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Illaro
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--- Illaro --- Runes: Fertility Man Water Type: Player Character Homeland: Old Tarsh Occupation: Heavy Infantry Initiate of Cult: Yelmalio Standard of Living: Free Income: 60 L Ransom: 500 L Description: Desertor Lunar Abuelo 1582 Estuvo presente en la Batalla del Pico del Oso Pardo. Sobrevive. Participa en la Batalla de Alda-Chur y sobrevive 1597 Lucha en el País Sagrado y sobrevive 1602 Campaña de Hogar del Audaz Devorado por el Murciélago Carmesí. El alma de tu abuelo deja de existir. Adquieres la pasión Odio (Caos) al 70% Padre 1608 Lucha en la Primera invasión de Prax Sobrevive a numerosas emboscadas. Adquieres la pasión Odio (praxianos) 1610 Presencia cómo Jar-eel libera al rey Bendecido por Jar-eel la Cuchilla. Adquieres la pasión Amor (Jar-eel la Cuchilla) 1615 Lucha en la Campaña de los Pastizales. Sobrevive 1618 Permanece en Nochet y ve cómo los bárbaros occidentales saquean los campos 1619 Lucha en la Campaña de los hendrikingas. Sobrevive 1620 Lucha en la Campaña por la Tierra Heortlinga Devorado por el Murciélago Carmesí. El alma de tu progenitor deja de existir. Adquieres la pasión Odio (Imperio Lunar) al 70% Illaro 1622 Luchas en la Guerra civil de Esrolia 1623 Participa en el Asedio de Nochet . Sobrevives. Añades +5% a la habilidad Batalla. 1624 Participas en la Batalla del Vado de Pennel Te enfrentas a Harrek el Bersérker y vives para contarlo. Adquieres la pasión Miedo (Harrek el Bersérker) y añades +5% a la habilidad Batalla. Ganas +1D3% de Reputación 1625 Luchas contra los praxianos en la Liberación de Pavis Sobrevives. Añades +5% a la habilidad Batalla Stats: Strength: 15 (75%) Constitution: 18 (90%) Size: 16 (80%) Dexterity: 15 (75%) Intelligence: 15 (75%) Power: 12 (60%) Charisma: 8 (40%) Derived Stats: Healing Rate: 3 Magic Points: 12 Spirit Damage: 1D6 DEX Strike Rank: 2 SIZ Strike Rank: 1 Damage Bonus: +1D4 Hit Points: 19 Movement: Ground: 8 Passions & Reputations: Hate (Caos) 70% Love (Family) 60% Hate (Imperio Lunar) 70% Loyalty (Shaker Temple) 60% Love (Jar-Eel La Cuchilla) 60% Honor 70% Reputation 12% Loyalty (Clan) 60% Hate (Praxianos) 60% **Cults: Yelmalio - Initiate - Rune Points: 3 Elemental Runes: Air 25% Earth 50% Water 60% Darkness 25% Fire/Sky 20% Power Runes: Beast 25% Illusion 50% Stasis 50% Harmony 50% Disorder 50% Man 75% Truth 50% Movement 50% Fertility 75% Death 25% Condition Runes: Skills: **Agility (+5%)** Boat 10% Climb 45% Dodge 35% Drive (Chariot) 10% Jump 50% Ride (Horse) 10% Ride (Horse) 10% Swim 20% **Communication (-5%)** Charm 10% Dance 10% Intimidate 10% Orate 5% Sing 35% Speak (Flamespeech) 35% Speak (Tarshite) 45% Speak (Tradetalk) 15% **Knowledge (+5%)** Animal Lore 10% Battle 60% Celestial Lore 25% Cult Lore (Yelmalio) 20% Customs (Tarshite) 30% Elder Race Lore (Elves) 10% Evaluate 15% Farm 30% First Aid 40% Game 20% Herd 10% Homeland Lore (Local) 35% Manage Household 15% Mineral Lore 10% Peaceful Cut 15% Plant Lore 10% Survival 50% Treat Disease 10% Treat Poison 10% **Magic (+0%)** Meditate 20% Prepare Corpse 10% Spirit Combat 35% Worship (Yelmalio) 20% **Manipulation (+10%)** Conceal 15% Craft (Arms) 20% Devise 15% Play Instrument 15% Sleight 20% **Perception (+5%)** Insight (Species) 25% Listen 50% Scan 50% Search 30% Track 10% **Stealth (+5%)** Hide 15% Move Quietly 15% **Melee (+10%)** 1H Axe 20% 1H Hammer 20% 1H Mace 25% 1H Spear 85% 2H Axe 15% 2H Hammer 15% 2H Mace 20% 2H Spear 40% Battle Axe 35% Broadsword 30% Dagger 35% Fist 35% Grapple 35% Greatsword 15% Kick 25% Kopis 70% Lance 15% Pike 25% Quarterstaff 25% Rapier 15% Shortsword 