Swaying Sanities
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Grillo_ Kazadar Vraginson_Zemi WFRP

Go down

Grillo_ Kazadar Vraginson_Zemi WFRP Empty Grillo_ Kazadar Vraginson_Zemi WFRP

Post  Ghoti Sun Jun 24, 2012 8:40 pm

Character Name: Kazadar Vraginson
Race: Dwarf
Career Path: Apprentice Runesmith

Age: 53 Hair: Auburn Birthplace: World’s Edge Mountain
Gender: Male Eyes: Dark Brown Star sign: Gnuthus the Ox (Sign of Dutiful Service)
Height: 5’ 4” Siblings: 0 Dooming: N/A
Weight: 195#

Money: Gold Crowns: 99
Money: Silver Schillings:
Money: Brass Pennies:
Experience: Journeyman Runesmith

CHARACTER PROFILE:
WS BS S T AG INT WP FEL
75 47 46 49 48 62 63 30 100xp = 5pt increase
A W SB TB M MA IP FP
3 18 4 4 3 1 2 4 100xp = 1pt increase



COMBAT MOVEMENT: ARMOR:
Move/Disengage: Leather Jack/Mail Shirt, body 3AP
Charge: Leather Jack, arms, 1AP
Run: Helmet, Head 2AP

Name Cost Enc RUNES (abridged)
Great Weapon Hammer 20 gc 200 Striking Spellbreaking
Group Damage Qualities Warding
Two Handed SB Impact, Slow Silence
Rune of Striking - P.214 RoS 2nd Ed L1 Stone
Rune of Fury - P.214 RoS 2nd Ed L.2 Fury
Rune of Silence Luck
+5 against Axes





Skills 100pt per increase, 50pt if there is a teacher
Academic Knowledge
(Runes) (Int) (P91) Use Academic Knowledge to remember pertinent facts and figures, and (if you have access to the proper facilities or resources) to do research. Academic Knowledge represents the depth of learning far beyond Common Knowledge and requires extensive study.
Academic Knowledge
(History) (Int)
Common Knowledge
(Dwarf) (p92) Use Common Knowledge to remember the habits, institutions, traditions, public figures and superstitions of a particular nation, cultural group or race. Common Knowledge does not represent scholarly learning, but the basics you learn growing up, or traveling extensively in a region.
Common Knowledge
(The Empire) (p92)
Dodge Blows (p92) Use this skill to avoid attacks in melee combat. Dodge Blow can be used once per turn. See Chapter 6: Combat, Damage and Movement.
Evaluate (Int) (P93) Use this skill to determine the value of everyday objects, as well as valuables such as jewelry, gems and object d’art. A successful Skill Test reveals the item’s market value.
Gossip (p93) Use this skill to gather information. It is useful for picking up rumors, finding out the latest news and engaging in informal conversation.
Intimidate (Str)(p94) Use this skill to coerce or frighten others. Victims of intimidation may resist with the successful Will Power Test.
Perception (Int) (P94) Use this skill to observe your surroundings and to notice small things that others might miss.
Read/Write (Int) (P94)
Runecraft
Speak Language (Khazalid)
Speak Language (Reilspiel)
Speak Arcane Language
(Arcane Dwarf) (Int) (P95)
Trade
(Smith) (S) (P96)
Trade
(Weaponsmith) (S) (P96)








Talents (NON RUNE)

Talent Book Page
HARDY Core2 p99 Gain a permanent +1 to your Wounds Characteristic. Modify the starting profile to reflect this bonus.

Dwarfcraft Members of your race are natural craftsmen. You gain a +10% bonus on tests with the following skills: Armourer; Brewer;
Gem Cutter; Gunsmith; Miner; Smith; Stoneworker and Weaponsmith

Grudge-born Fury Have a long list of grudges against the Goblinoid races. Their depredations fill you such fury that you gain a + bonus to WS when attacking Orcs, Goblins and Hobgoblins.

Night-Vision You can see really well in natural darkness at distances up to 30 yards. This talent does not work in total darkness, requiring illumination equivalent to starlight to function.

Resistance to Magic You are naturally resistant to the effects of magic. You gain a +10% bonus on Will Power Test to resist magic.

Stout-hearted You are exceptionally brave. You gain a +10% bonus on Fear and Terror Tests, and on Will Power Tests to resist

Intimidation attempts.

Sturdy You have a brawny physique. You do not suffer any Movement penalties while wearing heavy/plate armour. See Chapter 5: Equipment for more information about Armour.

BLOOD-FURY any time you draw blood you go into a rage and must take a willpower test to regain control or remain enraged for 1d10 rounds after combat





Talents (RUNES)

Rune: Rune of Striking
Type: Weapon
Inscription Number: 8
Empowerment: 3
Description: Attack made with a weapon inscribed with this rune gain a +10% bonus to Weapon Skill

Rune: Rune of Warding
Type: Talismanic
Inscription Number: 9
Empowerment: 3
Description: The bearer of an item inscribed with this ruin gains a +10% bonus on Will Power Test to resist magic

Rune: Rune of Silence
Type: Talismanic
Inscription Number: 9
Empowerment: 2
Description: Enables the user and those within 3 yards to move silently for 1d3 hours.

Rune: Rune of Spellbreaking (R/S p215)
Type: Tasilman
Inscription Number: 13
Empowerment: 3
Description: (Temp) – Only Runesmiths can use. It can cause a spell within 12 feet to end prematurely.

Rune: Rune of Stone (R/S p215)
Type: Armour
Inscription Number: 10
Empowerment: 3
Description: (Perm) – Armour bearing this rune provides +1 Armour Point, to a max of 6AP
Description: (Temp): Once activate (a free action) the benefit last for one minute.

Rune: Rune of Fury (R/S 214)
Type: Weapon
Inscription Number: 12
Empowerment: 4
Description: (perm): One the first round, the wielder of a weapon bearing this rune can nominate one enemy as a free action. For the remainder of this battle, the wielder can re-roll all missed attacks made against his chosen foe.
Description (temp): As permanent, but once the rune is activated (a free action), the benefit only lasts for one minute.
Rune: Rune Luck (R/S 214)
Type: Talsimanic
Inscription Number: 20
Empowerment: 7
Description: (perm): The bearer of an item inscribed with this rune gains an extra Fortune Point each day. Characters with the Lucky Talent cannot benefit from a Rune of Luck.
Description (temp):

Dwarfcraft
Grudge-born Fury
Night-Vision
Resistance to Magic
Stout-hearted
Sturdy
BLOOD-FURY (any time you draw blood you go into a rage and must take a willpower test to regain control or remain enraged for 1d10 rounds after combat)

RUNE OF KHORNE 1 - Embodiment of Steel
(Permanent Only)
Anything touched by the item bearing this rune becomes living steel.

Ghoti

Posts : 14
Join date : 2011-08-17

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum