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croiduire:orbs:characters:shadow_wars:runga_kaulusadalitaja

Runga Kaulusadalitaja

Full Name Runga Kaulusadalitaja
Player
Game (Context) The Orbs of the Dead God (Shadow Wars)
Race/Species Goblin
Gender Male
Height 4'3"
Weight 99 lbs.
Age DOB: 19 Gye 75061) (22)
Apparent Age2) Early twenties
Hair Black
Eyes Dark brown
Skin Tiger's eye

Character Sheet

Class and Level Fighter 6/Thief 8
Kit Savage Fighter
Alignment LG

Tracking

Current Base Notes
Hit Points 51 51 No current injuries.
Spell Points 0 0
Experience (Fighter) 32,000 32,000 Next Level: 64,000
Experience (Thief) 70,000 70,000 Next Level: 110,000

Ability Scores

Score Current Base Notes
Strength 15 15 Attack Adj.: +0; Damage Adj.: +0; Weight Allowance: 55 lbs; Max Press: 170 lbs; Open Doors: 8; Bend Bars/Lift Gates: 7%
Dexterity 17 17 Missile Adj.: +2; Reaction Adj.: +2; Armour Class: -3
Constitution 15 15 Hit Point Adj.: +1; System Shock: 90%; Resurrection Chance: 94%; Poison Save: +0
Intelligence 16 16 Bonus Languages/Proficiencies: 5; Max. Spell Level: 8th; Chance to Learn New Spell: 70%
Wisdom 14 14 Magic Defence Adj.: +0; Spell Immunity: None
Charisma 13+2 13 Comeliness Modifier: +2; Initial Reaction Adj.: +3; Loyalty Base: +2; Max. Number of Henchmen: 7
Perception 18 18 Find/Rem. Traps bonus: 10%; Detect Noise bonus: 15%; Detect Assassin bonus: 10%; Detect Illusion bonus: 10%; Tracking bonus: +4
Comeliness 16 16 Charisma Modifier: +2

Combat Statistics

Current Base Notes
THAC0 15 15 Melee: 15; Missile: 13
Armour Class 5 10 Full armour, cord/leather: -2; Dexterity Defensive adj.: - 3

Attacks

Weapon Init. Attacks THAC0 Damage Range
Melee Missile Point Blank (+2) Short Medium (-2) Long (-5)
Shortbow +1 1 5/2 -- 11 1d6 30 ft 70 yds 140 yds 230 yds
Dagger/Knife 0 1 14 12 S/M: 1d4; L: 1d3 N/A 10 yds 20 yds 30 yds
Short spear 1 3/2 15 13 One-handed and thrown: 1d4+2; two-handed: 1d6+2 N/A 20 yds 40 yds 60 yds
Short spear with atl-atl 1 2 -- 13 1d4+3 N/A 30 yds 60 yds 90 yds
Spear +1 2 3/2 13 11 One-handed: 1d8+3; two-handed: 2d6+3 N/A 15 yds 30 yds 45 yds

Saving Throws

Paralysation & Death Magic 11
Poison 103)
Petrifaction & Polymorph 11
Rod, Staff, & Wand 12
Breath Weapon 13
Spell 124)

Weapon Proficiencies

Proficiency Level Slots Notes
Knife/Dagger Specialist 2
Short bow Specialist 3 Specialised with all tribal bows
Spear, standard Specialist 15)
Tight Group: Axes Proficient 2 Battle axe, hand/throwing axe, hatchet, two-handed axe
Tight Group: Spears Proficient 2 Short (javelin), standard, long

Nonweapon Proficiencies

Proficiency Score Attribute Slots Notes
Alertness 16 Perception + Wisdom, averaged +0 1
Animal Lore 16 Intelligence +0 1
Direction Sense 17 Perception + Wisdom, averaged +1 Kit Bonus
Endurance 15 Constitution +0 Kit Bonus
Fire-Building 16 Wisdom + Dexterity, averaged 1
Fishing 15 Perception + Wisdom, averaged -1 1 Coastal, River
Forage 14 Perception + Wisdom, averaged -2 1 Mixed6)
Hunting 15 Perception + Wisdom, averaged -1 1 Mixed7)
Local History 15 Charisma + Intelligence, averaged +0 1
Running 9 Constitution -6 1
Set Snares 16 Perception + Wisdom, averaged +0 1
Survival 16 Intelligence +0 Kit Bonus Mixed8)
Swimming 15 Strength +0 1
Tracking 18 Wisdom + Perception Bonus: 4 2
Trail Marking 16 Perception + Wisdom, averaged +0 1
Trail Signs 16 Perception + Intelligence, averaged -1 1
Weather Knowledge 15 Perception + Wisdom, averaged -1 Kit Bonus
Modern Languages 16 Intelligence +0 1 Common

