Characters from the Age of Legends

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Enoch
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Characters from the Age of Legends

#1 Post by Enoch »

The Age of Legends has ended, and the Age of Man has taken its place. Once, many creatures and societies jostled for dominance; orcs warred against dwarves and elves, goblins preyed on the edges of every society, and creatures now called "monsters" lurked in the dark, built, fought, and died. Man was dangerous, but no more so than any other faction.

But that has changed. Mankind has won to a degree unthinkable for thousands of years, wiping out entire populations and enslaving the people and land. Man was fatally underestimated: they breed almost as fast as goblins, smith nearly as well as dwarves, learn not as deeply but faster than elves. More importantly, they bend the world to their vision, rather than molding themselves to it.

Human kingdoms now span the world, and lines on maps determine who belongs where--but there is no room for you on that map. Non-humans, as well as humans with strange powers or even strange accents, have no place here. You are hunted, despised, unwanted. True, there are a few towns and steadings willing to defy the Prince and give you succor, but not many, and not for long. You live on the benevolence of those Men raised on the Old Stories, and in those hidden places Man has yet to find.

And there are many: though Mankind may claim the world, they do not understand it, nor do they fully rule it. The land is dotted with ruined fortresses, hidden places of power, and more, where your people once built, and created works of wonder, and crafted treasures both magical and mundane. Treasures, perhaps, that could aid you in taking back what once was yours.
This thread will be for posting character sheets (complete or incomplete) ONLY. There will be another thread for walking through character creation, planning expeditions, etc.

I'm shamelessly stealing the character sheet from the Scoundrels game, because it's great and creating a new one is a lot of work. Go ahead and copy/paste into a reply:

Code: Select all

[b]NAME:[/b] -

[u]CONDITIONS[/u]
[b]Fresh:[/b] +1D to all tests until new Condition

[b]CLASS/STOCK:[/b] -
[b]LEVEL:[/b] 1
[b]Benefits:[/b]
[b]ALIGNMENT:[/b] -
[b]ORDER OF MIGHT:[/b] 3
[b]RAIMENT:[/b] -

[b]BELIEF:[/b] -
[b]GOAL:[/b] -
[b]INSTINCT:[/b] -

[u]RELATIONS[/u]
[spoiler][b]HOME:[/b] -
[b]PARENTS:[/b] -
[b]MENTOR:[/b] -
[b]FRIENDS:[/b] -
[b]ENEMIES:[/b] -[/spoiler]

[u]TRAITS & WISES[/u]
[spoiler][b]TRAIT:[/b] -
[b]TRAIT:[/b] -

[b]WISE:[/b] -
[i]Advancement:[/i] -[/spoiler]

[u]EXPERIENCE POINTS[/u]
[spoiler][b]CURRENT FATE:[/b] 0
[b]SPENT FATE:[/b] 0 / 3
[i]Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.[/i]
[b]CURRENT PERSONA:[/b] 0
[b]SPENT PERSONA:[/b] 0 / 3
[i]Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.[/i]
[b]CHECKS:[/b] 0
[i]Checks allow you to make Camp and recover from Conditions.[/i][/spoiler]

[u]ABILITIES[/u]
[spoiler][b]WILL:[/b] -
[i]Advancement:[/i] -
[b]HEALTH:[/b] -
[i]Advancement:[/i] -
[b]NATURE:[/b] 3 / 3
[i]Descriptors:[/i] -
[i]Advancement:[/i] -
[b]RESOURCES:[/b] 0
[i]Advancement:[/i] -
[b]CIRCLES:[/b] 1
[i]Advancement:[/i] -[/spoiler]

[u]SKILLS[/u]
[spoiler][b]ALCHEMIST:[/b] Will
[i]Advancement:[/i] -
[b]ARCANIST:[/b] Will
[i]Advancement:[/i] -
[b]ARMORER:[/b] Health
[i]Advancement:[/i] -
[b]CARPENTER:[/b] Health
[i]Advancement:[/i] -
[b]CARTOGRAPHER:[/b] Will
[i]Advancement:[/i] -
[b]COMMANDER:[/b] Will
[i]Advancement:[/i] -
[b]COOK:[/b] Will
[i]Advancement:[/i] -
[b]CRIMINAL:[/b] Health
[i]Advancement:[/i] -
[b]DUNGEONEER:[/b] Health
[i]Advancement:[/i] -
[b]FIGHTER:[/b] Health
[i]Advancement:[/i] -
[b]HAGGLER:[/b] Will
[i]Advancement:[/i] -
[b]HEALER:[/b] Will
[i]Advancement:[/i] -
[b]HUNTER:[/b] Health
[i]Advancement:[/i] -
[b]LABORER:[/b] Health
[i]Advancement:[/i] -
[b]LORE MASTER:[/b] Will
[i]Advancement:[/i] -
[b]MANIPULATOR:[/b] Will
[i]Advancement:[/i] -
[b]MENTOR:[/b] Will
[i]Advancement:[/i] -
[b]ORATOR:[/b] Will
[i]Advancement:[/i] -
[b]PATHFINDER:[/b] Health
[i]Advancement:[/i] -
[b]PEASANT:[/b] Health
[i]Advancement:[/i] -
[b]PERSUADER:[/b] Will
[i]Advancement:[/i] -
[b]RIDER:[/b] Health
[i]Advancement:[/i] -
[b]RITUALIST:[/b] Will
[i]Advancement:[/i] -
[b]SAILOR:[/b] Health
[i]Advancement:[/i] -
[b]SCAVENGER:[/b] Health
[i]Advancement:[/i] -
[b]SCHOLAR:[/b] Will
[i]Advancement:[/i] -
[b]SCOUT:[/b] Health
[i]Advancement:[/i] -
[b]STEWARD:[/b] Will
[i]Advancement:[/i] -
[b]STONEMASON:[/b] Health
[i]Advancement:[/i] -
[b]SURVIVALIST:[/b] Health
[i]Advancement:[/i] -
[b]THEOLOGIAN:[/b] Will
[i]Advancement:[/i] -
[b]WEAVER:[/b] Will
[i]Advancement:[/i] -[/spoiler]

