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About Udo Steinspalter"There hammer on the anvil smote. There chisel clove, and graver wrote." - The Song of Durin ― J. R. R. Tolkien ”Udo? Dependable lad, but dour as stone. Swear he must have Wissenlander in his forebears.” ― Meister Mason Abner Stoischmann ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Name: Udo Steinspalter Species: Human (Reiklander)
Dooming: "When abandoned and alone, Morr shalt befriend thee."
XP: 210 XP Expenditure (145/210):
NB: Initially, you can only spend your XP to increase the 3 Characteristics, 8 Skills, and 4 Talents available to your Career level. 75XP: +3 ADVANCES on S
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WEAPON SKILL 31 [31]
CHARACTERISTICS BONUSES: WS +3 | BS +2 | S +4 | T +4 | I +2 | Ag +2 | Dex +3 | Int +2 | WP +3 | Fel +2 OTHER ATTRIBUTES: W 15 | Fate 3 | Fortune 3 | Resilience 3 | Resolve 3 | Movement 4:
WOUNDS: 15 [Strength Bonus + (2×)Toughness Bonus + Willpower Bonus] Fate: 3 [INITIAL 2 +1 Extra]
Spoiler:
Spending Fortune: You may spend a Fortune point from your pool to turn luck to your advantage: hitting with that difficult crossbow shot when you would have otherwise missed; or perhaps an opponent slips, granting you a chance to land a blow. Your three options are: • Reroll a failed Test. • Add +1 SL to a Test after it is rolled. • At the start of the Round, choose when to act in that Round disregarding Initiative order. Spending Resolve: You may spend a Resolve point to draw upon your inner reserves: maybe confronting a terrifying Ogre without flinching; or ignoring the effects of even the most powerful of blows. Your choices are:
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Initiative 27 | Walk 8 | Run 16 | Toughness Bonus 4 | Strength Bonus 4 | Dodge 33 Dagger | Group: Basic | Range/Reach: Very Short | To Hit: 36 | Damage: 6 (+SB+2) | Qualities/Flaws: None | Encumbrance: 0 Unarmed | Group: Brawling | Range/Reach: Personal | To Hit: 31 | Damage: 4 (+SB) | Qualities/Flaws: Undamaging | Encumbrance: 0 [WEAPON QUALITIES/FLAWS] Undamaging: Some weapons are not very good at penetrating armour. All APs are doubled against Undamaging weapons. Further, you do not automatically inflict a minimum of 1 Wound on a successful hit in combat.
ARMOUR & WOUNDS:
(01-09) Head | Armour: - | AP: 0 | Qualities/Flaws: - | Penalties: 0 | Encumbrance: 0 (10-24) Left Arm | Armour: - | AP: 0 | Qualities/Flaws: - | Penalties: 0 | Encumbrance: 0 (25-44) Right Arm | Armour: - | AP: 0 | Qualities/Flaws: - | Penalties: 0 | Encumbrance: 0 (45-79) Body | Armour: Leather Jerkin | AP: 1 | Qualities/Flaws: - | Penalties: 0 | Encumbrance: 1 (80-89) Left Leg | Armour: - | AP: 0 | Qualities/Flaws: - | Penalties: 0 | Encumbrance: 0 (90-00) Right Leg | Armour: - | AP: 0 | Qualities/Flaws: - | Penalties: 0 | Encumbrance: 0 Shield | Armour: - | AP: 0 | Qualities/Flaws: - | Penalties: 0 | Encumbrance: 0 ARMOUR QUALITIES/FLAWS
Wounds: 15 | Hardy: 0 | Halfling? No | Injuries: - ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ SPECIES: Human (Reiklander):
Humans are the most numerous and widespread of the civilised species of the Old World. From the plains of the Estalian Kingdoms to the frozen oblasts of Imperial Kislev, Humans occupy every corner of the continent, and they thrive. The largest, most powerful Human realm is the Empire, a patchwork of powerful provinces blanketed in seemingly endless forests. Standing proud at the heart of this Empire, the Reikland is its richest, most cosmopolitan region. You may choose 3 Skills to gain 5 Advances each, and 3 Skills to gain 3 Advances each. If a Talent listing presents a choice, you select one Talent from the choices given. Any Random Talents are determined by the Random Talent table. If you roll a Talent you already have, you may reroll. Note: All Characters are assumed to be fluent in Reikspiel,, the language of the Empire, and do not need to take it as a Skill. Skills: Animal Care, Charm, Cool, Evaluate, Gossip, Haggle, Language (Bretonnian), Language (Wastelander), Leadership, Lore (Reikland), Melee (Basic), Ranged (Bow)
