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Arim Luroden
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--- Arim Luroden --- Runes: Fire/Sky Truth Movement Type: Player Character Homeland: Sartar Occupation: Philosopher Initiate of Cult: Lhankor Mhy Standard of Living: Noble Income: 500 L Ransom: 500 L Description: Free Int: 23 + 2 Enh Int - 3 spell (SolM, Steal Life e Dominate)= 22 Tatuaggio: Runa fire con iscritto Enhanced Int. Tatuaggio: Runa fire con iscritto Conflagration Spilla simbolo casata: Power Spirit 12 mp--no shield--no metal armor Book) +100 parata x2ap no fumble Magic Routine: +2 int x 1 Season---WaW 7x4week ---SoLM 11x1week All common Divine magic: Dismiss Magic, Extension, Find Enemy, Heal Wound, Multispell, Spirit Block, Warding. Resistence normal cold +3 ap rune di protezione Auros Book: +10 Cast Spell - Cult lore Auros 100% - +20% study new spell or enchant - 1/2 casting time +4 intesity range & duration - 1% pass megic resistence*intensity. Le resistenze contro i gaze Attack mortali le cannerai solo con 01-05. Inoltre contro i gaze Attack di altro tipo tirerai due volte e prenderai il risultato migliore gift d8 for fire- 3 sr +powVspow -15megic resistence Stats: Strength: 12 (60%) Constitution: 12 (60%) Size: 9 (45%) Dexterity: 16 (80%) Intelligence: 23 (115%) Power: 20 (100%) Charisma: 14 (70%) Derived Stats: Healing Rate: 2 Magic Points: 20 Spirit Damage: 1D6+3 DEX Strike Rank: 1 SIZ Strike Rank: 2 Damage Bonus: 0 Hit Points: 13 Movement: Ground: 8 Ground: 8 Ground: 8 Passions & Reputations: Loyalty (Milym) 50% Love (Wisdom) 60% Loyalty (Clan) 60% Loyalty (Auros) 60% Loyalty (Tribe) 60% Loyalty (Fazzur Wideread) 40% Love (Knowledge) 60% Loyalty (Temple) 60% Hate (Colymar Clan) 60% Reputation 24% Hate (Troll) 60% Love (Family) 60% Loyalty (Lankor Mhy) 60% Devotion (Family/Homeland Clan) 60% **Cults: Lhankor Mhy - Initiate - Rune Points: 12 Auros - God Talker Rune Points: 4 Elemental Runes: Air 60% Moon 20% Darkness 40% Fire/Sky 100% Power Runes: Man 45% Harmony 50% Movement 75% Beast 25% Stasis 25% Disorder 50% Illusion 20% Fertility 50% Death 50% Truth 80% Condition Runes: Skills: **Agility (+10%)** Boat 15% Climb 52% Dodge 67% Drive (Chariot) 15% Jump 58% Ride (Horse) 19% Ride (Horse) 19% Swim 25% **Communication (+20%)** Act 25% Art 25% Bargain 25% Charm 35% Dance 35% Disguise 25% Fast Talk 25% Intimidate 35% Intrigue 25% Orate 55% Sing 50% Speak (Tradetalk) 68% **Knowledge (+20%)** Alud Wirmish (Alud Wirmish) 34% Animal Lore 25% Auros Cult lore (Auros Cult Lore) 95% Battle 30% Celestial Lore 25% Cult Lore (Lankhor Mhy) 35% Dragon Kill War (Dragon Kill War) 43% Elder Race Lore (Elves) 25% Evaluate 30% Farm 50% First Aid 39% Game 35% Herd 35% Homeland Lore (Local) 50% Illumination (Illumination) 81% Library Use 37% Lore (Ancient History Sartar/Tarsh) 50% Lore (Remove Traps) 45% Manage Household 30% Map Making (Map Making) 41% Mineral Lore 25% Peaceful Cut 30% Plant Lore 25% Read/Write (Eortling) 120% Survival 35% Treat Disease 25% Treat Poison 25% Worship Auros (Worship Auros) 44% **Magic (+10%)** Dismiss Magic (Dismiss Magic) 45% Dominate Humanoid (Dominate Humanoid) 66% Meditate 55% Mend Flash (Mend Flash) 23% Prepare Corpse 20% Sorcery (Conflagration) 119% Sorcery (Enhance Int) 56% Sorcery (Geomancy) 28% Sorcery (Solace Of Logical Mind) 78% Sorcery (Solace Of Logical Mind) 78% Sorcery (Ward Against Weapons) 83% Spirit Combat 66% Steal Life 45% Worship (Lankhor Mhy) 32% **Manipulation (+25%)** Conceal 30% Craft (Arms) 35% Devise 30% Play Instrument 30% Sleight 35% **Perception (+20%)** Insight (Species) 43% Listen 48% Scan 62% Search 