Sir Fierolan Goldspan
Male Elf Unordered
Unordered Rank:
Sir Fierolan Goldspan is a knight of the Ilves in the Yberean Peninsula from which he comes.
Known for his braveness and eagerness to serve his nation, he has been honored the the position
of royal bodyguard - in particular, guarding the princess Lindsie. However, due to her rather
atypical behavior, he is often at ends as to what he should do with her. In terms of skills, he
is very learned at the noble ways, as well as a competent fencer and enchanter. However, he
secretly is very claustrophobic - for the very accomplished knight, were it known, it would be
very embarassing!
| Weapon | Harm | Harm Class | Radius/ Range | Speed Class | Precision Bonus |
| Lance | 8-27/8-47* | Penetration | 10 | 0 | +0/+10* |
| Spear, Long | 8-27** | Penetration | 9 | 5 | +0 |
| Spear, Short | 9-27**/10-27** | Penetration | 5/30 | 2 | +5/+0 |
| Sword, Cutting and Thrusting | 11-27** | Penetration | 3 | 4 | +10 |
| Dagger, Long | 8-27**/8-27** | Penetration | 1/40 | 3/2 | +10/+0 |
*Second Harm is when charging
**Including Ability Bonuses
| Armor | Protection | Speed Loss | Health |
| Steel Mail, Full | 11 | 3.5 | 390 |
| Shield, Standard | 8 | 2 | 80 |
| Buckler | 6 | 1 | 100 |
Knack: Lung Usage - Can voice a loud note for a full minute, or breathe underwater for four, even while active.
Quirk: Claustrophobia - Abilities are at 50% when in an enclosed space with less than 12' from all walls except the floor.
Racial Capacities and Handicaps:
- Natural Affinity with Animals: normal animals may be called, calmed, or controlled
so as to prevent attack or flight (check against Speed x 4)
- Enhanced Vision - see in darkness as dim twilight
- Ilves tend to be disorderly in thinking and actions, gullible, judgemental, and rash.
- They lack self discipline.
- Ilves are very attractive by human standards.
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Base Ratings:
Health: 74
Precision: 59
Speed: 14
Intellect: 31
AEPs: 56 (58*)
*With Arcana Bonus
Abilities:
Chivalry 74
Enchantment 44.8
Weapons 41.3 (55.3*)
Hunt 35.4
Stealth 29.5
Arcana 10
*With Chivalry Bonus
Disaster Avoidance:
Speed x 2: 28
Speed x 3: 42
Speed x 4: 56
Movement:
Walking: 13 feet/ABC
Trotting: 39 feet/ABC
Running: 78 feet/ABC
Equipment:
$25,000 in coin of the realm
Lance
Spear, Long
Spear, Short
Sword, Cutting and Thrusting, with Scabbard
Dagger, Long, with Sheath
Armor, Steel Mail, Full
Shield, Buckler
Shield, Standard
Cape, Fine
Boots, High, Soft Soled (riding)
Cap, Colorful
Memory Tablet, with 4 Activations
Memory Tablet, with 2 Activations
Horn (bugle)
Horn (hunting)
Lyre
Mandoline
Poison Antidote (1 dose stopping all continuous harm after 1 ABC time delay), 1 Dose
Canteen, Water Gourd One Quart, with Leather Thong
Horse, Stallion
H 55, P 10, S 24
Attack: Kick for 1-12+3 Harm
Defense: Hide affords the horse 2 points of armor protection
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Fierolan's Enchantment Powers
Disrupt Power (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP
By activation of the energy of this Power the
enchanter attempts to cancel the effect of the energy
of another Power of any Ability that has been placed
upon a subject of animal, mineral, or vegetable nature
by another individual so able. If the energy to be
deactivated is of a Grade higher than Very Minimal,
extra AEPs must be invested at the time of activation
of this Power for it to have any chance of success. If
AEPs invested in the disruption equal or exceed those
of the Power to be effected, chance for successful
activation are normal. However, if more than one
Power is present, the Disrupt Power enchantment
will have to have energy equal to or in excess of all
Powers so active, and it will then only deactivate the
least potent of the two or more Powers active. Thus,
this is not an effective means of negating
Extraordinary objects.
