magic Level 1 One of your senses is briefly attuned to magic. The GM will tell you what here is magical. Invisibility Level 1 Touch an ally: nobody can see them. They’re invisible! The spell persists until the target attacks or you dismiss the effect. While the spell is ongoing you can’t cast a spell. Visions through time Level 3 Cast this spell and gaze into a reflective surface to see into the depths of time. The GM will reveal the details of a grim portent to you—a bleak event that will come to pass without your intervention. They’ll tell you something useful about how you can interfere with the grim portent’s dark outcomes. Rare is the portent that claims “You’ll live happily ever after.” Sorry. Sleep Level 3 1d4 enemies you can see of the GM’s choice fall asleep. Only creatures capable of sleeping are affected. They awake as normal: loud noises, jolts, pain. Mimic Level 3 ongoing You take the form of someone you touch while casting this spell. Your physical characteristics match theirs exactly but your behavior may not. This change persists until you take damage or choose to return to your own form. While this spell is ongoing you lose access to all your wizard moves. Fireball Level 3
Dispel Magic Level 3
Contact Other Plane Level 5 You send a request to another plane. Specify who or what you’d like to contact by location, type of creature, name, or title. You open a two-way communication with that creature. Your communication can be cut off at any time by you or the creature you contacted. Dominate Level 7 Ongoing Your touch pushes your mind into someone else’s. You gain 1d4 hold. Spend one hold to make the target take one of these actions:
If you run out of hold the spell ends. If the target takes damage you lose 1 hold. While the spell is ongoing you cannot cast a spell. Shadow Walk Level 7 The shadows you target with this spell become a portal for you and your allies. Name a location, describing it with a number of words up to your level. Stepping through the portal deposits you and any allies present when you cast the spell at the location you described. The portal may only be used once by each ally. Bonds:
- Roshan's rigid adherence to her faith will cause problems. I need to temper her fervor.
Dormant Bonds:
Resolved Bonds:
Background:
Ron's army was generally organized and equipped like a Greek hoplite phalanx. Spear and shield. Showing exceptional aptitude for command, Ron was promoted to Lokhagos (leader of one hundred). In proper fashion, he led from the front yet survived numerous battles. He was eventually promoted to Polemarchos, a rank roughly equivalent to a modern day brigadier general, responsible for the direct command of an individual army. Despite his rank, Ron demanded to lead from the front lines. Thus, his mere survival is notable. In the final battle of the war, Ron's general made a huge tactical blunder (in Ron's opinion), leading Ron's army into a hopeless trap. The army fought brilliantly, and lasted far longer than could be reasonably expected. Yet they were ultimately crushed. Ron was captured and ransomed back to his command. Unfortunately, the disastrous battle proved fatal to the war and the remnants of the armies returned home in defeat. That general was politically connected and contrived to have the blame for the war placed squarely at Ron's feet. He was exiled and roamed the lands, spending much of his time in his cups. He became so enamored with an exotic brand of rum that innkeepers around the lands took to calling him by the name of the liquor. Ron embraced the name, and hasn't used his birth name in longer than he can remember. His wandering brought him to the small town of Norwhich. He reveled in the anonymity the small town provided, and using connections from his army days, has set up a respectable career as an arms merchant. He doesn't smith, but he knows where to get quality weapons and armor for wholesale prices. |