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Throgin Morgenson, Godbound of Throm

Godbound Wright

Throgin Morgenson was born and raised in a village in Koregal, where he learned his trade from his father, Morgan Morganson. His skill was such that a passing trader took an interest in him and long story short, it turned out to be the old god Throm, looking for someone to take under his wing.

In exchange for Thorgin's service, he granted Throgin power, as per Throgin's request. The knowledge of a wizard.

The main downside to being in the service to the god of forges is that he has to help his patron hunt down the goddess Echo every fall so winter can happen. He also occasionally has to help the god with one of the god's pet projects or wade into battle at the god's behest. This inspired Throgin to up his combat game.

High Concept: I Forge My Way Out of Problems

Trouble: Temper Hot As the Forge

Additional Aspects:

  • In Service to the God of Forges

Approaches: Focus 3, Force 2, Flair 2, Haste 1, Intellect 1, Guile 0

Conditions:

  • Wealthy (Sticky) 0: You may mark boxes of Wealthy as directed by the stunts you have. You may spend a scene plying your trade at a usable and supplied venue relevant to your trade to no other personal benefit than to clear a box of Wealthy. You may mark a box of Wealthy rather than a box of Indebted to pay for monetary debts.
  • Thaumaturgy (Sticky 7) XXXX000:
  • Evocation (Fleeting 5) 00000:
  • Stress (Fleeting 6) 000000:
  • In-Peril (Sticky) 0:
  • Doomed (Lasting) 0:
  • Indebted (Sticky 5) 00000:

Stunts:

  • Trade Skills: You can ply your trade manually, or via Thaumaturgy. In both cases, you need the resources and the relevant Trade skills to create the thing in question. Simple and common resources aren’t a concern unless the venue is having supply problems, but if you want to make significant things, then significant resources will need to be acquired to make it. Work out the particulars with the GM about what needs to be done to fabricate items on a case per case basis.
  • Ready Creditors: Mark one or more boxes of Indebted to recover an equal number of boxes of Wealthy. You now owe a moneylender. You can let the GM decide who that is, or role-play finding one. Tradesmen form the backbone of a society’s economy. Creditors actively seek reliable relationships with them.
  • Market Contacts: You know raw material suppliers and can get any common or uncommon raw resources without difficulty unless some truly crushing shortage is happening. You also have contacts that can help you locate rare resources. You also have some contacts in the seedier side of the economy if you have a need. You keep a supply of any common raw material on hand, and may replenish your supplies without marking a box of wealthy. Once a session, you may declare that you have any single uncommon resource on hand. You may easily obtain uncommon resources through your suppliers. Once a session you may declare that you have a lead from one of your contacts on a rare raw material.
  • Godbound: The god gains a great deal of power over the character, but not outright control. The god may declare or remove any situational or physical aspect in a scene subject to its specific idiom. The god is usually at least capable of being aware of whatever you say and do. The god could set you on fire if that is its thing. The god could heal or cause injuries if it really wanted to. However, you are very replaceable, and mortals don't last very long in any event. Gods are beings that play the long game almost exclusively, and you have made yourself a tool with the label "expendable" on the side. The god can propose a compel on behalf of the Godbound character whenever the character rolls a -3 or a -4.
  • The Boon: Throgin feels he made a wise choice and stuck with knowledge when treating with the god of smiths. He asked Throm for the skills of a Wizard in exchange for his service. Throgin was granted Evocation, Literacy, attunement to the Fire Aspect, and the ability to buy Initiate of the Realm stunts (core and optional) as optional stunts for him.
  • Lettered: The character can read and write proficiently. (From Boon)
  • Ritual Mastery: You excel at ritual magic. Add +2 to the preparation roll of magical rituals. (Character Stunt)
  • Magic Focus: You specialize in one of the two forms of magic condition. You gain two additional boxes of either Evocation or Thaumaturgy (one or the other). This isn’t about being more powerful, but instead being able to manage magical energy more efficiently. (Throgin chose Thaumaturgy, spending 1 refresh).
  • I've Got a Bad Feeling About this: You get an unpleasant sensation when spirits with hostile intent are nearby unless they can somehow mask themselves. (Koregal Heritage)

Attunements: Earth, Bio, Fire

Trade Skills: Smith, Weaponsmith

Refresh: 2

Items:

  • Hammer Resounding: This heavy work hammer rings loud and true when it strikes metal. It seems significantly lighter when wielded by its owner, and significantly heavier to everyone else. It can serve as a dangerous weapon in battle, granting the wielder an additional shift of damage. The hammer may also pay one cost (as a focus item) of any ritual involving forging metal.
  • Bracers Guarding: These metal bracers were forged in concert with his father ( a skilled armorsmith), and later enchanted by Throgin. They are imbued with an aspect of protection. Once a session, Throgin may invoke this aspect to add a free invoke to any defense, or when aiding another in the same zone with any defense.
  • Necklace of Earth Wizardry: Throgin has enchanted a Silver pendant to give off light with a minor act of will and power (a quick, one action ritual). Once activated, the amulet glows for the rest of the scene unless he spends another action to shut it off. Throgin may also store a single point of Earth Aspect in the amulet for later use.
  • Spellworked Apron: A heavy leather work apron Throgin wears often with runes of power engraved down its edges. Once in a scene its power can be invoked to either protect Throgin from heat, or to protect him in battle. If activated for the former, Throgin gains a +1 to any action in which heat is a detrimental situational modifier for the rest of the scene. If the later, Throgin may instead soak one shift of physical damage dealt to him from the front that scene.

Children

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