Native Languages

Goblin, Orc, Gnome

Special Ability (Kit Benefit)

The Savage Fighter has a special ability, resembling a spell, which he may use once per day per (fighter) experience level he has (Runga can use his ability six times per day).

The special ability may never be changed. It is not truly magic, and Detect Magic will not reveal it; it is an ability natural to the Savage. It does not require verbal, somatic, or material components, even if such are required from the normal spell.

Animal Friendship (Priest 1st Level). Special effects: This ability can only make friends of an animal which is not angry or threatened. It can be used to make an angry or threatened animal calm. To make friends with an angry or threatened animal, therefore, the Savage must be able to use the ability twice that day (i.e., he must be of 2nd level or higher) and must have two uses left. To use the ability, the Savage must confront the animal, face to face, at no further away than the limits of the animal's attack range. As with the spell, the Savage must actually have no ulterior motives, for such will be detected by the animal, and the ability will fail.

Rogue Skills

Skill Base Score Ability Adjustment Discretionary Points Armour Adjustment Total
Climb walls 40 +0 +25 +0 65%
Detect illusion 10 +5 +25 +0 40%
Detect noise 15 +259) +25 +0 65%
Escaping bonds 10 +5 +25 +0 40%
Find/remove traps 5 +10 +25 +0 40%
Hide in shadows 10 +5 +30 +0 45%
Move silently 15 +5 +35 +0 55%
Pick pockets 5 +5 +10 +0 20%
Tunnelling 15 +0 +25 +0 40%

Inventory

These are Runga's personal possessions, not including familial household goods; he naturally does not carry everything with him everywhere he goes!

