Name | Igora Terone |
Age | 31 |
Gender | female |
Personality | Hot-tempered |
Appearance | large, green eyes, curly long hair |
Homeland | Aquilonia |
Attribute Aspects | |
Caste | Farmer |
Story | One of the Rabble |
Trait | Betrayed |
Archetype | Mercenary |
Nature | Cautious |
Education | Elder Mentor |
War Story | Survived a massacre |
Languages | Aquilonian |
Titles | King Slayer |
Ancient Bloodline | yes |
Fortune Points | Renown | Standing | XP spent | XP total |
---|---|---|---|---|
3 | 0 | 0 | 4 | 12 |
Courage | 5 | ||||
Armor Qualities | Noisy | ||||
Armor Soak |
Head | |||
1-2 | |||
L.Arm | 0 | R.Arm | |
6-8 | Torso | 3-5 | |
1 | 9-14 | 1 | |
1 | |||
L.Leg | R.Leg | ||
18-20 | 15-17 | ||
0 | 0 |
Physical | Mental | ||
Vigor | 9 / 14 | Resolve | 10 / 13 |
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Wounds | 1 | Trauma | 0 |
BONUS DAMAGE | |||||
---|---|---|---|---|---|
Ranged | 4d6 | Melee | 3d6 | Presence | - |
Name | BROADSWORD | ||||
Range/Reach | Size | Damage | # | ||
2 | unb | 5d6 | |||
Qualities | Parrying | ||||
Name | THROWING KNIFE | ||||
Range/Reach | Size | Damage | # | ||
close | 1h | 3d6 | 3 | ||
Qualities | Hidden 1, Volley | ||||
Name | TWO-HANDED SWORD | ||||
Range/Reach | Size | Damage | # | ||
3 | 2h | 5d6 | |||
Qualities | Vicious 1 |
Agility | 13 | |||
---|---|---|---|---|
Skill | Exp | Foc | TN | Roll |
Acrobatics | 2 | 2 | 15 | 2d20 |
Melee | 1 | 1 | 14 | 2d20 |
Stealth | 0 | 0 | 13 | 2d20 |
Awareness | 14 | |||
Skill | Exp | Foc | TN | Roll |
Insight | 1 | 1 | 15 | 2d20 |
Observation | 1 | 1 | 15 | 2d20 |
Survival | 1 | 1 | 15 | 2d20 |
Thievery | 0 | 0 | 14 | 2d20 |
Brawn | 12 | |||
Skill | Exp | Foc | TN | Roll |
Athletics | 2 | 2 | 14 | 2d20 |
Resistance | 2 | 2 | 14 | 2d20 |
Coordination | 9 | |||
Skill | Exp | Foc | TN | Roll |
Parry | 2 | 2 | 11 | 2d20 |
Ranged Weapons | 0 | 0 | 9 | 2d20 |
Sailing | 0 | 0 | 9 | 2d20 |
Intelligence | 9 | |||
Skill | Exp | Foc | TN | Roll |
Alchemy | 0 | 0 | 9 | 2d20 |
Craft | 1 | 1 | 10 | 2d20 |
Healing | 2 | 2 | 11 | 2d20 |
Linguistics | 0 | 0 | 9 | 2d20 |
Lore | 0 | 0 | 9 | 2d20 |
Warfare | 2 | 2 | 11 | 2d20 |
Personality | 8 | |||
Skill | Exp | Foc | TN | Roll |
Animal Handling | 0 | 0 | 8 | 2d20 |
Command | 2 | 2 | 10 | 2d20 |
Counsel | 0 | 0 | 8 | 2d20 |
Persuade | 0 | 0 | 8 | 2d20 |
Society | 0 | 0 | 8 | 2d20 |
Willpower | 11 | |||
Skill | Exp | Foc | TN | Roll |
Discipline | 2 | 2 | 13 | 2d20 |
Sorcery | 0 | 0 | 11 | 2d20 |
Name | COSMOPOLITAN | |
---|---|---|
Source | Rank | Skill |
Homeland | - | - |
Effect | When speaking with a non-player character that also has the Cosmopolitan talent, it is assumed that you each possess enough of each other’s languages in common that you are considered fluent when speaking with one another. | |
Name | HOMESTEADER | |
Source | Rank | Skill |
Caste | - | - |
Effect | So long as you are in your homeland, you reduce the Difficulty of Survival tests by one. This may reduce tests to Simple (D0). | |
Name | SUBJECT | |
Source | Rank | Skill |
Caste | - | - |
Effect | Whenever you pay Upkeep within your homeland, you can reduce the amount of Gold the Upkeep costs by one. | |
Name | STRONG BACK | |
Source | Rank | Skill |
Archetype | 1 | - |
Effect | For any Athletics test that generates at least one success, you generate one additional success for each rank of Strong Back. Further, your Encumbrance limit is increased by 1 for each rank of Strong Back. | |
Name | BORN SWIMMER | |
Source | Rank | Skill |
Nature | 1 | - |
Effect | You can reduce the Difficulty of any swimming test by one step per rank of Born Swimmer, and can ignore any penalties for acting in water. | |
Name | COURAGEOUS | |
Source | Rank | Skill |
Education | - | - |
Effect | You may re-roll a single d20 on any Discipline test, though the second result stands. For every point of Discipline Focus, you gain 1 Courage Soak. |
All the spells you can cast
Difficulty | Duration | Cost to Learn/Cast |
---|---|---|
Average (D1) or higher | 1 round/scene per Momentum | 1 Resolve |
Effect | By casting your mind out of your body and into the expanses of the cosmos, your character can visit places and experience their splendor without risk to the mortal form. Upon casting the spell, you awaken outside your body in the astral realm. Usually awakening one or two meters above the ground, your astral form swims in the ether, invisible to mortal eyes. You can travel anywhere on the planet where the strange currents of the astral realm’s ebb and flow, but to awaken again, you must be able to journey back to your body. Astral characters can still be harmed, but unless the attack is from an occult element or fellow astral denizen, you will generally be safe. Contact with base elements such as earth, stone, ice, water, fire and strong wind inflicts 2d6 burning damage. Other weapons of primary elemental nature (not alloys) deal damage as normal. Regular weapons act as if the target has 4d6 Cover at all times, and targeting an astral traveler is at an Epic (D5) Difficulty. Astral travelers are unable to utilize armor, but can seek cover as normal. Conan Rules, p173 |
