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IRON KINGDOM the Witchfire Chronicles
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<blockquote data-quote="Gli'jar" data-source="post: 2822335" data-attributes="member: 36562"><p>[CODE][B]Name:[/B] Jorm Skullsplitter</p><p>[B]Class:[/B] Barbarian</p><p>[B]Race:[/B] Trollkin</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Chaotic Good</p><p>[B]Deity:[/B] The Lord of Predators (Devourer Wurm) </p><p></p><p>[B]Str:[/B] 20 +5 (16p.) [B]Level:[/B] 1 (LA1) [B]XP:[/B] 1000/3000</p><p>[B]Dex:[/B] 12 +1 (6 p.) [B]BAB:[/B] +1 [B]HP:[/B] 17 (1d12+5)</p><p>[B]Con:[/B] 20 +5 (10p.) [B]Grapple:[/B] +6 [B]Dmg Red:[/B] 5(Nonlethal & Firearms)</p><p>[B]Int:[/B] 10 +0 (2 p.) [B]Speed:[/B] 40' [B]Spell Res:[/B] --</p><p>[B]Wis:[/B] 10 +0 (2 p.) [B]Init:[/B] +1 [B]Spell Save:[/B] +0</p><p>[B]Cha:[/B] 10 +0 (4 p.) [B]ACP:[/B] -3 [B]Spell Fail:[/B] --%</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +3 +0 +1 +0 +0 +2 15</p><p>[B]Touch:[/B] 11 [B]Flatfooted:[/B] 14</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 2 +5 +0 +7/+11/+9 vs poison/disease</p><p>[B]Ref:[/B] 0 +1 +0 +1/+5/+3 vs poison/disease</p><p>[B]Will:[/B] 0 +0 +0 +0/+4/+2 vs poison/disease</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Great Axe (mstwkd) +8 1d12+7 x3</p><p>Glaive (Reach) +6 1d10+7 x3</p><p>Great Club +6 1d10+7 x3</p><p>Heavy Crossbow +2 1d10 x2/19-20</p><p></p><p>WHEN RAGING THE FOLLOWING CHANGES ARE MADE:</p><p></p><p>[B]Str:[/B] 24 +7 [B]Con:[/B] 24 +7 [B]HP:[/B] 19 (1d12+7)</p><p>[B]Grapple:[/B] +8 [B]Dmg Red:[/B] 7(nonlethal)/-- [B]AC:[/B] 13</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 2 +7 +0 +9/+13/+11 vs poison/disease</p><p>[B]Will:[/B] 0 +0 +2 +2/+6/+4 vs poison/disease</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Great Axe (mstwkd) +10 1d12+10 x3</p><p>Glaive (Reach) +8 1d10+10 x3</p><p>Great Club +8 1d10+10 x2</p><p></p><p>Duration 10 Rnds, 1/day</p><p></p><p>[B]Abilities:[/B] </p><p>[sblock][SIZE=1]Troolkin Attributes</p><p>--Level Adjustment +1</p><p>--Ability Adjustment: Standard Trollkin - Str +2, Con +4, Dex -2, Cha -2. </p><p>--Saving Throw bonus: +4 racial bonus vs. posions, +2 racial bonus vs. diseases</p><p>--Sight: Darkvision 30ft</p><p>--Improved Healing (Ex): Trollkin heal twice as fast naturally, three times if </p><p>resting. They can also regen lost limbs, 1d6+1 days if surgically re-attached, </p><p>2d20 +30 days to regrow a limb entirely.</p><p>--Posion Resistance 4: -4 all damage affects and stat losses caused by posion</p><p>--Toughness: Trollkins have a damage reductions vs. nonlethal damage equal to </p><p>their Con bonus. Including nonlethal damage from enviroment hazards, but cannot </p><p>reduce it below 1 point.</p><p>--Favored Class: Fighter or Fell Caller</p><p>--Base Height: Male 5'10"</p><p>--Base Weight: Male 250lbs</p><p>Automatic Language: Molgur (Molgur-trul dialect, spoken), Cygnaran (spoken)*</p><p>Bonus Language: Cygnaran (written), Khadoran (spoken), Molgor (written), Rhulic (written)</p><p>*Scharde Island Trollkin speak the "Scharde Tongue" dialect of Cygnaran</p><p></p><p>Class Abilities</p><p>--Weapon and Armor Proficiency</p><p>A barbarian is proficient with all simple and martial weapons, light armor, </p><p>medium armor, and shields (except tower shields).</p><p>--Fast Movement (Ex)</p><p>A barbarian’s land speed is faster than the norm for his race by +10 feet. </p><p>This benefit applies only when he is wearing no armor, light armor, or medium </p><p>armor and not carrying a heavy load. Apply this bonus before modifying the </p><p>barbarian’s speed because of any load carried or armor worn.