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| TRADE LORE | |||
| Cost | Name | ||
| Smith | |||
| 10 | 1) +1 Overall | ||
| 3 | 2) Armorsmith 12- | ||
| 3 | 3) KS: Metallurgy (INT-based) 12- | ||
| 3 | 4) PS: Blacksmith (INT-based) 12- | ||
| 3 | 5) PS: Weaponsmith (INT-based) 12- | ||
| 3 | 6) PS: Engraving (INT-based) 12- | ||
| Warrior Package | |||
| 15 | 1) +3 with HTH Combat | ||
| 9 | 2) +3 with Varic War Art | ||
| 2 | 3) AF: Heavy Armor Proficiency | ||
| 1 | 4) AF: Shield Proficiency | ||
| 3 | 5) Climbing 12- | ||
| 3 | 6) KS: Varic War Art (INT-based) 12- | ||
| 6 | 7) Penalty Skill Levels: +2 vs. armor penalties to DEX and DCV with All Armors | ||
| 3 | 8) Tactics 12- | ||
| 2 | 9) WF: Common Melee Weapons | ||
| 5 | Language: TRAVENSPENOVA (completely fluent; literate) (4 Active Points) | ||
| 1 | Language: VARIC (idiomatic; literate) (5 Active Points) | ||
| 75 | Total Skills Cost | ||
| FLAIR AND APTITUDE | |||
| Cost | Name | ||
| 10 | Deadly Blow: +1d6 (any circumstances, any HTH weapon) | ||
| 10 | Total Talents Cost | ||
| CHALLENGES | |||
| Cost | Disadvantage | ||
| 20 | Var -- Marchog Characteristic Maxima | ||
| 5 | DF: Var (Concealable w/ Magic; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) | ||
| 5 | Dependence: Contact or Close Proximity to Solid Ground Takes 3d6 Damage (Extremely Common, 1 Hour) | ||
| 15 | Phys. Lim.: Cannot cast Arcane Spells (All the Time, Slightly Impairing) (All the Time, Slightly Impairing) | ||
| 15 | Phys. Lim.: Cannot use Magic Items Other Than Weapons & Armor (All the Time, Slightly Impairing) | ||
| 5 | Phys. Lim.: Short but Heavy (4 ft - 5 ft; 250 to 400 lbs) (Infrequently, Slightly Impairing) | ||
| 10 | Psych. Lim.: Antisocial and Untrusting (Common, Moderate) | ||
| 10 | Psych. Lim.: Hold the Line At All Costs (Uncommon, Strong) | ||
| 15 | Psych. Lim.: Insane Loyalty to Clan and Friends (Uncommon, Total) | ||
| 10 | Psych. Lim.: Racial Emnity (Uncommon, Strong) | ||
| Personal Disadvantages | |||
| 20 | 1) Battlelust: In Battle (Common), go 11-, recover 11- |
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| 10 | 2) DF: Foul Mouthed (Concealable; Always Noticed and Sometimes Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) |
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| 15 | 3) Psych. Lim.: Refuses To Ride A Steed Of Any Sort (Uncommon, Total) |
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| 15 | 4) Psych. Lim.: Wanderlust (Common, Strong) |
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| 5 | 5) Reputation: Easily Goaded Into A Fight, 8- |
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| 10 | 6) Unluck: 2d6 |
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| 185 | Total Disadvantages Cost | ||
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| BEARING AND DEEDS | |||
| Height: 5' 0" | Hair: Brown | ||
| Weight: 275 lbs | Eyes: Green | ||
| Appearance: Arganat is fairly typical of his Clan in appearance save that his eyes are green when most in his Clan have brown or blue. That aside, he is considered handsome by Varic maids, and strong of jaw by Varic men, and cuts a fine figure in his impressive armor suit, which was a gift of his successful father's. His helm is particularly fine, with flaring wings that provide a lot of protection and are attractively decorative as well. | |||
| Personality: Arganat is a simple soul, and though not stupid (as some have made the mistake of thinking him), he is sufficiently direct and uncomplicated to give that impression from time to time. In his youth he liked to adventure, and to experience exciting situations such as battles and encounters with dangerous creatures. He was always willing to join a venture that promised to be dangerous and difficult, and loathe to undertake tasks that promised to be tedius. However, after he formed a life debt to Saemund, his perspecitve and behavior changed. Quite possibly after Saemund passes on, Arganat will return to his impetuous ways. Most Marchog prefer to fight on the defensive, and are rather conservative. In many ways, Arganat's personality is more like what one would expect of a Trinoedd Var. However, there is always some variance in personality even among the Varic Clans, so while Arganat is unusual for one of his Clan, he is not unduly so. |
