Gnorrin Gnarthborn
Male Gnome Unordered
Unordered Rank: None

Gnorrin is a gnome of the Yberean Peninsula with a fascination for all kinds of magic, in particular Enchantment and Geourgy, which he has spent much time training. He is always interested in obtaining new Powers or plaques, even if the methods of doing so are not always necessarily the most upright ones. Because of his many years of study, he is extremely nearsighted, but does not want to admit it, and thus does not wear spectacles. Gnorrin does have a powerful presence, and as a result is a good leader and morale raiser.

WeaponHarmHarm ClassRadius/RangeSpeed ClassPrecision Bonus
Fist1-4Shock120+20
Kick1-6Shock25+5

ArmorProtectionSpeed LossHealth
Steel Plate, Half102440

Knack: Commanding - 90% of those undecided on what to do will listen and obey, followers will have a 90% chance to be loyal.

Quirk: Poor Vision - Sight is half normal.

Racial Capacities and Handicaps:

  • Ground digging
  • Enhanced Vision - see in darkness as twilight
  • 7x Scent
  • Low hearing range (below G)
  • Hagglers and cheaters
  • Human discrimination at 25%
Base Ratings:
Health: 65
Precision: 54
Speed: 12
Intellect: 34
AEPs: 48

Abilities:
Enchantment 48
Geourgy 38.4
Commerce 45.5
Stealth 32.4
Mechanics 27
Weapons 10

Disaster Avoidance:
Speed x 2: 24
Speed x 3: 36
Speed x 4: 48

Movement:
Walking: 11 feet/ABC
Trotting: 33 feet/ABC
Running: 66 feet/ABC

Equipment:
Armor, Steel Plate, Half
Memory Tablet, with 4 Activations
Memory Tablet, with 4 Activations
Command Circle Materials
Protection Circle Materials
Memory Tablet, with 4 Activations

Gnorrin's Enchantment Powers

Disenchantment (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP

This preternatural Power conveys the capacity to remove one's own enchantment. it works automatically as soon as active.

Phantom Self (Very Minimal)
Time Cost: 1 sec. Power Cost: 2 AEP

This Power creates a seemingly substantial duplicate of the enchanter. This phantom image can sustain harm equal to 20% of the enchanter�fs health before the energy fades and it is gone; furthermore, it has what amounts to -16 armor protection as regards harm inflicted upon it. The phantom self can, as the enchanter wills, do one of three things, variation possible during the time the energy lasts: 1) walk (rather stiffly) away at up to normal speed, 2) stand relatively motionless and gesture or point, or 3) collapse and lay prove without moving. The energy of the enchantment lasts for 10 to 20 ABCs of time. Until it fades, however, the Phantom Self seems real, will appear as a corpse if appropriate.

Flame Fan (Minimal)
Time Cost: 2 sec. Power Cost: 3 AEP

This Power causes a tongue of flame to sprout from the air in front of the enchanter�fs hand and shoot out to up to 20 feet distance, striking an area one foot height and depth, five feet width; all targets that are within the strike area suffer 1d4+8 points of harm while any easily inflammable material therein (including bristles, light cloth, fur, hair, paper, thin bits of wood, etc.) will catch fire. If the subject is set afire thus, an additional 1d3+5 points of harm occurs. A fire with sufficient fuel started thus will burn for not less than four minutes realtime, and in burning create thick smoke in a moderate-sized underground area.

Personal Armor 3 (Low Moderate)
Time Cost: 3 sec. Power Cost: 4 AEP

This enchantment endures for 1.5 to 2.5 hours. During this period, the enchanter has low moderate armor protection provided by Extraordinary energy. 6 points of Harm delivered to the subject so protected are negated. The enchantment will absorb up to 90 points of harm thus before it is exhausted. It works only alone, without other like enchantment or other Extraordinary activation, and any similar personal protection enchantment placed upon the subject after this is in place cancels its protection. No buckler, shield, or any Extraordinary item of protection and be used by a subject in conjunction with this Power. Only non-metallic body armor, ordinary or Extraordinary in nature, that is worn will be effective.