[u]EQUIPMENT & INVENTORY[/u]
[spoiler][b]HEAD:[/b] -
[b]NECK:[/b] -

[b]HANDS (worn):[/b] -
[b]HANDS (worn):[/b] -
[b]HANDS (carry):[/b] -
[b]HANDS (carry):[/b] -

[b]TORSO:[/b] -
[b]TORSO:[/b] -
[b]TORSO:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK/SATCHEL:[/b] -
[b]BACKPACK:[/b] -
[b]BACKPACK:[/b] -
[b]BACKPACK:[/b] -

[b]BELT (pouch):[/b] -
[b]BELT (weapon):[/b] -
[b]BELT (skin):[/b] -
[b]FEET:[/b] -[/spoiler]

[u]MAGIC & MIRACLES[/u]
[spoiler]None.[/spoiler]
Shadrach, Demon-Hunter - Dust to Dust

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drpete
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Re: Characters from the Age of Legends

#2 Post by drpete »

NAME: Grimm Leadbelly

CONDITIONS
Fresh: +1D to all tests until new Condition

CLASS/STOCK: Adventurer/Dwarf
LEVEL: 1
Benefits: wear any armor, wield any weapon except a two-handed sword, bow and lance.
ALIGNMENT: Chaos
ORDER OF MIGHT: 3
RAIMENT: Pewter mustache beads

BELIEF: Never trust a human.
GOAL: -
INSTINCT: If I have an audience, always tell a story.

RELATIONS
HOME: Evanora's Dingle
PARENTS: - Deceased.
MENTOR: - Mordin Ironfist, Dwarven Dungeoneer
FRIENDS: Grak, the Goblin Shaman, an Alchemist
ENEMIES: Blossom, the Pixie
TRAITS & WISES
TRAIT: Born of Earth and Stone (1)
TRAIT: Thoughtful (1)
TRAIT: Foolhardy (1)

WISE: Dwarven Chronicles-Wise
Advancement: -
WISE: Fairy Tale-Wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: 3
Advancement: -
HEALTH: 5
Advancement: -
NATURE: 4 / 4
Descriptors: - Delving, Crafting, Avenging Grudges
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: 2
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: 4
Advancement: -
FIGHTER: 4
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: Will
Advancement: -
HUNTER: Health
Advancement: -
LABORER: 2
Advancement: Pass
LORE MASTER: 2
Advancement: Fail
MANIPULATOR: Will
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: 3
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: Pass
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: Will
Advancement: -
SCOUT: 2
Advancement: Pass
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: Helmet
NECK: Jade Seeing Stone Necklace (1D Treasure)

HANDS (worn): -
HANDS (worn): -
HANDS (carry): Crossbow
HANDS (carry): ^^^^^^^^^^^

TORSO: Leather Armor
TORSO: Satchel
TORSO: Rope
BACKPACK/SATCHEL: Iron Spikes (6)
BACKPACK/SATCHEL: Hammer
BACKPACK/SATCHEL: Sack, small (2)
BACKPACK: -
BACKPACK: -
BACKPACK: -

BELT (pouch): Rations, Preserved (3)
BELT (weapon): Quiver
BELT (skin): Wineskin
FEET: shoes
MAGIC & MIRACLES
None.
f1.jpg
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Last edited by drpete on Tue Mar 31, 2020 8:05 pm, edited 16 times in total.

Stirling
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Posts: 5523
Joined: Fri Nov 09, 2012 11:16 am

Re: Characters from the Age of Legends

#3 Post by Stirling »

Rough copy, to be edited.

Thief of human stock. A smuggler released from prison stretch.