Item Quantity Type Description & Notes
Armour and Arming Clothes
Partial Armour 1 Armour Multi-layer; fibre, fabric, and leather (both flexible and cuirboilli): AC -2; Wt. 10 lbs; covers back, chest, and arms with haidate down almost to the knees (closer in appearance and fabrication to early Japanese armour than European)
Medium Shield 1 Armour Ash covered with leather, painted with the distinctive sigils of Runga's tribe
War Cap 1 Armour Cuirboilli, metal-reinforced; particularly effective vs missiles; has a peak to shade the eyes; does not restrict vision or hearing (looks a bit like a baseball or kepi cap)
Arming Coif 2 Arming Clothes Simple, very close woven, tussar silk biggins caps but with a panel hanging down to protect the neck
Muffler 1 Arming Clothes An eight foot length of tussar silk, the hems at both ends dyed and tasselled, worn wrapt round and round the neck to afford some protection to that most vulnerable area without sacrificing mobility
Undertunic 2 Arming Clothes Two loose-fitting, simple, very close woven knee-length tussar silk tunics 10)
Undertunic 1 Arming Clothes One soft, loose, sleeveless, knee-length, leather tunic worn over the silk one 11)
This harness is somewhat bulky but does not impede any rogue or combat action. The spotlessly clean silk undertunic serves an unusual (but historical!) purpose: if the fighter is injured the cloth deforms and enters the wound; it does not tear, keeping the wound cleaner, helping to staunch the blood, and making it possible to remove an arrow from the entrance wound without causing further damage.
Everyday Clothing
Chainses/Tunics 4 Underclothes Four loose-fitting, simple, knee-length, long sleeved, hempen tunics, undyed12)
Chainses/Tunics 2 Underclothes Two loose-fitting, simple, knee-length, long sleeved, woollen tunics, one red, one green, worn over a hempen tunic in cold weather13)
Surcoat/Overtunic 2 Work Clothes Simple, sleeveless, knee-length, buckskin tunics14), wet scraped, dressed with mixture of tallow, pine tar and beeswax, and well smoked; waterproof, windproof, and very sturdy; one lavishly decorated at the neck, hem, and on the chest with multicoloured quillwork, the other pierced and embroidered with woollen yarn (garments with bragging rights--they are beautiful as well as practical)
Belt 1 Everyday Wide, heavy-duty, thick, oak tanned elk hide belt; tooled in a knotwork pattern, worn with a dagger in its colourful quilled sheath and rabbit fur belt pouch attached
Boots 1 pr Everyday Knee high, soft boots (moccasin-type), made of elk hide, wet scraped, dressed with mixture of tallow, pine tar and beeswax, and well smoked; waterproof, windproof, and very sturdy; decorated with appliquéd embroidered red woollen bands at the tops
Hosen 2 pr Everyday Soft, easily washed, stretchy chamois leather, above-the-knee hosen, gartered in place with strips of woollen cloth
Slippers 1 pr Everyday Soft, comfortable, low, leather moccasins, slip-on style, decorated with contrast stitching. Outdoor footwear is not worn inside the house; there's a rack by the entrance where it is left.
Formal Clothing
Chainse/Tunic 1 Formalwear One loose-fitting, simple, ankle-length, long sleeved, linen tunic, bleached snow white
Overtunic 1 Formalwear In the style characteristic of the tribe, a tunic about two inches shorter in length (hem and sleeves) than the formal chainse (allowing it to show); the chainse is also revealed by the v-neckline; made of finest dressed elk-hide leather, bucked, brain-tanned, and stretched, then bleached and worked with clay until pure white and incredibly soft, elaborately ornamented with vivid, multicoloured beadwork, quillwork, ribbons, tassels, appliqué, piercing, painting, and embroidery in intricate, artistic designs. (In goblin fashion there is no such thing as "too much" or "over-trimmed" or "gaudy".) The set was Nalys (traditional) wedding gift to Runga; the groom's garments are expected to show off the bride's skills and her devotion to her future husband, and represent hundreds of hours of work. The ensemble is so well done that it elicited "ooohs and ahhhs" of wonder and admiration even from highly skilled and much more experienced goblin matrons who are inclined to be critical. On formal occasions it grants Runga a +3 reaction bonus when worn in goblin society, +2 around orcs.
Dress Boots 1 pr Formalwear Ankle boots (moccasins) to match Runga's overtunic, the tops made of the same white leather as his clothes and similarly trimmed, the lower portion of thick, supple, bright red buckskin.
Hosen 1 pr Formalwear Over-the-knee hosen knitted from fine, soft lambswool, bleached pure white
Winter Outerwear
Cloak 1 Winterwear Triple woven woollen cloth, hooded, full and long, very warm, wind and water repellent; can be used as an improvised blanket, groundcloth, or tent
Boots 1 pr Winterwear Knee high, soft boots (moccasin-type), made of elk hide, wet scraped, dressed with mixture of tallow, pine tar and beeswax, and well smoked; waterproof, windproof, and very sturdy; lined with sheepskin shearling, and trimmed with fur to shed the snow. On extremely cold days a separate inner felted boot is also worn
Hosen 2 pr Winterwear Soft, easily washed, stretchy chamois leather hosen that come up to the groin with flaps on the sides to attach to a belt
Hosen 2 pr Winterwear Nutria fur hosen that come up to the groin with flaps on the sides to attach to a belt; worn over chamois hosen to protect the skin as well as add warmth
Overtunic 1 Winterwear A double-layer tunic with the fur both inside (rabbit) and outside (nutria), below knee length, attached, fur-lined hood, drawstrings at wrists and neck
Mittens 1 pr Buckskin, rabbit fur lined
General Equipment
Bedroll 1 General Woven fibre mat wrapt around a two layer blanket, leather on the outside, wool on the inside, stuffed with down for warmth; sewn folded in half across the bottom with hide points along the open side to tie it closed
Medicine Bag 1 Treasure A very finely made doeskin bag exquisitely decorated with holy symbols of health, happiness, honour, and harmony; in it are healing herbs and supplies (emergency first aid kit) but also talismans to maintain inner balance [insert specific items: typical ones might be the lucky fetish/holy symbol made by the shaman when Runga was born, a lock of Nalys' hair, a bit of fur from his first successful hunt, and so forth]
Carry-all 1 General A large bag made of the same sturdy elk hide as his boots, with secure closures and comfortable straps that can sling over one or both shoulders. Mostly used when hunting, with her fertile imagination, artistic ability, frugal mindset, and nimble fingers, Nalys had decorated it with fanciful versions of the animals he most often caught appliquéd with scraps of their fur; it is much admired.
Game Bag 1 General A smaller version of the carry-all
Mess Kit 1 General In carry-all; 1 steel deep-sided plate/shallow bowl, 1 large (24 oz) tankard, 1 steel spoon, 2 wooden spoons (large and small), 1 wooden spatula/scraper. Eating dagger and pricker in belt sheath
Tinderbox 1 General In beltpouch; tin box (made in Tanalok) with space for candle wax, char cloth, fine wood shavings, flint and steel. Runga doesn't actually need it, but it's a status symbol
Collapsible Leather Bucket 1 General In carry-all
Fishing Tackle 1 set Tool In carry-all; polished wooden lures, colourful flies made of feathers and catgut cord, bone and steel hooks, small net
Cordage Asst Tool In carry-all; sinew, bowstring, lightweight and heavyweight twine, thin hempen rope (50 ft/10 lbs)
Personal Toiletries Kit 1 General In carry-all; hempen towels, soap, toothpowder, several chew sticks, comb, grease (refined and scented, to keep the hair free of vermin)
Weapons and Accoutrements
Daggers/Knives 2 Tools/Weapons Worn on belt in a single sheath (described above) with three pockets; steel blades, bone handles; the larger one suitable as a weapon, but primarily used for hunting, skinning, shaving kindling, and other general purpose tool use; the smaller for eating but also effective as a throwing weapon. Matching pricker is also carried.
Hatchet 1 Tools/Weapons Carried in loops on the outside of carry-all; fine steel head, hickory haft; primarily a tool, but can effectively be used as a weapon
Composite Short Bow +1 1 Weapon Masterwork; yew and sinew
Arrows 20 Weapon In waist quiver; well made, steel tipped
Throwing Spears 5 Weapons In back quiver; ash shafts, fine steel heads
Atl-atl 1 Accoutrement In back quiver; a fine oak spear thrower polished smooth as silk, a gift from his brother-in-law
Spear +1 1 Weapon Magical: will not dull or corrode; the head was made and blessed during the Golden Age of legendary water-steel (wootz steel), the shaft is of modern manufacture of best-quality, seasoned hickory
Back Quiver 1 Accoutrement Elk hide of the same quality as the carry-all decorated with a quilled band around the top; capacity: 5 short spears
Belt Quiver 1 Accoutrement A smaller version of the back quiver; capacity: 20 arrows

