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--- Динала --- Runes: Man Darkness Truth Type: Non-Player Character Description: Stats: Strength: 14 (70%) Constitution: 14 (70%) Size: 13 (65%) Dexterity: 19 (95%) Intelligence: 13 (65%) Power: 14 (70%) Charisma: 12 (60%) Derived Stats: DEX Strike Rank: 0 SIZ Strike Rank: 2 Damage Bonus: +1D4 Hit Points: 15 Healing Rate: 3 Magic Points: 14 Spirit Damage: 1D6+1 Movement: Ground: 8 Passions & Reputations: Reputation 5% Devotion (Daka Fall) 60% Hate (Общество) 70% Devotion (Судьба) 90% **Cults: Daka Fal - - Rune Points: 5 Elemental Runes: Water 30% Darkness 75% Earth 65% Power Runes: Man 85% Movement 70% Disorder 75% Truth 75% Condition Runes: Skills: Ручной арбалет 94% Dodge 62% Праща 89% Серп (левый) 72% Серп (правый) 92% Spirit Magic: Heal (6pts) Silence (1pts) Disruption (1pts) Rune Spells: Resurrect (3pts) Spirit Melding (2pts) Spirit Guardian (1pts) Powers: Resurrect: This ritual spell allows an adventurer to be restored to life. First, the body must be healed to at least 3 hit points. If the body is dead from disease, the disease must be eliminated or the Resurrect is futile. This spell summons the deceased spirit to approach its former body. The caster of the spell or their allied spirit must engage in spirit combat with the deceased. If the caster succeeds in causing the deceased to lose magic points, the spirit is forced back into the body and returns to full life. If the caster fails by ending the spirit combat early or being defeated, the soul returns to the Courts of Silence. Each day after the first that the dead adventurer stays dead permanently reduces their STR, CON and DEX characteristics by 1D3 points each. When any characteristic is reduced to 0 or less, that adventurer is irrevocably lost. Thus, death from characteristic loss means that the adventurer is not resurrectable. Finally, anyone dead longer than 7 days is unable to be resurrected with this spell, regardless of their characteristic points. They can only be brought back through a successful heroquest. Spirit Melding: This spell must be cast upon a friendly ancestral spirit enveloping the caster. For the spell’s duration, the spirit’s POW is added to the caster’s for purposes of resisting spirit combat and spells. If the spirit leaves the caster, the spell’s effects end. Spirit Guardian: This spell must be cast upon a friendly ancestral spirit. It sets up a mental connection, identical to that with an allied spirit (see page 277), between the spirit and the target. Each additional Rune point added to this spell adds a day’s duration to the connection. The recipient may only have one such Spirit Guardian at any given time. Melee Attacks: Серп (левый) 72% 1d6+1+1D4 SR 5 6/6 HP Серп (правый) 92% 1d6+1+1D4 SR 5 6/6 HP Ranged Attacks: Праща 89% 1d10 SR 0 0/0 HP Ручной арбалет 94% 2d4+2 SR 0 6/6 HP Hit Locations: (19-20) - Head Armor: 2 5/5 HP (16-18) - L Arm Armor: 2 4/4 HP (13-15) - R Arm Armor: 2 4/4 HP (12) - Chest Armor: 2 6/6 HP (9-11) - Abdomen Armor: 2 5/5 HP (5-8) - L Leg Armor: 2 5/5 HP (1-4) - R Leg Armor: 2 5/5 HP
** Динала ** Runes: Man Darkness Truth STR: 14, CON: 14, SIZ: 13, DEX: 19, INT: 13, POW: 14, CHA: 12, Derived Stats: Magic Points: 14, Damage Bonus: +1D4, Hit Points: 15, Movement- Ground: 8, HP: -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Passions: Reputation 5%, Devotion (Daka Fall) 60%, Hate (Общество) 70%, Devotion (Судьба) 90%, Cults: Daka Fal - - Rune Points: 5 Runes: Earth 65%, Water 30%, Darkness 75%, Truth 75%, Disorder 75%, Man 85%, Movement 70%, Skills: Ручной арбалет 94%, Серп (правый) 92%, Праща 89%, Серп (левый) 72%, Dodge 62% Spirit Magic: Heal (6pts), Silence (1pts), Disruption (1pts) Rune Spells: Resurrect (3pts), Spirit Melding (2pts), Spirit Guardian (1pts) Powers: Spirit Guardian: This spell must be cast upon a friendly ancestral spirit. It sets up a mental connection, identical to that with an allied spirit (see page 277), between the spirit and the target. Each additional Rune point added to this spell adds a day’s duration to the connection. The recipient may only have one such Spirit Guardian at any given time. Resurrect: This ritual spell allows an adventurer to be restored to life. First, the body must be healed to at least 3 hit points. If the body is dead from disease, the disease must be eliminated or the Resurrect is futile. This spell summons the deceased spirit to approach its former body. The caster of the spell or their allied spirit must engage in spirit combat with the deceased. If the caster succeeds in causing the deceased to lose magic points, the spirit is forced back into the body and returns to full life. If the caster fails by ending the spirit combat early or being defeated, the soul returns to the Courts of Silence. Each day after the first that the dead adventurer stays dead permanently reduces their STR, CON and DEX characteristics by 1D3 points each. When any characteristic is reduced to 0 or less, that adventurer is irrevocably lost. Thus, death from characteristic loss means that the adventurer is not resurrectable. Finally, anyone dead longer than 7 days is unable to be resurrected with this spell, regardless of their characteristic points. They can only be brought back through a successful heroquest. Spirit Melding: This spell must be cast upon a friendly ancestral spirit enveloping the caster. For the spell’s duration, the spirit’s POW is added to the caster’s for purposes of resisting spirit combat and spells. If the spirit leaves the caster, the spell’s effects end. Attacks: Серп (левый) 72% 1d6+1+1D4 SR 5 6/6 HP Серп (правый) 92% 1d6+1+1D4 SR 5 6/6 HP Праща 89% 1d10 SR 0 0/0 HP Ручной арбалет 94% 2d4+2 SR 0 6/6 HP Hit Locations: (19-20) - Head Armor: 2 5/5 HP (16-18) - L Arm Armor: 2 4/4 HP (13-15) - R Arm Armor: 2 4/4 HP (12) - Chest Armor: 2 6/6 HP (9-11) - Abdomen Armor: 2 5/5 HP (5-8) - L Leg Armor: 2 5/5 HP (1-4) - R Leg Armor: 2 5/5 HP