Arim Luroden

Fire/Sky Truth Movement

Philosopher of Sartar, Initiate of Lhankor Mhy

God Talker of Auros
Thumbnail

Created at 2022/02/06 by Francesco Onnis


Description

Free Int: 23 + 2 Enh Int - 2 spell (SolM e Dominate) Tatuaggio: Runa fire con iscritto Enhanced Int. Tatuaggio: Runa fire con iscritto Conflagration Spilla simbolo casata: Power Spirit 12 mp Magic Routine: +2 int x 1 Season—WaW 7x4week —SoLM 11x1week All common Divine magic: Dismiss Magic, Extension, Find Enemy, Heal Wound, Multispell, Spirit Block, Warding. Resistence normal cold +3 ap rune di protezione Auros Book: +10 Cast Spell - Cult lore Auros 100% - +20% study new spell or enchant - 12 casting time +4 intesity range & duration - 1% pass megic resistence*intensity.


Add to my Roster Text Notes (2)
Characteristics
Strength 12 60%
Constitution 12 60%
Size 9 45%
Dexterity 16 80%
Intelligence 23 115%
Power 24 120%
Charisma 14 70%
Attributes
Rune Points (Lhankor Mhy) 6
Rune Points (Auros) 3
Damage Bonus 0
DEX Strike Rank 1
Hit Points 14
Healing Rate 2
Magic Points 24
Spirit Damage 1D6+3
SIZ Strike Rank 2
Runes
Air Air 60%
Darkness Darkness 40%
Fire/Sky Fire/Sky 100%
Moon Moon 20%
Movement Movement 75%
Truth Truth 80%
Rune Spells
Analyze Magic Truth 1
Dismiss Magic Magic 1
Find Substance (Find (Iron) Rune Varies Depending On Substance 1 Point Ranged, Temporal, Nonstackable This Spell Informs The Caster Of The Presence Of The Substance Sought By Giving It A Slight Identifying Glow (Or Similar Effect For Non-Visual Senses) That Is Visible Only To The Caster. This Spell Can Detect Hidden Objects Of The Desired Substance Unless They Are Behind Three Or More Meters Of Stone, Soil, Or Metal.) 1
Knowledge (Points Touch, Temporal, Nonstackable This Spell Allows The User To Read The History Of The Item Touched. Any Information That Cannot Be Assimilated Fully Within The 15 Minutes Of The Spell Is Missed. If The Item Has A Long History, The Spell Starts At The Beginning, Unless The Caster Dictates A Specific Time At Which To Start.) Truth 2
Shield Magic 1
Translate (1 Point Touch, Temporal, Nonstackable This Spell Translates All Words Touched By The Target’s Index Finger At Normal Reading Speed (About 3,000 Written Words In 15 Minutes), Leaving An Impression Of The Meaning Afterwards, In A Manner That Aids In Translations Of The Same Language Or Script. Untranslatable Words Are Not Translated, Though The Target Receives An Idea Of The Word’s Meaning.) Truth 1
Movement
Ground 8
Ground 8
Ground 8
Passions & Reputation
Devotion (Family/Homeland Clan) 60%
Hate (Colymar Clan) 60%
Hate (Troll) 60%
Love (Family) 60%
Love (Knowledge) 60%
Love (Wisdom) 60%
Loyalty (Auros) 60%
Loyalty (Clan) 60%
Loyalty (Fazzur Wideread) 40%
Loyalty (Lankor Mhy) 60%
Loyalty (Temple) 60%
Loyalty (Tribe) 60%
Reputation 21%
Spirit Magic
Protection (Su Armband) 4
Spirit Screen (On Auros Tattoed Rune) 10
Details
Standard of Living Noble
Income 500 L
Ransom 500 L

Skills [Gameplay] [Main]

Agility (+15%)
Dodge (32) 67%
Ride (Horse) (5) 24%
Ride (Horse) (5) 24%
Communication (+25%)
Dance (10) 40%
Orate (10) 60%
Sing (10) 55%
Speak (Tradetalk) (0) 65%
Manipulation (+30%)

