Table of Contents
Eirunn
Background
High concept: (a one or two sentence description)
Problem: (something that your character struggles with, be it an infirmity, an enemy, a tendency, a situation, or something else)
Bio: Mountain dwarf from a temperate mountain range. Grew up under-mountain, but has moved to the surface. Old enough to be on her own for a while; unmarried. She is primarily a metal worker who incorporates magic in some of her work. Magic is mostly rune-based, with the occasional foray into something more artistic.
Things Eirunn habitually carries on her person:
Knife (with a ward of never-dull; was a proving piece during her time learning her craft), rock hammer,
Pouch containing: compass, snacks, string. Orb of Seeing (made this).
Amulet of mind protection (made with the assistance of Eldawen).
Heirloom cloak pin: made from a broken hinge-pin to the door-knocker of the ancestral clan home; squirrel-figure.
Batu the Pony: Eirunn made shoes of hillwalking (pony shoes of mountain goating) and some barding for the pony.
Saddlebags: water skin, small pot, tarp/groundcloth, rope, Pick, Axe, Hatchet (can double as thrown weapon), bedroll, rations for dwarf and pony.
System
Refresh pools
- Card Refresh: 5
- Fate Tokens: 3
Adverbs
- Positive: Deftly
- Positive: Stubbornly
- Positive: Inquisitively
- Negative: Overly cautiously
Skills
- ♣️ Athletics: (Competent 4) grace at moving the body
- ♥️ Charisma: (Competent 4) understanding and affecting individuals or groups in social interactions
- ♥️ Connection: (Competent 4) understanding and connection through bonds of affection
- ♥️ Courage: (Competent 4) withstanding terror, fright, and other mental conditions, and helping others do the same
- ♦️ Education: (Competent 4) breadth and depth of knowledge √√
- ♠️ Exchequer: (Competent 4) understanding, building, and drawing upon material wealth
- ♥️ Expression: (Good 6) appreciation and connection through artistic creation
- ♣️ Fisticuffs: (Competent 4) ability in close combat √
- ♦️ Magic: (Good 6) understanding, resisting, and harnessing arcane powers.
- ♣️ Marksmanship: (Good 6) accuracy with ranged weapons √
- ♦️ Physician: (Competent 4) understanding and remediating damage or conditions of living beings
- ♣️ Resistance: (Competent 4) withstanding physical damage, exhaustion, or other conditions
- ♠️ Social Graces: (Competent 4) acting in a way that avoids offense and calumny
- ♠️ Society: (Competent 4) breadth and depth of those who have reason to help you
- ♠️ Subterfuge: (Poor 2) acting in a way that does not betray one's intentions √
- ♦️ Tinkering: (Great 8) understanding, creating, and repairing technology
Conditions
Shielded: Double - - to people tracking us by magic. (amulet)
Magic stuff:
- Knife: with a ward of never-dull
- Axe: +1 Fisticuffs
- Hatchet: Wings of swiftness, thrown range 40 yds.
- field armor, runes of stoutness. ++flip resistance
- Orb of Seeing
- Amulet of mind protection (made with the assistance of Eldawen)
- Pony shoes of mountain goating
5 Runes:
- Sureness (mountain goating)
- Never-Dull (blades)
- Stoutness
- Knowing: Relating to knowledge, skill and wisdom
3 spells:
- See Aura (L1, 168), Target: 12♦️: range 100ft.
- Breathe Without Air (L3, 170), Target: 10♥: Self or other by touch
- Energy Field (4, 172), Target: 10♦️: Self or others up to 60 ft, 8ft diameter.