55% Track 25% **Stealth (+15%)** Hide 25% Move Quietly 25% **Melee (+25%)** 1H Axe 35% 1H Hammer 35% 1H Mace 40% 1H Spear 40% 2H Axe 30% 2H Hammer 30% 2H Mace 35% 2H Spear 40% Battle Axe 45% Broadsword 82% Broadsword (Broadsword) 86% Dagger 50% Fist 50% Grapple 50% Greatsword 30% Kick 40% Kopis 35% Lance 30% Pike 40% Quarterstaff 40% Rapier 30% Shortsword 35% Whip 30% **Ranged (+25%)** Arbalest 35% Axe, Throwing 35% Composite Bow 40% Crossbows 50% Dagger, Throwing 30% Elf Bow 30% Javelin 45% Pole Lasso 30% Rock 40% Self Bow 30% Sling 30% Staff Sling 35% Throwing Dagger 35% Thrown Axe 35% **Shield (+25%)** Large Shield 50% Medium Shield 85% Small Shield 40% Spirit Magic: Protection (Su Armband) (4pts) Spirit Screen (On Auros Tattoed Rune) (10pts) Rune Spells: Analyze Magic (1pts) Dismiss Magic (1pts) Knowledge (Points Touch, Temporal, Nonstackable This Spell Allows The User To Read The History Of The Item Touched. Any Information That Cannot Be Assimilated Fully Within The 15 Minutes Of The Spell Is Missed. If The Item Has A Long History, The Spell Starts At The Beginning, Unless The Caster Dictates A Specific Time At Which To Start.) (2pts) Translate (1 Point Touch, Temporal, Nonstackable This Spell Translates All Words Touched By The Target’s Index Finger At Normal Reading Speed (About 3,000 Written Words In 15 Minutes), Leaving An Impression Of The Meaning Afterwards, In A Manner That Aids In Translations Of The Same Language Or Script. Untranslatable Words Are Not Translated, Though The Target Receives An Idea Of The Word’s Meaning.) (1pts) Find Substance (Find (Iron) Rune Varies Depending On Substance 1 Point Ranged, Temporal, Nonstackable This Spell Informs The Caster Of The Presence Of The Substance Sought By Giving It A Slight Identifying Glow (Or Similar Effect For Non-Visual Senses) That Is Visible Only To The Caster. This Spell Can Detect Hidden Objects Of The Desired Substance Unless They Are Behind Three Or More Meters Of Stone, Soil, Or Metal.) (1pts) Shield (1pts) Powers: Mend Flesh: 3 Points Ranged, Passive, Instant This spell heals 1D3 points of damage to a hit location. At strength 4 it heals 1D6 points of damage, at strength 8 it heals 2D6 points of damage, at strength 12 it heals 3D6 points of damage, and so on. The spell can reattach severed limbs (if the severed part is present and joined to the wound) and even repair maimed limbs if the location is fully healed by the spell. Wounds healed with this spell bear no scars. Dominate (Humanoid): 2 Points Ranged, Active, Temporal This is an assortment of spells, each tied to a single species of humanoid creature with the Man Rune. To cast a Dominate spell at the correct species requires a spell strength of at least half the target’s magic points. Casting a Dominate spell at the wrong species (but still humanoid) requires a spell strength equal to or higher than the target’s magic points. Example: Dominate Human requires strength 6 to affect a human with 12 magic points, while Dominate Centaur requires at least strength 12 to affect that same human. If the target fails to resist the strength of the Dominate spell with their POW, the target falls under the caster’s dom- ination. If the caster tries to force the target to perform an exceedingly repugnant action (strongly contrary to a Rune or Passion), it gets an immediate opportunity to try to invoke that ability and break free. Solace Of The Logical Mind: 2 Points Ranged, Passive, Temporal This spell defends the subject from the effects of mindaltering magic, including Befuddle or a vampire’s Enthrall, for the duration of the spell. If the subject is