CLASS: Burgher:
Burghers: Generally law-abiding townsfolk who live and work in the many towns and cities of the Empire. Many Burghers are middle class and earn a decent living. Trappings: Cloak, Clothing, Dagger, Hat, Pouch, Sling Bag containing Lunch. CAREER: Artisan:
You begin at the first Career level listed in your Career Path. There are 8 Skills and 4 Talents listed with that level, and you can choose which of these you are most proficient at. Allocate 40 Advances to your eight starting Skills, with no more than 10 Advances allocated to any single Skill at this stage. This is enough for you to add 5 Advances to every Career Skill if you wish, which is one of the required steps to complete your Career if you wish to move to a new one. You may also choose a single Talent to learn. Level 1: Apprentice Artisan
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Basic Skills represent innate or common abilities that you might practice in day-to-day life. Basic Skills can be Tested even if you have taken no Advances in them. To do this, simply attempt a Test using the Characteristic associated with the Skill. Some Skills are classified as Grouped. This means the Skill is an array of related Skills under one heading. Each related Skill is called a Specialisation. When a Specialisation is mentioned in the rules, it is marked in brackets. Art: 33 [Dex, Grouped]
SKILLS: Advanced:
Advanced Skills require specialist knowledge, training, or firsthand experience to even attempt to use. You may only Test an Advanced Skill if you have taken at least one Advance in it. If you have not, you cannot attempt to Test the Skill. Some Skills are classified as Grouped. This means the Skill is an array of related Skills under one heading. Each related Skill is called a Specialisation. When a Specialisation is mentioned in the rules, it is marked in brackets. Animal Care: 32 [Int, +3 ADVANCES] (3 Species)
TALENTS:
Where Characteristics represent your raw potential, and Skills are your training and experience, Talents represent all the tricks, quirks, and special abilities you have learned throughout life. If you can take a Talent multiple times, it may have a special rule for what this means written into its description. Further, it may have an associated Skill marked under ‘Tests’ (see Talent Format): if so, for each time you have the Talent, you gain +1 SL on any successful use of a Skill tied to the Talent. Doomed! [Reiklander]
Flee! [Starting/Random] (+1 SL)
Mimic [Starting/Random] (+1 SL)
Pure Soul [Starting/Random]
Strong Back [Career] (+1 SL)
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Trappings: Leather Jerkin, Cloak, Clothing, Dagger, Hat (Beret), Pouch (contains coin), Sling Bag (containing Lunch, Chalk & 9 Rags) & Letter of Business Intent (Between Meister Mason Stoischmann & Herr Auffarth of Hallt). ENCUMBRANCE POINTS LIMIT [S bonus + T bonus + Strong Back SL]: 9 ENCUMBRANCE POINTS TOTAL: 0 Brass Pennies [d]: 20 (Pfennigs, Clanks, Shrapnel)
1 gold crown (1GC) = 20 silver shillings (20/–) = 240 brass pennies (240d)
Spoiler:
Spending: 6d on food and 3d on ale at the Calm Toad, Hallt. ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ [spoiler=AGE & APPEARANCE]
NOTES:
☠ Udo is a lay follower of Morr, and see's his work in carving tomb/memorial stones as doing his god's work. He wears a raven feather in his cap to display his faith. ☠ With his burly frame blunt features and broken nose, Udo's intelligence is often underrated as many merely see him as a simple labourer. ☠ As an orphan of Dunkelberg himself, Udo has a soft spot for orphans and will actively seek to help any he encounters. ☠ The orphanage he was raised in was run by Shallyan Nuns. They instilled importance of hard work and prayer into the young Udo and he is favourable towards those who follow her faith. ☠ After his epiphany in Schädelheim, Udo firmly believes he is destined to serve the Cult of Morr is some capacity and hopes his journeys and stone-work will reveal more of his fate's path. ☠ Udo has a surprisingly soft singing voice for such a doltish looking man.
