Friday, November 8, 2013

Mirela

High Concept: Vagrant Fortunteller

Trouble: Ill News is an Ill Guest

Aspects:  Mother Will Always Be With You Daughter.

Aspects:   Truth Is Measured by the Weight of Gold

Aspects:  Three Friends in the World.

SKILLS

Great (+4)
Good (+3): 
Fair (+2): 
Average (+1): 

STUNTS


EXTRAS

Harrowing

Harrowing
Harrow practitioners begin their training by learning to sense the strands of fate, the connections between people binding them to a great web stretching the length of the world. They can identify the different types of threads, learning to differentiate between a thread of passion and one of hatred, for example and to recognize the impact they have on people’s behavior.

As they delve deeper and deeper into the nuances of their craft, they learn to do more than just notice the strands. By tugging at the web, they can alter the nature of the threads, making some stronger and others weaker. In this manner, they can influence the destiny of those they see, steering them in desired directions. Harrowers who master the craft can even create and destroy strands of their own. Although extremely dangerous, its potency is unprecedented. Those bearing the title of “Nonna Atropos” are master Harrowers and among the most feared Varisian women in the world.

Creating and destroying fate strands is extremely dangerous, and has become more so since the death of Aroden. It tampers with the very fabric of reality, a fabric that is elastic and has been known to snap back at those who tamper with it. These “fate lashes” cause deep and lasting scars, and some can even kill. A Harrower must consider the consequence of using her power carelessly.

The Cards
Harrowers often use a Harrow deck to help them read and interpret the strands of fate. A deck consists of cards, divided into four suits: Coins, Cups, Staves and Swords.

  • Cups appear as blue strands, representing Passion. A Cup strand indicates an emotional connection, usually a strong one (be it love or hate).
  • Coins appear as yellow strands, representing Commerce. A Coin strand indicates some sort of financial connection or business dealing.
  • Staves appear as green strands, representing Authority. A Staff strand indicates a connection based on status or respect (forced or otherwise) rather than on emotion or commerce.
  • Swords appear as red strands, representing Conflict. A Sword strand indicates some sort of feud or clash (emotional or physical) exists between the subjects.

Harrow Skill
Harrow is a magical skill that requires the Sorcery Stunt to gain access to it. Harrowing first appeared among the Varisian people during the time of the Azlanti Empire. Only Varisian women may have this type of sorcery. They are commonly called Harrowers. Harrowers learn to see strands first through the use of tarot cards (called a Harrow deck). They can also see these strands and manipulate them, but think of them in terms of cards anyway.

Whenever a Harrower draws an Eclipse Card on a Harrow skill check, they get a Fate Lash. A Fate Lash causes the immediate loss of 3 Fate Points. For each fate point short, take a consequence that won't heal for 3 months.
Overcome
A Harrower is very capable at sensing the strands of fate on a person. They categorize these strands into one of four suits of cards. Each of these suits relates to a different area of a person’s life and relationships. After selecting a target and a suit, the Harrower can make a special Overcome action to know the Aspects on the character that relate to the chosen suit with a Harrow roll. The more threads attached to someone, the more complex it is to sort through them and see what matters. The difficulty of the Harrow roll is equal to half the number of Aspects possessed by the target. For each net hit, you can see one Aspect related to the Lesser Card that you are interested in.
Create Advantage
By pluck the strands on a character the Harrower can make temporary changes to their fates, instilling blessings and curses upon them. She can use to this create temporary Aspects on friends and foes, but the nature of those aspect must be related to fate, luck or fortune.
Attack
Harrow is not used to directly attack a person, but this can be changed with the purchase of Stunts.
Defend
Harrow can be used to defend against any other Harrow usage that the user is aware of. In essence this will mean direct attacks, short term aspects and such. Since many other Harrow powers are subtle and far reaching they typically cannot be countered, as the Strega cannot discern what is fate and what is Harrow.