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| Quote:"Tis true there are many of them and few of us, but thats still no reason for us not to charge them!" | |||
| Background: Arganat is a Marchog warrior of the Varhold at Vrenak. His father is Argarod, a respected Arwyddlun (Runecrafter), and though he tried to teach Arganat the secrets of the runes and how to work a forge, the boy always preferred warrior craft to rune craft. Tiring of staid life in a Varhold at only 50 years of age, which is fairly young for a Var, Arganat set out for adventure in the company of some humans that passed through his Varhold in pursuit of some grandiose quest. Intrigued by the opportunity to get out of the Varhold and win some glory for himself, Arganat accompanied his new human companions, who were of a people called Machtig from the south, as they pressed ever northwards through Kor infested lands and finally to the human lands of the Nordmanner. In the process he got a chance to do war with a veritable horde of Kor, which pleased him greatly. The group settled in the human city of Kark for many months, and though they had some exciting misadventures, Arganat found city life to be boring and eventually parted ways with the group for many months, traveling north on his own to visit Var holds yet further north. Arganat had a few encounters of his own in the process, but eventually visited the other Varholds sufficiently to assuage his curiosity, and became bored again which drove him to return to Kark in the hopes of rejoining his band. However when he arrived in Kark he discovered that they had departed the city already. He settled into Kark intent on gaining sufficient resources to press on again on his own as his supplies and purse were depleted. He participated in several delves and adventures in and around Kark as a blade for hire, and soon found that he was enjoying himself immensely and so ended up remaining in the area for many months. Eventually his Machtig companions returned along with some new allies, and Arganat rejoined their number. Working together the group searched out and finally destroyed a great enemy of the Machtig's who was responsible for some sort of cult. Arganat wasn't too concerned on the details of course, but the fighting was pretty good so he was happy to do his part. Soon thereafter the Machtig parted ways from their other allies, and along with Arganat and a new companion left Kark for far off Lanolyan and points beyond. With the opportunity to perhaps fight more Kor on the table, Arganat gladly went along, but ended up staying behind in Barizan when the humans took ship for parts south to join the general battle with the Kor in Jarval-Beah. Arganat instead made his back towards his home as a caravan guard on a risky business venture braving the Kor tribelands in a hard ride to Aleath River pass. The caravan met with disaster, but a few hardy souls survived, and lead by Arganat eventually took shelter in Vrenak, and escaped the Kor the next spring by passing north of the Kor-Dishan lands. After that Arganat found work as a caravan guard on the Shidaal-Daelanthanor trade route which provided ample entertainment for almost a year, and eventually he found himself in Zerlaaga, where much to his suprise he bumped into some of his Machtig companions again and fought with them against the advancing Kor horde in the Machtig-Kor war that was shaping up. The one named Saemund, whom Arganat had the most respect for, saved Arganat's life twice, and thereafter Arganat felt a tremendous life debt to him. After all the battles, Arganat retired for a time and helped Saemund set up his smithy and work his forge at Saemunds home near Caer Ungorhaus. Eventually Argarod visited his son and Saemund, and at Saemund's behest, he and Arganat began studying the mysteries of Runecrafting from Argarod, and later from other Runecrafters both human and Varic. |
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| Campaign Use: Varic Warrior | |||