</p><p>--Illiteracy</p><p>Barbarians are the only characters who do not automatically know how to read and </p><p>write. A barbarian may spend 2 skill points to gain the ability to read and write </p><p>all languages he is able to speak. A barbarian who gains a level in any other class </p><p>automatically gains literacy. Any other character who gains a barbarian level does </p><p>not lose the literacy he or she already had.</p><p>--Rage (Ex)</p><p>A barbarian can fly into a rage a certain number of times per day. In a rage, a </p><p>barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, </p><p>and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. </p><p>The increase in Constitution increases the barbarian’s hit points by 2 points per level, </p><p>but these hit points go away at the end of the rage when his Constitution score drops </p><p>back to normal. (These extra hit points are not lost first the way temporary hit </p><p>points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or </p><p>Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), </p><p>the Concentration skill, or any abilities that require patience or concentration, </p><p>nor can he cast spells or activate magic items that require a command word, </p><p>a spell trigger (such as a wand), or spell completion (such as a scroll) to function. </p><p>He can use any feat he has except Combat Expertise, item creation feats, </p><p>and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + </p><p>the character’s (newly improved) Constitution modifier. A barbarian may prematurely </p><p>end his rage. At the end of the rage, the barbarian loses the rage modifiers and </p><p>restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, </p><p>can’t charge or run) for the duration of the current encounter (unless he is a </p><p>17th-level barbarian, at which point this limitation no longer applies). A barbarian </p><p>can fly into a rage only once per encounter. At 1st level he can use his rage ability </p><p>once per day. At 4th level and every four levels thereafter, he can use it one </p><p>additional time per day (to a maximum of six times per day at 20th level). </p><p>Entering a rage takes no time itself, but a barbarian can do it only during his </p><p>action, not in response to someone else’s action.[/SIZE] </p><p>[/sblock]</p><p>[B]Feats:[/B] </p><p></p><p>1st level Weapon Focus (Greataxe)</p><p></p><p></p><p>[B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 4/2</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Climb 2 +5 +7</p><p>Craft (Armorsmithing) 3 +0 +3</p><p>Craft (weaponsmithing) 4 +0 +4</p><p>Handle Animal 1 +0 +1</p><p>Intimidate 3 +0 +3</p><p>Jump 2 +5 +7</p><p>Listen 2 +0 +2</p><p>Ride 1 +1 +2</p><p>Survival 4 +0 +4</p><p>Swim 2 +5 +7</p><p></p><p>Equipment [sblock]</p><p>[B]Equipment: Cost Weight[/B]</p><p>Greataxe masterworked 320 gp 12lb</p><p>Glaive 8 gp 10lb</p><p>Great Club 5 gp 8 lb</p><p>Heavy Crossbow 50 gp 8 lb</p><p>Bolts, Crossbow (40) 4 gp 4 lb</p><p>Studded Leather 25 gp 20lb</p><p>Armoured Greatcloak 75 gp 10lb</p><p>Explorers Outfit 3 gp (worn)</p><p>Dagger 2 gp 1 lb</p><p>Artisian's Tools 5 gp 5 lb</p><p>Bedroll 1 sp 5 lb</p><p>Backpack (empty weight) 2 gp 2 lb</p><p>Flint and steel 1 gp --</p><p>Waterskin 1 gp 4 lb</p><p>Whetstone 2 cp 1 lb </p><p>Rations, trail(per day) (2) 10 sp 2 lb</p><p></p><p>[B]Total Weight:[/B] 100lb [B]Money:[/B] 82gp 7sp 8cp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 133 134-266 267-400 800 2000</p><p>[/sblock]</p><p></p><p></p><p>[SIZE=1]Updates [sblock]</p><p>April 24 +25 gold crowms for job from Guner Wadock</p><p>April 30 -1 silver for boat trip</p><p>[/sblock][/SIZE]</p><p>[B]Age:[/B] 