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Shadows over Bogenhafen character sheets [players only please]

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rufus sparkfire:
[Formerly Fandir's NPC henchman, now Rufus's vanity project]

Maximilian Frederick Breytenbach (known as Max)
Title: Knight of the Order of the Panther, Middenheim Chapter
Age 19
Ginger hair, green eyes
5'3"  100lbs



Class: Academic
Career: Lawyer (junior)
Past careers: Student

Movement                    4                     
Weapon Skill               28             
Ballistic Skill            32             
Strength                   2                     
Toughness                  3*             
Wounds                     9** 
Initiative                 35*                 
Attacks                    1 
Dexterity                  40*           
Leadership                 55**                                     
Intelligence               76****                                   
Cool                       50**                                             
Willpower                  59**                                     
Fellowship                 42*                                   

Social standing   B19, +5 in Middenheim
Social standing if displaying the insignia of the Knights Panther  A1 (noble), A5 in Middenheim

Fate Points              5

Insanity points  4

Experience points  0                                                     

Skills:
dance   (+10% busk/employment tests as entertainer, adept at formal and informal dancing)

arcane language: magic  (read and speak the language of magic, used in scrolls, spellbooks and when casting spells)

read/write   (can read and write any language they know)

secret language: classical   (can speak Classical Reman, used in academic and religious texts)

history  (considerable knowledge about local history, and good knowledge of genral history. Local here means The Empire)

identify plants  (can identify common plants, and spot unusual ones. Some knowledge of uses of plants)

numismatics  (expert knowledge of coins: recognise place of origin, metal content, value, and detect counterfeit/clipped coins)

astronomy  (recognise and identify heavenly bodies, and navigate by the stars)

cartography  (Expert at reading and drawing maps. Good memory for directions and landmarks)

speak additional language: Khazalid (dwarfish)

law (knows the law!)

etiquette (+10 Fel in high society, knows the rules of behaviour)

secret signs: lawyer  (knows the mysterious secrets of the Guild of Lawyers)

heal wounds (can perform first aid on injured people, and can speed healing times by providing care)

public speaking (able to make speeches to influence crowds)

ride (can ride a horse skillfully)

herb lore (detailed knowledge of the medical uses of plants)

cure disease (can diagnose and treat illnesses)

swim (can swim well)

animal care (knows how to look after animals)

dodge blow  (I test to avoid damage once per round)


Languages:
Old Worlder (Riekspiel dialect)
Khazalid (dwarfish)


Equipment:
Clothes (2 sets of good quality clothing, one set of excellent quality clothing. Bad weather cloak and hat)
Backpack
blanket
metal flask
tinderbox
6 candles
leather map case
map of The Empire
writing equipment
Book on the history of Averland
4 Law books
Gold ring with the Breytenbach family crest (can be used as a seal)
Silver key to the town of Bogenhafen
Axe
Bow
quiver with 30 arrows
helmet
shield with cockatrice painted on it
leather vest
Silver beer stein (gift from Klaus for passing his exams, worth 10 crowns)
Fine dagger with a golden dragon hilt with red gemstone eyes (gift from Mortus for passing his exams, worth 30 crowns)
Bachelor of Law degree from Magnus College, University of Nuln
Lawyer's robes
pendant carrying the emblem of the Guild of Lawyers
medical kit
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur

Horse (named Josephine) with saddle and all that.
Camping gear

2335 gold crowns, 14 shillings and 3 pence in belt pouch  [900 lent to Klaus] +2500 crowns reward money


Armour points:
shield = 1
head = 1
body = 0/1
left arm = 0
right arm = 0
left leg = 0
right leg = 0


Career exits:
Demagogue
Merchant
Raconteur

Lawyer advance scheme:
T+1*
W+2**
I+10*
Dex+10*
Ld+30**
Int+40****
Cl+30**
WP+30**
Fel+10*



Student advance scheme (complete):
W+1*
I+10*
Int+10*
Cl+10*
Fel+10*

Unlearned career skills (can learn for 100 EXP):
consume alcohol



Max was born in Bechafen, the capital of Ostermark, into a wealthy family of weapon manufacturers and traders. The Breytenbach family, while not noble, can trace its line back at least as far as the succession war of 2146, and is greatly respected in Bechafen.

