Heddwyn ap Idris

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Banestorm: Book II


Name Heddwyn ap Idris, also Herminius
Race Human
Allegiance Prydain
Occupation Druid
Religion Druid
Status PC

Heddwyn "Herminius" ap Idris (178 points)

ST 10 [0]; DX 10 [0]; IQ 12* [40]; HT 12 [20].
Damage 1d-2/1d; BL 20 lb; HP 10 [0]; Will 12 [0]; Per 14 [10]; FP 12 [0].
Basic Speed 5.50 [0]; Basic Move 5 [0]; Dodge 8.
5' 11"; 155lbs.

Social Background

TL: 2 [0].
CF: Culture, Celtic (Native) [0]; Culture, Roman [1]; Culture, West Germanic [1].
Languages: Greek (Accented) [4]; Latin (Native) [6]; Saxon (Accented) [4]; Welsh (Native) [0].

Templates and Meta-Traits

Bardic Arts (Social Engineering; p. Pyramid 3/54:8) [0]; Dagger Fighting (Martial Arts; p. MA155) [0]; Diplomacy (Social Engineering; p. Pyramid 3/54:9) [0]; Quarterstaff (Martial Arts; p. MA192) [0]; Spear Fighting - Heroic Spear Fighting (Martial Arts; p. MA196) [0].


Eidetic Memory [5]; Extended Lifespan (x2) [2]; Intuitive Statesman 1 [10]; Religious Rank 1 (Bard) [5]; Sensitive [5]; Smooth Operator 1 [15]; Socerous Empowerment 3 [40]; Spell: The Rider Within (Mind Control, Animals Only, Sensory Only, Sorcery) [3]; Status +2 [10].
Perks: Style Familiarity (Bardic Arts); Style Familiarity (Dagger Fighting); Style Familiarity (Diplomacy); Style Familiarity (Quarterstaff); Style Familiarity (Spear Fighting - Heroic Spear Fighting). [5]


Code of Honor (Celtic) [-10]; Code of Honor (Order of Diedne Sorceror) [-10]; Gregarious [-10]; Intolerance (Bullies & Warmongers; One group) [-5]; Obsession (Knowledge; Long-Term Goal; 12 or less) [-10]; Odious Personal Habit -1 (Arcane) [-5]; Overconfidence (12 or less) [-5]; Phobia (Acrophobia: Heights; 12 or less) [-10]; Secret (Member of Enlightened Order of Diedne; Possible Death) [-30]; Sense of Duty (Druids; Large Group) [-10]; Sense of Duty (The Family; Small Group) [-5].
Quirks: Believes this to be his 11th reincarnation; Disinherited bastard; Gesa: Will crown the man king that orders his death; Secret (Major crush on Meadhbh, but knows he can't beat her in a fight); When in Rome.... [-5]


Acting (A) IQ [1]-12†; Administration (A) IQ [1]-12‡; Area Knowledge (local) (E) IQ [1]-12; Brawling (E) DX [1]-10; Carousing (E) HT+1 [1]-13†; Current Affairs/TL2 (People) (E) IQ+1 [1]-13‡; Current Affairs/TL2 (Politics) (E) IQ+2 [2]-14‡; Detect Lies (H) Per [1]-14§; Diplomacy (H) IQ+2 [4]-14¶; Esoteric Medicine (H) Per-2 [1]-12; Expert Skill (Bardic Lore) (H) IQ [4]-12; Fast-Talk (A) IQ+2 [4]-14†; First Aid/TL2 (Human) (E) IQ+2 [3]-14; Fortune-Telling (Astrology) (A) IQ [1]-12**; Fortune-Telling (Augury) (A) IQ [1]-12**; Gesture (E) IQ [1]-12; Heraldry (A) IQ [2]-12; Hidden Lore (Druids) (A) IQ-1 [1]-11; Hidden Lore (Faerie Lore) (A) IQ-1 [1]-11; Hiking (A) HT [2]-12; History (local) (H) IQ-2 [1]-10; Intimidation (A) Will [1]-12†; Knife (E) DX+2 [4]-12; Law (Celtic) (H) IQ+1 [4]-13‡; Law (Roman) (H) IQ [2]-12‡; Law (Saxon) (H) IQ-1 [1]-11‡; Leadership (A) IQ+1 [1]-13¶; Merchant (A) IQ [2]-12; Musical Instrument (Harp) (H) IQ-2 [1]-10; Naturalist (Earth) (H) IQ-2 [1]-10; Performance (A) IQ [2]-12; Pharmacy/TL2 (Herbal) (H) IQ-2 [1]-10; Physician/TL2 (Human) (H) IQ [4]-12; Poetry (A) IQ [2]-12; Politics (A) IQ+2 [2]-14¶; Public Speaking (A) IQ+2 [2]-14¶; Religious Ritual (Celtic) (H) IQ-2 [1]-10; Riding (Equines) (A) DX [2]-10; Running (A) HT [2]-12; Savoir-Faire (High Society) (E) IQ+2 [2]-14†; Shield (Buckler) (E) DX [1]-10; Sling (H) DX [4]-10; Spear (A) DX+2 [6]-12; Staff (A) DX+2 [8]-12; Survival (Woodlands) (A) Per [2]-14; Swimming (E) HT [1]-12; Teaching (A) IQ [2]-12; Teamster (Equines) (A) IQ-1 [1]-11; Thaumatology (VH) IQ-2 [2]-10; Theology (Celtic) (H) IQ [4]-12; Theology (Christian) (H) IQ-2 [1]-10; Theology (Roman) (H) IQ-2 [1]-10; Thrown Weapon (Knife) (E) DX-4 [0]-6; Thrown Weapon (Spear) (E) DX-4 [0]-6; Wrestling (A) DX [2]-10.
Techniques: Arm Lock (Staff) (A) [0]-12; Arm Lock (Wrestling) (A) [0]-10; Armed Grapple (Knife) (H) [0]-10; Armed Grapple (Staff) (H) [0]-10; Back Strike (Knife) (H) [0]-10; Back Strike (Staff) (H) [0]-10; Choke Hold (Staff) (H) [0]-9; Choke Hold (Wrestling) (H) [0]-7; Disarming (Knife) (H) [0]-12; Disarming (Staff) (H) [0]-12; Feint (Knife) (H) [0]-12; Feint (Spear) (H) [0]-12; Feint (Staff) (H) [0]-12; Retain Weapon (Spear) (H) [0]-12; Reverse Grip (Knife) (A) [0]-6; Reverse Grip (Spear) (A) [0]-6; Sweep (Staff) (H) [0]-9.