NAME: - Clough, (Methuselah Barraclough), aka '
'Mouse number two'


CONDITIONS
Fresh: +1D to all tests until new Condition

CLASS/STOCK: Thief of human stock
LEVEL: 1
Benefits: wear leather armor, wield any bow and crossbow, swords, hand axes, daggers.
ALIGNMENT:  Unaligned
ORDER OF MIGHT: 3
RAIMENT: Wide-brimmed felt suede black hat with peacock feather decals.

BELIEF:  'God helps those who help themselves': An atheist with no time for formal religion and prayers, dismissive of divine intervention in the world.
GOAL:  'Coins and cleavage': to be linked to current adventure.
INSTINCT:  'Always sleep with dagger or loaded crossbow under my pillow': being wary of betrayal or hidden dangers sneaking up on you. Instinct to 'let others have a go first' links to belief of 'The early bird may get the worm but the second mouse gets the cheese'

RELATIONS
HOME: - Capital City - Metropolis
PARENTS: - deceased (this is an RPG!). Previously tenanted farmers: receve heirloom worth +1D treasure value.
MENTOR: - Falstaff, art forger and antique dealer.
FRIENDS: - Fat Jake, guard watchman.
ENEMIES: - Provost Inquisitor and Witchfinder General, Cromwell Attiticus. (well I did rob the church).

TRAITS & WISES
TRAIT:  Devil may care.
TRAIT:  Jaded
TRAIT: Loner

WISE:  Criminal Underworld wise (rogue gangs, bandit leaders, local 'fences', safe houses).
Advancement: 


EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA:  1 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.


ABILITIES
WILL: 4 f
Advancement: -
HEALTH: 4
Advancement: -
NATURE: 5 / 5
Descriptors: -
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -


SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: 2
Advancement: - p
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: 4
Advancement: -
DUNGEONEER: 2
Advancement: - p
FIGHTER: 2
Advancement: - p
HAGGLER: 2
Advancement: -
HEALER: Will
Advancement: -
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: Will
Advancement: -
MANIPULATOR: 3
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: 2
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: Will
Advancement: -
SCOUT: 3
Advancement: - p
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -


EQUIPMENT & INVENTORY
HEAD:  Wide-brimmed hat.
NECK:  Heirloom: Harmonica on cord lanyard

Left Hand (worn):  Handcuffs,
Right Hand (worn): 
Left Hand (carry):  Lantern
Right Hand (carry) dagger

TORSO:  cloak
TORSO: 
TORSO:  satchel
BACKPACK/SATCHEL:  Preserved rations x3
BACKPACK/SATCHEL:  Flasks of oil x 2
BACKPACK/SATCHEL:  small sack, hammer & crowbar
BACKPACK: 
BACKPACK: 
BACKPACK: 

BELT (pouch):  Thieves tools
BELT (weapon): 
BELT (skin):  Wineskin
FEET:  Knee length leather boots.
MAGIC & MIRACLES
None.

[img]
Clough aka Mouse number Two..jpg
Clough aka Mouse number Two..jpg (52.02 KiB) Viewed 5004 times
[/img]
Last edited by Stirling on Sat May 02, 2020 9:19 pm, edited 14 times in total.

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Rex
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Posts: 25459
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: Characters from the Age of Legends

#4 Post by Rex »

NAME: - Ganna
Age: - 16

CONDITIONS
Fresh: +1D to all tests until new Condition

CLASS/STOCK: - Witch / Human
LEVEL: 1
Benefits:
ALIGNMENT: - Neutral
ORDER OF MIGHT: 3
RAIMENT: - Red Wool Cloak

BELIEF: - Subterfuge is always the best approach
GOAL: -
INSTINCT: - Always charge my wand when making camp or returning to town

RELATIONS
HOME: - Busy Cross Roads
PARENTS: - Deceased
MENTOR: - Evanora the Witch (Survivalist)
FRIENDS: - Eric the Huntsman (Rider)
ENEMIES: -
TRAITS & WISES
TRAIT: -
TRAIT: - Quick-witted (1), Moonchild (1), Thoughtful (1), and Defender (1)

WISE: - Mytical Creature Wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 2
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 1
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 4
Advancement: -
HEALTH: - 4
Advancement: -
NATURE: 4 / 4
Descriptors: -
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 3
Advancement: -
SKILLS
ALCHEMIST: Will 3
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COMMANDER: Will
Advancement: -
COOK: 2
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
ENCHANTER: 2
Advancement: -
FIGHTER: Health
Advancement: -
HAGGLER: 2
Advancement: -
HEALER: 4
Advancement: -
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: 2
Advancement: -
MANIPULATOR: Will
Advancement: -
MENTOR: 2
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: 1
Advancement: -
SCOUT: Health
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: 2
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -
NECK: -1D Silver & Red Bloodstone Wolf Pendant

HANDS (worn): -
HANDS (worn): -
HANDS (carry): -Lantern
HANDS (carry): -

TORSO: -Red Woolen Cloak
TORSO: -Backpack
TORSO: -
BACKPACK/SATCHEL: -Oil
BACKPACK/SATCHEL: -Oil
BACKPACK/SATCHEL: -Oil
BACKPACK: -Rations, fresh
BACKPACK: -Rations, fresh
BACKPACK: -Rations, fresh

BELT (pouch): - Tinder Box
BELT (weapon): - Wand, 3 charges of Arcane Semblance
BELT (skin): - Waterskin, full
FEET: -Shoes
MAGIC & MIRACLES
Arcane Semblance.
Familiar: Tabi (Cat), Tabi came to me on the New Moon/my 16th birthday to act as my magical guide. He is a huge (25 lbs) furry black and gray cat.
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Last edited by Rex on Thu Nov 07, 2019 3:12 pm, edited 13 times in total.

