Title: SOC Characters
LordKjarl - July 4, 2007 12:58 PM (GMT)
Klaus Bürgin
Race: Human (Reiklander).
Gender: Male.
Age: 35.
Trade: Monk of the Grey Brotherhood
Physical appearance: Klaus is tall and lean. He already appears to be in his forties because of his harsh way of life, but he is surprisingly fast and strong. His deeply-set eyes are ice-grey and his unruly black hair already show strands of white at the temples. Klaus tries to shave as often as he can, but he almost always has a stubble.
Klaus wears worn grey clothes, old sandals and a hooded cloak. He carries a long wooden staff, a dagger, a shortbow and a water skin, but almost nothing else. He has a pet crow called Albrecht.
Personality: Klaus is a quiet and recluse man who talks little and almost never displays any kind of emotion. Highly intelligent and very perceptive, he is able to figure out very quickly how other people feel despite his limited experience of living in society. Klaus has almost no sense of humor (except for some cynical sarcasm once in a while), but he has the wisdom of one who has lived twice his age. He spends more time in his own thoughts than in the real world, but he is very alert, even while sleeping.
Loves: Helping people in need and traveling in the wilderness.
Hates: Chaos, greedy people and empty conversation.
History: Klaus Bürgin has never known his parents. Raised in a Sigmarite monastery, he took the surname of the high priest, just like all abandoned children of that place. The priest was a fatherly man who took care of the orphans as though they were his own children, but only in the condition that they served the Church of Sigmar —either as monks or warriors. The young Klaus was noted for his humility, his honesty, his stoicism and his intelligence, four qualities that would make him a perfect member of the elite Grey Brotherhood. He entered the Brotherhood at the age of sixteen and has been serving it for almost two decades.
The Grey Brotherhood is a discreet and almost secretive order of the Church of Sigmar that never numbers more than a hundred brothers. The name of the order comes from the dull grey clothes its members wear. The monks of this order are noted for their ascetic way of life, their voluntary poverty (they give to the poor whatever they have in excess), their pious honesty and, most of all, their skills in battle. The Grey Brothers roam the Empire on their own, carrying nothing but what they need, and dedicate their lives to rooting out all evil and protecting the weak. To most people, they look like harmless beggars, but every one of them is a very dangerous warrior. Klaus Bürgin is one of the best of them all, although virtually no one has even heard of his many exploits.
Equipment: Klaus has a wooden staff that can become as deadly as a sword between his trained hands. He also has a long silver dagger, but he uses it only against daemons and undead creatures. He carries a shortbow and twenty arrows. Under his old grey clothes, he wears a light and flexible leather armor.
He has a pet crow that he can send to scout ahead or bring him back something.
Characterizations:
15 Courage
8 Charisma
15 Intelligence
12 Intuition
17 Dexterity
10 Constitution
12 Strength
4 Movement
Skills:
Tracking
Infiltration
Vigilance
Emotional Control
Battle Reflexes
Directed Strike
Dodge II
Blunt Weapon II
Bow II
Light Armor
Dagger
Liberation Strike (makes it possible to preform a 360° attack.)
Weapon Skills And Armour
Blunt weapons: (staff) 1D+2
Attack: 17
Parry:16
Sword:(short sword) 1D+3
Attack:11
Parry:10
Dagger:(silver dagger) 1D+1 (counts as magical attacks)
Attack: 14
Parry: 13
Bow:(shortbow) 1D+3 (1/2/1)
Shooting: 16
Leather Armour: 2
nuisance: 2-2= 0
Others
Initiative: 12+2 =14
Dodge: 8+3+3=14
Wounds and Stamina
Wounds: 31
Stamina: 32
Advantage and Disadvantage:
Talk to Birds: Klaus can talk to any kind of bird and they can talk to him. Birds have got a very low intelligence so @ztech remember when talking to birds use simple sentences and words. Also remember that you don’t do this in public people will think your insane or even worse a witch... .
Horrible Voice: (I took this because you have a charisma of 8) People who don’t know you and hear your voice for the first time will often be frightend of you.
LordKjarl - July 4, 2007 01:45 PM (GMT)
Skot Sannur
Race Dwarf
Sex Male
Age 278
Personality- Skot is a very dour and grim Dwarf, even other Dwarfs think him usually sour. He hardly partakes in any conversations at all, and the only time he has ever been know to talk almost some what freely, has been around a fire with his pipe. He never drinks, and looks down upon others who do. He also has a large distaste for animals. and will attack all wolfs on sight.
