Arn Rainaldsson
Banestorm: Book III
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Contents
Arn Rainaldsson (174 points)
ST 10 [0]; DX 12 [40]; IQ 14 [80]; HT 11 [10].
Damage 1d-2/1d; BL 20 lb; HP 10 [0]; Will 14 [0]; Per 14 [0]; FP 15* [0].
Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8.
Social Background
TL: 3 [0].
CF: Caithness (Native) [0].
Languages: Anglish (Native) [0].
Templates and Meta-Traits
Technician (Space; p. S235) [0].
Advantages
Ally (Horse; 25% of starting points; Constantly; Summonable) [8]; Extra Fatigue Points 4 (Affects FP; Usable only for Spellcasting) [11]; Magery 0 [5]; Magery 3 [30]; Signature Gear 3 (Powerstone) [3].
Perks: Form Mastery (Staff); Weapon Bond (Staff). [2]
Disadvantages
Amnesia (Partial) [-10]; Code of Honor (Soldier's) [-10]; Curious (12 or less) [-5]; Flashbacks (Mild) [-5]; Honesty (12 or less) [-10]; Mistaken Identity [-5]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Team) [-5]; Truthfulness (12 or less) [-5]; Wealth (Struggling) [-10].
Quirks: _Unused Quirk 1; _Unused Quirk 2; _Unused Quirk 3; Eyes glow when casting; Whispers of another mind. [-5]
Skills
Brawling (E) DX [1]-12; Climbing (A) DX-1 [1]-11; Cloak (A) DX-1 [1]-11; Diplomacy (H) IQ-2 [1]-12; First Aid/TL5 (Human) (E) IQ [1]-14; Gesture (E) IQ [1]-14; Hiking (A) HT-1 [1]-10; Innate Attack (Beam) (E) DX+1 [0]-13; Innate Attack (Projectile) (E) DX+3 [8]-15; Knife (E) DX [1]-12; Merchant (A) IQ-1 [1]-13; Observation (A) Per-1 [1]-13; Research/TL5 (A) IQ-1 [1]-13; Riding (Equines) (A) DX-1 [1]-11; Savoir-Faire (Magical) (E) IQ [1]-14; Scrounging (E) Per [1]-14; Search (A) Per-1 [1]-13; Spear (A) DX [0]-12; Staff (A) DX+2 [8]-14†; Stealth (A) DX-1 [1]-11; Streetwise (A) IQ-1 [1]-13; Survival (Desert) (A) Per-1 [1]-13; Thaumatology (VH) IQ [1]-14‡; Throwing (A) DX [2]-12; Wrestling (A) DX-1 [1]-11.
Spells
Apportation (H) IQ+1 [1]-15‡; Catch Missile (H) IQ+1 [1]-15‡; Catch Spell (VH) IQ [1]-14‡; Create Fire (H) IQ+1 [1]-15‡; Deflect Missile (H) IQ+2 [2]-16‡; Delay (H) IQ+1 [1]-15‡; Explosive Fireball (H) IQ+1 [1]-15‡; Fireball (H) IQ+2 [2]-16‡; Ignite Fire (H) IQ+1 [1]-15‡; Iron Arm (H) IQ+2 [2]-16‡; Itch (H) IQ+1 [1]-15‡; Lend Energy (H) IQ+1 [1]-15‡; Link (H) IQ+1 [1]-15‡; Pain (H) IQ+1 [1]-15‡; Purify Water (H) IQ+1 [1]-15‡; Recover Energy (H) IQ+1 [1]-15‡; Reflex (H) IQ+1 [1]-15‡; Resist Pain (H) IQ+1 [1]-15‡; Return Missile (H) IQ+1 [1]-15‡; Seek Water (H) IQ+1 [1]-15‡; Shape Fire (H) IQ+1 [1]-15‡; Spasm (H) IQ+1 [1]-15‡; Throw Spell (VH) IQ [1]-14‡; Ward (H) IQ+1 [1]-15‡.
Footnotes
- * Includes +4 from 'Extra Fatigue Points'.
- † Conditional +1 from 'Weapon Bond (Staff)'.
- ‡ Includes +3 from 'Magery'.
Equipment
1× Backpack, Small ($60; 3 lb); 1× Blanket ($20; 4 lb); 1× Boots ($80; 3 lb); 1× Canteen ($10; 1 lb); 1× Cloth Armor ($30; 6 lb); 1× Leather Pants ($40; 3 lb); 1× Light Cloak (Hooded; $20; 2 lb); 1× Ordinary Clothes (Free; $0; 2 lb); 1× Personal Basics ($5; 1 lb); 1× Powerstone (Energy 8; Signature Gear; $1300); 1× Quarterstaff (Signature Gear; Weapon Bond; Spear; Fine Quality; Staff; $120; 4.5 lb); 1× Rope, 3/8'' (per 10 yards; $5; 1.5 lb); 1× Torch ($3; 1 lb); 1× Water (per gallon; $0; 8 lb); 1× Water (per quart; $0; 2 lb); 1× Wineskin ($10; 4 oz); 12× Traveler's Rations ($24; 6 lb); 3× Dagger ($60; 12 oz).
Encumbrance
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.
Defenses
Parry: 9 (DX). Block: 7 (DX). Dodge: 6/8. DR: 0 (Torso).
Melee Attacks
Brawling • Punch (12): 1d-3 cr. Reach C.
Brawling • Bite (12): 1d-3 cr. Reach C.
Brawling • Kick (10): 1d-2 cr. Reach C,1.
Dagger (12): 1d-3 imp. Reach C.
Quarterstaff • Staff Swing (15): 1d+2 cr. Reach 1, 2.
Quarterstaff • Staff Thrust (15): 1d cr. Reach 1, 2.
Quarterstaff • 2H Sword Swing (8): 1d+2 cr. Reach 1, 2.
Quarterstaff • 2H Sword Thrust (8): 1d-1 cr. Reach 2.
Quarterstaff • Spear (13): 1d+2 imp. Reach 1, 2.
Ranged Attacks
Dagger (8): 1d-3 imp. Range 5 yd / 10 yd. RoF 1. Shots T(1).
Explosive Fireball (15): ~1d burn ex. Acc 1. Range 25 yd / 50 yd. RoF –.
Fireball (15): ~1d burn. Acc 1. Range 25 yd / 50 yd. RoF –.
Light Cloak Hooded (11): spec.. Acc 1. Range 2 yd. RoF 1. Shots T(1).
Throw Spell (15): spcl.. Range 80 yd. RoF –.
Notes
Rainald's second son.