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BillTheGalacticHero
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Re: Characters from the Age of Legends

#5 Post by BillTheGalacticHero »

NAME: - Tancred

CONDITIONS
Hungry : -1D to Disposition in any conflict
Afraid : - cannot help, cannot use Beginner's Luck

CLASS/STOCK: - Human / Forsaken Ridder
LEVEL: 1
Benefits:
Level 1: You have left your homeland to find fame or fortune. You may wield a lance, any polearm, or a sword for a weapon. You may wear leather or chain armor and don a helmet. You start with a war horse, limited supplies and gear, and a bonus lance-charging-wise.

ALIGNMENT: - Law
ORDER OF MIGHT: 3
RAIMENT: - An old helmet with traces of green, black, and yellow paint.
AGE: 17

BELIEF: - Might is not always right
GOAL: - Find a proper sword.
INSTINCT: - Always prepare a hidden camp

RELATIONS
HOME: - Remote Village
PARENTS: - Uctread the Elder, Thegn of Remote Village
MENTOR: -
FRIENDS: - Rickard the Peasant
ENEMIES: - Uctred the Younger (younger brother)
TRAITS & WISES
TRAIT: - Steadfast 1 Class Trait - used in session 1
TRAIT: - Thoughtful 1 Nature Trait - used in session 1
TRAIT: - Defender 1 Nature Trait

WISE: - Lance-charging-wise
Advancement: -
WISE: - Staying in the Shadows-wise
Advancement: -
Of Course! - used in session 1

EXPERIENCE POINTS
CURRENT FATE: 2 1
SPENT FATE: 1 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
Ah Hah!: rerolled 1 failed die vs Troll

CURRENT PERSONA: 0
SPENT PERSONA: 1 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
Spent a Personal somehow, Tapped Nature maybe?


CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 5
Advancement: - :D

HEALTH: - 3
Advancement: - :D

NATURE: 2 / 3
Descriptors: - Boasting, Demanding, Running
Advancement: -
Do you sit by the hearth at night drinking and boasting of your great deeds, or do you spend those chill nights quietly preparing for the dark times to come? I quietly prepare, I may increase or replace your home trait with Thoughtful or Loner.

When the elves and dwarves voice their concerns, do you demand to be heard as an equal or do you bow your head and listen to the wisdom of your elders? I listen to the wisdom of the elder ones, so no ratings change.

Would you flee from the hordes of goblins, beasts and monsters that prey on civilization or will you plunge into their midst, questing for treasure? I do not fear those who prey on civilization, I may replace my home trait with Brave, Foolhardy, or Defender.

RESOURCES: 0
Advancement: -

CIRCLES: 3
1 + 1 (friend) + 1 (enemy)
Advancement: -
SKILLS
COMMANDER: 3 Special Class Skill
Advancement: -

CRIMINAL: 2 Class Skill
Advancement: :D

FIGHTER: 3 Class Skill
Advancement: - :D

HUNTER: 2 Class Skill
Advancement: -

ORATOR: 2 Social Grace Skill
Advancement: -

PATHFINDER: 2 Specialty Skill
Advancement: - :D

RIDER: 4 Class Skill
Advancement: -

SCOUT: 2 Class Skill
Advancement: -

SURVIVALIST: Health (Beginner's Luck)
Advancement: - :cry:

ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COOK: Will
Advancement: -
DUNGEONEER: Health
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: Will
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: Will
Advancement: -
MANIPULATOR: Will
Advancement: -
MENTOR: Will
Advancement: -
PERSUADER: Will
Advancement: -
PEASANT: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: Will
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
WARHORSE ?Safely hidden? in last camp
Saddle blanket
Saddle
Bridle
Bits and spurs

HEAD: - Helmet
NECK: -

HANDS (worn): -
HANDS (worn): -
HANDS (carry): - Lance
HANDS (carry): - (ditto)

TORSO: - Saddle Blanket
TORSO: -
TORSO: -
SATCHEL: - 2 torches
SATCHEL: - 1 preserved rations
SATCHEL: -

BELT (pouch): - 2D gold
BELT (weapon): -
BELT (skin): - Water
FEET: -
MAGIC & MIRACLES
None.
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Last edited by BillTheGalacticHero on Fri May 01, 2020 11:24 am, edited 33 times in total.