Background & Notes

Runga, age 22, is the Head Huntsman of the Dziedot Upe (Singing River) tribe, only below the Chief, and his two top lieutenants, the Shaman, and the Healer (and midwife) in prestige, and on a par with the Potter, the Smith, the Herdsman, the Weaponsmith, the Armourer, the Bowyer, the Knapper and other acknowledged experts in their respective crafts. He is married to Nalys, age 20. She is extraordinarily pretty, with hazel eyes and auburn hair, colouring very rare and highly regarded amongst goblinkind. Together they have 6 children, 4 sons: Bod, Kesr, Metusb, and Xugadz, and 2 daughters: Izaik and Nuvidoot. Twins Bod and Kesr are 5, Metusb and Izaik are 3, and Xugadz and Nuvidoot are 1.

Nalys is a "Big Nosed Woman" a term of highest praise, referencing the time when gnomish women would often marry goblin men; she is the only daughter of the shaman, all her children are living, she's highly intelligent, diligent, faithful, and frugal. She keeps herself and her family to the highest standards, always clean, always well fed, always properly and seemly clothed; she is accomplished in all the "womanly" crafts prized by the clan--she cooks, sews, spins, weaves, tans leather and fur, brews, etc. and does it all with exceptional skill and efficiency. Her bride price was enormous, but Runga thinks she was worth every penny. Nalys, in turn, is amply pleased by her husband. Although still very young, he is already respected as an elder and is firmly on his way to becoming chief someday, he is a superb provider, he treats her well and considerately, and is a very good, almost doting, father. They get along harmoniously…in truth, they love each other deeply, although their culture sets no store by romantic love, regarding it as a potent source of jealousy, disharmony, selfishness, and disobedience (all cardinal sins in goblin culture). They married when Runga was 16 and Nalys 14, both barely pubescent.