Max was born too early, and barely survived into childhood. Even then, he was always small and sickly, and a tremendous disappointment to his physically imposing father. Max dreamed of being a soldier one day, despite his father's cruel insistence that he wouldn't even be able to lift a sword, let alone fight with one.

Eventually, when it became clear that he couldn't beat Max into shape, his father decided to train Max's younger sister Dolores as heir to the family business, and sent Max to the ancient and prestigious University of Nuln to study to become a lawyer. "It's all the runt is good for," his father never tired of telling his friends.

Max found Nuln an exciting place to live, and devoted himself to his studies. Away from his horrible father, he began to enjoy himself at last. When a group of friends suggested a trip to Bogenghafen to visit the famous Schaffenfest, he jumped at the chance. He and his friends drank far too much on the first day of the festival, and Max somehow found himself volunteering (or being volunteered by his friends) to join a dangerous expedition into the town's sewers. Max thought this was his chance to be a soldier, but in his first encounter with danger he saw a man eaten alive by a hideous blob monster, and was himself badly injured and almost killed. His life was saved by the expedition leader, a brave man called Klaus, and Max is determined to repay Klaus however he can. For the moment, that means protecting him and doing his best to help Klaus on his
mission. Whatever that is.


Max is emotionally insecure, and continually dreads disappointing his father (who he hasn't even seen for four years, since he left home to go to the university). He attaches himself alarmingly quickly to anyone who shows him any kindness. Once attached, it takes a considerable amount of abuse to drive him away again. He's extremely eager to please, and will do anything he can to help his friends. He is unfailingly generous and brave.


Max is short, pale, and very thin, with thick ginger hair and bright green eyes. His ribs show alarmingly through his skin, and his arms and legs are unbelievably spindly. He has an acid scar across his chest (it looks a bit like a snake) that was caused by the pseudopod of the sewer monster, and scars on his back from a nasty flogging he received while trying to save Klaus from the same treatment (he was unsuccessful). Despite his appearance, he has an odd habit of going without a shirt unless told to put one on.  Max's small size and rather childish manner cause people to think he is much younger than he really is.

Update:

Max passed his university exams, and so is now a junior lawyer. His first two cases went well, increasing his confidence considerably.

Update:

Max encountered his father in Altdorf, and (with the help of his friends) was able to convince him that he is a good son after all. Jacob Breytenbach acknowledged his son's achievements and admitted that he is proud of him. He also made it clear that Max is still his heir.

rufus sparkfire:
More NPCs!


Ragni Greathammer 
[Julian's dwarf friend from Clan Greathammer, near Grissenwald]

Title: Knight of the Order of the Panther, Middenheim Chapter



Dwarf
Age 30
Blond hair, grey eyes
4'7"  120lbs

Class: warrior
Career: mercenary mercenary sergeant

Movement                               4         
Weapon Skill                            61**
Ballistic Skill                            35**
Strength                                   4*
Toughness                               6*
Wounds                                   11****     
Initiative                                 45**
Attacks                                   2*
Dexterity                                 27*
Leadership                              63*                       
Intelligence                               40*                 
Cool                                           69*                       
Willpower                                   54*               
Fellowship                                  35*       

Social standing   C9, +5 in Middenheim
Social standing if displaying the insignia of the Knights Panther  A1 (noble), A5 in Middenheim

Fate Points             2

Insanity points  3

Experience points   0                                               

Skills:
mining
night vision (30 yards)
disarm
dodge blow
secret language: battle tongue
strike mighty blow
strike to stun
street fighter
consume alcohol
gamble

Languages:
Old Worlder (Riekspiel dialect)
Khazalid (dwarfish)


Equipment:
impressive and expensive new axe!
old axe
knife
shield
breastplate and backplate
mail shirt
helmet
crossbow
20 bolts
backpack
clothes
fur-lined cloak
blanket, tinderbox, cutlery, flask
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur