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Marullus
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Posts: 18050
Joined: Fri Jan 23, 2015 1:41 am

Re: Characters from the Age of Legends

#6 Post by Marullus »

NAME: - Rumple
A servant of the enigmatic Sorcerer, he handled the contract details of those who came seeking the wizard's services.
Image
CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition to any conflict
Angry (Ob 2 Will): Can't use wises or beneficial traits
Afraid (Ob 3 Will): Can't help or use Beginner's Luck
Exhausted (Ob 3 Health): +1 Ob to all tests except Resources, Circles and recovery.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): -1D to skills, Nature, Will and Health (except recovery); can't practice, learn, advance
Dead: May not use wises, test or help.


CLASS/STOCK: - Gnome Illusionist
LEVEL: 1
Benefits:Gnomes wield human-sized weapons two-handed. They may not use shields or two-handed weapons. They may wield slings, bolas, hand crossbows and daggers one-handed. They may wear leather armor and helmets. All gnome illusionists possess one First Circle Glamour at first level. A new Glamour may be selected at the listed level.
ALIGNMENT: - Neutral
ORDER OF MIGHT: 2
RAIMENT: - A shopkeeper's tunic, yellow cravat, brown vest, green breeches, tights, and curly-toed shoes.

BELIEF: - "Nobody's smart but me!"
GOAL: -
INSTINCT: - Always make a potion when we camp.

RELATIONS
HOME: - the Sorcerer's Tower
PARENTS: - Dead
MENTOR: - Greymalkin (Persuader) a travelling bard who survived the wizard purge
FRIENDS: - Belda, a Loremaster who was librarian at the Sorcerer's tower
ENEMIES: - Queen Vespa, who promised to give him her firstborn (unbeknownst to the king)
TRAITS & WISES
TRAIT: - Meticulous
TRAIT: - Skeptical
TRAIT: - Curious
TRAIT: - Reckless

WISE: - Potions-wise
Advancement: -
WISE: - Sorcerer's Tower-wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 2
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 1
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 5
Advancement: -
HEALTH: - 4
Advancement: -
NATURE: 4 / 4
Descriptors: - Complaining, Mending, and Hiding
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: 3
Advancement: -
ARCANIST: 3
Advancement: -
ARMORER: Health
Advancement: -
ARTIFICER: 2
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: 2
Advancement: -
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: 2
Advancement: -
FIGHTER: Health
Advancement: -
HAGGLER: 2
Advancement: -
HEALER: Will
Advancement: -
HUNTER: Health
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: Will
Advancement: -
MANIPULATOR: Will
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: 2
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: 2
Advancement: -
SCOUT: 2
Advancement: -
STEWARD: 2
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -
NECK: - Straw-gold Necklace (1D Treasure)

HANDS (worn): -
HANDS (worn): -
HANDS (carry): -
HANDS (carry): -

TORSO: -
TORSO: -
TORSO: -
BACKPACK/SATCHEL: -
BACKPACK/SATCHEL: -
backpack/satchel: - (Tiny stature)
BACKPACK: -
BACKPACK: -
BACKPACK: -

BELT (pouch): -
BELT (weapon): - Dagger
BELT (skin): - Wine!
FEET: - Curly-toed shoes
MAGIC & MIRACLES
Dance of the Fireflies (First Circle): The caster summons a number of lights that dance and whirl about his head. They each provide light equivalent to a candle and are unaffected by weather; they can even give light when submerged. With a thought, the caster may send the lights down corridors or around corners, giving the appearance of a party of adventurers carrying torches. The magician may choose to end the spell before the duration if he chooses.
Factors: Number of Lights: One light, two lights, three lights, four lights
Duration (two turns free): three turns, four turns, phase
[Scribe to scroll - Ob 2]

Standard Obstacles:
Elixir: Recover from Afraid - Ob 2 Alchemist
Elixir: Recover from Angry - Ob 3 Alchemist
Elixir: Recover from Exhausted - Ob 4 Alchemist
Fireworks: for spectacle (1 use) - Ob 1 Alchemist
Fireworks: for spectacle (3 uses) - Ob 2 Alchemist
Fireworks: for spectacle (1 use) - Ob 1 Alchemist
Explosives: as weapon (+1s feint) - Ob 3 Alchemist
Explosives: as weapon (+1s maneuver) - Ob 4 Alchemist
Explosives: as weapon (+1s attack) - Ob 5 Alchemist
Potion Base: for 1st level spell - Ob 4 Alchemist
Last edited by Marullus on Mon Nov 04, 2019 9:23 pm, edited 8 times in total.