Physical Appearence- He is slightly samller than average Dwarf height, but only another Dwarf could tell that. His long brown beard touches the ground, and is begining to turn gray. He has a many different battle wounds, the most notable a medium size scar on his left face, and a stump where his left hand used to be. He wears a chain mail shirt, and a wolf pelt, among other clothings such as pants and boots.
History- Skot was a native of Karak Norn, and became a member of the cities band of Rangers at the age of 150 years old, after breifly apprenticing in the engineer guild. Loving the Ranger way of life, he quickly mastered the style of fighitng, using the standard large axes and crossbows. He was soon the second in command of the Ranger squad.
Unfortunetly disaster struck Skot, for during a drunken dare after a sucessful raid on a goblin camp, Skot attempted to train a wolf. The wolf immediately attacked the stupid Dwarf, and Skot was forced to fight for his life. He was able to kill the wolf, but lost his left hand entirely.
Skot's Ranger carrer looked ruined, his tracking skills still remained exceptional, but his fire rate with his crossbow greatly reduced, and the ability to use his great axe completly ruined. However, the Engineer in Karak Norn whom he apprenticed under, offered to create a new hand for him, much like Burlok Damminson's mechanical arm. Of course, the price would be tremendous.
So, Skot embarked to raise the small fortune needed to create his new hand. It was a logical step to become a mercenary, specifically, a bounty hunter. It incorpareted much of the same skills he allready knew, and paid very well. He hopes that when he recieves his new hand, that his old Ranger band will accept back in once he has proved his skills again.
After being without his hand for 50 years, Skolt has trained himself with his crossbow almost nonstop. His speed of firing has slowed, but now has near perfect accuracy, able to split a wolfs head (or any other head) from over 100 paces, which he has done many times. Because of his over use of his right arm, his right arm has an usually high amount of strength, and is quite formidable in hand to hand combat. His tracking skills have now been broadened, from not only goblins, but to most creatures in the Old World, and some even beyond.
Equipment- A crossbow with a quiver that contains 30 bolts. His wolf pelt, which is a constant reminder to him never to drink, a small axe for defense, a pipe and assorted items for it, and a tinder box.
________________________________________
Skot arrived in Ferdok on foot. Work has been scarce, and Skot was being forced into tricking locals of towns into betting on shooting competitions with him for money. Hoping to find a decent job, Skot has been traveling from town to town for over a month, and is ready to do almost anything for some real money.
________________________________________
Characterizations:
Courage-13
Charisma-8
Intelligence-11
Intuition-13
Dexterity-16
Constitution-12
Strength-15
Movement-3
Skills:
Crossbow III
Hand Axe II
Tracking
Shield Crusher
Dead Eye Shot (Makes it possible to do 5 extra damage with a -5 when throwing the dice)
Marksman
Used to Armour II
Shooting with one hand III (I took this so you only have to suffer minor penalty's for reloading/shooting with one hand.)
Parry with hand weapon
Weapon Skills And Armour
Axe 1D+4 +1(because of strength)
Attack:17
Parry:17-1=16 (can parry two handed weapons without pennalty)
Crossbow 2D+6 (needs 4+1rounds to reload)
Shooting:11+6+3-2=18
Wolf Pelt and Dwarven Mail (5)
Nuisance: 1+4-4=1
Others
Initiative:11
Dodge: 9-1=8
Wounds and Stamina
Wounds: 35
Stamina: 37
Advantage and Disadvantage:
One hand: Makes it hard in doing stuff where you normally use two hands, like shooting. (I used up three skills so that you only suffer minor pennalty’s)
Dwarf Nose: this actually has nothing to do with smelling, but humans think this because most dwarfs adventurers are experts in finding secret holes and doors where there is hidden gold, so they have started to believe dwarfs actually can smell gold... . Skot can spot more easely secret doors, traps and holes.
LordKjarl - July 5, 2007 07:57 AM (GMT)
Kaspar Fortannascere
Race: Human (Tilean/Reiklander)
Sex: Male
Age: 28
Physical Appearance: Kaspar is of about average height for a human and has a slightly stocky build. He has dirty-blond hair that is long enough to reach down past his ears and a moustache of the same colour, but no beard. His eyes are blue. He has a slight tan from spending long periods of time outdoors but this is only really noticeable when he is standing close to another Old Worlder. He has three short parallel scars on his left cheek but other than that no distinguishing marks.
