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Character Image: Dain AlvarasRealms of Terrinoth

Dain Alvaras

Human
Human
Steelcaster

Runeguard: When the Steelcaster attacks with a melee weapon, they can use a Rune to add an additional (related) effect to the melee attack, similar to a magic attack (still costs 2 strain). Damage is from the melee weapon and the additional effect.

Steelcasters are a hybrid of warrior and mage. These warriors channel arcane energy through their weapons to defeat their enemies.

Steelcasters use Rune magic to combine magical power with combat prowess.

Ready for Adventure: Once per session as an out-of- turn incidental, a Human may move one Story Point from the Game Master's pool to the players' pool.

5
12 0
12 0
2 3
3
Super
2
Super
3
Super
2
Super
3
Super
2
Super
General Skills Career Rank
Alchemy (INT)
Athletics (BR)
Cool (PR)
Coordination (AG)
Discipline (WILL)
Mechanics (INT)
Medicine (INT)
Perception (CUN)
Resilience (BR)
Riding (AG)
Skulduggery (CUN)
Stealth (AG)
Streetwise (CUN)
Survival (CUN)
Vigilance (WILL)
Magic Skills Career Rank
Arcana (INT)
Divine (WILL)
Primal (CUN)
Runes (INT)
Verse (PR)
Combat Skills Career Rank
Brawl (BR)
Melee-Heavy (BR)
Melee-Light (BR)
Ranged (AG)
Social Skills Career Rank
Charm (PR)
Coercion (WILL)
Deception (CUN)
Leadership (PR)
Negotiation (PR)
Knowledge Skills Career Rank
Adventuring (INT)
Forbidden (INT)
Geography (INT)
Lore (INT)
Weapons Skill Damage Crit Range Qualities
Sword Melee-Light
3 2 Engaged Defensive 1
Dain's Sword
Melee-Light
3
2
Engaged
200
1
1
2

Qualities

Defensive 1: An item with the Defensive quality increases the user’s melee defense by its Defensive rating.

Attachments

Cost

Rarity

Hard Points: -/1

Shield Melee-Light
0 6 Engaged Defensive 1, Deflection 1, Inaccurate 1, Knockdown
Dain's Shield
Melee-Light
0
6
Engaged
80
1
1
1

Qualities

Defensive 1: An item with the Defensive quality increases the user’s melee defense by its Defensive rating.

Deflection 1: An item with the Deflection quality increases the user’s ranged defense by its Deflection rating.

Inaccurate 1: Inaccurate weapons are less likely to be accurate or precise. When making an attack with an Inaccurate weapon, add :nK: to the check equal to the Inaccurate rating.

Knockdown: When Knockdown is triggered, one target hit by the attack is knocked prone. If multiple targets suffer hits from a weapon with Knockdown, the quality may be trig- gered multiple times, affecting a different target each time. Unless specified otherwise, Knockdown requires :n^::n^: to trigger, plus one additional :n^: per silhouette of the target beyond 1.

Attachments

Cost

Rarity

Hard Points: -/1

Lesser Light Rune Runes
3 - Short Flash Blindness
Lesser Rune (Light)
Runes
3
-
Short
-
0
10

Some runes are capable of legendary feats of magic. Some are, well, not, and of little interest to anyone but a Runemas- ter, who is capable of bending their capabilities beyond their design. Though lacking the fame of other runebound shards, these items are still priceless and the subject of many a quest.

Activation: This rune can be used for a small beneficial effect that varies by rune, such as casting light as a torch, conjuring a small illusionary creature, throwing your voice, or start- ing small fires as a tinderbox. Your GM chooses the minor effect associated with the rune when the shard is discovered or obtained.

Implement: When your character obtains a lesser rune, the GM determines one effect (Flash Blindness) that the rune lets the character add to any appropriate spell without increasing the spell's difficulty. This effect (Flash Blindness) should ideally be thematically linked to the minor effect determined earlier. The effect the GM chooses should only increase the difficulty of a spell by one. Attack spells cast by your character increase their base damage by three.

Qualities

Flash Blindness: (When your character obtains a lesser rune, the GM determines one effect that the rune lets the character add to any appropriate spell without increasing the spell's difficulty.)

