Magdus Character in Farandal | World Anvil

Magdus

Magdus is a dwarven slayer.   He's a capable fighter, wears no armor and is most comfortable around authority figures.   Magdus is from a warren in the North of Atronel (just South of Aetheria) where his father and uncle lead the dwarves he grew up around.

Mental characteristics

Personal history

-Low perception, often doesn’t see what is right in front of his face. Potential to be heavily destructive if he loses his temper.   -will charge into battle and draw fire away from other party members.   -Works well with Merric and Eli (camaraderie over fighting prowess). Wary of Roman (he’s creepy). Annoyed by Sebastian (he talks too much). Healthy fear of Rigel (has caused Magdus to faint with words alone). No current opinion of Vincent.   -Had a militaristic upbringing grooming him for leadership. Left home to rebel (think teenager) from family expectations. Found himself traveling with the current party. Will eventually come to an understanding of who he is and his place within dwarven society, as well as the greater world as a whole. -Will play him similar in style to Ireheart from “The Dwarves” (enjoys fighting to the point of finding it fun, unwavering love/pride for his people, extremely hot tempered with the potential to fly into an uncontrollable rage) -Playing alongside Magdus allows for new and varied story elements due to his being a dwarf. Also allows for players more interested in role play and character building to take a greater leadership role within the party, as he is currently aimless and noncommittal. Also fun to see just how hard he’s gonna hit something.

Intellectual Characteristics

Simply to find himself (currently wandering aimlessly with the party)

Relationships

Magdus

Ex-vassal (Important)

Towards Thadeus Welshman

4

Honest


Thadeus Welshman

Ex-employer (Important)

Towards Magdus

4

Honest


History

Magdus was hired by Thadeus Welshman in Besvin.

Species
Circumstances of Death
Dooming: Do not fold, always stay.
Spouses
Siblings
Children
Eyes
Hazel
Hair
Medium Brown
Height
4'7"
Weight
187

Name:
Magdus
Species:
Dwarf
C
B
A
P
I
W
F
40(7)
42(7)
39(2)
41(4)
45(4)
46(7)
43(3)
Int
Mov
D'Th
P'Th
Par
Dod
RFa
7
5
7
10
50
49
Int
Martial Melee +10, Simple Melee +20, Athletics +10, Intimidate +10, Toughness +10, Coordination +10, Survival +10, Folklore +10, Resolve +10, Rumor +10
Attack Profile:
Woodsman's Axe:(60%) (7)
Adaptable:
Slow:
Weak:

Fire Hardened Spear: (60%) (7)
Adaptable:
Reach
Weak

Cudgel: (60%) (7)
Adaptable:
Slow
Weak
Trappings:
Animalbane (3), Antivenom, Backpack, Bullwhip, Heavy Boots, Holy Symbol, Suit of Fur, Survival kit, Torches (3), Travelling Clothes, Waterskin, Wilderness Cloak, Wolfsbane, Balls?
Traits:
Traits:
Grudgebearer:After you have successfully defeated a creature (providing it is not a Humanoid or of a player race), its kind then becomes your chosen enemy. When attacking your chosen enemy, you always add a 1D6 Fury Die to melee weapon attacks. In addition, you are immune to the Intimidate Skill – along with Stress, Fear and Terror – used by these creatures. Note that there is no upper limit to the number of chosen enemy types a Slayer can have.

Ambidexterity: You never suffer penalties when using tools or weapons in either hand. If you ever suffer an Injury where you cannot use your primary hand, you do not suffer penalties to use your off-hand.

Bad Axx: When you hold a one-handed melee weapon in either hand and fail a Martial Melee or Simple Melee Test, you may re-roll to generate a better result, but must accept the outcome. However, if you do not possess Ambidexterity, you must flip the results to fail the re-rolled Skill Test.

Die Hard: You reduce the time to recuperate from your own Injuries by three days, to a minimum of one day. In addition, you never Bleed.

Warp Spasm:Whenever you are seriously or grievously wounded, you add an additional 1d6 fury die to any melee attacks.

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