History: Kaspar Fortannascere never knew his Reiklander mother as she died during childbirth, inheriting only an Imperial first name from her. His father, an enterprising Tilean, used to tell him that he’d been born at sea when he was very young, but the truth was that he was born in some Old World port. He ever found out which, as he wouldn’t be able to remember it whenever he asked his father, and after his father’s death there was nobody else to tell him.
He spent the early years of his life travelling around the Old World with his father, who owned several ships and was little more than the captain of an extremely portable mercenary company. Kaspar remembers little of the first five or so years of his life, however; his memories really begin when he moved to Araby. Between the great deserts of Araby and the jungles of the Southlands is the Imperial city of Sudenburg, and it was there that Kaspar spent the most of his childhood. He would later find out off his uncle (a member of his father’s company) that the elder Signor Alfredo Fortannascere was fleeing the Old World after a dodgy deal with some underworld businessmen went wrong and believed that Sudenburg was far enough away that his past would not catch up with him.
The Fortannascere Company lived off the money that they had accumulated in Sudenburg for a few years, but eventually they ran out of funding, and so Kaspar’s father reassembled the company and began looking for sponsors. The mercenaries were no stranger to quests of grave robbing or orc hunting, and, being so close to the Land of the Dead, it was only a matter of time before they were told to raid the sandy tombs to the north. The entire company set out into the desert, Kaspar included, searching for a collection of tombs. One evening, as dusk approached, the scouts announced that there were tombs just over the horizon, and so Signor Fortannascere called it a night, announcing that the company would sleep then and travel the rest of the way to the tombs in the morning. That night, Kaspar was awakened by the sounds of fighting. The nine-year-old boy looked around – his father was not in the tent. He moved to the flap and looked out.
The camp was beset by a host of the undead. The mercenaries were fighting bravely against their skeletal foes, but they were gradually succumbing nonetheless. The scene was a nightmare come true for Kaspar. The young boy was terrified out of his wits and could do nothing but scream and watch what he had thought to be superstition mercilessly slaughter the mercenaries, most of whom he knew and thought of as an extended family. Kaspar’s father saw his son and broke off from his battle against the skeletons’ leader, sprinting to the tent. He picked the boy up and ran from the camp to where the company’s horses were tied. Some men had reached the horses already and were preparing to abandon the fight and head back to Sudenburg, to get aid if they could but mostly just to escape with their lives. Kaspar’s uncle was among these men and Signor Fortannascere pressed his son into his brother’s saddle just as the horsemen were departing, before turning back to the camp to help his men. The last thing Kaspar saw of his father was him reaching the Tomb King who had slowly followed the human out of the camp, animated by dark magic, and the undead warrior cutting the Tilean down before his uncle covered his eyes and wrapped him in his cloak.
The Company members who did not escape the desert did not survive the night, and with their leader dead the other members of the company had no intentions of trying to build their numbers up again. Kaspar’s uncle took him in and brought him up for the rest of the boy’s youth. At the age of seventeen, his uncle organised a place on a ship to take Kaspar back to the Old World so that he could seek his fortune there, for his uncle suspected that the young man would only be happy if he could escape the constant threat of living so close to the Land of the Dead and the memories it would bring up. Ironically, as the ship rounded the north coast of Araby and came close to the mouth of the river Mortis, a ship of undead pirates attacked it. Most of the sailors prepared themselves for death, but Kaspar marshalled them and led the fight against the undead boarders. The corsairs were repelled and the ship continued, eventually landing in Tilea where the passengers went their separate ways.
Kaspar became a mercenary in order to make money and found that the way of life suited him as it had his father and uncle. He travelled across the Old World, joining different companies and staying with them for a year or two at a time before moving on. Eventually he found himself in the Empire, having joined a company heading to it with a desire to see the homeland of his mother. Now he is out of employ and looking to hire out his services again.