21</p><p>[B]Height:[/B] 7'2"</p><p>[B]Weight:[/B] 410lb</p><p>[B]Eyes:[/B] Colourless (White)</p><p>[B]Hair:[/B] None, Black Headspikes that fade to red towards the end tip</p><p>[B]Skin:[/B] Blue hued with green flecking[/CODE]</p><p>BACKGROUND</p><p></p><p>Hailing from the Bloodstone Marches, Jorms life has known little peace, rather his constant</p><p> companion while in the harsh realm was the constant chaos of raiding barbarian tribes in</p><p> the wilds. Jorm’s kriel, devout followers of the Devourer Wurm, traveled throughout the</p><p> Marches, preying upon those weaker than themselves. However, eventually the kriel </p><p>challenged another, near he eastern border of Cygnar, which overpowered his own and </p><p>those that did not fall in battle scattered to the winds. Left for dead, Jorm awoke days </p><p>later amid a pile of putrefying bodies. After clawing his way out and collecting what he </p><p>could, Jorm, a follower of the Lord of Predator aspect of the Devourer Wurm, saw this as </p><p>a way to adventure and focus on becoming the unbound predatory force of the wilds. He </p><p>vowed that day he would never again find himself amid the cast off bodies of the dead.</p><p>Jorm made his way through Cygnar’s wilds, challenging both beast and man, eventually </p><p>finding his way to Fellig where was hired by the Steam and Iron Works as caravan</p><p>protection. </p><p></p><p>APPEARANCE</p><p></p><p>Before you stands a large blue hued mass with green flecking across his skin and head </p><p>spikes, black fading to red along their length, as long as a grown mans forearm sprout </p><p>from his head and neck. Clear pupils gaze across the horizon and a bellowing laugh </p><p>that seems to shake the foundations of the earth erupt from the square set jaw. He </p><p>wears a stylized studded leather armour with symbology that seem to indicate fealty </p><p>to the Predator Wurm. His broad and well muscled form indicate a strong and healthy</p><p> individual, that has survived the rigors of wilds. Across his back over each shoulder are</p><p> strapped a greataxe and a great club and he carries his glaive as he walks. Upon </p><p>closer inspection one can notice the embellishments upon the weapons, flared head, </p><p>enlarged blades, notched lips, deep blood channels, curved spikes, elongate lower blade</p><p> curve and other stylized details on the equipment that seem to cry out pain. One </p><p>knowledgeable in weaponcrafting can see that the weapons are crafted specifically for</p><p> his use. A necklace of teeth and claw is worn around his neck created from various</p><p> creatures, however they all seemed to have sharp teeth and claws in common.</p><p></p><p>PERSONALITY</p><p>Raised in the wilds by barbarians, Jorm’s view is seen as rather uncivilized. Jorm realizes</p><p> his size, physique, appearance, and heritage can be intimidating and often in initial </p><p>encounters he plays up the large and in charge aspect of it upon first meeting new people</p><p> in order to establish a hierarchy. He sees much of the world in a predator-prey pack </p><p>might makes right mentality. As such he is very loyal, and altruistic to his friends and </p><p>intemperate in dealing with his enemies or those that dishounor him or his friends. As a </p><p>newcomer to civilization, he often applies the laws of the wilds in improper setting getting </p><p>himself into trouble of one manner or another. His mistrust with civilization makes itself </p><p>apparent in his unwillingness to associate with firearms or other manner of mechanika.</p></blockquote><p></p>