Harrow Stunts

Crossing the Strands
The Harrower manipulates the strands of Fate, causing two people, places or things to interact. She takes one thread from the first target and connects it to a second target. Make a Harrow roll against a difficulty equal to half the number of Aspects possessed by the target with the most Aspects. Within the lifetime of your target, actions will occur that cause an Aspect of your choice related to the two target threads to be created. Each net hit on the roll will reduce the time of fruition by one step on the time chart. How that connection plays out is not in the control of the Harrower, only that it will occur.
Example: Valintina is desperate to escape her madman of a husband. She decides that Bragin Steelhammer will be a great tool for her use. She ties a red thread of conflict from Bragin Steelhammer to her husband’s black strand of death. She rolls and gets a total of seven. Three hits are used to perform the action and the remaining four hits are used to move down the timeline. Half a year later, Bragin Steelhammer ends up in a conflict with Valintina’s husband, destroying one his warehouses in Magnimar.

The Shears of Magdh
You can remove someone’s Aspect, cutting it out of their life completely. Make a Harrow roll against a difficulty equal to half the number of Aspects possessed by the target. Within the lifetime of your target, actions will occur that cause that Aspect to be removed or drastically altered. Each net hit on the roll will reduce the time of fruition by one step on the time chart. Each active use of this power on a character requires the Harrower to draw one extra card to determine the chance of a Fate Lash
Example: Angry, irritated, and never rational, Valintina decides to lash out at Bragin Steelhammer for his failure to kill her husband. She reaches out and severs the aspect “Clan Knight of Janderhoff.” She gets a total of ten on her roll. Again, three points are used to sever the strand and the remaining seven are used to decrease the time. A month later, when Bragin Steelhammer returns to Janderhoff, he is framed by someone for treason. Several dwarves refuse to believe the tale and intercede on his behalf. Rather than execution, Bragin Steelhammer is stripped of his knighthood and cast out of the order. He changes his aspect to “Disgraced Former Clansman”

The Spindle of Desna
You can create a person’s destiny through the adjustment of the threads. Make a Harrow roll against a difficulty equal to half the number of Aspects possessed by the target. Within the lifetime of your target, actions will occur that cause that Aspect to be created. Each net hit on the roll will reduce the time of fruition by one step on the time chart. Each active use of this power on a character requires the Harrower to draw one extra card to determine the chance of a Fate Lash
Example: Thinking back on his life from a rum soaked gutter in Korvosa, Bragin Steelhammer realizes that it was that damn Harrower all along. Sobering up, he heads to Magnimar where he captures Valintina. Realizing the irrationality of her ways, she agrees to help him. She rolls her Harrow and gets a six. A year later, Bragin Steelhammer receives a summons from the Clan Elders of Janderhoff. They secretly restores him, but it will not be as it was. They needs those few knights that exist outside of the structure to be thier Black Knights and do those things that cannot always be seen. Bragin Steelhammer is a knight of Janderhoff again, but not in way he expected. He gains the Aspect “Black Knight of Janderhoff.”

Shelyn’s Blessing
Requires one other Harrow Stunt
You perform the black spread, laying the cards out before you and altering them to your liking. You will age normally, but never show it. While you may be 79, you will appear to be in the prime of your life.

Pharasma’s Hand
Requires one other Harrow Stunt
You can sense the Black Strands of death on a character and sever those strands. By Reading the Strands you can determine when and how a character will die as a declaration that requires a Fate Point Expenditure. Death does not like it’s secrets to be know and thus this requires the Harrower to draw one extra card to determine the chance of a Fate Lash.

Rage of Kurgess
Requires one other Harrow Stunt
When you choose this Stunt you need to decide if this is a physical lashing or an emotional one. You can use your Harrow skill in place of any Shoot/Provoke attack, as you reach out and shred at the threads of Fate, tearing them from a person until they collapse potentially dead or damaged beyond repair. This stunt can be taken twice.

Eralt

High Concept: Alcoholic Old Bounty Hunter
Drunken Bounty Hunter, who has recollection of his past or for that matter his future beyond the next bottle of rum.  He could do more but why bother.  Eralt has no clue what his last name is and after the last 100+ years he gave up trying to figure it out, he is simply a Bounty hunter now moving from town to town, village to village no bounty too small no bottle of rum too big.  Eralt knows that he should be doing more with his life, but after decades of searching he is tired of looking for reasons to do more.  So now the few coins he makes from chasing down bounties or run away spouses keep him in all the mutton stew and rum he could want. The only thing that Eralt values more than cheap rum and even cheaper women is the sword he found hanging around his waist when he woke up in that ancient crypt some 100+ years ago.