Attachments

Cost

Rarity

Hard Points: -/-

The Skyreacher Melee-Light
+ 4 2 Engaged Superior
9918
Melee-Light
+4
2
Engaged
1
1
0

Of Ancient craftsmanship

Qualities

Superior: A Superior item is a sterling example of its kind, rep- resenting masterful craftsmanship. A Superior item generates automatic :n^: on all checks related to its use.

Attachments

Cost

Rarity

Hard Points: 1/1

-
-
1

Cost: -

Rarity: -

Hard Points: 1/1

A rune of blades is almost always found with a specially made sword or knife. It is a simple and effective runebound shard that increases the potency of a bladed weapon by magically honing the edge. Like sunburst runes, runes of blades are in high demand among members of the military and can be commandeered from private individuals for war efforts and related campaigns. Some Dragonkin and other intelligent creatures have made use of the runes to retain the sharpness of their claws, though wooden edges and points are not affected by the runes.

Modifications

When this weapon inflicts a Critical Injury, it inflicts the Bleeding Out Critical Injury instead of one deter- mined through rolling for the result.

Qualities

Dragon breath rune Runes
8 2 Short Blast 5, Lightning
8768
Runes
8
2
Short
-
0
0

Activation: Until the end of your character’s turn. Activating this rune costs 3 strain. Implement: When your character casts an Attack spell, they MUST add the corresponding effect by color above with no increase in difficulty. Attack spells cast by your character increase their base damage by 5.

Qualities

Blast 5: The weapon has a large spread, an explosive blast, or a similar area of effect, like a detonated grenade or a warhead fired from a missile launcher. If the attack is successful and Blast activates, each character (friend or foe) engaged with the original target suffers a hit dealing damage equal to the Blast quality’s rating, plus damage equal to the total :n*: scored on the check.

In a relatively small and enclosed area, the Game Master might decide that everyone in the room suffers damage.

If the Blast quality doesn’t activate, the ordnance still detonates, but bad luck or poor aim on the part of the firer (or quick reactions on the part of the targets) means the explosion may not catch anyone else in its radius. However, the user may also trigger Blast if the attack misses by spending :n^: :n^: :n^: . In this case, the original target and every target engaged with the original target suffers a hit dealing damage equal to the Blast rating of the weapon.

Lightning: Gains stun quality rating=knowledge lore. Auto-fire (must increase difficulty).

Attachments

Cost

Rarity

Hard Points: -/-

Blinding flash rune Runes
7 3 Medium Disorient 3, Stun 4
9402
Runes
7
3
Medium
-
0
0

Implement: When your character casts an Attack spell, they MUST add the Stun or Stun Damage effect with no increase in difficulty. Attack spells cast by your character increase their base damage by 4. (All spells cast using this implement are accompanied by a bright flash of light)

Qualities

Disorient 3: A weapon with Disorient can daze an opponent. When Disorient is triggered, one target hit by the attack is disoriented (see page 114) for a number of rounds equal to the weapon’s Disorient rating. A disoriented target adds :nK: to all skill checks they perform. If multiple targets suffer hits from a weapon with Disorient, the quality may be triggered multiple times, affecting a different target each time.

Stun 4: A weapon with Stun can deal strain to the target. When the Stun quality is activated, it inflicts strain equal to the weapon’s Stun rating. Since this is strain, and not strain damage, it is not reduced by the target’s soak.

Attachments

Cost

Rarity

Hard Points: -/-

20 130 0 3
95 12 10
Critical Injury Difficulty Severity Description
Action

When a character with the Runeguard special ability activates this talent and performs a melee attack while wearing armor with an encumbrance of 3 or higher, he or she recovers 2 wounds. It costs 1 strain to activate this talent.

Passive

Each rank of Toughened increases your character’s wound threshold by 2.

Incidental

When an ally within Short range of a character with the Runeguard special ability is targeted by an attack, the Steelcaster can spend 1 strain to have his or her shield animate to protect the ally as if they had it equipped. It returns to the Steelcaster immediately after the attack is resolved.

