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Tekvani
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Stat Block
--- Tekvani --- Runes: Fire/Sky Type: Player Character Homeland: Sartar Occupation: Light Infantry Rune Lord of Cult: Yelm Standard of Living: Free Income: 60 L Ransom: 500 L Description: Rune Magic added: Shooting Star. 1 PointTouch, Instant, Stackable Fire/Sky rune Magic Object: Bow: Il giudizio di Yelm: +3 Danno + 2 Sunspear Faretra dei Firearrow: 9mp e le prime 4 freccie estratte hanno firearrow...va ricaricato di mp 10 mp storage Sun Amulet 12 mp Storage Amulet Nysalor Eye: See in the darkess & Soulsight ++ 7 pow point e 14mp Helm of light: Assorbe 12hp x3 cariche+ fa lantern e ha 12 mp 5 Enchanted Iron Arrow +3 +50%range 5 Enchanted Iron Arrow 12 hp venom Stats: Strength: 13 (65%) Constitution: 13 (65%) Size: 13 (65%) Dexterity: 19 (95%) Intelligence: 14 (70%) Power: 21 (105%) Charisma: 11 (55%) Derived Stats: Spirit Damage: 1D6+1 DEX Strike Rank: 0 SIZ Strike Rank: 2 Damage Bonus: +1D4 Hit Points: 16 Healing Rate: 3 Magic Points: 21 Movement: Ground: 8 Passions & Reputations: Honor 100% Loyalty 90% Reputation 20% Love (Family) 60% Loyalty (Clan) 60% Loyalty (Tribe) 60% **Cults: Yelm - Rune Lord - Rune Points: 11 Elemental Runes: Air 10% Earth 40% Darkness 20% Fire/Sky 95% Power Runes: Stasis 50% Illusion 50% Movement 50% Harmony 50% Death 25% Truth 50% Disorder 50% Man 50% Fertility 10% Beast 50% Condition Runes: Skills: **Agility (+20%)** Boat 25% Climb 60% Dodge 79% Drive (Chariot) 25% Jump 68% Ride (Horse) 110% Ride (Horse) 110% Swim 35% **Communication (+10%)** Act 15% Art 15% Bargain 15% Charm 30% Dance 25% Disguise 15% Fast Talk 15% Intimidate 25% Intrigue 15% Orate 20% Sing 40% Speak (Firespeech) 100% Speak (Tradetalk) 43% **Knowledge (+15%)** Animal Lore 20% Battle 85% Celestial Lore 20% Cult Lore (Yelm) 65% Elder Race Lore (Elves) 20% Evaluate 40% Farm 45% First Aid 40% Game 30% Herd 30% Homeland Lore (Local) 45% Manage Household 25% Mineral Lore 20% Peaceful Cut 25% Plant Lore 20% Survival 50% Treat Disease 20% Treat Poison 20% **Magic (+15%)** Prepare Corpse 25% Spirit Combat 60% Worship (Yelm) 35% **Manipulation (+25%)** Conceal 30% Craft (Arms) 35% Devise 30% Play Instrument 30% Sleight 35% **Perception (+15%)** Insight (Species) 35% Listen 85% Scan 65% Search 55% Track 20% **Stealth (+0%)** Hide 60% Move Quietly 50% **Melee (+25%)** 1H Axe 70% 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 50% Dagger 110% 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 155% 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 105% Small Shield 40% Spirit Magic: Mobility (Mobility 1 Point Ranged, Temporal, Passive This Spell Doubles The Mov Of The Target And Reduces Their Strike Rank By 1. Like Slow (Page 119), It Is Used By Intelligent Hunters, On Themselves Or Their Animals. It Is Also Cast On Elite Cavalry Units In Battle, Giving Them Increased Shock Value.) (1pts) Heal (Heal Variable Touch, Instant This Spell Repairs Damage Done To Hit Points. The Caster Must Touch The Part Of The Body Being Healed. Each Point Of Heal Immediately Repairs 1 Hit Point In That Location. If The Location Is Not Fully Restored, Heal Can Be Used Again In Subsequent Melee Rounds. Heal Cannot Raise An Adventurer From The Dead. However, 2 Points Of Heal Stops The Bleeding Of Any Wound Or Severed Limb, And 6 Points Of Heal Restores A Severed Limb To The Body If All Parts Are Available.) (4pts) Firearrow (Faretra Magica: Firearrow 2 Points Touch, Instant, Passive The Spell Must Be Cast On An Ordinary Arrow, Rock, Or Dart, Which Bursts Into Flame And Is Consumed As The Missile Leaves