In the dark centuries between the time when the waves crushed the lands of dogs and the coming of the Capitoline Wolf’s cubs there was age undreamed of.
A time where the fate of kings and empires rested on the steel of warriors and foul sorcery shaped the lands.
For a moment you consider your past, you wonder how fate Has tired you to this row bench, with an oar in your hands.
Mindlessly you pull to the beat of the drum, the world beyond it gone.
Then there the crack of a ram bow as the side of the ship splinters, solid oak snapped like twigs.
As the ship start to sink you swim in the sea, at last free to master of own fate.
By the tides or the hands of poseidon you wake on a beech.
There's salt in your hair and cuts but your alive and whole.
Scavenging from the ship and bodys of your captures to gather some wares before you look around.
Then in the distance you see it a stone building, a pyramid.
Without command you head towards it, joining others spared from the sea.
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You are
Name:
A Man? a Woman? or Something else?
Origin?
Abilities
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12 points
Combat, general fighting.
Strength, every thing to do with brawn.
Speed, how fast you are.
Constitution, are you hard or hard as nails? gives 2 HP per.
Sorcery, cost 2 points per pip.
Each point of Sorcery gives you a spell, and 3 Spell points.
Inventory
You had 130 gold pieces to spend
(If you played my last game and wish to reuse your sheet then you have 130 GP.)
Anything not spent is lost.
Armour
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Leather Armor, 20 GP
Armor made from large plates of thick and hardened leather.
Scale Armou , 30 GP
Armor made of metal scales sewn to a backing.
Lamellar Armor , 30 GP
Armor made of small rectangular plates laced in to rows.
Brigantine Armor, 30 GP
Small metal plates riveted to inside of garment.
Mail Armor, 50 GP
Armor made of inter linked metal rings.
Splint Armor, 60 GP
Armor made from metal straps over thick leather.
Plated Mail Armor, 60GP
Mail armor with metal plates worked in the fabric.
Shield 10 GP
Weapons
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Axe:
Hand axe, 4 GP
Battle Axe, 7 GP
Bludgeons:
Club, 3 GP
War Hammer, 4 GP
Mace, 5 GP
Staff, 5 GP
Dagger, 3 GP
Swords:
Short, 7 GP
Normal, 10 GP
Two-Handed, 20 GP
Ranged
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Short bow, 25 GP
Long bow, 40 GP
Light crossbow, 30 GP
Heavy crossbow, 50 GP
Throwing knife, 3GP
Grappling hook, 25 GP
Rope, 50 feet, 1 GP
Hammer and chisel, 5 GP
Iron door spikes (12), 1 GP
Lantern, 10 GP
Lamp Oil, 2 GP
Mirror, 5 GP
Pole Wooden, 10 foot long, 1 GP
Wooden Stakes (3) and mallet, 3 GP
Holy symbol, 5 GP
Combat
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Heros (you) get a 2D6 + Combat , and 1/3 of Strength.
Villains ans monsters get a d8, d12 or 4d4 depending on what they are.
Highest hit and does the difference.
Haveing no or a notably worse weapon gives you a penality.
Origins
Your people are cursed, cursed by the earth spirits, once the Askuzai had a great city, it was the largest and greatest city in the world.
Its mines ran deeper and were richer than any that dot the lands today.
But in there Hubris the Askuzai angered the earth spirits, in angure they shook the grand citiy to dust, spat fire from the mines and drove you kin in the plains.
It was there outcast and lost that your forefathers swore to the great stallion of all horses,
They swore a blood oath, you became kin with the horse, learned to walk as them and took them as brother and sister.
From the frozen north lands you hail, a spawn of winter’s chill in the far north, the bitter lands of snow and ice are your home.
You are an Ice Maiden, one of winters daughters, tall deathly pale with hair white as snow an ice blue eyes.
You are far from your frozen homeland, with only the fur cloak of a massive white bear on your back, a lamellar cuirass of walrus ivory on your chest and a ivory warmace in your hands.
You can recall little of your life before the chains, maybe you're unwilling or unable too.
But now you have your freedom.
Your a soldier, a fighter.
maybe once you had a trade but not your sworn to live by the sword not the plough.
Name: Warrior's name
Colour:
Description:
Origin Background:
Abilities Scores.
Combat:
Strength:
Speed:
Constitution:
Sorcery level:
-----
Armour:
Weapons:
Other items:
Spells:
Adventures
==========
Name: Leif Eiriksson
Colour: turquoise
Description: An angsty Viking preteen who has still not yet discovered Vinland.