[QUOTE="Gli'jar, post: 2822335, member: 36562"] [CODE][B]Name:[/B] Jorm Skullsplitter [B]Class:[/B] Barbarian [B]Race:[/B] Trollkin [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Chaotic Good [B]Deity:[/B] The Lord of Predators (Devourer Wurm) [B]Str:[/B] 20 +5 (16p.) [B]Level:[/B] 1 (LA1) [B]XP:[/B] 1000/3000 [B]Dex:[/B] 12 +1 (6 p.) [B]BAB:[/B] +1 [B]HP:[/B] 17 (1d12+5) [B]Con:[/B] 20 +5 (10p.) [B]Grapple:[/B] +6 [B]Dmg Red:[/B] 5(Nonlethal & Firearms) [B]Int:[/B] 10 +0 (2 p.) [B]Speed:[/B] 40' [B]Spell Res:[/B] -- [B]Wis:[/B] 10 +0 (2 p.) [B]Init:[/B] +1 [B]Spell Save:[/B] +0 [B]Cha:[/B] 10 +0 (4 p.) [B]ACP:[/B] -3 [B]Spell Fail:[/B] --% [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +3 +0 +1 +0 +0 +2 15 [B]Touch:[/B] 11 [B]Flatfooted:[/B] 14 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 2 +5 +0 +7/+11/+9 vs poison/disease [B]Ref:[/B] 0 +1 +0 +1/+5/+3 vs poison/disease [B]Will:[/B] 0 +0 +0 +0/+4/+2 vs poison/disease [B]Weapon Attack Damage Critical[/B] Great Axe (mstwkd) +8 1d12+7 x3 Glaive (Reach) +6 1d10+7 x3 Great Club +6 1d10+7 x3 Heavy Crossbow +2 1d10 x2/19-20 WHEN RAGING THE FOLLOWING CHANGES ARE MADE: [B]Str:[/B] 24 +7 [B]Con:[/B] 24 +7 [B]HP:[/B] 19 (1d12+7) [B]Grapple:[/B] +8 [B]Dmg Red:[/B] 7(nonlethal)/-- [B]AC:[/B] 13 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 2 +7 +0 +9/+13/+11 vs poison/disease [B]Will:[/B] 0 +0 +2 +2/+6/+4 vs poison/disease [B]Weapon Attack Damage Critical[/B] Great Axe (mstwkd) +10 1d12+10 x3 Glaive (Reach) +8 1d10+10 x3 Great Club +8 1d10+10 x2 Duration 10 Rnds, 1/day [B]Abilities:[/B] [sblock][SIZE=1]Troolkin Attributes --Level Adjustment +1 --Ability Adjustment: Standard Trollkin - Str +2, Con +4, Dex -2, Cha -2. --Saving Throw bonus: +4 racial bonus vs. posions, +2 racial bonus vs. diseases --Sight: Darkvision 30ft --Improved Healing (Ex): Trollkin heal twice as fast naturally, three times if resting. They can also regen lost limbs, 1d6+1 days if surgically re-attached, 2d20 +30 days to regrow a limb entirely. --Posion Resistance 4: -4 all damage affects and stat losses caused by posion --Toughness: Trollkins have a damage reductions vs. nonlethal damage equal to their Con bonus. Including nonlethal damage from enviroment hazards, but cannot reduce it below 1 point. --Favored Class: Fighter or Fell Caller --Base Height: Male 5'10" --Base Weight: Male 250lbs Automatic Language: Molgur (Molgur-trul dialect, spoken), Cygnaran (spoken)* Bonus Language: Cygnaran (written), Khadoran (spoken), Molgor (written), Rhulic (written) *Scharde Island Trollkin speak the "Scharde Tongue" dialect of Cygnaran Class Abilities --Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). --Fast Movement (Ex) A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. --Illiteracy Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had. --Rage (Ex) A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.[/SIZE] [/sblock] [B]Feats:[/B] 1st level Weapon Focus (Greataxe) [B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 4/2 [B]Skills Ranks Mod Misc Total[/B] Climb 2 +5 +7 Craft (Armorsmithing) 3 +0 +3 Craft (weaponsmithing) 4 +0 +4 Handle Animal 1 +0 +1 Intimidate 3 +0 +3 Jump 2 +5 +7 Listen 2 +0 +2 Ride 1 +1 +2 Survival 4 +0 +4 Swim 2 +5 +7 Equipment [sblock] [B]Equipment: Cost Weight[/B] Greataxe masterworked 320 gp 12lb Glaive 8 gp 10lb Great Club 5 gp 8 lb Heavy Crossbow 50 gp 8 lb Bolts, Crossbow (40) 4 gp 4 lb Studded Leather 25 gp 20lb Armoured Greatcloak 75 gp 10lb Explorers Outfit 3 gp (worn) Dagger 2 gp 1 lb Artisian's Tools 5 gp 5 lb Bedroll 1 sp 5 lb Backpack (empty weight) 2 gp 2 lb Flint and steel 1 gp -- Waterskin 1 gp 4 lb Whetstone 2 cp 1 lb Rations, trail(per day) (2) 10 sp 2 lb [B]Total Weight:[/B] 