Invisible Scutifer (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

This preternatural Power causes the materialization of a large, normal shield in front of the activator. It operaties by itself, moving to protect the enchanter without attention from that individual. It persists for up to one hour of realtime and then dissipates, unless destroyed prior to that by Harm absorbed.

Marvelous Magical Mantle: (Good) (Revision by Gary Gygax, from the www.lejendary.com discussion boards)
Time Cost: 5 sec. Power Cost: 6 AEP

This preternatural Power enables the activator to create around his or her person, or such other as he or she touches while activating this Power, a field of magical force. The energy mantle has a health of 240 points. All attacks of any sort that contact this force are basically harmless, their potential for harm being absorbed by the shielding energy, save that supernaturally engendered harm also passes through to the otherwise protected subject. However, once the magical force has been brought to zero health, it is defunct, and the protection removed.
Note that an attack bringing it to zero health can not then go on to harm the protected individual, even if that attack has potential harm above that which destroyed the Marvelous Magical Mantle Power. Note further also that the individual protected by this enchantment can not effectively attack with any form of weapon or send forth any Extraordinary energy of any sort from within the protection of the field of force.

Mystic Maul (Very Good)
Time Cost: 7 sec. Power Cost: 7 AEP

This supernatural Power causes an energy blow to strike a target within sight and up to 240 feet distant so as to inflict 26-35 Harm upon it. If the target is protected by any enchantment that reduces Harm, indicated Harm will be absorbed by such protection, thus reducing its long-term effectiveness.

Talk Through Shadows: (Very Good) (from The Lejendary Ravage of Ghorkai by Gary Gygax and Jon Creffield)
Time Cost: 7 sec. Power Cost: 7 AEP

By activation of this supernatural power an enchanter or necrourge can, providing strong shadows are present, send a message through the umbrate sphere to a recipient who is likewise in a shadowy environment. The message must be of thirty or fewer words in length, its destination can be on any plane touched by shadow, distance is not a factor, but the activator must personally know the locale to which the message is carried. It will be delivered regardless of whether the desired recipient is present and the activator will be unaware whether or not his message was heard. At the target destination shadows will form into a face with features similar to that of the activator and the words will be spoken in a sibilant whisper - if the target locale is in pitch darkness or very brightly illuminated the activation will fail.

Gnorrin's Geourgy Powers

Conjure Maridi: (Very Minimal-Extreme)   A Conjuration of Water
Time Cost: 1-20 sec. Power Cost: 10-60 AEP

This is a water Conjuration that enables the summoning of an elemental of water, the strength of which is based on the energy assigned to it by the activator, and thus conjuring any one of ten grades of elemental. Multiply the standard AEP cost by five (a cost of 10 to 60) for Conjuration of an elemental. The conjured creature will take physical form upon activation, and thereafter will perform one demanded service. An impossible demand will simply deactivate the energy and release the elemental to do as it will. A demand with clearly multiple portions will be obeyed only insofar as the first part is concerened. Immediately upon fulfillment of the demand, the elemental vanishes.

Maridi CF Water Elemetnal Spirit
H/H: A tall, muscular and disturbingly smooth-shaped creature with silvery-green and slightly scaled skin, narrow face with staring, fish-like eyes, and crested with and sprounting fins, seemingly clad in garmets of seaweed.

H: 80-170 in increments of 10
P: 33-60 in increments of 3
S: 11-20 in increments of 1

Arms: A supernatural trident (12-30 [d30, 1-11 = 12] base Harm), +9-12 bonus Harm, and +1 point of bonus Harm per grade of elemental (+1 to +10); a hit scoring 20 or more points of Harm before Extraordinary (bonus) addition indicates the catching and immobilizing of the subject and an automatic hit on the subject the succeeding ABC.
Power, Land:
Once per day: a quagmire of 10-foot width and length per grade of elemental.
Grade 1: 10' x 10' x 1' quagmire area
Grade 2: 20' x 20' x 2' quagmire area
Grade 3: 30' x 30' x 3' quagmire area (etc).