BACKGROUND:
Udo was born in Dunkelberg, and like numerous children haling from that city was an orphan, having lost his parents to greenskin raiders. He was subsequently raised in one of the Ducal orphanages ran by Nuns of Shallya and set to work, first in the bleach fields and latterly as a Wandfüller (R: Wall filler) fixing damage on the city’s defensive stone bulwarks that protected their nobility and their properties. Life at the orphanage followed the simple strictures that hard work and prayer were the foundations to which the young wards should follow. However the young Udo learned to the value of being fleet of foot [1] when dealing with the town’s more callous nobility and their retinues. As is the custom, at 10 the young orphan received his visitation from a Doomsayer, one of the itinerant clergy of More, God of the Dead. His own death was prophesied thus: "When abandoned and alone, Morr shalt befriend thee."[2]. While somewhat onerous in a literal sense, it was not until later in his life that Udo saw this as a potential calling as much as an ending. It was his natural aptitude with stone that saw Udo indentured as an Gedenksteinmetzlehrling (Reikspeil: Memorial Stonecutter Apprentice) to Meister Mason Abner Stoischmann. For almost a decade the lad has toiled and worked for the old taskmaster, learning the craft of memorial stonework and tombstone making. While most of his work involves the heavy lifting and shifting of raw materials [3], there has been an unexpected perk to his tenure: Meister Stoischmann lives in fear of his own dooming which foretold that ”The Road Will Take Ye". As such the old man rarely travels, relying instead on Udo to be his proxy where dealings further afield are required. When funeral rites were being conducted Udo would often listen to the dirges and hymns, and found a fascination with both the words and their regional origins. He inadvertently found himself imitating the dialects and pronunciations when singing back the elegies [4]. Four years ago his Meister’s awareness of the lad’s morbid interest in the funeral rites made the decision to send him to Schädelheim an easy one. Udo was sent to procure some repair work on the town’s ancient Morrian temple. Working alongside the clergy of Morr had a profound effect on the young man as they cited prophetic dreams in which they recognised his nascent piety [5]. When he returned to Dunkelberg to renewed his apprenticeship, Udo’s awakened devotion to Morr was plain to see. He began questioning his role in the world, that perhaps he should be serving Morr more directly, and joining Guild of Mourners seemed to Udo a logical first step. Horrified of the potential affront of losing his Apprentice to another guild, Meister Stoischmann has machinated a journey to Hallt, where the missive Udo bears is not a business letter but one entreaty the local Mason to indenture him as an Apprentice. 1: Flee! Talent.
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Artisan characteristics of S and Dex cannot be advanced once change to Priest career has been undertaken. As such should maximise advances in these abilities while an Artisan. Very Strong Talent will add +5 to S, should select this once I’ve maxed on on 25 XP advances (4 remaining). Will need one 30 XP advance to get this to 50 (+5 bonus). Dex will cost 5 x 25 XP advances and 4 x 30 XP advances to get it to 40 (+4 bonus) if this is worthwhile (only required for Art, Charm Animal and Trade skills). Remaining Talents (Artistic, Craftsman & Very Strong) will cost 300 XP total (100 XP each) if I go for them all. Estimated total XP expenditure prior to becoming Priest: 675 XP (430 XP without Dex advances). Need to purchase decent hand weapon - Crowbill (Pick) is preferred. |