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Marullus
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Posts: 18050
Joined: Fri Jan 23, 2015 1:41 am

Re: Characters from the Age of Legends

#7 Post by Marullus »

NAME: - Big, Bad, Wolf (aka Garrick)
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CONDITIONS
Fresh: +1D to all tests until new Condition

CLASS/STOCK: - Dire Wolf Omega
LEVEL: 1
Benefits: Dire wolves are immense, intelligent wolves. They have a neck slot and two torso slots but cannot use human equipment. They can wear leather armor (barding) and metal helms (chaffrons). Dire wolves may carry items or a rider if outfitted with a harness (oh, the humiliation). Dire wolves are Might 3 creatures. They start with a single weapon chosen during character creation: Crushing Jaws, Rangy Legs, Keen Senses or Ferocious Growl.
ALIGNMENT: - Chaotic
ORDER OF MIGHT: 3
RAIMENT: - Dark gray fur (like Granny's hair)

BELIEF: - I must thin the herd of Men.
GOAL: -
INSTINCT: - Always sniff the area before we camp. (Survivalist check to secure camp site.)

RELATIONS
HOME: - Wild-Born
PARENTS: - None
MENTOR: - None
FRIENDS: - None
ENEMIES: - The Woodsman
TRAITS & WISES
TRAIT: - Loner x2
TRAIT: - Ravenous
TRAIT: - Cunning

WISE: - Human-wise
Advancement: -
WISE: - Legendary-Places-wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 2
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 1
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 3
Advancement: -
HEALTH: - 5
Advancement: -
NATURE: 4 / 4
Descriptors: - Hunting, Howling and Roving
Advancement: -
RESOURCES: N/A
Advancement:[/i] -
CIRCLES: 1
Advancement: -
SKILLS
ALCHEMIST: N/A
Advancement: -
ARCANIST: N/A
Advancement: -
ARMORER: N/A
Advancement: -
CARPENTER: N/A
Advancement: -
CARTOGRAPHER: N/A
Advancement: -
COMMANDER: Will
Advancement: -
COOK: N/A
Advancement: -
CRIMINAL: N/A
Advancement: -
DUNGEONEER: N/A
Advancement: -
FIGHTER: 3
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: Will
Advancement: -
HUNTER: 2
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: 4
Advancement: -
MANIPULATOR: 3
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: N/A
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: N/A
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: N/A
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: Will
Advancement: -
SCOUT: 3
Advancement: -
STEWARD: N/A
Advancement: -
STONEMASON: N/A
Advancement: -
SURVIVALIST: 2
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: N/A
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -
NECK: -

TORSO: -
TORSO: -

WEAPON: - Crushing Jaws (+1s Attack in Kill, Capture, Drive-off conflicts)
Fur Coat: (+1D to recover from exhausted and +1D to Health tests involving wet and cold).
MAGIC & MIRACLES
None.
Last edited by Marullus on Mon Nov 04, 2019 9:24 pm, edited 2 times in total.

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shroomofinsanity
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Posts: 318
Joined: Fri Aug 04, 2017 1:58 am

Re: Characters from the Age of Legends

#8 Post by shroomofinsanity »

NAME: -Haar Flaxfarben
Left outside the Tower for years, having to fend for himself, cooking anything he could get his hands on, he's not missing 2nd breakfast if it kills you. There are even rumours that he might have stumbled upon a house of intelligent bears, and left pretty full.
CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry:
Afraid: Can't offer help in tests

CLASS/STOCK: - Halfling Burglar
LEVEL: 1
Benefits:
ALIGNMENT: - Chaos
ORDER OF MIGHT: 3
RAIMENT: - Tenderizer hammer used as a weapon.
AGE: - ?? He is unsure exactly how long he has been in the forest and how old he was when he got there, but roughly young adult.

BELIEF: - Nothing is more important than prepping the next meal
GOAL: - Discover what tasty morsels are left behind in the caverns below
INSTINCT: - Always look for new ingredients

RELATIONS
HOME: - Sorcerer's Tower
PARENTS: -Orphan
MENTOR: - Urso the Cook
FRIENDS: - Athanor, the alchemist
ENEMIES: - Sir Gord, the Ram
TRAITS & WISES
TRAIT: - Hidden Depths (used)
TRAIT: - Adventurous (used)
TRAIT: -Thoughtful (used)

WISE: - Needs a little salt
Advancement: - Of course
WISE: - Poison
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 2 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA: 1 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 5
Advancement: -
HEALTH: - 3
Advancement: -
NATURE: 4 / 4
Descriptors: - Sneaking, riddling, merry-making
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 3
Advancement: -
SKILLS
ALCHEMIST: 2
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COMMANDER: Will
Advancement: -
COOK: 4
Advancement: -
CRIMINAL: 3
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: 3
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: Will
Advancement: -
HUNTER: 2
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: Will
Advancement: -
MANIPULATOR: 2
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: -BL-1
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: 2
Advancement: - 2 pass
SCHOLAR: Will
Advancement: -
SCOUT: 2
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: Health
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: - Helmet
NECK: - Garlic

HANDS (worn): -family grater, (think microplane zester) incorporated into the back of a glove
HANDS (worn): -
HANDS (carry): -small sack()
HANDS (carry): -lantern

TORSO: -Leather armor
TORSO: -Satchel
TORSO: - Cloak
BACKPACK/SATCHEL: -thieving tools
BACKPACK/SATCHEL: -Tinderbox
BACKPACK/SATCHEL: - small sack (1)
BACKPACK: -
BACKPACK: -
BACKPACK: -

BELT (pouch): - flask of oil (1)
BELT (weapon): - Mace (tenderizer hammer)
BELT (skin): - Water
FEET: -
MAGIC & MIRACLES
None.
Last edited by shroomofinsanity on Thu May 07, 2020 2:48 pm, edited 11 times in total.