Difficulty | Duration | Cost to Learn/Cast |
---|---|---|
Average (D1) or higher | 1 scene per Momentum, affecting all within extreme range of the caster | 1 Resolve |
Effect | By whispering venom into the wind, you can deliver its wrath onto your enemies. With this spell, you must converse with spirits, elementals, and other unwholesome things, accompanied by the playing of an instrument to replicate the sound of the desired weather (a drum for thunder, for example). While powerful effects can be worked by this spell, the powers behind it are fickle, and the effects can be just as easily undone. Conan Rules, p187 |
Difficulty | Duration | Cost to Learn/Cast |
---|---|---|
Average (D1) or higher, plus the Difficulty of the spell | Special | 0 to learn, 1 Resolve to cast on top of any other spell costs |
Effect | A prepared sorcerer is a living sorcerer. Casting Favor of the Gods costs 1 Fortune point. This Fortune point allows you to give a spell to the gods, trusting in their divine judgment to deliver that spell when the time is right. When such a time happens, the spell is activated and directed at whatever target and set of conditions your patron deity sees fit to act against. When this spell is cast, you must choose another spell (or spells) that will be the actual spell whose effects will be felt. This second spell can be invoked as a Free Action at any time, although doing so costs an additional Fortune point. While this spell is active, you are considered to have 1 Fortune point lower than normal and you cannot recover this “invested” Fortune point until the divinely held spell is released. Momentum can be spent either on this spell or any of the spells bound by Favor of the Gods. Multiple castings of Favor of the Gods can be kept active at the same time, but each will require the investment of 1 Fortune point in the same fashion. Conan Rules, p179 |
Difficulty | Duration | Cost to Learn/Cast |
---|---|---|
Average (D1) or higher | Control lasts 1 scene per Momentum | 1 Resolve |
Effect | By reaching into the night and calling to the angry dead, you can bind them into the shackles of their former bodies, or bodies of others. Little does it matter how familiar these feckless spirits will be in their new mortal cages: their comfort is of no importance to you. Tricked into becoming so bound, they serve as undead warriors until they can find freedom from your spell. Placate the Dead increases the Difficulty of casting this spell to Epic (D5). Conan Rules, p185 |
Your companions and followers
Attributes | ||||||
Agi | Awa | Brw | Coo | Int | Per | Will |
---|---|---|---|---|---|---|
10 | 11 | 11 | 13 | 14 | 15 | 17 |
Fields of Expertise | ||
Combat | Fortitude | Knowledge |
---|---|---|
10 | 11 | 12 |
Movement | Senses | Social |
14 | 15 | 12 |
Courage | 22 | ||||
Armor Qualities | poisonous | ||||
Armor Soak |
Head | |||
1-2 | |||
L.Arm | 1 | R.Arm | |
6-8 | Torso | 3-5 | |
3 | 9-14 | 2 | |
4 | |||
L.Leg | R.Leg | ||
18-20 | 15-17 | ||
6 | 5 |
Physical | Mental | ||
Vigor | 0 / 11 | Resolve | 1 / 17 |
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Wounds | 2 | Trauma | 3 |
Name | Broadsword | ||||
---|---|---|---|---|---|
Range/Reach | Size | Damage | |||
3ft | 1H | 3d6 | |||
Qualities | none |
The creatures you possess or that accompany you
Attributes | ||||||
Agi | Awa | Brw | Coo | Int | Per | Will |
---|---|---|---|---|---|---|
9 | 8 | 10 | 4 | 4 | 6 | 8 |
Fields of Experience | ||||||
Combat | 0 | Movement | 1 | |||
Fortitude | 1 | Senses | 1 | |||
Knowledge | 0 | Social | 0 | |||
Stress and Soak | ||||||
Stress: Vigor 5, Resolve 4 Soak: Armor —, Courage — | ||||||
Attacks | ||||||
Hooves (M): Reach 1, 4 , Stun | ||||||
Special Abilities | ||||||
Beast of Burden: Draft horses can be trained and used to pull wagons and carts. See Mounts on page 137. Mighty Prowess: Draft horses have Inhuman Brawn 1 for the purposes of carrying and shifting burdens. |
The ships you own
Ship Type | Bireme | Sailing Range | 5 days |
Maneuver | 1 | Impact | 4d6 |
Qualities | Agile, Galley, Ram, Ship |
Captain | |
First Mate | |
Crew (req/act) | 120-130 / 124 |
Crew wages | |
Passengers |
Reach/Range | Size | Damage |
L | Crew 3 | 6d6 |
Qualities | ||
Area, Fearsome 2, Incendiary 2, Intense, Spread 2 |
Reach/Range | Size | Damage |
1 | Crew 2 | 4d6 |
Qualities | ||
Piercing 1 |
The estates, lairs, kingdoms you own or manage
Name | Power | TN/Focus |
---|---|---|
Nobility | 2 | 4 / 4 |
Priesthood | 1 | 1 / 1 |
The priesthood does not have a grasp on power. | ||
Merchants | 1 | 1 / 1 |
Military | 2 | 3 / 3 |
The military proudly supports the current queen and would die for her. |