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Hastek of Tarsh
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--- Hastek of Tarsh --- Runes: Darkness Illusion Death Type: Player Character Homeland: Old Tarsh Occupation: Noble Rune Lord of Cult: Argan Argar Standard of Living: Noble Income: 200 L Ransom: 1000 L Description: Hastek is a vampire Chieftain. His Clan, the Igarni were cursed for Kinstrife as his sister went mad, allying with trolls and dark spirits and Hastek lead a rebellion against him. Hastek's folk, the Lost-Igarni were forced from their lands and resorted to banditry before being hunted down by Heort and put to the sword. Hastek rose again and fled to the swamp of Delecti where he was enslaved and transformed into a vampire. He recently fought free and is now questing to bring his folk back to unlike beside him. He seeks the swan-cloak wyter of Swanton to perform this ritual. Hastek's band now numbers 13 Stats: Strength: 30 (150%) Constitution: 17 (85%) Size: 15 (75%) Dexterity: 12 (60%) Intelligence: 17 (85%) Power: 18 (90%) Charisma: 18 (90%) Derived Stats: Magic Points: 18 Spirit Damage: 1D6+3 DEX Strike Rank: 3 SIZ Strike Rank: 1 Damage Bonus: +2D6 Hit Points: 19 Healing Rate: 3 Movement: Ground: 8 Passions & Reputations: Reputation 15% Love (Family) 60% Loyalty (Clan) 60% Loyalty (My People) 70% Devotion (Argan Argar) 60% Loyalty (Shaker Temple) 60% Honor 60% **Cults: Argan Argar - Rune Lord - Rune Points: 12 Elemental Runes: Air 20% Moon 50% Earth 10% Darkness 80% Power Runes: Harmony 50% Illusion 75% Man 50% Beast 50% Death 75% Chaos 60% Fertility 25% Movement 50% Truth 25% Stasis 50% Disorder 50% Condition Runes: Skills: **Agility (+25%)** Boat 30% Climb 90% Dodge 94% Drive (Chariot) 30% Jump 85% Swim 40% **Communication (+20%)** Act 25% Art 25% Bargain 55% Charm 80% Dance 50% Disguise 25% Fast Talk 25% Intimidate 85% Intrigue 35% Orate 95% Sing 50% Speak (Darktongue) 60% Speak (Tarshite) 70% Speak (Tradetalk) 30% **Knowledge (+15%)** Alchemy 60% Animal Lore 55% Battle 120% Celestial Lore 20% Cult Lore (Argan Argar) 75% Customs (Tarshite) 75% Evaluate 25% Farm 355% First Aid 25% Game 30% Herd 20% Homeland Lore (Local) 104% Manage Household 55% Mineral Lore 20% Peaceful Cut 25% Plant Lore 55% Read/Write (Darktongue) 45% Read/Write (Tarshite) 25% Survival 35% Treat Disease 20% Treat Poison 20% **Magic (+15%)** Meditate 55% Prepare Corpse 25% Spirit Combat 50% Worship (Argan Argar) 55% **Manipulation (+35%)** Conceal 40% Craft (Arms) 75% Devise 40% Play Instrument 120% Sleight 45% **Perception (+15%)** Insight (Human) 65% Listen 75% Scan 90% Search 40% Track 20% **Stealth (+0%)** Hide 75% Move Quietly 70% **Melee (+35%)** 1H Axe 45% 1H Hammer 45% 1H Mace 50% 1H Spear 50% 2H Axe 40% 2H Hammer 40% 2H Mace 45% 2H Spear 50% Battle Axe 115% Broadsword 170% Dagger 95% Fist 85% Grapple 95% Kick 50% Kopis 45% Lance 105% Pike 50% Quarterstaff 50% Rapier 40% Shortsword 45% **Ranged (+35%)** Arbalest 45% Axe, Throwing 45% Composite Bow 60% Crossbows 60% Dagger, Throwing 95% Javelin 120% Pole Lasso 40% Rock 50% Self Bow 40% Sling 40% Staff Sling 45% Throwing Dagger 45% Thrown Axe 45% **Shield (+35%)** Large Shield 115% Medium Shield 120% Small Shield 50% Spirit Magic: Glamour (2pts) Darkwall (2pts) Demoralize (2pts) Rune Spells: Dark Walk (1pts) Create Shadow (1pts) Suppress Lodril (3pts) Powers: Weaknesses: Vampires have several weaknesses. Vivamort was a renegade from Death, and many of his followers are renegades from various Death cults. Vampires are greatly affected by the determined presentation of the Death Rune by one consecrated (initiate or higher) to a Death cult. The Rune causes damage on touch and acts as a focus for a highly effective Disruption spell. Forceful display of the Rune gains the individual a measure of personal protection from vampires and a method of attack also. Vampires will usually not directly attack the presenter, but may order initiates, or available skeletons, zombies, etc., to do so. Drink Blood: A vampire may drink the blood of any being with an INT of 5 or more and a POW of 5 or more. Vampires do not drink from non-sentients. This takes hit points from their victim and transfers them immediately to the vampire. Again, hit points cannot be increased beyond the normal maximum for the vampire. Turn to Smoke: Once any hit location has been reduced to 0 or fewer hit points, the vampire will turn into smoke at the end of that