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playground:faterifts:eirunn

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.
playground/faterifts/eirunn.txt · Last modified: 2021/01/03 16:46 by galaneia

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