Могнир

Air Fire/Sky Movement

Non-Player Character

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Author: Дмитрий Кычиков


Description


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Characteristics
Strength 20 100%
Constitution 18 90%
Size 18 90%
Dexterity 14 70%
Intelligence 15 75%
Power 18 90%
Charisma 19 95%
Attributes
Rune Points (Orlanth) 14
Damage Bonus +1D6
DEX Strike Rank 2
Hit Points 21
Healing Rate 3
Magic Points 18
Spirit Damage 1D6+3
SIZ Strike Rank 1
Skills
Battle (10) 100%
Broadsword (0) 120%
Dagger-Axe (0) 170%
Orate (10) 95%
Scan (25) 90%
Track (5) 85%
Runes
Air Air 100%
Earth Earth 70%
Fire/Sky Fire/Sky 90%
Fertility Fertility 70%
Man Man 75%
Movement Movement 90%
Truth Truth 70%
Mastery Mastery 60%
Movement
Ground 8
Passions & Reputation
Devotion (Orlanth) 90%
Honor 90%
Loyalty (Clan) 95%
Reputation 75%

Gameplay [Main]
Melee Attacks
Attack Skill Damage SR HP
Broadsword 120% 1d8+1+1D6 5
/12
Dagger-Axe 170% 3d6+1D6 4
/10

Powers
  • Cloud Call (1 Points): This spell brings or makes enough clouds to cover the area of sky that can be seen from the ground by the caster. Each point of the spell increases the cloud cover by +20% and increases the chance of rain by a corresponding amount.
  • Strength (Spirit) (2 Points): This spell adds 8 points of STR to the target for the spell’s duration. This increases melee combat damage by one step on the Damage Bonus table on page 56 (e.g., from +1D4 to +1D6), increases all Agility and Manipulation skills (including weapon skills) as follows:
  • Thunderbolt (3 Points): This spell draws a bolt of divine energy from the storm clouds and directs it at a specified target, without needing to overcome the target’s POW. The bolt is accompanied with a deafening peal of thunder. The sky must have visible cloud cover for this spell to be effective: clouds could be summoned using the Rune spell Cloud Call. This spell does 3D6 points of damage directly to total hit points. Neither armor nor spells that protect against physical damage are effective against this spell, though Countermagic works. On casting, each additional Rune point expended adds another target.

Hit Locations
Hit Location Armor HP Max
19-20 Head 2 7 /7
16-18 L Arm 4 6 /6
13-15 R Arm 4 6 /6
12 Chest 6 8 /8
9-11 Abdomen 4 7 /7
5-8 L Leg 5 7 /7
1-4 R Leg 5 7 /7
Equipment
Equipment