Tekvani

Fire/Sky

Light Infantry of Sartar, Rune Lord of Yelm

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Created at 2020/12/25 by Francesco Onnis


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


Add to my Roster Text Notes (1)
Characteristics
Strength 13 65%
Constitution 13 65%
Size 13 65%
Dexterity 19 95%
Intelligence 14 70%
Power 21 105%
Charisma 11 55%
Attributes
Rune Points (Yelm) 11
Damage Bonus +1D4
DEX Strike Rank 0
Hit Points 16
Healing Rate 3
Magic Points 21
Spirit Damage 1D6+1
SIZ Strike Rank 2
Runes
Air Air 10%
Darkness Darkness 20%
Earth Earth 40%
Fire/Sky Fire/Sky 95%
Rune Spells
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.) 2
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) Magic 1
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.) Fire/Sky 1
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.) Fire/Sky 3
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.) Fire/Sky Death Harmony 1
Movement
Ground 8
Passions & Reputation
Honor 100%
Love (Family) 60%
Loyalty 90%
Loyalty (Clan) 60%
Loyalty (Tribe) 60%
Reputation 20%
Spirit Magic
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) 0
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.) 4
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.) 1
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).) 5
Details
Standard of Living Free
Income 60 L
Ransom 500 L

Skills [Gameplay] [Main]

Agility (+20%)
Dodge (32) 79%
Ride (Horse) (5) 110%
Ride (Horse) (5) 110%
Communication (+10%)
Charm (15) 30%
Dance (10) 25%
Sing (10) 40%
Speak (Firespeech) (0) 100%
Speak (Tradetalk) (0) 43%
Manipulation (+25%)

Knowledge (+15%)
Battle (10) 85%
Cult Lore (Yelm) (0) 65%
Evaluate (10) 40%
Farm (10) 45%
First Aid (10) 40%
Herd (5) 30%
Survival (15) 50%

Magic (+15%)
Spirit Combat (20) 60%
Worship (Yelm) (0) 35%
Perception (+15%)
Listen (25) 85%
Scan (25) 65%
Search (25) 55%
Ranged (+25%)
Composite Bow (5) 155%
Javelin (10) 45%

Melee (+25%)
1H Axe (10) 70%
1H Spear (5) 40%
Battle Axe (10) 45%
Broadsword (10) 50%
Dagger (15) 110%
Shield (+25%)
Large Shield (15) 50%
Medium Shield (15) 105%
Stealth (+0%)
Hide (10) 60%
Move Quietly (10) 50%

Agility (+20%)
Boat (5) 25%
Climb (40) 60%
Dodge (32) 79%
Drive (Chariot) (5) 25%
Jump (48) 68%
Ride (Horse) (5) 110%
Ride (Horse) (5) 110%
Swim (15) 35%
Communication (+10%)
Act (5) 15%
Art (5) 15%
Bargain (5) 15%
Charm (15) 30%
Dance (10) 25%
Disguise (5) 15%
Fast Talk (5) 15%
Intimidate (15) 25%
Intrigue (5) 15%
Orate (10) 20%
Sing (10) 40%
Speak (Firespeech) (0) 100%
Speak (Tradetalk) (0) 43%
Manipulation (+25%)
Conceal (5) 30%
Craft (Arms) (10) 35%
Devise (5) 30%
Play Instrument (5) 30%
Sleight (10) 35%

Knowledge (+15%)
Animal Lore (5) 20%
Battle (10) 85%
Celestial Lore (5) 20%
Cult Lore (Yelm) (0) 65%
Elder Race Lore (Elves) (5) 20%
Evaluate (10) 40%
Farm (10) 45%
First Aid (10) 40%
Game (15) 30%
Herd (5) 30%
Homeland Lore (Local) (30) 45%
Manage Household (10) 25%
Mineral Lore (5) 20%
Peaceful Cut (10) 25%
Plant Lore (5) 20%
Survival (15) 50%
Treat Disease (5) 20%
Treat Poison (5) 20%

Magic (+15%)
Prepare Corpse (10) 25%
Spirit Combat (20) 60%
Worship (Yelm) (0) 35%
Perception (+15%)
Insight (Species) (20) 35%
Listen (25) 85%
Scan (25) 65%
Search (25) 55%
Track (5) 20%
Ranged (+25%)
Arbalest (10) 35%
Axe, Throwing (10) 35%
Composite Bow (5) 155%
Crossbows (25) 50%
Dagger, Throwing (5) 30%
Elf Bow (5) 30%
Javelin (10) 45%
Pole Lasso (5) 30%
Rock (15) 40%
Self Bow (5) 30%
Sling (5) 30%
Staff Sling (10) 35%
Throwing Dagger (10) 35%
Thrown Axe (10) 35%

Melee (+25%)
1H Axe (10) 70%
1H Hammer (10) 35%
1H Mace (15) 40%
1H Spear (5) 40%
2H Axe (5) 30%
2H Hammer (5) 30%
2H Mace (10) 35%
2H Spear (15) 40%
Battle Axe (10) 45%
Broadsword (10) 50%
Dagger (15) 110%
Fist (25) 50%
Grapple (25) 50%
Greatsword (5) 30%
Kick (15) 40%
Kopis (10) 35%
Lance (5) 30%
Pike (15) 40%
Quarterstaff (15) 40%
Rapier (5) 30%
Shortsword (10) 35%
Whip (5) 30%
Shield (+25%)
Large Shield (15) 50%
Medium Shield (15) 105%
Small Shield (15) 40%
Stealth (+0%)
Hide (10) 60%
Move Quietly (10) 50%
Gameplay [Skills] [Main]
Melee Attacks
Attack Skill Damage SR HP
Dagger 110% 1D4+2+1D4 6
/6
Medium Shield 105% 1D4+1D4 5
/12
Ranged Attacks
Attack Skill Damage SR Range Special
Arco composito 155% 1d8+3 0 100m Magico x2 Sunspear week

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.

Hit Locations
Hit Location Armor HP Max
19-20 Head 3 6 /6
16-18 L Arm 3 5 /5
13-15 R Arm 3 5 /5
12 Chest 3 7 /7
9-11 Abdomen 3 6 /6
5-8 L Leg 3 6 /6
1-4 R Leg 3 6 /6
Equipment
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