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rossik
Ranger
Ranger
Posts: 799
Joined: Tue Oct 16, 2018 1:42 pm

Re: Characters from the Age of Legends

#9 Post by rossik »

NAME: - Durganor

CONDITIONS
Fresh: +1D to all tests until new Condition

CLASS/STOCK: - Dwarf Oathbreaker
LEVEL: 1
Benefits: Use any weapon except two-handed swords, lances and bows. You may wear leather, hide and helmets. As many oathbreakers are former soldiers, their level benefits come from the dwarf adventurer and human warrior level benefits, in addition to some class-specific benefits.
ALIGNMENT: - Unaffiliated
ORDER OF MIGHT: 3
RAIMENT: - a varied assortment of wild animal furs and hides.

BELIEF: - I will see things more incredible than a albino pigeon.
GOAL: - Kill this goblin, but not in front of the others.
INSTINCT: - Always look for good trash.

RELATIONS
HOME: - Dwarven Hold
PARENTS: - (Deceased) First mom, then dad. Both by goblin raids
MENTOR: - Old Myrtha, a aged female dwarf scavenger.
FRIENDS: - Baltor, a laborer of the mines.
ENEMIES: - Gunthor Stone Hammer, from the Council.
TRAITS & WISES
TRAIT: - Born of Earth and Stone
TRAIT: - Cunning
TRAIT: - Jaded
TRAIT: - Foolhardy

WISE: - Goblin-wise
Advancement: -
WISE: - Shelter-wise
Advancement: -
EXPERIENCE POINTS
CURRENT FATE: 0
SPENT FATE: 0 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA: 0 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 0
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 3
Advancement: -
HEALTH: - 5
Advancement: -
NATURE: 4 / 4
Descriptors: - Delving, Crafting and Avenging a Grudge.
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: 2
Advancement: -
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: 1
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: Will
Advancement: -
HUNTER: 3
Advancement: -
LABORER: 2
Advancement: -
LORE MASTER: Will
Advancement: -
MANIPULATOR: 2
Advancement: -
MENTOR: Will
Advancement: -
ORATOR: Will
Advancement: -
PATHFINDER: 2
Advancement: -
PEASANT: Health
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: Will
Advancement: -
SAILOR: Health
Advancement: -
SCAVENGER: 3
Advancement: -
SCHOLAR: Will
Advancement: -
SCOUT: 2
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: 2
Advancement: -
SURVIVALIST: 2
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: -
NECK: - Heirloom Item (1D Treasure)

HANDS (worn): -
HANDS (worn): -
HANDS (carry): - Large Sack
HANDS (carry): - [Large Sack]

LARGE SACK: - Torch (x4)
LARGE SACK: - Lantern
LARGE SACK: - [Lantern]
LARGE SACK: -
LARGE SACK: -
LARGE SACK: -

TORSO: - satchel
TORSO: - hide armor
TORSO: - (hide armor)
BACKPACK/SATCHEL: - Flask of Oil (x2)
BACKPACK/SATCHEL: - Flask of Oil (x2)
BACKPACK/SATCHEL: - Torch (x4)
BACKPACK: -
BACKPACK: -
BACKPACK: -


BELT (pouch): - Preserved Rations (x3)
BELT (weapon): - Hand Axe
BELT (skin): - Water
FEET: - Dwarfy Boots
MAGIC & MIRACLES
None.
Special Notes:
Hide Armor
Thick armor made from pelts, skins, shells or scales.
When targeted by a successful Attack or Feints in a kill,
capture or drive off conflict, roll a 1d6. On a 3+ you
reduce the thrust by -1s. Spears, bolts and arrows negate
this effect. In warm weather, wearing hide armor counts
as a fatigue factor to recover from the exhausted condi-
tion.
Cost: Ob 2, if available
Armorer factor: Ob 1
Inventory slots: Torso/worn 2
Last edited by rossik on Mon Mar 16, 2020 10:40 pm, edited 2 times in total.