Knowledge (+25%)
Alud Wirmish (Alud Wirmish) (0) 35%
Auros Cult lore (Auros Cult Lore) (0) 100%
Cult Lore (Lankhor Mhy) (0) 40%
Farm (10) 55%
First Aid (10) 41%
Herd (5) 40%
Illumination (Illumination) (0) 33%
Library Use (0) 38%
Lore (Ancient History Sartar/Tarsh) (0) 55%
Lore (Remove Traps) (0) 50%
Map Making (Map Making) (0) 36%
Read/Write (Eortling) (0) 122%
Worship Auros (Worship Auros) (0) 49%

Magic (+15%)
Dismiss Magic (Dismiss Magic) (0) 45%
Dominate Humanoid (Dominate Humanoid) (0) 71%
Meditate (0) 55%
Mend Flash (Mend Flash) (0) 22%
Sorcery (Conflagration) (0) 115%
Sorcery (Enhance Int) (0) 51%
Sorcery (Geomancy) (0) 27%
Sorcery (Solace Of Logical Mind) (0) 79%
Sorcery (Solace Of Logical Mind) (0) 79%
Sorcery (Ward Against Weapons) (0) 79%
Spirit Combat (20) 71%
Worship (Lankhor Mhy) (0) 37%
Perception (+25%)
Scan (25) 65%
Search (25) 60%
Ranged (+30%)
Composite Bow (5) 45%
Javelin (10) 50%

Melee (+30%)
1H Spear (5) 45%
Battle Axe (10) 50%
Broadsword (10) 87%
Broadsword (Broadsword) (10) 91%
Dagger (15) 55%
Shield (+30%)
Large Shield (15) 55%
Medium Shield (15) 85%
Stealth (+10%)

Agility (+15%)
Boat (5) 20%
Climb (40) 55%
Dodge (32) 67%
Drive (Chariot) (5) 20%
Jump (48) 63%
Ride (Horse) (5) 24%
Ride (Horse) (5) 24%
Swim (15) 30%
Communication (+25%)
Act (5) 30%
Art (5) 30%
Bargain (5) 30%
Charm (15) 40%
Dance (10) 40%
Disguise (5) 30%
Fast Talk (5) 30%
Intimidate (15) 40%
Intrigue (5) 30%
Orate (10) 60%
Sing (10) 55%
Speak (Tradetalk) (0) 65%
Manipulation (+30%)
Conceal (5) 35%
Craft (Arms) (10) 40%
Devise (5) 35%
Play Instrument (5) 35%
Sleight (10) 40%

Knowledge (+25%)
Alud Wirmish (Alud Wirmish) (0) 35%
Animal Lore (5) 30%
Auros Cult lore (Auros Cult Lore) (0) 100%
Battle (10) 35%
Celestial Lore (5) 30%
Cult Lore (Lankhor Mhy) (0) 40%
Elder Race Lore (Elves) (5) 30%
Evaluate (10) 35%
Farm (10) 55%
First Aid (10) 41%
Game (15) 40%
Herd (5) 40%
Homeland Lore (Local) (30) 55%
Illumination (Illumination) (0) 33%
Library Use (0) 38%
Lore (Ancient History Sartar/Tarsh) (0) 55%
Lore (Remove Traps) (0) 50%
Manage Household (10) 35%
Map Making (Map Making) (0) 36%
Mineral Lore (5) 30%
Peaceful Cut (10) 35%
Plant Lore (5) 30%
Read/Write (Eortling) (0) 122%
Survival (15) 40%
Treat Disease (5) 30%
Treat Poison (5) 30%
Worship Auros (Worship Auros) (0) 49%