Runga is one of six living children. Nalys is one of three (triplets) that came as a complete surprise to their delighted parents. Jiub, the Shaman, was one of the citads gars, and dedicated to the vocation he'd trained for since early childhood; it was a satisfying life…but sometimes as he got older he longed for the closeness of a spouse. Rairya, Nalys' mother, was 13 and the eldest of six when her mother died in childbirth. She was almost an adult…she set aside her own matrimonial dreams and devoted herself to raising her siblings. By the time her youngest brother married she was 30, and long past marriageable age; some of her contemporaries were already grandmothers. She wasn't bitter--seeing her siblings all grown up and thriving gave her great joy--but she was sad, and lonely.

Jiub and Rairya only sought companionship in each other at first, but no one was surprised when friendship bloomed into something far warmer and they wed. It was a simple affair, without bride price or dowry, but deeply satisfying nonetheless, although Rairya felt a bitter-sweet pang in finally opening her dower chest to use the things she had packed away with such high hopes so long ago. Neither of them had any expectation that they would ever be more than a couple…within a year she was expecting. The healer was worried--she'd never had a 36-year-old first-time mother before--but the pregnancy and delivery were perfectly normal and uncomplicated and produced exceptionally large, very healthy triplets, two boys and a girl: Eodru, Yalur, and Nalys, beautiful babies with opal eyes and auburn hair. Seldom was a birth celebrated with so much heart-felt delight, not only by their parents but by the whole tribe. Who could be more deserving of such good fortune than Jiub and Rairya? Seldom were three babies so loved.

Yalur is following in his father's footsteps; soon he will leave for the Halls of Knowledge to study the deep mysteries. Eodru is well on his way to becoming a master carpenter. He married Sioche two years ago; they have six-month-old twins boys.

Personality Chart

Primary Motivators Domesticity Sense of Humour Dry
Emotional Disposition Curious Sexuality
Moodiness Even-Tempered Orientation Hetero
Core Traits Libido
Outlook Confident Expressiveness
Integrity Responsible Expressive Style
Impulsiveness Hyperactive Openness
Boldness Audacious Promiscuousness
Flexibility Religion & Spirituality
Affinity Adherence Casual
Comportment Tolerance Tolerant
Interactivity Talkative Expression None
Disclosure Conversion Never
Conformity Traditional Attitude Irreverent
Topics of Conversation Hunting, Weather,
Quirks, Habits, & Oddities Daydreaming, Teeth-sucking
Hobbies & Enjoyments Acrobatics, Painting
See http://rpg.ashami.com/ for reference

Character Questionnaire

The Basics

What is your full name?
Runga Kaulusadalitaja
Where and when were you born?
FIXME
Who are/were your parents? (Know their names, occupations, personalities, etc.)
FIXME
Do you have any siblings? What are/were they like?
FIXME
Where do you live now, and with whom? Describe the place and the people.
FIXME
What is your occupation?
FIXME
To which social class do you belong?
FIXME
Do you have any allergies, diseases, or other physical weaknesses?
FIXME
Are you right- or left-handed?
FIXME
What words and/or phrases do you use very frequently?
FIXME
What do you have in your pockets?
FIXME
Do you have any quirks, strange mannerisms, annoying habits, or other defining characteristics?
FIXME

Growing Up

How would you describe your childhood in general?
FIXME
What is your earliest memory?
FIXME
How much schooling have you had?
FIXME
Did you enjoy school?
FIXME
Where did you learn most of your skills and other abilities?
FIXME
While growing up, did you have any role models? If so, describe them.
FIXME
While growing up, how did you get along with the other members of your family?
FIXME
As a child, what did you want to be when you grew up?
FIXME
As a child, what were your favourite activities?
FIXME
As a child, what kinds of personality traits did you display?
FIXME
As a child, were you popular? Who were your friends, and what were they like?
FIXME
When and with whom was your first kiss?
FIXME
Are you a virgin? If not, when and with whom did you lose your virginity?
FIXME
Describe any influences in your past that led you to do the things you do today.
FIXME