Passive

Your character adds :nB: for each rank of Quick Strike to any combat checks they make against any targets that have not yet taken their turn in the current encounter.

Passive

Allies within short range of your character add :nB: to their Perception and Vigilance checks. Allies engaged with your character add :nB::nB: instead.

Incidental

Your character with the Runeguard special ability increases their melee defense by one. In addition, when your character is targeted by a combat check, your character may suffer 1 strain to change one :nK: die to a face displaying :n-: for that attack.

Incidental

Your character may suffer a number of strain to use this talent to add an equal number of :n*: to a Vigilance or Cool check they make to determine Initiative order. The number may not exceed your character’s ranks in Rapid Reaction.

Incidental

When your character acquires this talent, choose one characteristic (Brawn).

Once per encounter, you may spend one Story Point to use this talent to have your character heal 3 strain (equal to the rating of the chosen characteristic (Brawn: 3)).

Incidental

When your character purchases this talent, choose two skills. Once per session, your character may use this talent to reroll one skill check that uses one of those two skills.

Incidental

Once per round after resolving a successful Brawl, Melee (Light), or Melee (Heavy) combat check, your character may suffer 4 strain to use this talent to make an additional melee attack as an incidental against the same target. Increase the dif- ficulty of the combat check by one if this attack uses a second weapon, or by two if the attack uses the same weapon.

Incidental

When your character suffers a hit from a melee combat check, after damage is calculated but before soak is applied (so immediately after Step 3 of Perform a Combat check, page 102), your character may suffer 3 strain to use this talent to reduce the damage of the hit by two plus their ranks in Parry. This talent can only be used once per hit, and your character needs to be wielding a Melee weapon.

Passive

When your character gains this talent, decide on a signature spell for them, consisting of a particular magic action and a specific set of one or more effects. When your character casts their signature spell (consisting of the exact combination of action and effects previously chosen), reduce the difficulty of the check by one.

Incidental

Your character must have purchased the Parry talent to benefit from this talent. When your character suffers a hit from a melee combat check and uses Parry to reduce the damage from that hit, after the attack is resolved, you may spend :n$: or :n%: :n%: :n%: from the attacker’s check to use this talent. Then, your character automatically hits the attacker once with a Brawl or Melee weapon your character is wielding. The hit deals the weapon’s base damage, plus any damage from applicable talents or abilities. Your character can’t use this talent if the original attack incapacitates them.

Passive

Your character must have purchased the Signature Spell talent to benefit from this talent. When your character casts their sig- nature spell, reduce the difficulty of the check by two instead of one.

Incidental

When you purchase this talent for your character, choose one skill. Once per round, your character may suffer 2 strain to use this talent to reduce the difficulty of the next check they make using that skill by two, to a minimum of Easy (:nD:).

Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Armor Soak Defense Qualities
Scale Armor (Plated and guilded) 2 -
Dain's Lorimor Plate
2
-
4
1
5

Qualities

Attachments

Cost

Rarity

Hard Points: -/1

-
-
-

Cost: -

Rarity: -

Hard Points: -/1

Though it serves no practical purpose, many nobles like to adorn their armor with gold leaf. It certainly makes the wearer seem impressive, but acts as a lure for every bandit within eyesight.

Use With: This attachment can be applied to any armor.

Modifiers: While wearing this armor, your character adds :nB: to Charm, Negotiation, and Leadership checks.

Hard Points Required: 0.

Modifications

Qualities

-
-
-

Cost: -

Rarity: -

Hard Points: -/1

This attachment applies angled plates or mildly reflective surfaces to help deflect incoming ranged attacks. This kind of attachment makes sense in fantasy, science fiction, and space opera settings (in the past, armor might be designed to deflect arrows or throwing knives, while in the future, it could reflect lasers or energy blasts).

Use With: This attachment can be applied to any armor.

Modifiers: Wearer increases their ranged defense by 1.

Hard Points Required: 1.

Modifications

Qualities

Equipment and Gear Quantity Encumbrance Rarity Price
Backpack 1 - 4 50
7512
1
-
4
50

Few things are more essential to the traveler and adventurer than the humble backpack. Without its copious storage space, one could not carry the supplies needed for a lengthy journey—or escape from a spider-infested tomb with a haul of loot.