unwilling, the caster must overcome the subject’s magic points with the spell’s levels of strength. While the spell is in effect, the caster cannot invoke any Passion or augment any ability with that Passion. Geomancy: 3 Points Ranged, Active, Temporal The spell helps locate a desired thing or entity upon a symbolic representation of an area within range. This could be a map, painting of a location, or even marks in the dirt or a crude charcoal sketch. The caster uses a stick, pendulum, or even a finger and must state what they are trying to locate on the map. If successful, they learn the corresponding location on the map to where the thing or entity currently is, if the thing or entity is currently somewhere that corresponds to a location on the map and is within the range of the spell. Enhance Int: 2 Points Touch, Passive, Temporal This spell temporarily increases the INT of the target by 1. Every 4 levels of strength added to the spell increases the target’s INT by +1. Thus, if the spell’s strength is increased by 8 magic points, it adds +3 to the target’s INT for the duration of the spell. This spell affects the Free INT of the target during the spell’s duration, and can increase the target’s INT beyond species maximum. Conflagration: 2 Points Ranged, Active, Temporal This spell summons a fire into existence at a place within the range of the spell. The intensity of the fire depends on the strength of the spell: Conflagration Intensity Strength Brightness Damage/ Melee Round 1–3 Candle 1D3 4–7 Torch 1D6 8–11 Raging fire, hot enough to melt tin 2D6 12–15 Intense fire hot enough to melt lead 3D6 16–19 Hot enough to melt bronze, copper, gold, or silver 4D6 20+ Hot enough to melt iron 5D6 The fire does not move, although it will spread if flammable material is nearby. If it is cast at a living person, it does damage based on the strength of the spell until the target moves away. Strength Area Volume 1–3 Candle – size of a candle flame 4–7 Torch – size of a torch flame 8 & above bucketsized – size of a small forge – enough to work metal. Neutralize Magic: 2 Points Ranged, Passive, Temporal This spell neutralizes any spell with duration if it overcomes the strength of the target spell on the resistance table. Rune magic has a strength of 2 for every Rune point used to cast the Rune spell. The Neutralize Magic spell’s strength must be at least half that of the spell in question. If the spell’s strength is twice or more the target spell’s strength, the spell automatically neutralizes the target spell. A spell that has been neutralized has no effect for the duration of the Neutralize Magic spell. If the spell’s duration exceeds that of the Neutralize Magic spell, it has effect when the Neutralize Magic spell has expired. Ward Against Weapons: 2 Points Ranged, Passive, Temporal This spell protects only the body of the target (not their possessions). The total damage done to a protected creature or object must overcome the strength of the spell using the resistance table. If the damage overcomes the spell’s strength, then the full force of the damage affects the target. The target’s armor then absorbs as much of the damage as it can. If the damage does not overcome the spell, then the blow does no damage to the target. The spell protects the target for its full duration. If it is combined with the Shield Rune spell or the Protection spirit magic spell, the damage is first matched against the resistance table and then, if it passes through the target, is absorbed by the Protection or Shield spells and any armor worn by the target. Steal Life: 1d6 mp che rigenera temporaneamente