Each subject caught in the area moves at -25% speed and has -20 Weapons Ability per foot of depth, being sunk in it to a depth of four or more feet means miring for creatures of manlike sort horses, etc. Subjects in a quagmire that is about their breathing-organs' height will drown or suffocate in 1-3 minutes. The quagmire persists for 1 minute time per grade of Maridi, and when its energy fades, the ground becomes dry but subjects are still sunk into now-normal earth.

Power, Water: Once per day: A tidal wave of a height equal to the Precision of the maridi in feet and a length equal to the Health of the maridi in yards. The tidal wave delivers 1 point of Harm per 3 feet of height of the wave to land creatures struck by it, and vessels struck by the wave take structural Harm equal to the maridi's Precision. Small vessels/boats and very light ships have a percentage chance for being swamped or capsizing equal to the Precision of the elemental (33% to 60%). Crew on deck have the percentage chance of being swept over boards equal to the height of the wave in feet (33%-60%). Note that production of a tidal wave automatically discharges the maridi from service.

Armor: Armor worn and Extraordinary power provides 6 points (30%) of protection from all shock attacks but 14 points (70%) of protection from piercing attacks.
A materialized maridi can swim through any sort of water at up to 100 miles per hour speed, even while carrying up to 6,000 pounds of weight, for 10 hours without pausing to rest. The water that is traveled through will not affect anything, including a person, carried by the elemental.

Ice Spear (Very Minimal-Extreme)   A Power of Water
Time Cost: 1-20 sec. Power Cost: 2-12 AEP

This is a Power of water that conjures a spear-like icicle which appears directly before the activator and extends for a distance from the activator equal to the energy points expended to activate it, i.e. four to 24 feet distance. It attacks all targets in its path and causes a base 1-20 points of Harm, plus 9-12 bonus points of Harm, the latter ignoring armor/protection not specifically warding against cold-based attacks. For each increase in the Grade of activation, another 1-2 points of Harm ignoring protection as noted are added. At the upper limit this means additional bonus damage of 9-18 points. All targets subject to piercing Harm are affected, unless some solid object of stone, thick metal (not armor), or thick, hard wood intervenes to blunt its progress and stop the growth.

Shadow Blast (Very Minimal)   A General Power (Power described by Gary Gygax, but mistakenly not included in the Lejendary Rules for All Players)
Time Cost: 1 sec. Power Cost: 2 AEP

By activation of this Preternatural Power the Geourge sends forth instantly a cloud of negative energy that appears as shadow. The wave of shadowy stuff is 20 feet wide, beginning at and centered on the hand of the activator, and extending for a distance of 30 feet. Each subject within this area that is not protected against negative energy will lose all capacity for action for the remainder of the ABC, and will suffer an action penalty the following ABC equal to the length of time in the previous ABC they were affected by the shadow blast, so that altogether the effect is 3 full seconds in duration.

Mirdoleb's Hellbolt (Moderate)
Time Cost: 4 sec. Power Cost: 5 AEP

By activation of this preternatural Power, a geourge or sorcerer causes a ray of varying color from the low end of the spectrum to spring forth from his or her fingertps to a distance of 40 feet. It will unerringly strike any one target in range. One of three different colors may be chosen by the caster, that hue to be announced before actual activation.

Their individual effects are as follows:
Red: The subject must avoid the effect by suceeding in a roll against twice Speed Base Rating or else suffer 9-12 points of Harm from flame, such Harm ignoring all protection save that against fire-based Harm. In addition, any easily combustible material worn or carried will be ignited, set afire by the bolt, thus inflicting an additional 6-8 points of Harm also disregarding normal protection.
Orange: The subject must avoid the feffect by successfully rrolling against three times Speed BR or else suffer blindness for the remainder of the ABC and for the following two ABCs.
Yellow: The subject must avoid the effect by succeeding in a roll against Speed Base Rating or else turn and flee at fastest movement speed on the following ABC, but recovering immediately thereafter so as to act with free will.

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