* Conditional -1 from 'Gregarious' when in a group of four or less, -4 from 'Gregarious' when alone.
† Includes +1 from 'Smooth Operator'.
‡ Includes +1 from 'Intuitive Statesman'.
§ Includes +1 from 'Smooth Operator', +1 from 'Sensitive'.
¶ Includes +1 from 'Smooth Operator', +1 from 'Intuitive Statesman'.
** Includes +1 from 'Sensitive'.


1× Cloth Bag, 20 gal. ($86; 13.25 lb); 1× Long Knife ($120; 1.5 lb); 1× Ordinary Clothes ($600; 2 lb); 1× Personal Basics ($5; 1 lb); 1× Pillow, coarse ($5; 1 lb); 1× Pouch ($11.2; 1 lb); 1× Sling ($20; 8 oz); 1× Small Buckler ($40; 8 lb); 1× Spear ($40; 4 lb); 1× Tent, 1-Man ($50; 5 lb); 1× Water Jar, 1 gal. ($3; 4 lb); 1× Wineskin ($10; 4 oz); 20× Sling Stone (Shaped; $1.2; 1 lb).


None: Basic 20 lb. Ground Move 5 yd; Water Move 1 yd; Jump 5 yd. Dodge 8.
[Light]: Basic 40 lb. Ground Move 4 yd; Water Move 1 yd; Jump 4 yd. Dodge 7.
Medium: Basic 60 lb. Ground Move 3 yd; Water Move 1 yd; Jump 3 yd. Dodge 6.
Heavy: Basic 120 lb. Ground Move 2 yd; Water Move 1 yd; Jump 2 yd. Dodge 5.
X-Heavy: Basic 200 lb. Ground Move 1 yd; Water Move 1 yd; Jump 1 yd. Dodge 4.


Parry: 8 (DX). Block: 6 (DX). Dodge: 7/8. DR: 0 (Torso).

Melee Attacks

Brawling • Punch (10): 1d-3 cr. Reach C.
Brawling • Bite (10): 1d-3 cr. Reach C.
Brawling • Kick (8): 1d-2 cr. Reach C,1.
Long Knife • Knife swing (12): 1d-1 cut. Reach C,1.
Long Knife • Knife thrust (12): 1d-2 imp. Reach C,1.
Long Knife • Shortsword swing (8): 1d-1 cut. Reach 1.
Long Knife • Shortsword thrust (8): 1d-2 imp. Reach C,1.
Small Buckler (10): 1d-2 cr. Reach 1.
Spear • 1H (12): 1d imp. Reach 1*.
Spear • 2H (12): 1d+1 imp. Reach 1, 2*.

Ranged Attacks

Sling (10): 1d pi. Range 60 yd / 100 yd. RoF 1. Shots 1(2).
Spear (6): 1d+1 imp. Acc 2. Range 10 yd / 15 yd. RoF 1. Shots T(1).


Heddwyn grew up as the son of a wealthy, very "Roman" Breton man and the daughter of a noble Welsh family trying to better their position through a political marriage—even though the husband was widely suspected to be a homosexual, unlikely to ever sire a child with his new wife. For the sake of family appearances, the two resigned themselves to a life of "romantic" misery. The parents on both sides pressed for them to have a child, for all the right reasons—family, inheritance—and a son was eventually born, Heddwyn; no others followed. It was whispered that the child was illegitimate.

Heddwyn spent his youth in chaos, envious of those he encountered who seemed to have happy, peaceful families at home. He often found himself the victim of his own compassion, as less-scrupulous fellows often took advantage of his desire to aid those in need. Once, a traveling druid arrived in court to set some things aright, decisive and confident, and well-respected (almost feared); the druid later took Heddwyn aside and prophesied greatness of him. From thenceforth, Heddwyn desired to become a druid himself. When he was nearly a man, the same druid reappeared at court and offered to take him away to become an initiate of the Order—his father allowed him to go, knowing he would have sneaked out anyway if he hadn't. In the course of his education as an initiate in the Order, he spent a great deal of time in the court of his uncle, Caddell ap Ioan, and made friends there (the PCs among them). Though far from "perfect," he saw in this family the possibility that peace and order could be achieved, even as the Roman influence in their world slipped away, threatening chaos.

Somewhat recently, word reached him of a man back at his family's home, Idris, who upon his death-bed, claimed to have begotten him upon his mother in secret. As a result, his not-father disinherited Heddwyn and adopted, in the Roman tradition, one of his trusted fighting-men (rumoured to be his lover, to none's surprise). He lost two fathers that day.

Now, he has returned from Ynys Môn after completing his Ordeal to become a bard, the first step toward his goal now complete, and finds the world slipping further toward chaos and fears he may not be able to save even his small part of it.