il mago Spirits & Matrices: Gordelor - Pow: 12, Cha: 0, Int: 0, MP: 12 Melee Attacks: Broadsword 86% 1D8+1 SR 5 12/12 HP Steel Shield 85% 1d6+1 SR 6 24/24 HP Medium Shield 85% 1D4 SR 6 12/12 HP Ranged Attacks: Light Crossbow 50% 2D4+2 SR 1 6/6 HP Rng 100 Hit Locations: (19-20) - Head Armor: 7 5/5 HP (16-18) - L Arm Armor: 7 4/4 HP (13-15) - R Arm Armor: 7 4/4 HP (12) - Chest Armor: 7 6/6 HP (9-11) - Abdomen Armor: 7 5/5 HP (5-8) - L Leg Armor: 7 5/5 HP (1-4) - R Leg Armor: 7 5/5 HP Equipment: Two Ancient History books *50 L in coin *Iron Braodsword + rampino in bronzo Laccio di cuoio intrecciato con artiglio d'orso 🐻 come pendente ( 12 cm), contiene un Power Spirit 15 Pow e 4 punti liberi Armband in argento con matrice di protecton 4 e 12 mp Runepool 6 + 5 Auros Medaglione a forma di pergamena Shrine portatile Spilla pietroline oro argento Pergamena steal life Pietra 10 mp *Spilla con Power spirit 12 mp Contenitore 14 mp bracciale argento 12 mp opale di fuoco da 11 mp Bracciale runa conoscenza con 26 mp Loyalty Milim 60 (the crimson witch) ---totali: 214 mp --- 22-11-22-22-10-10-1-1 Lunar 467 +97 wheel corona: vista creazione-2 gemme maggiori di invulmerabilita tot 15 sr (att e pass)- 7 minori danno fisico 4 3 magico. Collarino acciaio: la via dell'eroe è la via della sofferenza, la via della sofferenza è la via della vittoria. with shield: apx2 +100 percentuale scudo + no fumble + 1hp al critico + no disarm Posso levitare col libro a volere mov 1
** Arim Luroden ** Runes: Fire/Sky Truth Movement Homeland: Sartar, Occupation: Philosopher, Initiate of Cult: Lhankor Mhy STR: 12, CON: 12, SIZ: 9, DEX: 16, INT: 23, POW: 20, CHA: 14, Derived Stats: Damage Bonus: 0, Hit Points: 13, Magic Points: 20, Movement- Ground: 8, Ground: 8, Ground: 8, HP: -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 Passions: Loyalty (Tribe) 60%, Loyalty (Fazzur Wideread) 40%, Love (Wisdom) 60%, Loyalty (Clan) 60%, Loyalty (Auros) 60%, Love (Knowledge) 60%, Loyalty (Temple) 60%, Hate (Colymar Clan) 60%, Loyalty (Lankor Mhy) 60%, Devotion (Family/Homeland Clan) 60%, Reputation 24%, Hate (Troll) 60%, Love (Family) 60%, Loyalty (Milym) 50%, Cults: Lhankor Mhy - Initiate - Rune Points: 12 Auros - God Talker Rune Points: 4 Runes: Darkness 40%, Fire/Sky 100%, Air 60%, Moon 20%, Harmony 50%, Movement 75%, Man 45%, Beast 25%, Disorder 50%, Illusion 20%, Fertility 50%, Stasis 25%, Truth 80%, Death 50%, Skills: Read/Write (Eortling) 120%, Sorcery (Conflagration) 119%, Auros Cult lore (Auros Cult Lore) 95%, Broadsword (Broadsword) 86%, Medium Shield 85%, Sorcery (Ward Against Weapons) 83%, Broadsword 82%, Illumination (Illumination) 81%, Sorcery (Solace Of Logical Mind) 78%, Sorcery (Solace Of Logical Mind) 78%, Speak (Tradetalk) 68%, Dodge 67%, Spirit Combat 66%, Dominate Humanoid (Dominate Humanoid) 66% Spirit Magic: Protection (Su Armband) (4pts), Spirit Screen (On Auros Tattoed Rune) (10pts) Rune Spells: Dismiss Magic (1pts), Knowledge (Points Touch, Temporal, Nonstackable This Spell Allows The User To Read The History Of The Item Touched. Any Information That Cannot Be Assimilated Fully Within The 15 Minutes Of The Spell Is Missed. If The Item Has A Long History, The Spell Starts At The Beginning, Unless The Caster Dictates A Specific Time At Which To Start.) (2pts), Translate (1 Point Touch, Temporal, Nonstackable This Spell Translates All Words Touched By The Target’s Index Finger At Normal Reading Speed (About 3,000 Written Words In 15 Minutes), Leaving An Impression Of The Meaning Afterwards, In A Manner That Aids In Translations Of The Same Language Or Script. Untranslatable Words Are Not