Banestorm: Book III
Statistics (204 points)
Includes post–session-1 tweaks
ST 12 ; DX 14* ; IQ 11† ; HT 12 .
Damage 1d-1/1d+2; BL 29 lb; HP 12 ; Will 11 ; Per 11 ; FP 12 .
Basic Speed 6.50 ; Basic Move 7 ; Dodge 11‡.
TL: 3 .
CF: Christian Culture ; Elvish Culture (Native) .
Languages: Anglish (Native/None) ; Elvish (Native) .
Templates and Meta-Traits
Half-Elves (Banestorm; p. BS190) ; Longsword Fighting (p. MA180) ; Sylvan War Lore - Bow Lore (p. MA-YFS18) ; Sylvan War Lore - Sword Lore (p. MA-YFS19) .
Combat Reflexes ; Fearlessness 1 ; Flexibility ; Imbue 3 (Limited Skill Access (One Skill); Magical) ; Night Vision 2 ; Trading Character Points for Money $1,000 .
Perks: Early Maturation 2 ("3/4 Elf"); Form Mastery (Two-Handed Sword); Grip Mastery (Two-Handed Sword); Off-Hand Weapon Training (Knife); Skill Adaptation (Bind Weapon defaults to Two-Handed Sword); Strongbow; Supernatural Warrior; Sure-Footed (Uneven); Weapon Bond (Two-Handed Sword). 
Code of Honor (Soldier's) [-10]; Compulsive Gambling (15 or less) [-2]; Compulsive Reaching "inaccessible" locations (12 or less) [-5]; Fanaticism (Freedom) [-15]; Intolerance (Slavers or Slave-Holders; One group) [-5]; Overconfidence (12 or less) [-5]; Pacifism (Cannot Harm Innocents) [-10]; Phobia (Cleithrophobia: Being Trapped; 12 or less) [-10]; Sense of Duty (Finn Sardock; Individual) [-2]; Sense of Duty (Slaves or Victims of Slavery) [-5].
Quirks: Compulsive Behavior: Lets things out of cages; Congenial; Favors dice games, but will try anything; Obsession: Real parents; OPH: Snarky and sarcastic. [-5]
Acrobatics (H) DX -14; Animal Handling (Equines) (A) IQ-1 -10; Bow (A) DX+1 -15; Brawling (E) DX -14; Broadsword (A) DX-1 -13; Carousing (E) HT -12; Climbing (A) DX+2 -16§; Dancing (A) DX-1 -13; Escape (H) DX+1 -15§; Fast-Draw (Arrow) (E) DX+2 -16‡; Fast-Draw (Knife) (E) DX+2 -16‡; Fast-Talk (A) IQ+1 -12; Filch (A) DX-1 -13; Gambling (A) IQ+1 -12; Hiking (A) HT -12; Holdout (A) IQ-1 -10; Incendiary Weapon (Two-Handed Sword) (VH) DX-2 -12; Intimidation (A) Will+1 -12; Judo (H) DX -14; Jumping (E) DX -14; Knife (E) DX -14; Knot-Tying (E) DX -14; Lockpicking/TL3 (A) IQ+1 -12; Observation (A) Per+1 -12; Riding (Equines) (A) DX-1 -13; Running (A) HT -12; Savoir-Faire (High Society) (E) IQ-4 -7; Savoir-Faire (Military) (E) IQ -11; Search (A) Per-1 -10; Soldier/TL3 (A) IQ-1 -10; Stealth (A) DX -14; Survival (Desert) (A) Per-1 -10; Survival (Woodlands) (A) Per+1 -12; Swimming (E) HT -12¶; Tracking (A) Per-5 -6; Two-Handed Axe/Mace (A) DX-1 -13; Two-Handed Sword (A) DX+1 -15**.
Techniques: Acrobatic Stand (Acrobatics) (A) -10; Arm Lock (Judo) (A) -14; Armed Grapple (Two-Handed Sword) (H) -13; Back Strike (Two-Handed Sword) (H) -13; Balancing (Acrobatics) (A) -14; Bind Weapon (Two-Handed Sword) (H) -12; Choke Hold (Two-Handed Sword) (H) -12; Counterattack (Two-Handed Sword) (H) -13; Disarming (Judo) (H) -14; Disarming (Two-Handed Sword) (H) -15; Dive n' Roll (Acrobatics) (A) -10; Evade (Acrobatics) (A) -16; Feint (Broadsword) (H) -13; Feint (Two-Handed Sword) (H) -15; Ground Fighting (Knife) (H) -10; Hook (Two-Handed Axe/Mace) (H) -8; Kicking (Brawling) (H) -12; Knee Strike (Brawling) (A) -13; Retain Weapon (Two-Handed Sword) (H) -15; Rope Up (Climbing) (A) -15; Running Climb (Acrobatics) (H) -14; Scaling (Climbing) (H) -14; Skidding (Acrobatics) (A) -12; Sliding (Acrobatics) (A) -14; Spinning (Acrobatics) (A) -12; Spinning Strike (Two-Handed Sword) (H) -13; Targeted Attack (Bow Shot/Eye) (H) -6; Targeted Attack (Bow Shot/Foot) (H) -11; Targeted Attack (Bow Shot/Hand) (H) -11; Targeted Attack (Bow Shot/Vitals) (H) -12; Targeted Attack (Two-Handed Sword Swing/Arm) (H) -13; Targeted Attack (Two-Handed Sword Swing/Neck) (H) -10; Targeted Attack (Two-Handed Sword Thrust/Face) (H) -10; Targeted Attack (Two-Handed Sword Thrust/Neck) (H) -10; Targeted Attack (Two-Handed Sword Thrust/Vitals Chinks) (H) -5; Trip (Judo) (H) -11.