750 gold crowns +2500 crowns reward money + 165 crowns tax rebate

Armour points:
shield = 1
head = 1
body = 2
left arm = 0
right arm = 0
left leg = 0
right leg = 0

Career exits:
artillerist, gunner, mercenary captain, outlaw chief, explorer, bounty hunter, gambler, judicial champion, protagonist

Mercenary sergeant advance scheme:
WS+20**
BS+20**
S+1*
T+1*
W+4****
I+20**
A+1*
Dex+10*
Ld+10*
Int+10*
Cl+10*
WP+10*
Fel+10*


Mercenary advance scheme (complete):
WS+10*
BS+10*
S+1*
W+2**
I+10*
A+1*
Ld+10*
Cl+10*


Billy Harefoot
[captain of the Faithful Hound river barge]



Halfling
Age 43
greying brown hair, brown eyes
3'5"  80lbs

Class: ranger
Career: sailor (was a boatman)

Movement                                      4 
Weapon Skill                                  33*
Ballistic Skill                                    56*
Strength                                         4*
Toughness                                     3
Wounds                                          8**
Initiative                                        65*
Attacks                                            2*
Dexterity                                        47
Leadership                                      18             
Intelligence                                      32         
Cool                                                 28*           
Willpower                                        46     
Fellowship                                        35

Social standing   C2

Fate Points              2

Insanity points  0

Experience points    0                                               

Skills:
night vision (20 yards)
cook
specialist weapon: sling
excellent vision
dodge blow
scale sheer surface
fish
orientation
river lore
row
sailing
very strong (included in profile)
consume alcohol
swim
strike mighty blow
street fighter
speak additional language: Khazalid (dwarfish)

Languages:
Old Worlder (Riekspiel dialect)
Khazalid (dwarfish)

Equipment:
sword
knife
sling
30 sling bullets
backpack
good quality clothes (shirt, waistcoat, jacket, short trousers, cloak and hat for bad weather)
blanket, tinderbox, cutlery, flask, cooking pot
Fine pipe
Pouch of Old Furfoot pipeweed, from The Moot.
hip flask containing halfling whiskey
1780 gold crowns

Armour points:
shield = 0
head = 0
body = 0
left arm = 0
right arm = 0
left leg = 0
right leg = 0

Career exits: pilot, raconteur, sea captain, slaver, smuggler

Advance scheme:
WS+10*
BS+10*
S+1*
W+2**
I+10*
A+1*

Mogsam:
Arnst

[Arnst left the party before they entered Middenheim]

Age: 39
He has dark brown hair with streaks of white. It is clumsily tied up. His eyes are grey and dark.
He is 5'7 and painfully thin and he lacks useful teeth.

Class: Rogue
Career: Beggar Bodyguard.

Movement                    5                     
Weapon Skill               48*           
Ballistic Skill            45*             
Strength                   4*                     
Toughness                  5*         
Wounds                     9**   
Initiative                 31                 
Attacks                    2*
Dexterity                  30           
Leadership                 39                                     
Intelligence               37                                   
Cool                       30                                             
Willpower                  24                                     
Fellowship                 23                                   

Social standing   D14  (feared)

Fate Points              3

Insanity points  0
- Alcoholic
- Bi Polar

Experience points  0                                                     

Skills:

very resilient (+1T, included in profile, doesn't count as an advance)

ride (can ride a horse skillfully)

sing (can sing well, and knows a variety of songs. +10% to busk tests, +10% to employment tests as a singer)

begging (able to beg effectively - test on average of WP and Fel to gain d3 shillings per hour of begging)

concealment: urban (+20% to hide in urban areas)

dodge blow (I test to avoid damage in combat, once per round)

secret language: thieves' tongue (knows the secret thieves' language, which can be used over normal speech to convey hidden meanings)

secret signs: thieves' signs (knows the secret signs used by thieves to warn of danger, mark good places to steal, and things like that)

silent move: urban (listen tests at -10% for people who might hear them while sneaking)

consume alcohol  (only half penalties from drunkenness, but -10% to WP tests to resist further drinks)

very strong (+1S, included in profile, doesn't count as an advance)