Translated, Though The Target Receives An Idea Of The Word’s Meaning.) (1pts), Find Substance (Find (Iron) Rune Varies Depending On Substance 1 Point Ranged, Temporal, Nonstackable This Spell Informs The Caster Of The Presence Of The Substance Sought By Giving It A Slight Identifying Glow (Or Similar Effect For Non-Visual Senses) That Is Visible Only To The Caster. This Spell Can Detect Hidden Objects Of The Desired Substance Unless They Are Behind Three Or More Meters Of Stone, Soil, Or Metal.) (1pts), Shield (1pts), Analyze Magic (1pts) Powers: Mend Flesh: 3 Points Ranged, Passive, Instant This spell heals 1D3 points of damage to a hit location. At strength 4 it heals 1D6 points of damage, at strength 8 it heals 2D6 points of damage, at strength 12 it heals 3D6 points of damage, and so on. The spell can reattach severed limbs (if the severed part is present and joined to the wound) and even repair maimed limbs if the location is fully healed by the spell. Wounds healed with this spell bear no scars. Dominate (Humanoid): 2 Points Ranged, Active, Temporal This is an assortment of spells, each tied to a single species of humanoid creature with the Man Rune. To cast a Dominate spell at the correct species requires a spell strength of at least half the target’s magic points. Casting a Dominate spell at the wrong species (but still humanoid) requires a spell strength equal to or higher than the target’s magic points. Example: Dominate Human requires strength 6 to affect a human with 12 magic points, while Dominate Centaur requires at least strength 12 to affect that same human. If the target fails to resist the strength of the Dominate spell with their POW, the target falls under the caster’s dom- ination. If the caster tries to force the target to perform an exceedingly repugnant action (strongly contrary to a Rune or Passion), it gets an immediate opportunity to try to invoke that ability and break free. Solace Of The Logical Mind: 2 Points Ranged, Passive, Temporal This spell defends the subject from the effects of mindaltering magic, including Befuddle or a vampire’s Enthrall, for the duration of the spell. If the subject is unwilling, the caster must overcome the subject’s magic points with the spell’s levels of strength. While the spell is in effect, the caster cannot invoke any Passion or augment any ability with that Passion. Geomancy: 3 Points Ranged, Active, Temporal The spell helps locate a desired thing or entity upon a symbolic representation of an area within range. This could be a map, painting of a location, or even marks in the dirt or a crude charcoal sketch. The caster uses a stick, pendulum, or even a finger and must state what they are trying to locate on the map. If successful, they learn the corresponding location on the map to where the thing or entity currently is, if the thing or entity is currently somewhere that corresponds to a location on the map and is within the range of the spell. Enhance Int: 2 Points Touch, Passive, Temporal This spell temporarily increases the INT of the target by 1. Every 4 levels of strength added to the spell increases the target’s INT by +1. Thus, if the spell’s strength is increased by 8 magic points, it adds +3 to the target’s INT for the duration of the spell. This spell affects the Free INT of the target during the spell’s duration, and can increase the target’s INT beyond species maximum. Conflagration: 2 Points Ranged, Active, Temporal This spell summons a fire into existence at a place within the range of the spell. The intensity of the fire depends on the strength of the spell: Conflagration Intensity Strength