- * Conditional +3 from 'Flexibility' when ignoring penalties for working in close quarters.
- † Includes +1 from 'Half-Elves (Banestorm)'.
- ‡ Includes +1 from 'Combat Reflexes', +1 from 'Combat Reflexes'.
- § Includes +3 from 'Flexibility'.
- ¶ Conditional -2 from 'Encumbrance Penalty'.
- ** Conditional +1 from 'Weapon Bond (Two-Handed Sword)'.
Born in 2015 in an elven community in Alimar, on the southern coast of Cardiel. He has little memory of his mysterious parents, who soon left him in the care of a trusted elven couple while they went away on "business," never to be seen again.
Around five years old, he was kidnapped by parties he no longer remembers for purposes he was never aware of; his guardians were viciously killed in front of him during the process. He then spent weeks, or maybe months, stuffed in a box-cage. Of his captors, he remembers only shadows and rough voices. Suddenly a pair of shadowy killers, a man and a she-elf, slaughtered his kidnappers without mercy and rescued him—the two felt somehow familiar. The she-elf (whom he could never confirm to be his mother) spirited him away to Harkwood, where he was again left in the care of others: Gilthoron and his wife, Undómiel, whom he would know as his "parents" from that day, and their son Gilrond and daughter Thoronwen his siblings—it was they who named him Thorondil. He still bears the mental and emotional scars of his traumatic experience, but also idolizes the grace and savagery of his rescuers, and so dedicated himself to freeing the captive wherever he might find them. Gilthoron would never speak of his true parents, except to say that death followed them like a dark cloud.
His foster-parents soon came to realize that he was not a normal elven child, growing much faster than he should—and quite a handful of trouble besides, with a knack for daring escapes. They sought out Magister Gestlin, whom they were instructed to contact should problems arise, and afterward visited the old wizard regularly so he could observe the boy. There he befriended Finn Sardock, who would become a brother in all but blood. Upon recounting his kidnapping experience, Gestlin agreed that his rescuers must have been the legendary assassins, Gabriel and Merasiël, though he would dismiss questions regarding why they might have done so. Meanwhile, he continued to be educated in Harkwood as an elf, including learning war-lore, at which he excelled against much older fellows.
But he felt trapped by the strictness of his foster-parents' household, and the elvish culture, and so in 2032, he ran away from home and made his way to find Finn. Gestlin negotiated to take him off the exasperated Gilthoron's hands and put him to work in the Sardock's household. There Thorondil demonstrated his competence and unflinching loyalty in the militia, when he wasn't getting into trouble for trespassing or setting livestock free—Ser Dane was quick to put that energy to good use. Wherever Finn went, he wasn't far behind; whatever trouble he got Finn into, he was usually able to get him back out again.
The Foster Family
Gestlin's Wing-Harness. 'Nuff said.
"The family of Erandil, one of my instructors back home in Harkwood, passed me an important letter to deliver to him. It was said he had gone out west beyond Defiant to hunt orcs. I will find him wherever he has gone and see the message delivered."
- The greatword is a claymore; named Ninquië (Elvish equivalent of “Bianca”—a reference to Assassin's Creed 2: Brotherhood and Dragon Age 2)
- Used the Half-Elf Template, but he's not quite half, as Gabriel isn't 100% "human" anymore (hence the addition of Early Maturation)
- Gilthoron~Uncle Owen; Gestlin~Kenobi; Gabe~Anakin—obviously not a direct ripoff, though. Stormtroopers coming for "Owen/Beru" will get fucking pwned, and Gabe isn't going "evil" (strictly speaking)
- Re the above: I was thinking of having the foster-parents tell him that his "real parents" were murdered by the assassins that saved him (in a fruitless attempt to keep him from pursuing them), thus he could later confront his father's killer and discover that he was, in fact, his father. Of course, Gestlin will realize this at some point and freak out…