Languages:
Old Worlder (Riekspiel dialect)

Equipment:
Good quality clothes, including a nice hat
Dull but rich clothes
heavy stick (hand weapon)
rusty knife
begging bowl
flask of cheap spirits
sword stick (hand weapon)
mail shirt (sleeved)
Decorated breastplate and backplate
mail leggings
mail coif
impressive helm in the form of a bear!
fine sword
shield with the Breytenbach family crest
'Bombastus's Thaumic Condenser,' a complicated magical device that can produce a variety of effects. It is not understood at all, and is dangerous to the user! Max's initial experiments with it caused him some minor harm. Further study is needed!

Horse! with saddle and all that.
Camping gear


356 crowns, 8 shillings and 4 pence


Armour points:
shield = 1
head = 2
body = 2
left arm = 1
right arm = 1
left leg = 1
right leg = 1


Bodyguard advance scheme:
WS+20*
S+1*
W+2**
I+10
A+1*

Unlearned career skills:
disarm
specialist weapon: first weapon (knuckledusters, garrotes, things like that)
street fighting
strike mighty blow
strike to stun
very strong


Career exits:
bounty hunter
footpad
mercenary
outlaw chief


Beggar advance scheme: [completed]
WS+10*
BS+10*
T+1*
W+2**

Background:
Arnst was once a promising young man from unlikely circumstances. His father was a man at arms for a knightly brotherhood who once performed a heroic action on the field before being killed. The knight his father saved chose to take the young Arnst on as his own and adopted the child raising him to be higher than his birthright. As he grew older he learnt many of the skills required for becoming a knight including horsemanship and swordplay.

Unfortunately Arnst went on to quickly shame his adopted father. On his fifteenth birthday he engaged coitus with a cheap whore whilst inebriated. This was on the day before his final tests to enter the order. Arriving drunk and smelling of perfume he was a laughing stock. His father struck him from the order and cast him out to fend for himself.

Quickly he found himself broke, an alcoholic and with little prospects. For as long as he can remember he has been busking using his deep and strong singing voice in the taverns of the town kept only out of trouble by his surprising skill and drunken athleticism when armed with a stave. This hasn't stopped him being brutally scarred however. As long as he is kept inebriated he does not suffer from bouts of aggressive depression and some of the issues caused by twenty years of alcoholism - his whimsical nature and mental confusion.


Update: he has become Max's bodyguard!

Karl Voss of Averland:
Admund Auerswalder
Title: Knight of the Order of the Panther, Middenheim Chapter
Career Class: Human Warrior
Career Choice: Mercenary Sergeant



Age: 25

Appearance:
He has short brown hair with grey/blue eyes. His right arm is in a sling due to a broken arm. His right palm has a pale scar roughly in the shape of an open archway of Morr. He is 6'0" tall and 165 lbs, and has a steely gaze.

Admund is currently wearing a worn shirt under a padded tunic that has tanned from sweat and dirt. All of his armor is on, and his shield slung over his shoulder.

Movement           4
Weapon skill      58  (38 +20 Adv)
Ballistic skill        56  (36 +20 Adv)
Strength              4  (3 +1 Adv)
Toughness           4  (3 +1 Adv)
Wounds               10  (6 +4 Adv) [7 Wounds. Sword arm is broken and immobilized]
Initiative            66  (36 +10 LReflex +20 Adv)
Attacks                2  (1 +1 Adv)
Dexterity            34
Leadership         41  (31 +10 Adv)
Intelligence        29
Cool                   38   (28 +10 Adv)
Willpower           36   (26 +10 Adv)
Fellowship          30

Fate points          3
Insanity Points     2

Experience Points   0

Social standing:  C13, +5 in Middenheim (feared)
Social standing if displaying the insignia of a Knight Panther  A1 (noble) or A5 if in Middenheim