Brightness Damage/ Melee Round 1–3 Candle 1D3 4–7 Torch 1D6 8–11 Raging fire, hot enough to melt tin 2D6 12–15 Intense fire hot enough to melt lead 3D6 16–19 Hot enough to melt bronze, copper, gold, or silver 4D6 20+ Hot enough to melt iron 5D6 The fire does not move, although it will spread if flammable material is nearby. If it is cast at a living person, it does damage based on the strength of the spell until the target moves away. Strength Area Volume 1–3 Candle – size of a candle flame 4–7 Torch – size of a torch flame 8 & above bucketsized – size of a small forge – enough to work metal. Neutralize Magic: 2 Points Ranged, Passive, Temporal This spell neutralizes any spell with duration if it overcomes the strength of the target spell on the resistance table. Rune magic has a strength of 2 for every Rune point used to cast the Rune spell. The Neutralize Magic spell’s strength must be at least half that of the spell in question. If the spell’s strength is twice or more the target spell’s strength, the spell automatically neutralizes the target spell. A spell that has been neutralized has no effect for the duration of the Neutralize Magic spell. If the spell’s duration exceeds that of the Neutralize Magic spell, it has effect when the Neutralize Magic spell has expired. Ward Against Weapons: 2 Points Ranged, Passive, Temporal This spell protects only the body of the target (not their possessions). The total damage done to a protected creature or object must overcome the strength of the spell using the resistance table. If the damage overcomes the spell’s strength, then the full force of the damage affects the target. The target’s armor then absorbs as much of the damage as it can. If the damage does not overcome the spell, then the blow does no damage to the target. The spell protects the target for its full duration. If it is combined with the Shield Rune spell or the Protection spirit magic spell, the damage is first matched against the resistance table and then, if it passes through the target, is absorbed by the Protection or Shield spells and any armor worn by the target. Steal Life: 1d6 mp che rigenera temporaneamente il mago Spirits & Matrices: Gordelor - Pow: 12, Cha: 0, Int: 0, MP: 12 Attacks: Medium Shield 85% 1D4 SR 6 12/12 HP Broadsword 86% 1D8+1 SR 5 12/12 HP Steel Shield 85% 1d6+1 SR 6 24/24 HP Light Crossbow 50% 2D4+2 SR 1 6/6 HP Rng 100 Hit Locations: (19-20) - Head Armor: 7 5/5 HP (16-18) - L Arm Armor: 7 4/4 HP (13-15) - R Arm Armor: 7 4/4 HP (12) - Chest Armor: 7 6/6 HP (9-11) - Abdomen Armor: 7 5/5 HP (5-8) - L Leg Armor: 7 5/5 HP (1-4) - R Leg Armor: 7 5/5 HP Equipment: Two Ancient History books, *50 L in coin, *Iron Braodsword , + rampino in bronzo, Laccio di cuoio intrecciato con artiglio d'orso 🐻 come pendente ( 12 cm), contiene un Power Spirit 15 Pow e 4 punti liberi, Armband in argento con matrice di protecton 4 e 12 mp, Runepool 6 + 5 Auros, Medaglione a forma di pergamena Shrine portatile, Spilla pietroline oro argento, Pergamena steal life, Pietra 10 mp, *Spilla con Power spirit 12 mp, Contenitore 14 mp, bracciale argento 12 mp, opale di fuoco da 11 mp, Bracciale runa conoscenza con 26 mp, Loyalty Milim 60 (the crimson witch), ---totali: 214 mp --- 22-11-22-22-10-10-1-1, Lunar 467 +97 wheel, corona: vista creazione-2 gemme maggiori di invulmerabilita tot 15 sr (att e pass)- 7 minori danno fisico 4 3 magico., Collarino acciaio: la via dell'eroe è la via della sofferenza, la via della sofferenza è la via della vittoria., with shield: apx2 +100 percentuale scudo + no fumble + 1hp al critico + no disarm, Posso levitare col libro a volere mov 1,