Background: Barbarian, naturally.
Armor: Brigantine, shield
Weapons: Battle axe, normal sword as backup, one throwing knife
Other items: grappling hook, 200ft of rope, 10ft pole, lantern, 10 lamp oil, holy symbol, mirror
Combat: 4
Strength: 1
Speed: 2
Con: 3
Sorcery: 1
Spell Points
3/ 3
Spells
Magic light , cost 1 SP
Name: Jhonny Steals
Colour: Green
Origin: A Warrior, though defecting to go
Description: A shady-looking man who came because he could steal from this Tomb. He was forcibly drafted into the nearby kingdoms army due to some petty horse theiving, but figures the treasures within could get him out of the tight spot he finds himself in
Armour: Brigandine
Weapons: A short sword, and a ritual dagger which he wields on his offhand, a bandalier of 5 throwing knives
Other items: Lantern, 10 foot pole (Wood), Holy Symbol (3, of different faiths), hammer and chisel, grappling hook, A mirror, lampoil (10), Iron door spikes (12), 200 feet of rope, Wooden Stakes and Mallet
Stats:
Combat: 2
Strength: 2
Speed: 2
Con: 2
Sorcery: 2
Spell Points
6/ 6
Spells
Resistance, cost 1 Sp
Removes 1 damage from an attack.
Extinguish fire, Costs 4 Sp
Name: Aywen Ayes
Colour:red
Description: Aywen is a crone of old age who is deceptively frail. Her hair is white and her eyes blue.
Origin Background: Ice Maiden
Abilities Scores.
Combat:0
Strength:0
Speed:1
Constitution:1
Sorcery level:5
Spell Points
15/ 15
Spells
Camouflage, 2 Sp
Blend your image like a chameleon makeing you harder to hit. + 1 combat roll
Cause Fire, 4 Sp
Dispel demons, 2 Sp
Raise skeleton, 3 Sp
Arrow invulnerability, 2 Sp
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Armour:Lamellar Armor (made of walrus teeth)
Weapons: staff, light crossbow
Other items:Rope, 50 feet, Hammer and chisel, Iron door spikes (12), Lantern, Lamp Oil (10 cans), Mirror, Pole Wooden, 2, 10 foot long each, Wooden Stakes (12) and mallet, Holy symbol (walrus idol)
Spells: (I understand these are assigned by the GM? Or can I request something? )
Name: Warrior's name
Colour: Blue
Description: Tall, Lanky, perpetually tired
Origin Background: Slave
Abilities Scores.
Combat: 1
Strength: 0
Speed: 2
Constitution: 1
Sorcery level: 4
Spell Points
12/ 12
Spells
Ignite missiles, 1 Sp
+1 to missiles damage or - 1 to enemy missiles
Cause rain, 4 Sp
Clap of thunder, 3 Sp
Blast, 4 Sp
Throw an exploding ball of fire. 4 damage
-----
Armour: Splint Armor
Weapons: Sword, Staff (Dual Wielded)
Other items: 350 ft rope, grappling hook, 3 stakes and a mallet, 10ft pole, 12 door spikes, holy symbol, mirror, hammer and chisel, 3 wooden stakes and a mallet
Spells:
Name: Big Bob
Colour: Yellow
Description: Big Bob is a big man with a big beard.
Origin Background: Barbarian
Armour: Lamellar Armor
Weapons: Hand axe with Shield in offhand
Other items: Spare Hand axe, Dagger, Grappling hook, rope 300 feet, Lantern, 12 iron door spikes, 6 wooden stakes, mallet, hammer, chisel, mirror, 10 lamp oil, Pole Wooden 10 foot long
Stats:
Combat: 4
Strength: 3
Speed: 2
Constitution: 3
Sorcery level: 0
Name: Ezekiel
Color: Purple
Description: A robed mage dishonorably discharged from his army. He had been wandering the land, doing odd jobs and mercenary work, working on a mercenary ship before finding himself here.
Origin: Warrior (battlemage)
Ability scores:
Combat: 1
Strength: 1
Speed: 2
Constitution: 2
Sorcery: 3
Spell Points
9/ 9
Spells
Zone of life, 2 Sp
Repels the undead from a small fixed area.
Lighting bolt, 1 Sp
Corrode metal, 5 Sp
Gear:
Brigantine armor
Staff, Sword, Light crossbow
Hook, 100ft of rope, Lantern, Oil