Skills:
Disarm
Dodge Blow
Strike Mighty Blow
Strike to Stun
Drive Cart
Lightning Reflexes
Sixth Sense
Acute Hearing
Street Fighter

Languages:
Old Worlder (Riekspiel dialect)
Read/Write - Riekspiel
Secret Language - Battle Tongue

Weapons:
Purified Elven Sword (+1 Damage, +10 Cl)
Longsword
Knife
Concealed boot dagger
Old crossbow [4 bolts]

Armor:
Sleeved Mail Coat [Damaged, no sleeves, needs repair]
Breastplate and Backplate with tassets
Mail Coif
Visor-less Sallet Helm
Heater Shield [Cannot use with broken arm]

Equipment:
City Watch surcoat, quartered blue and white and embroidered with Middenheim's arms
Practical sturdy clothing (with 2 shirts, pants, jerkin, hooded cloak, padded gambeson, boots)
Good common clothing (black breeches, white shirt, navy blue doublet trimmed in sable)
Sling bag with tankard, cutlery, blanket, tinderbox, waterskin, lamp, and oil

Dark red leather sword belt and scabbard, with intricate leaf pattern
Playing Cards (styled with legendary beasts)
Bardin Dwinbarsson's monocle
Dust of Ibar-Helm [2 Uses Remaining]
Manacles
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur
Vial of Oxleaf [3/4]
Vial of Vanera Stimulant [3/4]
Vial of Compelling Tonic [3/4]
Large Iron Key

948 Gold Crowns, 19 Schillings, 7 Pence +2500 crowns reward money


Armour points:
shield = 0 (add +1 all when used)
head = 2
body = 2
left arm = 0
right arm = 0
left leg = 1
right leg = 1


Mercenary advance scheme:(Complete)
WS+10*
BS+10*
S+1*
W+2**
I+10*
A+1*
Ld+10*
Cl+10*

Mercenary Sergeant Advance Scheme:
WS+20**
BS+20**
S+1*
T+1*
W+4****
I+20**
A+1*
Dex+10
Ld+10*
Int+10
Cl+10*
WP+10*
Fel+10


Unlearned Career Skills:
Street Fighter
Gamble
Consume Alcohol


Career exits:
Artillerist, Bounty Hunter, Explorer, Freelance, Mercenary Captain, Gambler, Judicial Champion, Outlaw Chief, Protagonist


Background:
Admund was born in Carroburg to merchant parents. His mother is a native Marienburger. After his father and mother were married, they settled in Carroburg. Admund grew up helping his father with the family mercantile shipping business, often traveling between Marienburg and Altdorf. At 19 years he grew discontent with a merchant's life, and sought employment in Marienburg as a hired sword protecting trade convoys and warehouses from bandits and raiders, and served under some petty lords in a few skirmishes. Recent employment has brought him to Middenheim, where is got into a brawl with his former employer who refused his salary after paying the extortionate taxes were levied on them. Leaving his employer bloodied, Admund took the pay that was rightfully his, but wound up jailed after being arrested by the watch for brawling. Released, he found new employ with Bardin Dwinbarsson whom used him to try to get revenge on the party. He turned on Bardin, and was shot. Changing allegiance with the promise of pay and revenge, he joined the party in dealing with Bardin and investigating the influences by the Purple Hand cult of the powers that be in Middenheim.

Personality:
Admund is fairly serious and crass in demeanor with a bit of a foul humor. He hardly wears his emotions on his sleeve, his face being cold as his gaze. His lifestyle as a sellsword and his compatriots have thrown askew his moral compass. He does desire to live a life that is "right", but only knows what's right in his own eyes. He has very little patience for those he considers wrong, and especially has little patience for liars and swindlers - especially when he is the mark. One thing he truly respects and admires are those who display martial skill, or are not afraid to get "stuck in" a fight. To him, the way you handle yourself under pressure, and in combat reveals your true values.