Shooting Stars (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP
This Power enables the enchanter to direct a cloud of
shimmering sparks of energy five-feet in radius in the
direction indicated by pointed finger, is within sight
of and up to 240 feet distant. There are 10 such
energy sparks in the cloud, and each target within the
radius indicated will be impacted by one or more of
them, with the central target being struck by one-half
(five) of these glowing energy missiles. Each bit of
energy delivers 1d2 points of harm ignoring any and
all forms of armor protection, supernatural forms
Flame Inferno (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP
This preternatural Power causes a thick tongue of flame to sprout from the air in front of the enchanter's hand and shoot out to a maximum of 60 feet
distance to strike an area 5 feet in height and depth and 10 feet in width. All targets that are within the strike area suffer 17-20 points of Harm, while
any inflammable material therein (including normal cloth and wood, etc). will cathch fire. If the subject is set
afire thus, an additional 13-16 points of Harm occurs. A fire started thus will burn for not less than 10 minutes realtime, fuel allowing, and create
very thick and blinding smoke in a large-sized underground area.
Leduc�fs Inescapable Drowsiness (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP
This preternatural Power enables the one activating it
to select any one living subject in sight and within 40
feet distance. Following activation, the activator
must stare at the subject and murmur under his or her
breath a continual chant of droning sort to direct the
enchantment�fs energy so that within one ABC of
time, the subject falls into a drowse, eyes shut, and
unalert. Only a very loud noise, strong odor, or touch
will rouse the drowsing subject during the next 10
ABCs. If the subject of the Power is truly sleepy, and
left undisturbed, that individual will then fall into a
deep, near-comatose sleep for from 1-100 minutes
additional time. Any attack upon the subject
drowsing or sleeping is made at the most favorable
adjustments, of course.
Mirdoleb's Shadow Swarm (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP
By activation of this perternatural Power an enchanter/necrourge can, if the light conditions are such that strong shadows are present,
create a score of small, Shadowy figures that appear out of nearby shadows. The Shadow Swarm creatures are only quasi-real, brought forth
by a gate created between the material dimensions and dimensions based on anti-energy. Thus, these small shadow creatures can not be attacked
by any means. The Power affects only one subject within sight and not more than 30 feet distance of the activator, lasts for 2 ABCs realtime.
The target creature can attempt to avoid the assault of the Shadow Swarm each ABC by checking gainst four times Speed Base Rating.
If the target succeeds in avoiding the swarming shadowlings, it suffers 9-12 points of Harm, disregarding all armor, and will have an attack penalty of 20
for 2 ABCs thereafter because of the effect of the shadows' negative force.
If the target fails to avoid the swarming shadowlings, it suffers 9-12 points of Harm, disregarding all armor, each fo the 2 ABCs of the Power's persistence,
can do nothing during that time, and will have a penalty of 20 on all Ability use for two additional ABCs thereafter.
Icewind: (Extreme)
Time Cost: 20 sec. Power Cost: 12 AEP
This supernatural Power creates a howling, blizzard-like wind filled with needle-sharp ice crystals driven at 100 mph wind speed.
This blizzard appears and instantly fills a self-contained field with a cube-like area of up to 60 feet per side. Upon activation the
nearest edge of its fields appears at any distance up to
240 feet removed from the enchanter. Whatever is in the area suffers, regardless of armor/protection of any sort other than that
specifically proof
against cold, 3-5 points of Harm from the chill and 6-8 points of Harm from the cutting ice each ABC of time it is within the field.
Also, for each ABC of exposure to the chill, subjects lose one point of Speed BR; this loss is recovered
at the rate of 1 point per ABC of normal warmth. Fire-/heat-based subjects suffer double Harm. The blizzard-like
condition continues unabated for 20 ABCs (60 seconds) realtime, then ceases, and the field area
is clear of all but an icy residue. The Power's energy is cancelled by a
cindersmoke enchantment.
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