Past Influences

What do you consider the most important event of your life so far?
FIXME
Who has had the most influence on you?
FIXME
What do you consider your greatest achievement?
FIXME
What is your greatest regret?
FIXME
What is the most evil thing you have ever done?
FIXME
Do you have a criminal record of any kind?
FIXME
When was the time you were the most frightened?
FIXME
What is the most embarrassing thing ever to happen to you?
FIXME
If you could change one thing from your past, what would it be, and why?
FIXME
What is your best memory?
FIXME
What is your worst memory?
FIXME

Beliefs And Opinions

Are you basically optimistic or pessimistic?
FIXME
What is your greatest fear?
FIXME
What are your religious views?
FIXME
What is your political ideology?
FIXME
What are your views on sex?
FIXME
Are you able to kill? Under what circumstances do you find killing to be acceptable or unacceptable?
FIXME
In your opinion, what is the most evil thing any human being could do?
FIXME
Do you believe in the existence of soul mates and/or true love?
FIXME
What do you believe makes a successful life?
FIXME
How honest are you about your thoughts and feelings (i.e., do you hide your true self from others, and in what way)?
FIXME
Do you have any biases or prejudices?
FIXME
Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it?
FIXME
Who or what, if anything, would you die (or otherwise go to extremes) for?
FIXME

Relationships With Others

In general, how do you treat others (politely, rudely, by keeping them at a distance, etc.)? Does your treatment of them change depending on how well you know them, and if so, how?
FIXME
Who is the most important person in your life, and why?
FIXME
Who is the person you respect the most, and why?
FIXME
Who are your friends? Do you have a best friend? Describe these people.
FIXME
Do you have a spouse or significant other? If so, describe this person.
FIXME
Have you ever been in love? If so, describe what happened.
FIXME
What do you look for in a potential lover?
FIXME
How close are you to your family?
FIXME
Have you started your own family? If so, describe them. If not, do you want to? Why or why not?
FIXME
Who would you turn to if you were in desperate need of help?
FIXME
Do you trust anyone to protect you? Who, and why?
FIXME
If you died or went missing, who would miss you?
FIXME
Who is the person you despise the most, and why?
FIXME
Do you tend to argue with people, or avoid conflict?
FIXME
Do you tend to take on leadership roles in social situations?
FIXME
Do you like interacting with large groups of people? Why or why not?
FIXME
Do you care what others think of you?
FIXME

Likes And Dislikes

What is/are your favourite hobbies and pastimes?
FIXME
What is your most treasured possession?
FIXME
What is your favourite colour?
FIXME
What is your favourite food?
FIXME
What, if anything, do you like to read?
FIXME
What is your idea of good entertainment (consider music, social events, theatre, art, etc.)?
FIXME
Do you smoke, drink, or use drugs? If so, why? Do you want to quit?
FIXME
How do you spend a typical night without work the following day?
FIXME
What makes you laugh?
FIXME
What, if anything, shocks or offends you?
FIXME
What would you do if you had insomnia and had to find something to do to amuse yourself?
FIXME
How do you deal with stress?
FIXME
Are you spontaneous, or do you always need to have a plan?
FIXME
What are your pet peeves?
FIXME

Self Images & Etc.

Describe the routine of a normal day for you. How do you feel when this routine is disrupted?
FIXME
What is your greatest strength as a person?
FIXME
What is your greatest weakness?
FIXME
If you could change one thing about yourself, what would it be?
FIXME
Are you generally introverted or extroverted?
FIXME
Are you generally organized or messy?
FIXME
Name three things you consider yourself to be very good at, and three things you consider yourself to be very bad at.
FIXME
Do you like yourself?
FIXME
What are your reasons for being an adventurer (or doing the strange and heroic things that RPG characters do)? Are your real reasons for doing this different than the ones you tell people in public? (If so, detail both sets of reasons…)
FIXME
What goal do you most want to accomplish in your lifetime?
FIXME
Where do you see yourself in 5 years?
FIXME
If you could choose, how would you want to die?
FIXME
If you knew you were going to die in 24 hours, name three things you would do in the time you had left.
FIXME
What is the one thing for which you would most like to be remembered after your death?
FIXME
What three words best describe your personality?
FIXME
What three words would others probably use to describe you?
FIXME

Racial Abilities

  • Detect new construction underground: 25%
  • Low-light vision to 60 feet

Class Abilities

Fighter (15 character points)