Personality: Kaspar is for the most part extremely affable. He tends to be polite subconsciously and indiscriminately and when one gets to know him better he can be quite talkative. His life around the Old World and beyond has caused him to be more open-minded than usual for a human towards other cultures (particularly as he does not consider himself as having a culture of his own) and he is not beset by xenophobia. He is, however, distrustful of wizards, particularly Amethyst wizards, as he harbours both fear and hatred of necromancers due to his experiences as a child, and he is beset by nightmares and can lapse into periods of depression on occasion. He is not deeply religious, but he does pray when it suits him – to Myrmidia before battle, for example – and pays his respects in temples when he gets the infrequent chance.
Equipment: Kaspar carries little in the way of personal effects but a golden ring his uncle gave him. His other possessions are a breastplate he got from the armourer of a previous mercenary company he worked with and a sabre. He also owns a grey horse, named Alfredo after his father.
Stats:
Courage: 14
Charisma: 14
Intelligence: 11
Intuition: 11
Dexterity: 12
Constitution: 14
Strength: 13
Movement: 4
Skills:
Sabre II
Used to wearng armour II
Cavalry training
Good at languages
Battle reflexes
Directed thrust
Death thrust
Parry with handweapon I
Shield Crusher
Liberation Strike
Charge Attack
Fighting in formation (Allows Kasper to parry attacks againsed a friendly fighter next to him.)
Quick draw
Weapon Skills And Armour
Sabre: 1D+4 (+2 when mouted; +4 when charging with horse) (Kasper can parry two-handed weapons without pennalty.)
Attack: 17
Parry: 17
Breastplate: 4
nuisance: 4-4= 0
Others
Initiative: 10+2 (+2)=12(14)
Dodge: 8+2=10
Wounds and Stamina
Wounds: 32
Stamina: 32
Advantage and Disadvantage:
Superstition: When confronted with creature he heard from in old wife tales, undead and or other superstitios crap Kasper has to take a Courage test.
Artifact: What Kasper doesn’t know is that the ring his uncle gave to him was found in a tomb, and it has ancient powers. His uncle didn’t know and Kasper doesn’t know. (I’m not telling what it does yust yet.)
LordKjarl - July 12, 2007 07:46 AM (GMT)
Lupin “Light-Fingered” Merryweather
Lupin Merryweather was born in the Moot, along with the rest of the Halfling population of the Old World. There, he lived a reasonably happy, if rather bored life – in his childhood, he had a tendency of taking things from his parents and relatives and hiding them, playing games to see how long they would go without missing them, or how flagrantly he could take things without being noticed – this was something his parents assumed he would grow out of. This he duly did - until his twenty-first birthday, when a dwarf came to town. The dwarf’s name was Thorgil Thorsson, and he arrived for Pie Week – the most holy of Halfling holidays. Apparently, he had just come into possession of a huge amount of cured and salted meats, which he was selling off to the local cooks at bargain prices (and in a surprising hurry).
Lupin fell into conversation with the grey-bearded newcomer, who quickly had him enthralled with tales of clearing goblins from mines, and running shipments of blackpowder and handguns through blockades – although Thorgil never quite got round to mentioning whose blockades they had been. The best part of the dwarf’s stories were the parts about gold: most of Thorgil’s supposed adventures seemed to revolve around one money-making scheme or another, and while the dwarf seemed pretty penniless, he had the kind of enthusiastic vision that could captivate even a cynical audience. What’s more, the Dwarf taught him a few of the tricks he had learnt in his long time on the road – skills that re-awakened Lupin’s memory of the games of his childhood.
Two days later, the bailiffs came to town, following rumours of smuggling – before Lupin even knew they had arrived, Thorgil was long gone, last seen driving his cart southwards at the crack of dawn. However, Lupin found the Dwarf had left a note for him: it told him that one of the local Halfling freeholders had tipped the taxmen off, and that Thorgil thought the two of them might have a future together, if Lupin didn’t fancy becoming a farmer or a cook. For some reason, the dwarf had also left him a spade…
Lupin was arrested two days afterwards, having dug through the roof of the farmer who had informed on Thorgil and in the act of escaping with most of the old Halfling’s valuables. When the warden came to check up on him the next morning, he found the cell door swinging open, and the pie he had bought for his lunch mysteriously absent: Lupin had well and truly discovered the latent desire for all things belonging to other people that burns in the breast of many Halflings, and was glimpsed briefly boarding a coach to Averheim before vanishing from the Moot. His family quietly tried to forget him: in the meantime, finding that Thorgil had moved on to pastures new and undisclosed, Lupin set himself up as a professional thief, working through a few of the provincial towns before heading for Nuln, where he honed his natural talents to a high level of expertise. His small size made him an ideal cat-burglar, adept at worming his way in and out of expensive residences, and it was work he loved: he didn’t do it so much for the money (which usually dribbled away faster than he could replace it, often leading him into unpleasant scrapes with loan sharks) as the sheer thrill of theft.
