Hastek of Tarsh

Darkness Illusion Death

Noble of Old Tarsh, Rune Lord of Argan Argar

Ignari Clan | Tarsh Tribe Thumbnail

Created at 2019/06/05 by christopherallison


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


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Characteristics
Strength 30 150%
Constitution 17 85%
Size 15 75%
Dexterity 12 60%
Intelligence 17 85%
Power 18 90%
Charisma 18 90%
Attributes
Rune Points (Argan Argar) 12
Damage Bonus +2D6
DEX Strike Rank 3
Hit Points 19
Healing Rate 3
Magic Points 18
Spirit Damage 1D6+3
SIZ Strike Rank 1
Runes
Air Air 20%
Darkness Darkness 80%
Earth Earth 10%
Moon Moon 50%
Chaos Chaos 60%
Death Death 75%
Illusion Illusion 75%
Rune Spells
Create Shadow Darkness 1
Dark Walk Darkness Movement 1
Suppress Lodril Darkness 3
Movement
Ground 8
Passions & Reputation
Devotion (Argan Argar) 60%
Honor 60%
Love (Family) 60%
Loyalty (Clan) 60%
Loyalty (My People) 70%
Loyalty (Shaker Temple) 60%
Reputation 15%
Spirit Magic
Darkwall 2
Demoralize 2
Glamour 2
Details
Standard of Living Noble
Income 200 L
Ransom 1000 L

Skills [Gameplay] [Main]

Agility (+25%)
Climb (40) 90%
Dodge (24) 94%
Jump (36) 85%
Communication (+20%)
Bargain (5) 55%
Charm (15) 80%
Dance (10) 50%
Intimidate (15) 85%
Intrigue (5) 35%
Orate (10) 95%
Sing (10) 50%
Speak (Darktongue) (0) 60%
Speak (Tradetalk) (0) 30%
Manipulation (+35%)
Craft (Arms) (10) 75%
Play Instrument (5) 120%

Knowledge (+15%)
Alchemy (0) 60%
Animal Lore (5) 55%
Battle (10) 120%
Cult Lore (Argan Argar) (5) 75%
Customs (Tarshite) (25) 75%
Farm (10) 355%
Homeland Lore (Local) (30) 104%
Manage Household (10) 55%
Plant Lore (5) 55%
Read/Write (Darktongue) (0) 45%
Read/Write (Tarshite) (0) 25%
Survival (15) 35%

Magic (+15%)
Meditate (0) 55%
Spirit Combat (20) 50%
Worship (Argan Argar) (5) 55%
Perception (+15%)
Insight (Human) (20) 65%
Listen (25) 75%
Scan (25) 90%
Ranged (+35%)
Composite Bow (5) 60%
Dagger, Throwing (5) 95%
Javelin (10) 120%

Melee (+35%)
1H Spear (5) 50%
Battle Axe (10) 115%
Broadsword (10) 170%
Dagger (15) 95%
Fist (25) 85%
Grapple (25) 95%
Lance (5) 105%
Shield (+35%)
Large Shield (15) 115%
Medium Shield (15) 120%
Stealth (+0%)
Hide (10) 75%
Move Quietly (10) 70%

Agility (+25%)
Boat (5) 30%
Climb (40) 90%
Dodge (24) 94%
Drive (Chariot) (5) 30%
Jump (36) 85%
Swim (15) 40%
Communication (+20%)
Act (5) 25%
Art (5) 25%
Bargain (5) 55%
Charm (15) 80%
Dance (10) 50%
Disguise (5) 25%
Fast Talk (5) 25%
Intimidate (15) 85%
Intrigue (5) 35%
Orate (10) 95%
Sing (10) 50%
Speak (Darktongue) (0) 60%
Speak (Tarshite) (50) 70%
Speak (Tradetalk) (0) 30%
Manipulation (+35%)
Conceal (5) 40%
Craft (Arms) (10) 75%
Devise (5) 40%
Play Instrument (5) 120%
Sleight (10) 45%

Knowledge (+15%)
Alchemy (0) 60%
Animal Lore (5) 55%
Battle (10) 120%
Celestial Lore (5) 20%
Cult Lore (Argan Argar) (5) 75%
Customs (Tarshite) (25) 75%
Evaluate (10) 25%
Farm (10) 355%
First Aid (10) 25%
Game (15) 30%
Herd (5) 20%
Homeland Lore (Local) (30) 104%
Manage Household (10) 55%
Mineral Lore (5) 20%
Peaceful Cut (10) 25%
Plant Lore (5) 55%
Read/Write (Darktongue) (0) 45%
Read/Write (Tarshite) (0) 25%
Survival (15) 35%
Treat Disease (5) 20%
Treat Poison (5) 20%

Magic (+15%)
Meditate (0) 55%
Prepare Corpse (10) 25%
Spirit Combat (20) 50%
Worship (Argan Argar) (5) 55%
Perception (+15%)
Insight (Human) (20) 65%
Listen (25) 75%
Scan (25) 90%
Search (25) 40%
Track (5) 20%
Ranged (+35%)
Arbalest (10) 45%
Axe, Throwing (10) 45%
Composite Bow (5) 60%
Crossbows (25) 60%
Dagger, Throwing (5) 95%
Javelin (10) 120%
Pole Lasso (5) 40%
Rock (15) 50%
Self Bow (5) 40%
Sling (5) 40%
Staff Sling (10) 45%
Throwing Dagger (10) 45%
Thrown Axe (10) 45%

Melee (+35%)
1H Axe (10) 45%
1H Hammer (10) 45%
1H Mace (15) 50%
1H Spear (5) 50%
2H Axe (5) 40%
2H Hammer (5) 40%
2H Mace (10) 45%
2H Spear (15) 50%
Battle Axe (10) 115%
Broadsword (10) 170%
Dagger (15) 95%
Fist (25) 85%
Grapple (25) 95%
Kick (15) 50%
Kopis (10) 45%
Lance (5) 105%
Pike (15) 50%
Quarterstaff (15) 50%
Rapier (5) 40%
Shortsword (10) 45%
Shield (+35%)
Large Shield (15) 115%
Medium Shield (15) 120%
Small Shield (15) 50%
Stealth (+0%)
Hide (10) 75%
Move Quietly (10) 70%
Gameplay [Skills] [Main]
Melee Attacks
Attack Skill Damage SR HP
Broadsword 170% 1D8+1+2D6 6
/12
Malingur (Broadsword) 170% 2d8+2+2D6 7
/16
Special: Iron
Medium Shield 120% 1D4+2D6 7
/12
Ranged Attacks
Attack Skill Damage SR Range Special
Thrown Javelin 120% 1D10+2D3 3 20m

Powers
  • 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.
  • 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.
  • 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.
  • 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.

Hit Locations
Hit Location Armor HP Max
19-20 Head 8 6 /7
16-18 L Arm 8 5 /6
13-15 R Arm 8 5 /6
12 Chest 9 7 /8
9-11 Abdomen 9 6 /7
5-8 L Leg 9 6 /7
1-4 R Leg 9 6 /7
Equipment
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