The Caster’s Hand (Bow, Atlatl, Sling, Etc.). This Missile Of Fire Does 3d6 Damage If It Hits, Replacing The Missile’s Normal Damage. The Caster’s Damage Bonus Still Applies For Thrown Weapons, Halved As Normal. A Firearrow Cannot Impale But Can (And Does) Ignite Flammable Material. Armor Helps Protect The Target. This Damage Cannot Be Magically Resisted Because It Is Real Physical Damage, Caused By The Heat Of The Fire. This Spell Is Incompatible With Multimissile (Page 117) And Speedart (Page 119) (0pts) Multimissile (Multimissile Variable Touch, Temporal, Passive Each Point Of This Spell Cast Upon A Missile (Arrow, Bolt, Stone, Javelin, Etc.) Creates A Magical Missile At The Instant The Original Is Launched Or Fired, Doing The Same Damage As The Original Missile. Each Missile Attack Is Rolled Separately. The First Roll Is For The Original, The Only One That Can Impale Or Crush. However, Magical Missiles Can Still Do Critical Damage. Larger Missiles Require Several Points To Create A Single Missile. An Arbalest, For Example, Requires 2 Points Of Spell Per Missile. As A Rule Of Thumb, Each 2d6 (Or Fraction) Of Weapon Damage Requires 1 Point. This Spell Can Be Cast Onto A Missile: The Spell Works (Once Only) If The Missile Is Used Any Time Within The Spell’s Duration. If Cast And The Missile Is Not Loosed (A Fumble Like A Dropped Weapon, Broken Bowstring, Etc.) The Spell Fails. This Spell Is Incompatible With Speedart (Page 119) Or Firearrow (Page 114).) (5pts) Rune Spells: Sureshot (Sureshot .Tl 1 Point Ranged, Temporal, Nonstackable This Spell Is Cast Upon A Missile Weapon. Unless The Adventurer’s Player Rolls A 96–00, The Adventurer’s Next Missile Attack Automatically Hits, Regardless Of Movement, Range (Within Maximum Range, Of Course), Concealment, Etc. The Chances For A Critical, Special, Or Fumble Result Are Still Based On The Adventurer’s Missile Skill. Successful Hits Made Using Sureshot Do Not Qualify For Experience Checks. This Spell Is Compatible With Speedart Or Firearrow (Pages 119 And 114). It Can Be Combined With Multimissile (Page 117), But It Only Affects The Real Missile.) (1pts) Command (Command (Cult Spirit) R 2 Points Ranged, Temporal, Nonstackable This Common Rune Spell Permits The Caster To Command Cult Spirits, Such As Elementals, Petty Deities, Guardians, And Other Such Entities. To Force Compliance, The Caster Must Overcome The Spirit’s Pow In A Resistance Roll. The Spell May Be Cast Simultaneously With An Appropriate Summon Spell (Page 89). If Successful, The Caster May Command The Cult Spirit Until The Spell Expires. If Unsuccessful, The Cult Spirit Acts In Accordance With Its Nature. This Spell Is Most Commonly Used To Command Elementals. It Is, However, Effective With Any Cult Spirit Of The Caster’s Cult.) (2pts) Sunspear (Sunspear . 3 Points Ranged, Instant, Nonstackable This Spell Works Only In Direct Sunlight. When Cast, A Shaft Of Sunfire Strikes A Single Designated Target. The Target Must Be Visible To The Caster And Cannot Resist. The Target And Every Living Thing Within One Meter Of The Target Receives 4d6 Damage To Their Total Hit Points. The Target Only Receives Armor Protection Equal To Their Lowest Value On All Hit Locations; Magical Protection Is Ineffective Against It. The Spell Does Half Damage At The Moments Of Dawn And Dusk. At The Gamemaster’s Discretion, This Spell May Set Flammable Material On Fire, Or Melt Non-Flammable Items, Depending On The Damage Rolled And The Circumstances.) (3pts) Shield (Shield Rune Varies Depending On Cult 1 Point Ranged, Temporal, Stackable This Spell Protects The Target From Damage. Each Point Of Shield Gives The Wearer 