Trouble: A Man With No Past
Eralt had tried for the longest time to figure out who he was prior to waking up in that crypt but after awhile he just gave up and figured sooner or later his past will just catch up with him or maybe it already has??

Aspects:   I’ve already died once; I don't reckon on doing it again.
Eralt also has the strangest feeling that something brought him back with a purpose and that wherever or whenever he is from is not somewhere he wants to go back to till he does what needs to be done.

Aspects:   How in tarnashin did I do that?
Over the years as Eralt has gotten himself it to some pretty sticky situations but somehow whenever he needs it most something changes the balance in his favor, whether that something is some form of magic or just sheer force of will is unknown to him, but he ain’t looking a gift horse in the mouth.

Aspects:   Bonded with an Ancient Pig Sticker.
The sword on his hip is like a wife, mother, and lover always there when he needs it, keep him safe with a last minute deflection of whatever is thrown at him, and whispering to him that something is not right

SKILLS

Great (+4)
Good (+3): 
Fair (+2): 
Average (+1): 

STUNTS


EXTRAS

Thursday, November 7, 2013

Byron Grimjaw

High: Vengence Seeking Blacksmith
Trouble: "Drinking keeps the haunts away."

Aspect: Retired Bodyguard for Hire
Byron Grimjaw is a Ulfen from the Lands of the Linnorm Kings.  He traveled down to the Inner Sea to sell his battle prowess as a bodyguard.  He spent many years protecting clients and serving faithfully until he was betrayed and nearly killed by his current employer. Byron survived and spent several months recovering in a small village nestled deep in the mountains near Janderhoff.  Byron fell in love and promised to marry  the midwife who cared for him during those many months.  Byron took up blacksmithing as his new trade and hung up his weapons.

Aspect: Once an Ulfen always a Ulfen.
Byron quickly became a skilled blacksmith and made enough gold for a decent living.  His wife and three children.  2 boys and the youngest a girl.  Living in the mountains tucked away from all the rest of the world Byron was content to live the rest of his days loved by his family and well liked by his community.  Of course that had taken some time.  His large size and unusual accent had made adjusting and fitting in with the locals a bit of a joke.  The small community was not terribly fond of strangers and Byron was as strange as they came.  The small community did not understand Byron's constant need to carry a weapon or to practice with it both morning and night 3 days a week.    

Aspect: There are worse things than Death.
Byron's world has recently come crashing down though as his village was recently attacked and destroyed by a pack of giants.  The giants made short work of the village and although Byron tried to defend his family was unable.  Byron awoke buried in the rubble of his home.  His friends and family brutally murdered or kidnapped for a giants mid day snack.  Byron is not really sure how he came to get off the mountain or how he had ended up where he did but once he recovered enough of his senses he began looking for stories of rampaging giants.

SKILLS

Great (+4)
Good (+3): 
Fair (+2): 
Average (+1): 

STUNTS


EXTRAS


Dax Corwyn

High Concept:  Eccentric, adventuring elf archaeologist

Trouble: Fortune and glory always slips through my fingers.
Dax always seems to have the fame and fortune he seeks remain just out of reach.  Although he leads a very charmed life, the big score always seems to somehow elude him.

Aspect: How does someone like you know all that?!?!
Despite being irresponsible, immature and often times reckless, Dax has amassed a wealth of historical and archaeological knowledge...both from books and first hand treasure hunting in long forgotten tombs.

Aspect: Better Lucky Than Good
Dax has gotten himself in all sorts of situations and has very few real life skills to help him along the way.  Ancient archaeological knowledge really can't help him fix a broken wagon wheel, but he is a lucky elf.  If his carriage breaks a wheel, more often than not it's just as a wagon full of ale bound for the local tavern is traveling by.  

Aspect: Bird, dammit what have you done?!?
Dax's raven companion ('Bird') has a way of leading him into both trouble and good fortune.  Bird might lead him into an ancient ruin just to have a stone door fall shut behind him trapping him inside.  Then again, when Bird gets Dax into trouble, there is usually a good reason for it....it's just that Dax has no idea what that reason is.

SKILLS

Great (+4)
Good (+3): 
Fair (+2): 
Average (+1): 

STUNTS


EXTRAS

Sunday, September 22, 2013

Rogar Grimforge



Dwarf Paladin of Torag
Level: 8
Alignment:  Lawful Good

Initiative: +0
Darkvision:  60 ft.
Perception: +7

AC:  22  (25 with shield)
Touch:  11
Flat Footed:  22. (25 with shield)
HP:  95  (8D10+32)
Fort:  +15
Ref:  +7
Will:  +13

Speed: 20 ft.

