About Valghaz IronhammerCombat with Pick: WS: 70
Skills:
Starting: 5 Advances: Melee (basic) Lore (Geology), Lore (Metallurgy), Endurance, Intuition, Lore (Local), Melee (Two-handed), Outdoor Survival, Perception, Swim, Cool 3 Advances: Language (Khazalid), Lore (Dwarfs), Trade (Smelting) Basic
Advanced
Talents:
Strike Mighty Blow: +1 damage Magic Resistance (max 1: You are resistant to magic. You must Oppose any incoming spell with your Willpower, just as if you were a spellcaster using Language (Magick) to dispel (see page 237). Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents) Night Vision Read/Write Resolute (You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge.) Sturdy (You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2.) Tenacious (You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities.) Very Strong Trappings:
Combat Gear Two Handed Pick, Dagger, Leather Jerkin, Leggings, skullcap, Miner's candle helmet (1AP, holds a canlde), Mail Coat (2 AP arms, body), Mail Chaussers (2 AP legs), Shield, fire bomb Personal Gear
Cash
Special
Weapon Qualities
Damaging: A Damaging weapon can use the higher score from either the units die or the SL to determine the Damage caused from a successful hit. For example, if you roll 34 in your attack Test and the target number was 52 you can choose to use the SL, which in this case is 2, or the units die result, which is 4. An Undamaging weapon can never also be Damaging (Undamaging takes precedent). Impale: Impale weapons can kill with a single clean blow. Impale weapons cause a Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30, etc.) as well as on doubles (i.e.: 11, 22, 33) rolled equal or under an appropriate Test in combat. Slow: Always goes last when combat starts XP:
5 characteristic increases at beginning: +1 Str, +1 T, +3 WP Character Creation 75
10 XP if you had fun playing in the sewers
25 XP if you had fun
10 XP if you had fun
25 XP if you had fun.
500 XP long term ambition! 20 XP if Grissenwald was fun
Total: 2365 +9 Str (10 total, 245xp)
WS (+10) Str (+10) T (+5) Ag (+5) Initiative (+5) WP (+10) Heal (+9) Athletics (+5) Explosives (+10) Cool (+10) Two Handed (+10) Cool (+10) Charm (+19) Dodge (+5) 10 xp left List of Allies:
Glavic Boarhand and his nephews Harvan and Dwargun Foambeard: assist other nephew Borgun Foambeard in running Borgun’s Brewery in the Dawihafen district Heske Glazer: Glassblowing shop in Artisan’s district Virton Caskward: Dwarven owner of the Mother Load tavern. Count Boorman: ”Let me know when you are next in Altdorf and it will be my honor to introduce you to Vandrin Thorikson, direct descendant of the great Athranbor Thorikson and Dwarven ambassador for Karaz-a-Karak,” Boorman says in almost flawless Khazalid. Book of Grudges:
Andreas! Background:
The Ironhammer Clan is a tale of wealth, tragedy and perseverance (and of being mistaken for the much better known and currently far wealthier Ironhammers of Karak Azul). Originally of Ekrund, the clan trade was that of mining. Specifically, they dug out new tunnels, with their name coming from the iron hammers that hung from their belts which to create supports. That, and for their warpicks, which had a mining pick on one side of the head and a hammer on the other. For the clan, it was a name which encapsulated who they were. When Ekrund fell, the clan was scattered. Many made their way to the Grey Mountains, where their trade was in high demand, even if the mountains were not nearly as rich as that which were lost. But still, they persevered. Many took up residence in Karak Norn, though a fair few went to Karak Azgaraz. And it was in the latter that Valghaz was born. The mines of Karak Azgaraz have all but run dry. And while the king is eager to expand his holdings, that is a small consolation for those dwarves who struggle to make a living. Valghaz has only recently come of age. He is, in human terms, in his late teens. Barely an adult, even by generous reckoning. And he is near broke. Years digging in dry mines have left him with little hope for a future in his home. As such, he has left. And while human merchants might flock to Karak Azgaraz, lured by its wealth, he has made his way out of the mountains into the lands of men. He has heard that down in the low-lands, a man might earn a living free from orc marauders or skaven raiders. As such, owning naught but the clothes on his back, he has come to Ubersreik, hoping to find work. And maybe, hopefully, return home some day with enough coin to have made this gamble worth it. Motivation and Ambition:
“I get your Motivation...Tradition (which is another great song from Fiddler). So when you do something in the best Tradition of the Dwarfs you regain Resolve. 1st Ambition: Earn social respect as seen back home and a steady source of income (Complete) 2nd Ambition: Complete a task so heroic that it would earn him fame within the order. That would, of course, be very Gm dependent on what constitutes such a heroic deed. But it would be something that goes beyond what is expected of a Templar. And given dwarven expectations are quite high, I'd think that this would be a fairly difficult task to accomplish Order of the Stone Wall Career Path:
Becoming a squire "As the city with the largest dwarven expatriate population in the Empire and given the close friendship between the Sigmar and the dwarven people, it's not surprising that the Temple of Grungni is a large and beautiful stone building built within shouting distance of the great temple complex to Sigmar. It is constructed out of black marble and there is a large stylized sculpture of Grungni made from gromril looming over the entrance. Around the building are exquisite carvings representing dwarven history. Two silent dwarves dressed in shining chainmail and hefting large warpicks stand guard outside the main entrance to the temple. Normally they would greet any unfamiliar dwarf that comes to the temple but they ignore Valghaz (as if they were expecting him somehow) as he walks past them into the warmly lit entry of the temple. An ancient dwarf wearing the vestments of a cleric of Grungni is standing and waiting for Valghaz. After a week of prayer and fasting the same ancient priest that first met you in the temple comes to the simple room that you've been using. He explains that normally a dwarf of Valghaz's background would not be selected as a templar for the father of the race. However, the rune-casters foresaw Valghaz's appearance and believe that he has a vital role to play to renew and strengthen the bonds between the dwarfs and the people of Sigmar. "You are to travel with a Warrior-Priest of Sigmar and work together to stop a grave threat the Sigmar's Empire. You will know the Warrior-Priest when you see her. The runes reveal that you must travel south on the mighty Reik and find our kinfolk that need aid. You'll know you're in the right spot when you locate the unfinished tower that threatens to never be finished."" Prospector - Miner - Squire Stone and Steel, p. 90
Squire - Silver 3
Knight - Silver 5
First Knight - Gold 2
Knight of the Inner Circle - Gold 4
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