melee round and regain its hit points at a rate of 1 per melee round. If the vampire takes damage to exceed its hit points, although all hit locations are intact, it will again turn into smoke. It can do so at whim. Magic Point Drain: A victim hit by a vampire's touch must match their POW against the magic points of the vampire, whether the touch penetrated armor or not. If the vampire wins the contest, the victim gives 1D4 magic points to the vampire. Turn to Bat or Wolf: Can transform into a bat or wolf at a whim. Melee Attacks: Broadsword 170% 1D8+1+2D6 SR 6 12/12 HP Medium Shield 120% 1D4+2D6 SR 7 12/12 HP Malingur (Broadsword) 170% 2d8+2+2D6 SR 7 16/16 HP Ranged Attacks: Thrown Javelin 120% 1D10+2D3 SR 3 8/8 HP Rng 20 Hit Locations: (19-20) - Head Armor: 8 6/7 HP (16-18) - L Arm Armor: 8 5/6 HP (13-15) - R Arm Armor: 8 5/6 HP (12) - Chest Armor: 9 7/8 HP (9-11) - Abdomen Armor: 9 6/7 HP (5-8) - L Leg Armor: 9 6/7 HP (1-4) - R Leg Armor: 9 6/7 HP Equipment: Bronze cuirass (6pts) Bronze greaves (6pts) Closed helmet (5pts) cultural weapons two riding animals noble clothing (60L) 200 L in coing 450 L in jewelry, vessels and luxury goods
** Hastek of Tarsh ** Runes: Darkness Illusion Death Homeland: Old Tarsh, Occupation: Noble, Rune Lord of Cult: Argan Argar STR: 30, CON: 17, SIZ: 15, DEX: 12, INT: 17, POW: 18, CHA: 18, Derived Stats: Damage Bonus: +2D6, Hit Points: 19, Magic Points: 18, 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: Loyalty (Clan) 60%, Loyalty (My People) 70%, Devotion (Argan Argar) 60%, Loyalty (Shaker Temple) 60%, Honor 60%, Reputation 15%, Love (Family) 60%, Cults: Argan Argar - Rune Lord - Rune Points: 12 Runes: Air 20%, Moon 50%, Earth 10%, Darkness 80%, Stasis 50%, Disorder 50%, Movement 50%, Truth 25%, Beast 50%, Death 75%, Harmony 50%, Illusion 75%, Man 50%, Fertility 25%, Chaos 60%, Skills: Farm 355%, Broadsword 170%, Battle 120%, Play Instrument 120%, Medium Shield 120%, Javelin 120%, Battle Axe 115%, Large Shield 115%, Lance 105%, Homeland Lore (Local) 104%, Dagger, Throwing 95%, Grapple 95%, Orate 95%, Dagger 95% Spirit Magic: Glamour (2pts), Darkwall (2pts), Demoralize (2pts) Rune Spells: Suppress Lodril (3pts), Dark Walk (1pts), Create Shadow (1pts) Powers: Weaknesses: Vampires have several weaknesses. Vivamort was a renegade from Death, and many of his followers are renegades from various Death cults. Vampires are greatly affected by the determined presentation of the Death Rune by one consecrated (initiate or higher) to a Death cult. The Rune causes damage on touch and acts as a focus for a highly effective Disruption spell. Forceful display of the Rune gains the individual a measure of personal protection from vampires and a method of attack also. Vampires will usually not directly attack the presenter, but may order initiates, or available skeletons, zombies, etc., to do so. Drink Blood: A vampire may drink the blood of any being with an INT of 5 or more and a POW of 5 or more. Vampires do not drink from non-sentients. This takes hit points from their victim and transfers them immediately to the vampire. Again, hit points cannot be increased beyond the normal maximum for the vampire. Turn to Smoke: Once any hit location has been reduced to 0 or fewer hit points, the vampire will turn into smoke at the end of that melee round and regain its hit points at a rate of 1 per melee round. If the vampire takes damage to exceed its hit points, although all hit locations are intact, it will again turn into smoke. It can do so at whim. Magic Point Drain: A victim hit by a vampire's touch must match their POW against the magic points of the vampire, whether the touch penetrated armor or not. If the vampire wins the contest, the victim gives 1D4 magic points to the vampire. Turn to Bat or Wolf: Can transform into a bat or wolf at a whim. Attacks: Malingur (Broadsword) 170% 2d8+2+2D6 SR 7 16/16 HP Broadsword 170% 1D8+1+2D6 SR 6 12/12 HP Medium Shield 120% 1D4+2D6 SR 7 12/12 HP Thrown Javelin 120% 1D10+2D3 SR 3 8/8 HP Rng 20 Hit Locations: (19-20) - Head Armor: 8 6/7 HP (16-18) - L Arm Armor: 8 5/6 HP (13-15) - R Arm Armor: 8 5/6 HP (12) - Chest Armor: 9 7/8 HP (9-11) - Abdomen Armor: 9 6/7 HP (5-8) - L Leg Armor: 9 6/7 HP (1-4) - R Leg Armor: 9 6/7 HP Equipment: Bronze cuirass (6pts), Bronze greaves (6pts), Closed helmet (5pts), cultural weapons, two riding animals, noble clothing (60L), 200 L in coing, 450 L in jewelry, vessels and luxury goods,