Finding himself a little too much in demand (and too much observed) by the city’s criminal underclass and lawmen (who sometimes seemed to work together to a disturbing degree), Lupin has since moved on, trying to lie a little lower for a while before establishing himself anew in some other big city. Foresight and patience have never been his strong suit, and he is currently hoping for some chance at a big job to put himself in pocket, having spent his way down to his last few pfennigs.
Personality: Lupin is easy-going, mainly concerned with what’s in his pocket and what’s on his plate. While he often affects an air of child-like naivete, he is in fact rather hard-bitten in practical cynicism, and privately looks down on overt displays of altruism. Like all Halflings, he tends towards gabbling his speech when he is excited or over-worked, and has a preference for rude humour and the occasional practical joke: something he has had to suppress in human society, as so many outside the Moot (rightly) regard Halflings as odious little thieves, most likely to give them Foot Rot.
While he shows little compunction at breaking into peoples’ houses and relieving them of their valuables, Lupin does not really equate the act of stealing with harming others: he has somehow dissociated the two, to the point that he can often convince himself that people are ‘asking’ to be robbed – or sometimes even that the items he steals want to be stolen. Kleptomania aside, he avoids trouble like the plague, being rather fearful of violence, and still having a convoluted kind of moral code of his own. For the same reasons, he tends to tread very carefully when ‘on business’, doing as little damage and leaving as few traces as possible.
Like many Halflings in the big wide world, he can be somewhat impractical on mundane matters, with little foresight and even less prudence about how he spends his money. By Lupin’s reasoning, money is not something to be hoarded: when you run out, you go and get some more. It doesn’t really mean anything, anyway. It’s just little metal promises. People make promises all the time – if everyone kept them the world would grind to a halt, after all…
Courage 8
Charisma 14
Intelligence 14
Intuition 17
Dexterity 19
Constitution 9
Strength 8
Movement: 4
Skills
lock picking
escape artist
move silently
alert
bluff
use weapon (Crossbow) II
use weapon (knife) I
climb
Run Like The Wind!
good aim
observe
persuade
hide
athetics
Equipment:
• Crossbow & 10 bolts: strapped across his back when it is not safely out of sight, this lightweight weapon is only a foot or so shorter than Lupin himself. One of the tools of his trade, its main use for him is not to kill people, but to fire a grappling hook onto the roof of a particularly difficult-to-enter property: with his slight weight and stature, he can then easily climb the rope and gain access through the chimney, something that would be impossible for most human thieves. That being said, it can occasionally come in handy for a warning shot over the heads of pursuing watchmen, although Lupin would never admit that that could be necessary – according to him, he doesn’t do getting caught.
• Grappling hook & 20 feet of rope: for the aforementioned use.
• Small hammer and chisel: for prising the hinges out of windows.
• Small spyglass: for casing the location of his next job from a distance.
• Set of lockpicks: for obvious reasons
• Hooded cloak: cut down from a human garment, he uses the outsized hood to conceal his face when on a job.
• Knife: Most residents of the Old World own a knife, both for self-defence and for eating with. Lupin is no exception, although he tends to view the former as a last resort.
• Flask: Lupin usually carries some kind of alcohol around with him, in a small metal flask that he keeps on his person. Despite being something of a lightweight, he is rather fond of drink.
• Pack: for carrying all his ‘tools of the trade’, while keeping them out of sight.
Weapon Skills And Armour
Knife: 1D+1
Attack: 12
Parry: 13
Light Crossbow:2D+2 (1/2/1)
Shooting: 16+2 =18
Cloths:(1)
Nuisance:0
1
Others
Initiative: 11
Dodge: 8
Wounds and Stamina
Wounds: 23
Stamina: 28
Advantage and Disadvantage:
Kleptomania
Sence Danger: Lupin can sence a certain degree of danger, though he doesn’t know what is about to happen.