Melee -
+1 Adamantine Dwarven Earthbreaker  (+12 / +7   2D6+5  /  20  / x 3)

Attributes:
STR:  16
DEX: 10
CON: 18
INT:   12
WIS:  15
CHA: 12

Melee:  +11
Ranged:  +8
CMB:  +11
CMD:  +24

Feats-
1st:  Power Attack -3 to hit / +9 to damage
3rd:  Improved Sunder
5th:  Master Craftsman
7th:  Vital Strike

Traits:
Dwarven Strategist
Guardian of the Forge

Skills-
Craft - Weaponsmith +16
Heal - +6
Knowledge- Religion +12
Knowledge- Engineering +8
Knowledge- History +7
Sense Motive: +10

Magic Items-
Handy Haversack / Rope of Climbing / Efficient Quiver / Wand of CLW / Helm of Comprehend Languages and Read Magic / Cloak of Resistance +2 / Ring of Protection +1 / Belt of Giant Strength +2 / Boots of Winterlands / +2 Full Plate / +1 Animated Heavy Steel Shield / +1 Earthbreaker






Torag

The Father of Creation
Torag is an ancient god, and his dwarven followers credit him with the creation of the world, with the appearance of life an afterthought to the genius of his creation. He is a hard and proud patriarch, a distant father who nevertheless loves his children. He is a shrewd planner, a great maker of contingencies and lacunae in his plans, and he holds forethought as one of the principal gifts of life. He is a stout fighter, rarely given to rage, but when his anger awakens, the earth shakes and cities fall. Though he is often thought of as a dwarven god, he continues to gain traction among humans as well, and his human followers now outnumber the dwarven ones. Torag’s alignment is lawful good; his portfolio includes the forge, protection, and strategy; and his domains are Artifice, Earth, Good, Law, and Protection. His favored weapon is the warhammer.
Adventurers
When you adventure in the service of Torag, you do so not because you seek glory or honor, but because you must. Your god is a warrior god as well as a creator, and he respects those who develop strength and power from within. You might be on a quest for your home temple, seeking a rare metal for your forge, or hoping to learn at the feet of a master general, but every journey you undertake is ultimately with the end goal of bettering your community.
In many cases, you expect to be the leader of the party. If you are not the leader, then you will make sure the leader takes your advice when you offer it, and if your party leader does not make adequate plans, then you’re there as the backstop with contingencies. Torag would expect nothing less.
Classes
Though many simple craftsmen pay homage to the Father of Creation, nearly all of Torag’s adventurous followers are clerics, fighters, or paladins—folks with the mettle to stand up and directly defend their people. Though you may have a use for stealth when attacking enemies of your people, you prefer to do it from a well-laid ambush, not by sneaking up on them. Thus, neither rangers nor rogues tend to follow the Father’s teachings, and you’re just as glad not to have them around. Likewise, you’re not much for the f lash and dazzle of wizards and sorcerers—you want to deal with the world as it is, a gift from Torag himself, and you’ll change it with his blessing by using the tools he gave you: your strength and his power. Still, you understand that others approach the world differently than you, and you pragmatically recognize the way of the wizard without yearning for it yourself.
If you’re a bard, you’re welcome in the ranks. Warriors need someone to sing of their glories, and your people need you to remember their stories and historical lessons. If you’re a monk, you’re a rare breed: though unarmed monasteries for Torag exist, most dwarves believe that Torag favors the hammer and axe. Your monastery teaches that you are the fire, stone, and metal of creation, and thus your body is the living word of the Father of Creation. You live to fight aberrations, goblinoids, orcs, subterranean horrors, and fiends of all sorts.
If you’re a barbarian, you approve of Torag's black-andwhite view of the world and understanding of the deep power of emotion that wells within you. You might be trying to tame your rages, or at least channel them, and you want nothing more than the survival of your people. Nevertheless, barbarians have a tough time dealing with the strict hierarchies and precisely executed tactics demanded by Torag.
Goals
With every action, you hope to achieve your goals: the safety of your people, the conquering of an enemy, or the crafting of useful and sturdy tools for civilization. You believe in exploration and discovery, and in making your small mark on the world Torag has given you. This doesn’t mean that you are constantly driven and grim, but you believe that life is a precious gift, and every breath you breathe should have purpose to it. Sometimes that purpose is protecting your community, and sometimes it’s simply enjoying the company of your friends with a good ale. Still, you like to keep your hands and mind busy, and even during rest periods, you’ve generally got a small project to work on.
