Name: | Galtar Thunderbeard |
Race: | Dwarven |
Profession: | Weaponsmith |
Gender: | Male |
Age: | 72 |
Height: | 1.45m |
Weight: | 70 kg |
Starting team: | Prisoners |
Passions
Mission: | Save the warlocks. |
Duty: | Help the ones in need. |
Craving: | |
Problems
Misplaced Confidence (Inspire): Any Inspire roll has +3 difficulty.
If you fail a roll because of that, you get 1 XP.
Stats and Skills
Body | 5 |
Sense | 2 |
Charm | 1 |
Coordination | 1 |
Command | 3 |
Knowledge | 2 |
Athletics
Endurance
Fight
Parry
Run
Vigor
Expert: Smithing
|
3
5
5
0
0
3
2+MD
|
Direction
Eerie
Empathy
Hearing
Scrutinize
Sight
|
2
0
3
1
0
0
|
Fascinate
Graces
Lie
Jest
Plead
|
0
0
0
0
0
|
Climb
Dodge
Perform
Ride
Stealth
Weapon:
|
2
0
0
0
1
0
|
Haggle
Inspire
Intimidate
Perform: Sing
|
4
2
1
1
|
Counterspell
Healing
Language: Dwarven
Language: Common
Language: Smokt
Lore
Strategy
Tactics
|
0
0
MD
2
1
0
1
3
|
Weapons
Weapon | Killing | Shock | Notes |
Massive Battleaxe | W+2 | W | Req. two hands and Body at least 4 |
Battleaxe | W+1 | W | Req. two hands |
Longaxe | W+1 | 0 | |
Hand axe | W | 0 | |
Punch or kick | 0 | W | |
Gauntleted punch | 0 | W+1 | |
| | | |
Armor
Armor Type | Locations covered | AR | Weigth |
Full Plate Armor | 1-10 | 3 | H |
Breastplate | 7-9 | 3 | M |
Steel Gauntlets | 4 & 6 | 3 | M |
Reinforced Full Helmet | 10 | 3 | M |
Iron Cap | 10 | 2 | L |
Chain Shirt | 3-9 | 2 | M |
Sturdy Leather Boots | 1-2 | 1 | L |
| | | |
Racials / Advantages
Dark-adapted
When they’re in dim light or even complete darkness, they can still roll Scrutinize, Sight or Direction without penalty or Difficulty.
Light-sensitive
In full daylight, they take a -2d penalty to Scrutinize,
Sight and
Direction. Moreover, in sunshine they can't aim at individuals out beyond
sixty feet with hand-held missile weapons. (They are not penalized for
aiming at a distant crowd with a longbow or aiming a catapult. They're not
blind.)
Leather Hard
You have an extra wound box in every hit location.
Thick Headed (1 point)
You have an extra wound box in your head.
Esoteric Disciplines
Metal Heart
Weapon Adoration (1 point)
In addition to the normal toil with a whetstone, this is a method of
sharpening a blade that seems to give the weapon a mind of its own. The next
time a success is rolled when striking with the adored weapon, it gains a +1
Width bonus. Performing the Weapon Adoration takes about twenty minutes and
only works on swords, knives and axes. anything that cuts or chops. Weapons
that pierce or bludgeon don't benefit from it.
The Covetous Twist (2 points)
This is one key to the dwarven dominance of the jewelry market. When a
goldsmith who knows the Covetous Twist incorporates it into a piece of
worked gold, the item becomes preternaturally compelling. (In game terms,
the maker has to roll a success on a smithing set to create it.) When
selling an item made with Covetous Twist, or offering it for trade, it adds
a +MD to one's Haggle pool.
Love Iron Without Fear (3 points)
The dwarven passion for metal begins to get reciprocated at this point. When
struck by any weapon made of metal, the character who knows this discipline
takes 1 less Shock and Killing damage automatically.
Fulfillment of Form (4 points)
If a character has a quantity of unworked mineral wealth, he can take a number of
days equal to its Wealth rating and make a smithing roll of some type to begin
forging it into items of value. (Finishing work can be done by less accomplished
smiths and apprentices.) If his smithing roll is a success, the finished goods are
worth 1 Wealth more than the raw metal.
This can also be applied to a Company.
Spend a month applying Fulfillment of Form on Treasure that’s based largely on
raw ore to end that month with a permanent +1 Treasure increase.
Master Forge (5 points)
Working off and on for about a month, the character can
(with a successful blacksmithing roll) create a masterpiece weapon exquisitely
balanced and tailor-made for one person. If the designated owner is using it, the
weapon gives a +2d bonus to all attacks, or offsets two dice of penalties. If anyone
else wields it, the bonus drops to +1d. In dwarf culture, if a weapon is recognized
as a masterpiece by two smiths of other hults, it is formally named and put on a
registry of dwarven cultural treasures. Currently the list numbers 85, and a good
half of them have been lost or buried with their rightful possessors.
Dwarven Way
Tend Your Tools (1 point)
Dwarves know how metal bends, how it breaks and how it can be repaired.
Sharpening a knife isn't a chore to someone who tends his tools; it's a
pleasure.
When a character has this discipline, any metal tool owned for more than a
week is in excellent condition. When making any sort of Expert: Craftsman
roll for a toolfocussed action, he can add a +1d bonus or ignore a single
die's worth of penalties. If he owns a dwarf-forged weapon that relies on
cutting or slicing, its attacks do an extra point of Shock damage, thanks to
excruciating keenness.