Magic (+15%)
Dismiss Magic (Dismiss Magic) (0) 45%
Dominate Humanoid (Dominate Humanoid) (0) 71%
Meditate (0) 55%
Mend Flash (Mend Flash) (0) 22%
Prepare Corpse (10) 25%
Sorcery (Conflagration) (0) 115%
Sorcery (Enhance Int) (0) 51%
Sorcery (Geomancy) (0) 27%
Sorcery (Solace Of Logical Mind) (0) 79%
Sorcery (Solace Of Logical Mind) (0) 79%
Sorcery (Ward Against Weapons) (0) 79%
Spirit Combat (20) 71%
Worship (Lankhor Mhy) (0) 37%
Perception (+25%)
Insight (Species) (20) 45%
Listen (25) 50%
Scan (25) 65%
Search (25) 60%
Track (5) 30%
Ranged (+30%)
Arbalest (10) 40%
Axe, Throwing (10) 40%
Composite Bow (5) 45%
Crossbows (25) 55%
Dagger, Throwing (5) 35%
Elf Bow (5) 35%
Javelin (10) 50%
Pole Lasso (5) 35%
Rock (15) 45%
Self Bow (5) 35%
Sling (5) 35%
Staff Sling (10) 40%
Throwing Dagger (10) 40%
Thrown Axe (10) 40%

Melee (+30%)
1H Axe (10) 40%
1H Hammer (10) 40%
1H Mace (15) 45%
1H Spear (5) 45%
2H Axe (5) 35%
2H Hammer (5) 35%
2H Mace (10) 40%
2H Spear (15) 45%
Battle Axe (10) 50%
Broadsword (10) 87%
Broadsword (Broadsword) (10) 91%
Dagger (15) 55%
Fist (25) 55%
Grapple (25) 55%
Greatsword (5) 35%
Kick (15) 45%
Kopis (10) 40%
Lance (5) 35%
Pike (15) 45%
Quarterstaff (15) 45%
Rapier (5) 35%
Shortsword (10) 40%
Whip (5) 35%
Shield (+30%)
Large Shield (15) 55%
Medium Shield (15) 85%
Small Shield (15) 45%
Stealth (+10%)
Hide (10) 20%
Move Quietly (10) 20%
Gameplay [Skills] [Main]
Melee Attacks
Attack Skill Damage SR HP
Broadsword 91% 1D8+1 5
/12
Medium Shield 85% 1D4 6
/12
Ranged Attacks
Attack Skill Damage SR Range Special
Light Crossbow 55% 2D4+2 1 100m