2 Points Of Magical Armor And 2 Points Of Countermagic (Page 111). The Effects Of This Spell Are Cumulative With Both Protection (Page 118) Or Countermagic. To Get Past A Shield Spell, A Spell Must Be At Least 1 Point Stronger Than The Defense Of The Shield. This Spell Does Not Dissipate When Breached. It Remains In Effect For The Full Duration, Or Until It Is Destroyed With Dispel Magic (Page 112), Dismiss Magic (Page 44), Or Neutralize Magic Or Neutralize (Rune) (Both In Runequest, Page 397). If Such A Spell Is Cast On A Person Protected By Both Countermagic And Shield, The Countermagic Spell Gets Destroyed Before The Shield Spell, If Possible) (1pts) Summon Fire Elemental (Summon (Cult Spirit) Rune Varies Depending On Cult Spirit 1–3 Points (Depending On Cult Spirit) Summon, Ranged, Temporal, Stackable This Spell Lets The Caster Ask Their Deity To Send A Cult Spirit To Their Aid. The Size Of The Spirit Depends On The Number Of Rune Points Stacked For The Spell. As A Rule, Greater Deities Have More Sizes And Types Of Cult Spirits. The Summoned Entity Arrives At The End Of The Round, On Strike Rank 12. This Spell May Be Cast Simultaneously With Command (Cult Spirit) (Page 30). Summon Elemental Is A Specific Example Of This Spell, But Many Other Variants Exist. Chalana Arroy Cultists Use This Spell To Summon A Healing Spirit, And Engizi Cultists Use This Spell To Summon A Naiad Of The Creekstream River. See The Glorantha Bestiary, Pages 169–182, For Examples Of Cult Spirits.) (1pts) Powers: Shooting Star: 1 Point Touch, Instant, Stackable When an arrow enhanced by this spell is fired, the arrow splits into two fiery missiles that leave glowing trails behind them. Each of the fiery arrows does 3D6 damage and can ignite flammable materials. Since this is real fire, armor protects against this damage but magical resistance does not apply. These missiles cannot impale, but they can critically hit. Each additional point stacked onto the first adds two more missiles. All missiles must target the same opponent. Melee Attacks: Dagger 110% 1D4+2+1D4 SR 6 6/6 HP Medium Shield 105% 1D4+1D4 SR 5 12/12 HP Ranged Attacks: Arco composito 155% 1d8+3 SR 0 5/5 HP Rng 100 Hit Locations: (19-20) - Head Armor: 3 6/6 HP (16-18) - L Arm Armor: 3 5/5 HP (13-15) - R Arm Armor: 3 5/5 HP (12) - Chest Armor: 3 7/7 HP (9-11) - Abdomen Armor: 3 6/6 HP (5-8) - L Leg Armor: 3 6/6 HP (1-4) - R Leg Armor: 3 6/6 HP Equipment: History: 100 Lunars Linothorax (3 pts) Cuirboilli greaves & vambraces (3 pts) Composite helm (3 pts) Weapons 1D3 distinctive scars Sleeping roll Good clothing War booty worth 2xD100 L Contenitore punti magia +10 Rune protezione +3 in tutto il corpo Lanterna Olio per lanterna
** Tekvani ** Runes: Fire/Sky Homeland: Sartar, Occupation: Light Infantry, Rune Lord of Cult: Yelm STR: 13, CON: 13, SIZ: 13, DEX: 19, INT: 14, POW: 21, CHA: 11, Derived Stats: Damage Bonus: +1D4, Hit Points: 16, Magic Points: 21, Movement- Ground: 8, HP: -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Passions: Honor 100%, Loyalty 90%, Reputation 20%, Love (Family) 60%, Loyalty (Clan) 60%, Loyalty (Tribe) 60%, Cults: Yelm - Rune Lord - Rune Points: 11 Runes: Air 10%, Earth 40%, Darkness 20%, Fire/Sky 95%, Harmony 50%, Movement 50%, Man 50%, Death 25%, Truth 50%, Disorder 50%, Beast 50%, Fertility 10%, Stasis 50%, Illusion 50%, Skills: Composite Bow 155%, Dagger 110%, Ride (Horse) 110%, Ride (Horse) 110%, Medium Shield 105%, Speak (Firespeech) 100%, Battle 85%, Listen 85%, Dodge 79%, 1H Axe 70%, Jump 68%, Scan 65%, Cult Lore (Yelm) 65%, Spirit Combat 60% Spirit Magic: Mobility (Mobility 1 Point Ranged, Temporal, Passive This Spell