While wearing a backpack, your character increases their encumbrance threshold by four.

Qualities

Encumbrance threshold +4

Bedroll 1 1 1 15
2863
1
1
1
15

Whether camping beneath the boughs of the Aymhelin, sleep- ing on a dune in the Sunderlands, or lying amid the rubble of a ruined castle, a good bedroll can be just what one needs to get a restful night’s sleep. Bedrolls usually consist of a thick lower blanket for padding and an upper blanket for warmth. Wealthier individuals sometimes use blankets treated with an alchemical resin to resist rain and damp.

Qualities

Rope 1 1 1 5
8789
1
1
1
5

No self-respecting soldier, sailor, miner, merchant, or traveler would ever be caught without a length of sturdy rope close at hand, and that goes doubly for an adventurer. The richest adventurers sometimes carry rope woven from silk, but hempen ropes work just as well.

A length of rope stretches out to roughly medium range, but other lengths can be purchased at your GM's discretion.

Qualities

Flint and Steel 1 - 2 10
2450
1
-
2
10

As long as an adventurer has time, patience, and a supply of fine, dry kindling, they can use a flint and steel to strike sparks and start a fire.

Qualities

Torches 3 1 - 1
4540
3
1
-
1

Wrap the end of a length of wood in cloth, dip it in pitch or tar, and light it. The resulting torch should burn for an hour or so, and is a simple way to light up the darkness.

A lit torch provides light and removes :nK: added to checks due to darkness. (If it becomes important to determine how far the light reaches, a torch can provide light out to short range.)

Qualities

Waterskin 1 1 1 5
6455
1
1
1
5

Qualities

Heroic Ability Origins Description
Signature weapon In your blood (Heirloom)

Some heroes (and their reputations) are inseparable from their chosen weapon. These weapons are often just as famous as the heroes who wield them. Your character’s signature weapon may be enchanted, or even intelligent. It could instead simply be a well-crafted weapon that your character wields effort- lessly. The full capabilities of such a singular weapon, particu- larly one of magical or unknown provenance, sometimes only become apparent in the crucible of battle, in moments of true hardship and heroism.

In your blood (Heirloom)

Some heroes (and their reputations) are inseparable from their chosen weapon. These weapons are often just as famous as the heroes who wield them. Your character’s signature weapon may be enchanted, or even intelligent. It could instead simply be a well-crafted weapon that your character wields effort- lessly. The full capabilities of such a singular weapon, particu- larly one of magical or unknown provenance, sometimes only become apparent in the crucible of battle, in moments of true hardship and heroism.

Your character has a signature weapon, which is chosen from Table 2–1: Signature Weapons which can be of Dwarven, Elven, or Steel craftsmanship (see page 97). You and the GM should work together to determine what form the weapon takes and how it came to your character’s possession. The appearance of the weapon does not affect its profile, but may dictate what attachments are available. (For instance, if you describe your Signature Weapon as a halberd, you can’t add the weighted head attachment.) In addition, choose one attachment that the signature weapon does not possess. When you activate this ability, your signature weapon gains the effects of that attachment while the ability remains active (this does not have a cost or require any hard points). Other attachments can be added to the signature weapon in the standard way. If your character’s signature weapon is ever lost or destroyed, it either finds its way back to your character against all odds, or your character obtains a new signature weapon. Work with the GM to decide how this happens, based on the ongoing story. Your character should obtain their new weapon (or reacquire it) at the start of the next session, if not sooner. Conversely, your character can never possess more than one signature weapon at a time. If this ever occurs (as a result of finding a lost signature weapon after obtaining a replacement, for instance), work with the GM to remove all but one signature weapon from your character’s possession in a suitably dramatic fashion.

Your character’s signature weapon gains either the Reinforced quality or can be revealed to actually be of ancient craftsmanship (see page 97) and thus gain that benefit.

Your character’s signature weapon gains 2 hard points and an attachment of your choice of rarity 9 or less at no cost (subject to the limits of its new total hard points).

Upgrades

Ability Points

Ranks

Favors Size Details Resolved
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