Powers
  • Conflagration: 2 Points Ranged, Active, Temporal This spell summons a fire into existence at a place within the range of the spell. The intensity of the fire depends on the strength of the spell: Conflagration Intensity Strength Brightness Damage/ Melee Round 1–3 Candle 1D3 4–7 Torch 1D6 8–11 Raging fire, hot enough to melt tin 2D6 12–15 Intense fire hot enough to melt lead 3D6 16–19 Hot enough to melt bronze, copper, gold, or silver 4D6 20+ Hot enough to melt iron 5D6 The fire does not move, although it will spread if flammable material is nearby. If it is cast at a living person, it does damage based on the strength of the spell until the target moves away. Strength Area Volume 1–3 Candle – size of a candle flame 4–7 Torch – size of a torch flame 8 & above bucketsized – size of a small forge – enough to work metal.
  • Dominate (Humanoid): 2 Points Ranged, Active, Temporal This is an assortment of spells, each tied to a single species of humanoid creature with the Man Rune. To cast a Dominate spell at the correct species requires a spell strength of at least half the target’s magic points. Casting a Dominate spell at the wrong species (but still humanoid) requires a spell strength equal to or higher than the target’s magic points. Example: Dominate Human requires strength 6 to affect a human with 12 magic points, while Dominate Centaur requires at least strength 12 to affect that same human. If the target fails to resist the strength of the Dominate spell with their POW, the target falls under the caster’s dom- ination. If the caster tries to force the target to perform an exceedingly repugnant action (strongly contrary to a Rune or Passion), it gets an immediate opportunity to try to invoke that ability and break free.
  • Enhance Int: 2 Points Touch, Passive, Temporal This spell temporarily increases the INT of the target by 1. Every 4 levels of strength added to the spell increases the target’s INT by +1. Thus, if the spell’s strength is increased by 8 magic points, it adds +3 to the target’s INT for the duration of the spell. This spell affects the Free INT of the target during the spell’s duration, and can increase the target’s INT beyond species maximum.
  • Geomancy: 3 Points Ranged, Active, Temporal The spell helps locate a desired thing or entity upon a symbolic representation of an area within range. This could be a map, painting of a location, or even marks in the dirt or a crude charcoal sketch. The caster uses a stick, pendulum, or even a finger and must state what they are trying to locate on the map. If successful, they learn the corresponding location on the map to where the thing or entity currently is, if the thing or entity is currently somewhere that corresponds to a location on the map and is within the range of the spell.
  • Mend Flesh: 3 Points Ranged, Passive, Instant This spell heals 1D3 points of damage to a hit location. At strength 4 it heals 1D6 points of damage, at strength 8 it heals 2D6 points of damage, at strength 12 it heals 3D6 points of damage, and so on. The spell can reattach severed limbs (if the severed part is present and joined to the wound) and even repair maimed limbs if the location is fully healed by the spell. Wounds healed with this spell bear no scars.
  • Neutralize Magic: 2 Points Ranged, Passive, Temporal This spell neutralizes any spell with duration if it overcomes the strength of the target spell on the resistance table. Rune magic has a strength of 2 for every Rune point used to cast the Rune spell. The Neutralize Magic spell’s strength must be at least half that of the spell in question. If the spell’s strength is twice or more the target spell’s strength, the spell automatically neutralizes the target spell. A spell that has been neutralized has no effect for the duration of the Neutralize Magic spell. If the spell’s duration exceeds that of the Neutralize Magic spell, it has effect when the Neutralize Magic spell has expired.
  • Solace Of The Logical Mind: 2 Points Ranged, Passive, Temporal This spell defends the subject from the effects of mindaltering magic, including Befuddle or a vampire’s Enthrall, for the duration of the spell. If the subject is unwilling, the caster must overcome the subject’s magic points with the spell’s levels of strength. While the spell is in effect, the caster cannot invoke any Passion or augment any ability with that Passion.
  • Ward Against Weapons: 2 Points Ranged, Passive, Temporal This spell protects only the body of the target (not their possessions). The total damage done to a protected creature or object must overcome the strength of the spell using the resistance table. If the damage overcomes the spell’s strength, then the full force of the damage affects the target. The target’s armor then absorbs as much of the damage as it can. If the damage does not overcome the spell, then the blow does no damage to the target. The spell protects the target for its full duration. If it is combined with the Shield Rune spell or the Protection spirit magic spell, the damage is first matched against the resistance table and then, if it passes through the target, is absorbed by the Protection or Shield spells and any armor worn by the target.

Hit Locations
Hit Location Armor HP Max
19-20 Head 7 5 /5
16-18 L Arm 7 4 /4
13-15 R Arm 7 4 /4
12 Chest 7 6 /6
9-11 Abdomen 7 5 /5
5-8 L Leg 7 5 /5
1-4 R Leg 7 5 /5
Spirits & Matrixes
Gordelor (Spilla Simbolo Casata) POW: 12
Spells:
Equipment
Equipment
History: 21 Lunar
*Writing implements & materials
*Backpack 20 litri
*Blank parchments worth 50 L
Two Ancient History books
Bronze dagger
20 m fine rope + rampino in bronzo
Bedroll
*Fine Studded leather with bronze small plate
*50 L in coin
*Iron Braodsword
*Spilla con Power spirit 12 mp
*Belt Sword with bronze decoration 2 L
*Fine Lockpiking tools
*Wolf winter cloack 15L
*Winter Boot 10l
Tent 5 person 4 enc 20 L
Fiaccole 3 (12 m radius)
Goldeneye Horse
Bardature e sacche da sella
Laccio di cuoio intrecciato con artiglio d'orso 🐻 come pendente ( 12 cm), contiene un Power Spirit 15 Pow e 4 punti liberi
Contenitore 14 mp
Armband in argento con matrice di protecton 4 e 12 mp
rune protezione +3 ap
total hp attuali 3
bracciale argento 12 mp
totali: 106 mp
lunar1535 in weel :240 in gemme -5lunar
Arim-Elize (luca)-Loki (Gia)- Varidal (Barto)- Zalara (Selis)
illuminazione 8
runepool 6 + 3 Auros
Medaglione a forma di pergamena Shrine portatile
2 Pozione cure 1d6+1
Pietra 10 mp
20 scala di corda con rampini 5L (5 enc)
Spilla pietroline oro argento
Pergamena steal life