20% Whip 15% **Ranged (+10%)** Arbalest 20% Axe, Throwing 20% Composite Bow 25% Crossbows 35% Dagger, Throwing 15% Elf Bow 15% Javelin 30% Pole Lasso 15% Rock 25% Self Bow 15% Sling 15% Staff Sling 20% Throwing Dagger 20% Thrown Axe 20% **Shield (+10%)** Large Shield 85% Medium Shield 40% Small Shield 25% Spirit Magic: Light (0pts) Strength (0pts) Coordination (2pts) Rune Spells: Catseye (1pts) Sunbright (2pts) Melee Attacks: Kopis 70% 1D8+1+1D4 SR 5 12/12 HP Large Shield 85% 1D6+1D4 SR 6 16/16 HP 1H Short Spear 85% 1D6+1+1D4 SR 5 10/10 HP Ranged Attacks: Thrown Javelin 30% 1D10+1D2 SR 2 8/8 HP Rng 20 Hit Locations: (19-20) - Head Armor: 5 7/7 HP (16-18) - L Arm Armor: 5 6/6 HP (13-15) - R Arm Armor: 5 6/6 HP (12) - Chest Armor: 5 8/8 HP (9-11) - Abdomen Armor: 5 7/7 HP (5-8) - L Leg Armor: 5 7/7 HP (1-4) - R Leg Armor: 5 7/7 HP Equipment: Heavy scale hauberk or disk plate cuirass (5pts) Studded leather skirt (3pts) Plate greaves & vambraces (6pts) Closed helmet (5pts) Appropriate weapons 1D3 distinctive scars Sleeping roll Good clothing 20 L in coins War booty worth 2xD100 L Un lingote de hierro u otro metal rúnico puro; pesa 1D3 CRG y puede ser forjado como arma, armadura u otro objeto. Un objeto de hierro no encantado tiene los puntos de golpe o armadura habituales multiplicados por 1,5. Cada punto de CRG reduce en–5% la probabilidad del usuario para lanzar conjuros, y lo mismo ocurre con los conjuros mágicos lanzados sobre el usuario. Los objetos encantados operan de manera normal
** Illaro ** Runes: Fertility Man Water Homeland: Old Tarsh, Occupation: Heavy Infantry, Initiate of Cult: Yelmalio STR: 15, CON: 18, SIZ: 16, DEX: 15, INT: 15, POW: 12, CHA: 8, Derived Stats: Damage Bonus: +1D4, Hit Points: 19, Magic Points: 12, Movement- Ground: 8, HP: -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Passions: Reputation 12%, Loyalty (Clan) 60%, Hate (Praxianos) 60%, Honor 70%, Love (Family) 60%, Hate (Imperio Lunar) 70%, Loyalty (Shaker Temple) 60%, Love (Jar-Eel La Cuchilla) 60%, Hate (Caos) 70%, Cults: Yelmalio - Initiate - Rune Points: 3 Runes: Earth 50%, Water 60%, Darkness 25%, Fire/Sky 20%, Air 25%, Stasis 50%, Man 75%, Truth 50%, Harmony 50%, Disorder 50%, Death 25%, Movement 50%, Fertility 75%, Beast 25%, Illusion 50%, Skills: Large Shield 85%, 1H Spear 85%, Kopis 70%, Battle 60%, Jump 50%, Survival 50%, Scan 50%, Listen 50%, Speak (Tarshite) 45%, Climb 45%, First Aid 40%, 2H Spear 40%, Medium Shield 40%, Grapple 35% Spirit Magic: Coordination (2pts), Light (0pts), Strength (0pts) Rune Spells: Catseye (1pts), Sunbright (2pts) Attacks: Kopis 70% 1D8+1+1D4 SR 5 12/12 HP Large Shield 85% 1D6+1D4 SR 6 16/16 HP 1H Short Spear 85% 1D6+1+1D4 SR 5 10/10 HP Thrown Javelin 30% 1D10+1D2 SR 2 8/8 HP Rng 20 Hit Locations: (19-20) - Head Armor: 5 7/7 HP (16-18) - L Arm Armor: 5 6/6 HP (13-15) - R Arm Armor: 5 6/6 HP (12) - Chest Armor: 5 8/8 HP (9-11) - Abdomen Armor: 5 7/7 HP (5-8) - L Leg Armor: 5 7/7 HP (1-4) - R Leg Armor: 5 7/7 HP Equipment: Heavy scale hauberk or disk plate cuirass (5pts), Studded leather skirt (3pts), Plate greaves & vambraces (6pts), Closed helmet (5pts), Appropriate weapons, 1D3 distinctive scars, Sleeping roll, Good clothing, 20 L in coins, War booty worth 2xD100 L, Un lingote de hierro u otro metal rúnico puro; pesa 1D3 CRG y puede ser forjado como arma, armadura u otro objeto. Un objeto de hierro no encantado tiene los puntos de golpe o armadura habituales multiplicados por 1,5. Cada punto de CRG reduce en–5% la probabilidad del usuario para lanzar conjuros, y lo mismo ocurre con los conjuros mágicos lanzados sobre el usuario. Los objetos encantados operan de manera normal,