Doubles The Mov Of The Target And Reduces Their Strike Rank By 1. Like Slow (Page 119), It Is Used By Intelligent Hunters, On Themselves Or Their Animals. It Is Also Cast On Elite Cavalry Units In Battle, Giving Them Increased Shock Value.) (1pts), Heal (Heal Variable Touch, Instant This Spell Repairs Damage Done To Hit Points. The Caster Must Touch The Part Of The Body Being Healed. Each Point Of Heal Immediately Repairs 1 Hit Point In That Location. If The Location Is Not Fully Restored, Heal Can Be Used Again In Subsequent Melee Rounds. Heal Cannot Raise An Adventurer From The Dead. However, 2 Points Of Heal Stops The Bleeding Of Any Wound Or Severed Limb, And 6 Points Of Heal Restores A Severed Limb To The Body If All Parts Are Available.) (4pts), Firearrow (Faretra Magica: Firearrow 2 Points Touch, Instant, Passive The Spell Must Be Cast On An Ordinary Arrow, Rock, Or Dart, Which Bursts Into Flame And Is Consumed As The Missile Leaves The Caster’s Hand (Bow, Atlatl, Sling, Etc.). This Missile Of Fire Does 3d6 Damage If It Hits, Replacing The Missile’s Normal Damage. The Caster’s Damage Bonus Still Applies For Thrown Weapons, Halved As Normal. A Firearrow Cannot Impale But Can (And Does) Ignite Flammable Material. Armor Helps Protect The Target. This Damage Cannot Be Magically Resisted Because It Is Real Physical Damage, Caused By The Heat Of The Fire. This Spell Is Incompatible With Multimissile (Page 117) And Speedart (Page 119) (0pts), Multimissile (Multimissile Variable Touch, Temporal, Passive Each Point Of This Spell Cast Upon A Missile (Arrow, Bolt, Stone, Javelin, Etc.) Creates A Magical Missile At The Instant The Original Is Launched Or Fired, Doing The Same Damage As The Original Missile. Each Missile Attack Is Rolled Separately. The First Roll Is For The Original, The Only One That Can Impale Or Crush. However, Magical Missiles Can Still Do Critical Damage. Larger Missiles Require Several Points To Create A Single Missile. An Arbalest, For Example, Requires 2 Points Of Spell Per Missile. As A Rule Of Thumb, Each 2d6 (Or Fraction) Of Weapon Damage Requires 1 Point. This Spell Can Be Cast Onto A Missile: The Spell Works (Once Only) If The Missile Is Used Any Time Within The Spell’s Duration. If Cast And The Missile Is Not Loosed (A Fumble Like A Dropped Weapon, Broken Bowstring, Etc.) The Spell Fails. This Spell Is Incompatible With Speedart (Page 119) Or Firearrow (Page 114).) (5pts) Rune Spells: Sureshot (Sureshot .Tl 1 Point Ranged, Temporal, Nonstackable This Spell Is Cast Upon A Missile Weapon. Unless The Adventurer’s Player Rolls A 96–00, The Adventurer’s Next Missile Attack Automatically Hits, Regardless Of Movement, Range (Within Maximum Range, Of Course), Concealment, Etc. The Chances For A Critical, Special, Or Fumble Result Are Still Based On The Adventurer’s Missile Skill. Successful Hits Made Using Sureshot Do Not Qualify For Experience Checks. This Spell Is Compatible With Speedart Or Firearrow (Pages 119 And 114). It Can Be Combined With Multimissile (Page 117), But It Only Affects The Real Missile.) (1pts), Command (Command (Cult Spirit) R 2 Points Ranged, Temporal, Nonstackable This Common Rune Spell Permits The Caster To Command Cult Spirits, Such As Elementals, Petty Deities, Guardians, And Other Such Entities. To Force Compliance, The Caster Must Overcome The Spirit’s Pow In A Resistance Roll. The Spell May Be Cast Simultaneously With An Appropriate Summon Spell (Page 89). If Successful, The Caster May Command The Cult Spirit Until The Spell Expires. If Unsuccessful, The Cult Spirit Acts In Accordance With Its Nature. This Spell Is Most Commonly Used To Command Elementals. It Is, However, Effective With Any Cult Spirit Of The Caster’s Cult.) (2pts), Sunspear (Sunspear . 