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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: 15 (75%) Size: 16 (80%) Dexterity: 18 (90%) Intelligence: 15 (75%) Power: 12 (60%) Charisma: 8 (40%) Derived Stats: Damage Bonus: +1D4 Hit Points: 16 Healing Rate: 3 Magic Points: 12 Spirit Damage: 1D6 DEX Strike Rank: 1 SIZ Strike Rank: 1 Movement: Ground: 8 Passions & Reputations: Loyalty (Clan) 60% Loyalty (Shaker Temple) 60% Reputation 12% Love (Family) 60% Hate (Praxianos) 60% Hate (Imperio Lunar) 70% Love (Jar-Eel La Cuchilla) 60% Honor 70% Hate (Caos) 70% **Cults: Yelmalio - Initiate - Rune Points: 3 Elemental Runes: Darkness 25% Fire/Sky 20% Air 25% Earth 50% Water 60% Power Runes: Harmony 50% Fertility 75% Illusion 50% Movement 50% Man 75% Death 25% Stasis 50% Disorder 50% Beast 25% Truth 50% Condition Runes: Skills: **Agility (+10%)** Boat 15% Climb 50% Dodge 40% Drive (Chariot) 15% Jump 55% Ride (Horse) 15% Ride (Horse) 15% Swim 25% **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 (+15%)** Conceal 20% Craft (Arms) 25% Devise 20% Play Instrument 20% Sleight 25% **Perception (+5%)** Insight (Species) 25% Listen 50% Scan 50% Search 30% Track 10% **Stealth (+10%)** Hide 20% Move Quietly 20% **Melee (+15%)** 1H Axe 25% 1H Hammer 25% 1H Mace 30% 1H Spear 90% 2H Axe 20% 2H Hammer 20% 2H Mace 25% 2H Spear 45% Battle Axe 40% Broadsword 35% Dagger 40% Fist 40% Grapple 40% Greatsword 20% Kick 30% Kopis 75% Lance 20% Pike 30% Quarterstaff 30% Rapier 20% Shortsword 25% Whip 20% **Ranged (+15%)** Arbalest 25% Axe, Throwing 25% Composite Bow 30% Crossbows 40% Dagger, Throwing 20% Elf Bow 20% Javelin 35% Pole Lasso 20% Rock 30% Self Bow 20% Sling 20% Staff Sling 25% Throwing Dagger 25% Thrown Axe 25% **Shield (+15%)** Large Shield 90% Medium Shield 45% Small Shield 30% Spirit Magic: Light (1pts) Strength (2pts) Coordination (2pts) Rune Spells: Catseye (1pts) Sunbright (2pts) Melee Attacks: Kopis 75% 1D8+1+1D4 SR 4 12/12 HP Large Shield 90% 1D6+1D4 SR 5 16/16 HP 1H Short Spear 90% 1D6+1+1D4 SR 4 10/10 HP Ranged Attacks: Thrown Javelin 35% 1D10+1D2 SR 1 8/8 HP Rng 20 Hit Locations: (19-20) - Head Armor: 5 6/6 HP (16-18) - L Arm Armor: 5 5/5 HP (13-15) - R Arm Armor: 5 5/5 HP (12) - Chest Armor: 5 7/7 HP (9-11) - Abdomen Armor: 5 6/6 HP (5-8) - L Leg Armor: 5 6/6 HP (1-4) - R Leg Armor: 5 6/6 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: 15, SIZ: 16, DEX: 18, INT: 15, POW: 12, CHA: 8, Derived Stats: Magic Points: 12, Damage Bonus: +1D4, Hit Points: 16, Movement- Ground: 8, HP: -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Passions: Love (Family) 60%, Loyalty (Clan) 60%, Loyalty (Shaker Temple) 60%, Reputation 12%, Hate (Caos) 70%, Hate (Praxianos) 60%, Hate (Imperio Lunar) 70%, Love (Jar-Eel La Cuchilla) 60%, Honor 70%, Cults: Yelmalio - Initiate - Rune Points: 3 Runes: Air 25%, Earth 50%, Water 60%, Darkness 25%, Fire/Sky 20%, Harmony 50%, Fertility 75%, Man 75%, Death 25%, Stasis 50%, Disorder 50%, Illusion 50%, Movement 50%, Beast 25%, Truth 50%, Skills: Large Shield 90%, 1H Spear 90%, Kopis 75%, Battle 60%, Jump 55%, Listen 50%, Climb 50%, Scan 50%, Survival 50%, 2H Spear 45%, Speak (Tarshite) 45%, Medium Shield 45%, Dagger 40%, First Aid 40% Spirit Magic: Light (1pts), Strength (2pts), Coordination (2pts) Rune Spells: Catseye (1pts), Sunbright (2pts) Attacks: Kopis 75% 1D8+1+1D4 SR 4 12/12 HP Large Shield 90% 1D6+1D4 SR 5 16/16 HP 1H Short Spear 90% 1D6+1+1D4 SR 4 10/10 HP Thrown Javelin 35% 1D10+1D2 SR 1 8/8 HP Rng 20 Hit Locations: (19-20) - Head Armor: 5 6/6 HP (16-18) - L Arm Armor: 5 5/5 HP (13-15) - R Arm Armor: 5 5/5 HP (12) - Chest Armor: 5 7/7 HP (9-11) - Abdomen Armor: 5 6/6 HP (5-8) - L Leg Armor: 5 6/6 HP (1-4) - R Leg Armor: 5 6/6 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,