Identifiers
Most dwarves follow Torag, but you can spot one of the devoted by the rings on his fingers, in his beard, on his fingers, or in his ears. You take your achievements seriously, and every ring tells a story. Each of these rings carries the symbol of Torag—an intricate hammer—along with other marks indicating how the bearer earned that ring: service to a friend, fealty to a lord, discovering new veins of metal, and so forth. Torag’s priests wear leather forge aprons and carry functional hammers unless the situation calls for armor and more significant weapons, and they are well aware of the faithful in their vicinity.
Devotion
Torag is not a god of half measures. Either you worship him or you don’t; either you take his doctrine as it is or you don’t. Yours is not a religion of convenience, and when you are of the faith, you are expected to remain orthodox in all ways.
Other Faiths
The followers of other faiths are f lighty, frivolous, and waste too much of their time on nonessential works. Of the gods of good, you are most likely to appreciate the attitudes of Erastil’s worshipers, who value community and family, and you salute the discipline of Iomedae’s followers. Oddly, though they are usually too happy-golucky, you find the faithful of Cayden Cailean relaxing— there’s something about their bonhomie that loosens you up a bit. Of course, they can take it too far, and your affection for them can quickly turn paternalistic and dismissive. You despise the cult of Rovagug and seek to smash it every turn, yet this strangely isn’t enough to make you comfortable around followers of Sarenrae—you appreciate their devotion to the cause, yet you can’t help but see their focus on forgiveness and veneration of the sun as weaknesses.
Taboos
Torag is by nature a conservative god, and cautions against rash behavior. Making impetuous decisions, f launting tradition, disregarding proven counsel out of hand, and intentionally crafting items of less than exceptional quality (except under the most dire circumstances) all draw his ire.
Traits
Eye of the Father (Torag): You have an innate sense of what is right and wrong in the works you craft, based on your years studying with the church fathers at their forges. You gain +1 trait bonus to a Craft skill of your choice, and Perform is always a class skill for you.
Defensive Strategist (Torag): Your knowledge of dwarven history and religion gives you an excellent mind for defensive strategy and tactics. You are not f lat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
The Church
Your church is most common wherever dwarves live. Specifically, the church is strongest in the Five Kings Mountains, and you are keenly aware that this is the center of the faith. You find worshipers across the world, even in human territories such as the Lands of the Linnorm Kings, yet the Five Kings Mountains are the center of dwarven tradition in the Inner Sea region. Even the dwarves of Garund recognize them as such.
Your church is organized like an army, with clear ranks and deference to superiors. The High Defender is the leader of the overall church, presiding over the faithful from the fortress-temple known as the Forge of Torag in Highhelm.
Many places are sacred to you, but the most sacred are those that have fallen into the hands of the orcs and other enemies. You yearn to retake the fallen Sky Citadels, and on occasion war parties led by the faithful venture forth to try to take back these ancient structures, historically with unfortunate results.
Torag’s holy book is Hammer and Tongs: The Forging of Metal and Other Good Works. This tome is meant to be read near forges and other places where lesser books might catch fire, and as such the book of Torag is bound in metal and its leather pages are lacquered with a fireresistant formula. It tells of the creation myths of the dwarves and the destinies they have forged, as well as the Quest for Sky and the simple need for community that binds dwarves together.
Paladin Code
A paladin of Torag's duty is first to protect her people, but defending the works and traditions of her culture follow at a close second. These paladins are dedicated to protecting not just the lives but the lifestyles of those under their charge and hold the ways of their chosen people as holy, especially when they are the centuries-old ways of an entire race. Their tenets include:
·         My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.
·         I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others.
·         I respect the forge, and never sully it with half hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need.
·         Against my people's enemies I will show no mercy. I will not allow their surrender, except to extract information. I will defeat them, and I will scatter their families. Yet even in the struggle against our                   enemies, I will act in a way that brings honor to Torag.