Enoch
Ranger Lord
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Posts: 2040
Joined: Fri Jan 16, 2015 4:11 pm

Re: Characters from the Age of Legends

#10 Post by Enoch »

NAME: - Cú Aislin
A Seeker of the Old Gods of Blood and Bone
Image
CONDITIONS
Fresh: +1D to all tests until new Condition
Hungry and Thirsty: -1 to disposition to any conflict

Angry (Ob 2 Will): Can't use wises or beneficial traits
Afraid (Ob 3 Will): Can't help or use Beginner's Luck
Exhausted (Ob 3 Health): +1 Ob to all tests except Resources, Circles and recovery.
Injured (Ob 4 Health): -1D to skills, Nature, Will and Health (except recovery)
Sick (Ob 3 Will): -1D to skills, Nature, Will and Health (except recovery); can't practice, learn, advance


CLASS/STOCK: - Human Druid
LEVEL: 1
Benefits: You may invoke a first circle prayer from the Druid’s prayer list. You may not wear armor or helmets. You may wield daggers. You must remain neutral in the war between Law and Chaos; if you ever change your alignment you lose your druidic benefits and become a cleric of the appropriate level, dedicated to the Immortal Lords of Law or Chaos.
ALIGNMENT: - Unaffiliated
ORDER OF MIGHT: 3
RAIMENT: - horned skull mask

BELIEF: - I will guide Tancred to his Fate, or his Doom.
GOAL: - I will find this shrine and meditate on the will of the Old Gods.
INSTINCT: - Always look for a suitable site for camping.

RELATIONS
HOME: - Mountain Monastery of the Tree of Life
PARENTS: - None (taken from his parents as an infant)
MENTOR: - Niamh Maccailíni the Loremaster
FRIENDS: - Eithne Donohuei the Scholar
ENEMIES: - yes
TRAITS & WISES
TRAIT: - Dreamwalker 1
TRAIT: - Defender 2
TRAIT: - Thoughtful 1

WISE: - Omen-wise
Advancement: - Of Course!
EXPERIENCE POINTS
CURRENT FATE: 1
SPENT FATE: 1 / 3
Spend Fate to reroll all 6's as new dice, or reroll a single failed die related to your Wise.
CURRENT PERSONA: 0
SPENT PERSONA: 1 / 3
Spend Persona to tap Nature, or add +1D to a test, or reroll all failed dice on a test related to your Wise.
CHECKS: 1
Checks allow you to make Camp and recover from Conditions.
ABILITIES
WILL: - 5
Advancement: - 1P
HEALTH: - 3
Advancement: -
NATURE: 3 / 3
Descriptors: - Boasting, Demanding, Running
Advancement: -
RESOURCES: 0
Advancement: -
CIRCLES: 4
Advancement: -
SKILLS
ALCHEMIST: Will
Advancement: -
ARCANIST: Will
Advancement: -
ARMORER: Health
Advancement: -
CARPENTER: Health
Advancement: -
CARTOGRAPHER: Will
Advancement: -
COMMANDER: Will
Advancement: -
COOK: Will
Advancement: -
CRIMINAL: Health
Advancement: -
DUNGEONEER: Health
Advancement: -
FIGHTER: Health
Advancement: -
HAGGLER: Will
Advancement: -
HEALER: 2
Advancement: -
HUNTER: 2
Advancement: -
LABORER: Health
Advancement: -
LORE MASTER: 4
Advancement: - 1 passed, 1 failed
MANIPULATOR: Will
Advancement: -
MENTOR: 2
Advancement: - 1 failed
ORATOR: 3
Advancement: -
PATHFINDER: Health
Advancement: -
PEASANT: 3
Advancement: -
PERSUADER: Will
Advancement: -
RIDER: Health
Advancement: -
RITUALIST: 4
Advancement: - 1 success
SAILOR: Health
Advancement: -
SCAVENGER: Health
Advancement: -
SCHOLAR: Will
Advancement: -
SCOUT: Health
Advancement: -
STEWARD: Will
Advancement: -
STONEMASON: Health
Advancement: -
SURVIVALIST: 3
Advancement: -
THEOLOGIAN: Will
Advancement: -
WEAVER: Will
Advancement: -
EQUIPMENT & INVENTORY
HEAD: - Small wreath of leaves and herbs (spell supplies for Noden's Provender)
NECK: - silver torc (1D treasure)

HANDS (worn): -
HANDS (worn): -
HANDS (carry): - Dagger
HANDS (carry): -

TORSO: - Backpack
TORSO: - [Backpack]
TORSO: - Cloak
BACKPACK/SATCHEL: - Rushlights (6)
BACKPACK/SATCHEL: - Tinderbox
BACKPACK/SATCHEL: - Rations (fresh)
BACKPACK: - Fish (spell component for Sacrifice)
BACKPACK: - Sheaf of wheat (spell supplies for Cornucopia)
BACKPACK: - Silver knife for lancing boils (spell supplies for Quietude)

BELT (pouch): - Sack, small (2)
BELT (weapon): - Dried bird tongue (spell supplies for Wild Speak (Birds))
BELT (skin): - Empty
FEET: - Boots
MAGIC & MIRACLES
1 1st Circle prayer:
  • Noden's Provender (prevent food from spoiling)
  • Sacrifice (add +1 to shrine events table)
  • Quietude (removes Angry)
  • Ode to the Sun and Night (create torchlight/darkness)
  • Cornucopia (extend food)
  • Wild Speak (speak with animals)
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