100lb [B]Money:[/B] 82gp 7sp 8cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 133 134-266 267-400 800 2000 [/sblock] [SIZE=1]Updates [sblock] April 24 +25 gold crowms for job from Guner Wadock April 30 -1 silver for boat trip [/sblock][/SIZE] [B]Age:[/B] 21 [B]Height:[/B] 7'2" [B]Weight:[/B] 410lb [B]Eyes:[/B] Colourless (White) [B]Hair:[/B] None, Black Headspikes that fade to red towards the end tip [B]Skin:[/B] Blue hued with green flecking[/CODE] BACKGROUND Hailing from the Bloodstone Marches, Jorms life has known little peace, rather his constant companion while in the harsh realm was the constant chaos of raiding barbarian tribes in the wilds. Jorm’s kriel, devout followers of the Devourer Wurm, traveled throughout the Marches, preying upon those weaker than themselves. However, eventually the kriel challenged another, near he eastern border of Cygnar, which overpowered his own and those that did not fall in battle scattered to the winds. Left for dead, Jorm awoke days later amid a pile of putrefying bodies. After clawing his way out and collecting what he could, Jorm, a follower of the Lord of Predator aspect of the Devourer Wurm, saw this as a way to adventure and focus on becoming the unbound predatory force of the wilds. He vowed that day he would never again find himself amid the cast off bodies of the dead. Jorm made his way through Cygnar’s wilds, challenging both beast and man, eventually finding his way to Fellig where was hired by the Steam and Iron Works as caravan protection. APPEARANCE Before you stands a large blue hued mass with green flecking across his skin and head spikes, black fading to red along their length, as long as a grown mans forearm sprout from his head and neck. Clear pupils gaze across the horizon and a bellowing laugh that seems to shake the foundations of the earth erupt from the square set jaw. He wears a stylized studded leather armour with symbology that seem to indicate fealty to the Predator Wurm. His broad and well muscled form indicate a strong and healthy individual, that has survived the rigors of wilds. Across his back over each shoulder are strapped a greataxe and a great club and he carries his glaive as he walks. Upon closer inspection one can notice the embellishments upon the weapons, flared head, enlarged blades, notched lips, deep blood channels, curved spikes, elongate lower blade curve and other stylized details on the equipment that seem to cry out pain. One knowledgeable in weaponcrafting can see that the weapons are crafted specifically for his use. A necklace of teeth and claw is worn around his neck created from various creatures, however they all seemed to have sharp teeth and claws in common. PERSONALITY Raised in the wilds by barbarians, Jorm’s view is seen as rather uncivilized. Jorm realizes his size, physique, appearance, and heritage can be intimidating and often in initial encounters he plays up the large and in charge aspect of it upon first meeting new people in order to establish a hierarchy. He sees much of the world in a predator-prey pack might makes right mentality. As such he is very loyal, and altruistic to his friends and intemperate in dealing with his enemies or those that dishounor him or his friends. As a newcomer to civilization, he often applies the laws of the wilds in improper setting getting himself into trouble of one manner or another. His mistrust with civilization makes itself apparent in his unwillingness to associate with firearms or other manner of mechanika. [/QUOTE]
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IRON KINGDOM the Witchfire Chronicles
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