3 Points Ranged, Instant, Nonstackable This Spell Works Only In Direct Sunlight. When Cast, A Shaft Of Sunfire Strikes A Single Designated Target. The Target Must Be Visible To The Caster And Cannot Resist. The Target And Every Living Thing Within One Meter Of The Target Receives 4d6 Damage To Their Total Hit Points. The Target Only Receives Armor Protection Equal To Their Lowest Value On All Hit Locations; Magical Protection Is Ineffective Against It. The Spell Does Half Damage At The Moments Of Dawn And Dusk. At The Gamemaster’s Discretion, This Spell May Set Flammable Material On Fire, Or Melt Non-Flammable Items, Depending On The Damage Rolled And The Circumstances.) (3pts), Shield (Shield Rune Varies Depending On Cult 1 Point Ranged, Temporal, Stackable This Spell Protects The Target From Damage. Each Point Of Shield Gives The Wearer 2 Points Of Magical Armor And 2 Points Of Countermagic (Page 111). The Effects Of This Spell Are Cumulative With Both Protection (Page 118) Or Countermagic. To Get Past A Shield Spell, A Spell Must Be At Least 1 Point Stronger Than The Defense Of The Shield. This Spell Does Not Dissipate When Breached. It Remains In Effect For The Full Duration, Or Until It Is Destroyed With Dispel Magic (Page 112), Dismiss Magic (Page 44), Or Neutralize Magic Or Neutralize (Rune) (Both In Runequest, Page 397). If Such A Spell Is Cast On A Person Protected By Both Countermagic And Shield, The Countermagic Spell Gets Destroyed Before The Shield Spell, If Possible) (1pts), Summon Fire Elemental (Summon (Cult Spirit) Rune Varies Depending On Cult Spirit 1–3 Points (Depending On Cult Spirit) Summon, Ranged, Temporal, Stackable This Spell Lets The Caster Ask Their Deity To Send A Cult Spirit To Their Aid. The Size Of The Spirit Depends On The Number Of Rune Points Stacked For The Spell. As A Rule, Greater Deities Have More Sizes And Types Of Cult Spirits. The Summoned Entity Arrives At The End Of The Round, On Strike Rank 12. This Spell May Be Cast Simultaneously With Command (Cult Spirit) (Page 30). Summon Elemental Is A Specific Example Of This Spell, But Many Other Variants Exist. Chalana Arroy Cultists Use This Spell To Summon A Healing Spirit, And Engizi Cultists Use This Spell To Summon A Naiad Of The Creekstream River. See The Glorantha Bestiary, Pages 169–182, For Examples Of Cult Spirits.) (1pts) Powers: Shooting Star: 1 Point Touch, Instant, Stackable When an arrow enhanced by this spell is fired, the arrow splits into two fiery missiles that leave glowing trails behind them. Each of the fiery arrows does 3D6 damage and can ignite flammable materials. Since this is real fire, armor protects against this damage but magical resistance does not apply. These missiles cannot impale, but they can critically hit. Each additional point stacked onto the first adds two more missiles. All missiles must target the same opponent. Attacks: Dagger 110% 1D4+2+1D4 SR 6 6/6 HP Medium Shield 105% 1D4+1D4 SR 5 12/12 HP Arco composito 155% 1d8+3 SR 0 5/5 HP Rng 100 Hit Locations: (19-20) - Head Armor: 3 6/6 HP (16-18) - L Arm Armor: 3 5/5 HP (13-15) - R Arm Armor: 3 5/5 HP (12) - Chest Armor: 3 7/7 HP (9-11) - Abdomen Armor: 3 6/6 HP (5-8) - L Leg Armor: 3 6/6 HP (1-4) - R Leg Armor: 3 6/6 HP Equipment: History: 100 Lunars, Linothorax (3 pts), Cuirboilli greaves & vambraces (3 pts), Composite helm (3 pts), Weapons, 1D3 distinctive scars, Sleeping roll, Good clothing, War booty worth 2xD100 L, Contenitore punti magia +10, Rune protezione +3 in tutto il corpo, Lanterna, Olio per lanterna,