  • Limited armour (-10): May not wear armour heavier than leather (tribal armour)
  • Multiple Specialisation (+10): A fighter with this ability can specialise in as many weapons as he desires at normal weapon proficiency costs.
  • Limited weapon selection (-5): Can only become proficient with tribal weapons (shortbows, clubs, hatchets, spears, staves, etc. No swords.)
  • Leadership (+5): Understands how to motivate troops and get the most out of his men. In battlefield situations, a military unit he leads gains a +2 bonus to any morale checks they have to make. Has a good working knowledge of tactics, logistics, messengers, and signalling.
  • Increased movement (+5): A fighter's base movement score is increased by 3.
  • Poison resistance (+5): Fighters with poison resistance gain a +1 bonus to all saving throws versus poison.
  • Spell resistance (+5): Fighters with spell resistance gain a +1 bonus to all saving throws versus spells.

Thief (80 character points)

  • Backstab (10): Thieves are practiced in the art of quietly eliminating guards and sentries. If a thief strikes a target from behind with surprise, the thief gains a +4 bonus on his attack roll, and the blow does additional damage. Table 24 defines the extra damage:
  • Climb walls (5): This skill lets thieves climb smooth or vertical surfaces.
  • Detect illusion (10): Thieves can see detect illusions within their line of sight, up to 90 feet away. They perceive the illusion as a translucent image, seeing through it as though it were a light mist.
  • Detect noise (5): This is the ability to hear sounds others usually can’t.
  • Escaping bonds (10): There comes a time in every thief’s career when his luck runs out and the he is apprehended. The ability to escape bonds such as ropes, leather thongs, manacles, chains, and even straight jackets is a feat of contortion and determination. The thief must roll to break every device binding him. If he’s tied at the wrists and at the ankles, then he must make two successful rolls to free himself. This skill takes five rounds to use. A thief might hurry his efforts, but he suffers a –5% penalty for each round he tries to shave. Locked items also require the thief to successfully pick the locks. A failure on any attempt means that the thief cannot loose that bond or pick the lock.
  • Find/remove traps (10): Many people try to protect their important belongings from thieves with small mechanical traps or alarms. As a result, thieves have developed skills to find and disarm these traps.
  • Hide in shadows (5): A thief can attempt to disappear in shadows, bushes, and crannies. A successful thief will be effectively invisible as long as he remains all but motionless. Slow, deliberate movements are allowed.
  • Move silently (5): This is the ability to move without making noise. The movement rate of a thief attempting this is reduced to 1/3 his normal rate.
  • Pick pockets (10): A thief uses this skill to pilfer small items from the pouches, pockets, belts, sleeves, packs, etc. of others. A failed attempt means the thief did not come away with an item, but it does not indicate the thief was caught in the act. To determine if a thief’s attempt was noticed, subtract three times the victim’s experience level from 100. If the thief’s roll was equal to or higher than this number, the attempt was noticed. For example, if the thief tried to pick the pocket of a 5th level fighter and failed—and the thief’s roll was 85 or higher—the thief is noticed. (5x3 = 15. 100–15 = 85.)
  • Tunnelling (10): A thief might need to dig a tunnel to get to a cache of riches. His success at tunnelling depends on several factors. The tunnelling table below shows the time required to dig through 10 feet of earth with adequate tools. Every 10 feet, the thief must make a skill check, failure meaning that the front of the tunnel collapses. It can be re-dug at the loose earth rate.
1)
Goblin calendar
2)
Earth human equivalent
3) , 4)
Includes Fighter class modifier +1
5)
Plus proficiency from tight group
6) , 7) , 8)
Runga is familiar with the whole area from the Jehona Mountains to the Astan Sea, but the Jehonas are a remnant range (very old and eroded mountains) with the territory a mix of hills/low mountains, fertile plains, and lush mixed type forests. Although he is competent in mountain, plain, and forest terrains, he will suffer modifiers when in harsher habitats. Home is a very beautiful, fairly hospitable place.
9)
+10 over base due to goblin racial ability
10) , 11) , 12) , 13) , 14)
sides split to ease walking, running, and climbing
croiduire/orbs/characters/shadow_wars/runga_kaulusadalitaja.txt · Last modified: 2020/03/22 22:26 by Croi Duire