Soul Armor (ignore flavor text)
Brace for the Blow (1 point)
If the character takes no other action in a combat round than
to brace for impact, you can roll his Endurance pool and ignore W+1S damage. Note that
timing matters on this: If the attack goes of before his action, he's hurt as usual.
Move With the Strike (2 Points)
As comfort with the techniques grows, the tribesman learns
how to redirect the impacts so they do less harm. Now you can roll Endurance as part of a
multiple action, without penalties, and ignore WS damage after getting the
set.
Lizard Trance (3 Points)
By a process of 'thinking no thoughts, very hard' (a phrase that
was never translated to any Uld's satisfaction after they captured a Lizard tribe exile) the
warrior simply ignores pain. At least, some pain.
With an Endurance success, he can ignore a point of Shock every round for a number of
rounds equal to the roll's Height. This takes effect the round after the roll.
Shield from the Light-Bearers (4 Points)
The Ulds were both distressed and flattered to
learn the Lizard tribe had developed a specific countermeasure for their advanced weaponry.
With an Endurance set, the tribesman can convert Killing damage to Shock.
Specifically, he can change points equal to the Width of his
Endurance roll. This ability only works on one attack made either the round
it's rolled or the
next round.
Unbruising Flesh (5 Points)
An Endurance roll (which can be piggybacked onto another
action with no multiple-action penalty) produces a number of 'Soak Points' equal to its
Width. By spending a Soak Point, the character can either ignore a point of Shock or change
a point of Killing damage to Shock. The Soak Points persist until the end of combat, or until
the character uses Unbruising Flesh again.
The Divine Regimen
Lifting Stance (1 point)
If you have a chance to plant yourself well, adjust your
grip and get at just the right balance point, you can add a +2d bonus to
your Athletics roll when you're attempting to lift a heavy object.
Athlete (2 Points)
Ignore multiple-action penalties when using Athletics as a
part of the multiple action.
Immobile Position (3 Points)
If you have a chance to get positioned, you cannot be
pushed back or knocked down unless your opponent beats a Difficulty equal to
your Body Stat. If you use Immobile Position in combat, it requires a full
round to establish, and its protection ceases if you dodge or move from that
spot. You can still parry and attack, however
Athletic Perfection (4 Points)
Any time you roll Body+Athletics, you can change the
Height of one set to 10. If any of the previous techniques apply to the
situation at hand, you may use them as well.
Unyielding Vigor (5 Points)
You may continue to use an arm or leg normally, even when
it's filled with Shock or Killing damage. (If the limb has actually been
severed, you can't use it, of course.) Furthermore, any time you roll any
Body Skill, your pool cannot be reduced by fatigue or injury. Penalties for
attempting maneuvers (including multiple actions) are assessed as usual.
Story
DM concept
Een dwergse smid in een menselijke stad. Wijd en zijd
was je bekend als uitstekend vakman. Je kon min-of-meer je werk blijven doen
maar dan voor de grayskins. Dat zat je niet lekker en je begon te morren. Je
bent uiteindelijk een half jaar geleden opgepakt. Een concurrent heeft je
erbij gelapt.
Je clangenoten zitten in de bergen die jullie de Aodyaorr noemen. Joviaal,
ruimhartig maar ook wat lomp en lawaaierig. Kortom, dat gaat niet zo best
samen met de Elfse boogschutter.
Real version
Galtar is a strong muscular dwarf. He has a
black with gray beard with often 2 tails in it. Also he has a tattoo of
his clan's symbol on his left forearm.
He was born in the Aodyaorr mountains as member of the Thunderbeard
clan. He grew up in their underground town, where he also got training in
all the important stuff: smithing, trading the things they made and
fighting in armor.
He was 52 when the Departure happened. During that time he was blacksmith in
Griffinvale for a couple of years. He helped defending the city when it was under attack, because he was pretty skilled with
weapons. But the grayskins were just with too many. Without the help of the
gods they didn't stood a chance. Luckely they decided to not just kill
everyone, and it turned out that they could use Galtar to make weapons for
them.
Years went by this way. Galtar couldn't stand it if the grayskins would
use dwarven quality weapons, so he started to make small flaws in all
the weapons. Not balanced properly, just not the correct shape, etc. Small
enough so that they wouldn't notice, but big enough to influence fighting
with them.
It was 18 years after the departure when a human called $marcel came by his
forge. He was talking about a resistance against the grayskins, and how they
would defeat them. His words were very inspiring. Galtar made a deal with
him that he would make weapons and other stuff for them to help them set up
this resistance. The easiest way to do this would by just staying at his
forge, since here he had the materials and equipement for it.
Everytime Galtar finished something, a small halfling called $ferry would
come by and take it with him. It was a mystery how that small humanoid could
get weapons bigger as himself out of the city unnoticed, but still, he managed.
A year ago Derek, the other smith of the city overheared Galtar
talking to the halfling. He told this to the grayskins, and soon Galtar was
taking away from his home and transported to a prison cave, which was one
week away from Griffinvale.
Life there was a lot harsher than in the city. Working hard for long days,
bad food, and being whipped for not reason at all. Since Galtar often stood
up for the weaker around him, he ended up in the "special cell" quite some
times.
There he became
befriended with $stijn, a very interesting person, who sometimes talked to
him about the gods, and how they still existed. It all sounded very
convincing, and so he kept hope.
Then it was the
night when it all happened. An hour after midnight the cell door opened, and
there was a familiar face, $bevrijder...
Char costs:
Stats: 35
Skills: 37 (20 + 2 + 0 + 2 + 7 + 6)
ED: 13 (6 + 1 + 6)
Adv.: 1
Total: 85