Notes:
(28/2/13 - Advanced WS, A, and W)
(2/4/13 - Advanced S and W)
(13/9/13 - Advanced I, Ld, and Cl)
(08/12/13 - Advanced BS, Changed Careers to Mercenary Sergeant)
(02/7/14 - Advanced WS, T, I, and learned Street Fighter)
(20/3/15- Advanced W)
(12/6/16- Advanced W and BS)
(18/10/16- Advanced WP)

Mogsam:
Ulrun the Magnificent
Titles: Knight of the Order of the Panther, Middenheim Chapter; Chair of Intangible Studies at the Middenheim School of Wizards and Alchemists.
Age 35
Short cropped greying hair (was blond) with an elaborate handlebar moustache
5'5  Thin due to excessive torture.

Class: Academic
Career: Illusionist Wizard (L2)
Past careers: Wizard's Apprentice, Wizard L1, Illusionist L1

Movement                   5                   
Weapon Skill               47*             
Ballistic Skill            30             
Strength                   4*                       (includes Very Strong bonus)
Toughness                 5*             
Wounds                     7**     
Initiative                 54**                 
Attacks                    1 
Dexterity                  50**           
Leadership                 36                                     
Intelligence               59**                                   
Cool                       41*                                             
Willpower                  41*                                     
Fellowship                 36*                                   

Social standing   B21, +5 in Middenheim
Social standing if displaying the insignia of the Knights Panther  A1 (noble), A5 in Middenheim

Fate Points              3

Magic points   29

Insanity points  4

Experience points  100                                                     

Skills:

Cryptography (skilled at making and breaking codes of all kinds)
Very strong (+1S on profile. Not counted as an advance)
Ambidextrous (use either hand equally. +10 to relevant tests)
Read/Write  (can read and write any language they know)
Drive Cart  (can drive a cart/wgon/coach/chariot proficiently)
Arcane language: magic (read and speak the language of magic, used in scrolls, spellbooks and when casting spells)
Cast spells: petty magic  (may learn and cast petty magic spells)
Secret language: classical (can speak Classical Reman, used in academic and religious texts)
Scroll lore  (recognise magical scrolls. May read and use them, if they know the proper magical language)
Cast spells: battle magic level 1 (may learn and cast battle magic level 1 spells)
Magic sense (detect magical properties in objects by touch. Detect if a person or creature has magical abilities by touch)
Arcane language: illusionist magic (read and speak the language of illusionist magic, used in scrolls, spellbooks and when casting spells)
Cast spells: illusionist L1 (may learn and cast illusion magic level 1 spells)
Evaluate (skilled at determining the value of items)
Palm Object (+15% to test to palm a small object: coin, dice, playing card, or similar - no large than clenched fist)
Cast spells: illusionist L2 (may learn and cast illusion magic level 2 spells)
Magical awareness (by concentration, can detect nearby magic-users)
Meditation (can restore MP by meditating. Must enter a trance state, and cannot be roused until it is complete. A meditating person will not even react if attacked. Decide how many MPs to regain before entering the trance. The trance then lasts 1d6 minutes per magic point, and cannot be ended until complete.)
Hypnotise (able to perform hypnosis: if used on an unwilling subject, they may take a WP test to avoid being affected. If successful, the hypnotist may ask one question, which will be answered truthfully. If the hypnotist passes a WP test, they may ask d4 further questions of the subject)

Languages:
Old Worlder (Riekspiel dialect)

Spells:

[Note: petty spells can be cast very quickly]
Petty magic spells:
Glowing light [1MP. Causes a small object to glow brightly for an hour]
Open [5MP. Can open a lock (won't always succeed)]
Produce small creature [4MP: Produces a random small animal from a sleeve or hat!]
Zone of silence [2MP. Generates a zone that sound cannot enter or leave in a 6 yard radius of caster, lasting an hour. Ends if caster moves away.]

L1 Battle magic spells:
Cure light injury [4 MP, range = touch. Restores d6 wounds to a lightly-injured person. Does not work on heavily or critically wounded people]
Hammerhand [6MP, cast on self only. +2S and double attacks. Lasts d6 x 10 turns, or until wounded]

[Note: Illusionist spells can be cast more rapidly than other spells]
L1 Illusion spells:
Assume illusionary appearance [2MP per 5d6 minutes. Cast on self only. Assume the appearance of any living, humanoid creature no more than 10 feet tall. Can copy a particular person. May be seen through with an Int test]
Bewilder foe [3MP. Single target within 24 yards must pass WP test or be confused for 1 round. Confused individual will do nothing, and counts as being prone.]
Cloak activity [2MP per 2d6 rounds. Cast on self only. Caster may perform one action while appearing to perform another. For example, he may steal an object while appearing to innocently eat an apple. Or may stab someone while appearing to tap them on the shoulder. May be seen through with an Int test.
Clone image [3 per image per hour. Cast on self only. Creates duplicate images of the caster (no more than one per illusionist level). Images must stay in 2 yards of caster, but may otherwise act independently.]

L2 Illusion spells:
Confound foe [15MP. Cast on self only. Can only be cast after taking damage. The spell is cast instantly, even if the caster is dead - the damage never happened!]
Hallucinate [8MP. Cast on a group or individual within 48 yards. Targets may make a WP test to avoid the spell. If failed, they see a creature of the caster's choice charging them, and react accordingly.]

Equipment:

Expensive and unfashionable clothes allowing many hidden pockets rather than the traditional robes of his order in which to keep his misdirection tools.
Dagger
Pendant carrying the emblem of the Wizards' and Alchemists' School of Middenheim
Battered spell book
Moustache comb
Cards, handkerchiefs, other slight-of-hand stuff (smoke, etc)
Some minor jewelry
Fancy Kislev saber
Bow and 24 arrows
Golden medallion bearing the insignia of the Knights Panther
Blue cloak trimmed with panther fur
Jaunty Hat of Pluvial Protection: allows the wearer to remain dry during rainfall (as the petty spell 'protection from rain'). The wearer may also cause the hat to change colour at will.
The Unnameable Rod: any spell cast while holding the rod is made more impressive, by the addition of light, smoke and sound effects of the caster's choice. However, the spell will require one or more additional magic points, depending on the complexity of the effects.
The Wonderous Mnemonic: this amulet can store up to three spells at a time. To store a spell, it must be cast using a special technique that takes ten minutes, and costs an additional 10 MP. Once stored, the spell can be released at a later time by activating the amulet. This uses no magic points. The amulet currently contains a mystic mist spell: this is a L2 battle magic spell that creates a 6 yard radius area of thick mist anywhere within sight of the caster. The mist is a barrier to sight, and those within move randomly.

0 gold crowns, 0 shillings and 0 pence in belt pouch  +2500 crowns reward money

Owns a house in Middenheim at 8 Misthollow Lane, Freiburg district. His halfling apprentice/servant Petey Greenburrow lives there.

Armour points:
shield = 0
head = 0
body = 0
left arm = 0
right arm = 0
left leg = 0
right leg = 0

Career exits:
Illusionist wizard L3
Wizard L2

Illusionist L2 advance scheme (currently active):
WS+10*
BS+10
S+1*
T+1*
W+3**
I+20**
Ld+10
Int+20**
Cl+10*

Illusionist L1 advance scheme (complete):
Dex+20**
Fel+10*

Wizard L1 advance scheme (complete)
W+2**
I+10*

Wizard's Apprentice advance scheme (complete):
W+1*
Dex+10*
Int+10*
WP+10*

Misdirection, hypnotist, illusionist, reluctant evildoer. Ulrun is a member of the wizards guild in Middenheim who has been missing since an altercation after one of his many shows. Using a combination of illusion, magic and misdirection Ulrun visited parties and balls for the cities nobility doing tricks and slight of hand until an unfortunate incident at small party. After hilariously hypnotizing a powerful nobles wife into losing her inhibition he was ruined when she immediately revealed her many, many graphic affairs with the staff of her home before he could reverse the process.

After an 'incident' involving the disgruntled husbands fists and the pavement Ulrun was left in no fit state to fight off the Purple Hand when they 'acquired' his talents for their schemes.

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