Thorgrim Cromson (Human Barbarian Warrior, INACTIVE)

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Thorgrim Cromson (Human Barbarian Warrior, INACTIVE)

Postby Thorgrim » Tue Mar 17, 2015 12:35 pm

Player Name: Garrett
YIM Handle: per5gjohnson

Character Name: Thorgrim Cromson
Alias: Goes by "Thor" as well amongst friends
Race: Human
O.C.C.: Barbarian Warrior
Alignment: Unprincipled
XP Level: 6th
XP Points: 32,719 [Ace of Spades 6/9/18]
Next Level @ XP: 35,001
Racial Hostilities: Generally none. Does not make distinctions between most races after growing up in the wild amongst humans and non-humans alike. Does have anger and hatred toward Demons, Deevils, and other supernatural creatures of evil.
Sentiments/Western Empire: Views this expansive power as a corrupt example of civilization at its best… ancient and wicked… growing and absorbing/enslaving smaller communities along the way. While not overtly hostile to it, he greatly distrusts it and its ruling authority. Despite how mighty their forces or how far their reach can extend, he feels what cripples them is their bureaucratic nobility and greed.
Sentiments/Dominion of Man: Views the Dominion as a land of vast wealth, adventure, and opportunity to be had. The jeweled kingdoms of civilized men are filled with riches for the taking, and glory to be earned.
Disposition: Thorgrim became an accomplished warrior from a young age, and has faced much savagery growing up. Driven to explore and adventure by wanderlust, he carries great melancholies and mirth, often finding great humor and enjoyment in danger and excitement. As a simple barbarian he is very proud, confident and scoffs at the modern palladium civilized man. His simplistic view of things is very direct, gruff, and sometimes filled with beliefs in superstition/omen's...
Insanity: Psychosis, Superman Syndrome. He thinks he is physically superior to everyone else, and often times underestimates opponents and challenges. Tends to respect only brute strength, raw power, and ruthlessness.

*Nambring bonuses

I.Q.: 17
M.E.: 20
M.A.: 17
P.S.: 31 (41)
P.P.: 19
P.E.: 27 (30)
P.B.: 11
Speed: 31 (77.5 feet/action)

P.P.E.: 11
I.S.P.: 16
AR: 16
H.P.: 49 (52)
S.D.C.: 123
Age: 20
Sex: Male
Height: 6’6”
Weight: 285 lbs.
Description: Massive for a human, with steely muscles rippling under his sun darkened skin. A square, somber face and volcanic blue eyes under an often furrowed brow, with a black mane of hair at times tied back with bits of cloth or leather.

Natural Abilities
Perception Bonus: 48% (additional +15% to any roll in wilderness environment)
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 114 lbs
Max. Carrying Weight: 620 lbs (820 lbs)
Max. Lifting Weight: 1,240 lbs (1,640 lbs)
Max. Jumping Ability: 25.5ft long, 12.75ft high (30.5ft long, 15.25ft long)
Can move 26 yards per action/155 (181) yards each melee

Special Abilities
1) Barbarian Physical Strength Attribute Bonus
2) Barbarian Toughness
3) Berserker Fury: During combat, the Barbarian may enter a state of rage that turns him or her into a walking killing machine and the character becomes immune to the effects of fatigue and pain.
While berserk, the Barbarian also is -3 to parry and absolutely refuses to dodge incoming attacks. Berserk Barbarian's favor simultaneous attacks with their opponents, doing out blow for blow. The berserker fury lasts until no obvious threats remain in view. When berserk, Barbarian's can distinguish between friend and foe. After this rage has subsided, the Barbarian is emotionally and physically drained and functions at half speed and combat ability for 20 minutes, during which time the character cannot enter into another berserker fury. In fact, the fury is such that it can only be done three times in a single day (24 hour period).
4) Barbarian Stigma: Has an irrational positive stigma of ghosts/spirits (especially that of esteemed warriors) and views them as a good omen; he is compelled to consult with spirits when weighing a large decision or preparing for a major battle. Thorgrim has a negative stigma associated with robbing graves, and the dead. He truly feels that doing so will bring imminent disaster and harm to himself or others; as if their ghosts will come to haunt and avenge such a wrongdoing. He also has an irrational negative stigma concerning mahogany wood, especially fancy polished smooth types (whether furniture, weapons, etc.). He feels that it is unnatural and a bad omen. If he comes in contact with it he suffers a stigmatic distraction; where combat bonuses are half, and skills are performed at -15% until he can "resolve" the situation, or try and get it out of his mind (taking 1d4 days)

O.C.C. Skills
Language: Native Tongue (Eastern): 126% (+5%)
Body Building & Weight Lifting
Climbing: 78/73% (+5%)
Swimming: 78% (+5%)
Land Navigation: 67% (+4%)
Wilderness Survival: 68% (+5%)
W.P. Sword
W.P. Blunt
Hand to Hand: Martial Arts

O.C.C. Related Skills
Prowl: 53% (+5%)
Horsemanship: General 63/48% (+5%)
Language: Gobblely: 68% (+5%)
Rope Works: 63% (+5%)
W.P. Paired Weapons
Language: Elven/Dragonese: 58% (2nd level, +5%)

Secondary Skills
Bartering: 48% (+4%)
W.P. Battle Axe
W.P. Shield
W.P. Knife
Forced March
Physical Labor
- Sense of Balance: 33% (1st level, +5%)
- Work Paralell Bars/Rings: 33% (1st level, +5%)
- Back Flip and Somersault: 43% (1st level, +5%)

Combat Data
HTH Type: Martial Arts
Number of Attacks: 6 (+1)
Initiative Bonus: +7
Strike Bonus: +4 (+3)
Parry Bonus: +7 (-3)
Dodge Bonus: +7 (Refuses)
HTH Damage Bonus: +16 (+8) (+10)
Bonus to Roll w/Punch: +8
Bonus to Pull a Punch: +3
Entangle: +2
Bonus to Disarm: +2
Critical Strike on a Natural 18, 19, 20.
Body Throw/Flip: 1d6 damage, victim loses initiative and 1 APM
Knockout Punch: On a natural 20, victim unconscious for 1d4 melee rounds
Body Block/Tackle: 1d4 damage, victim loses 1 melee attack/action and initiative for the rest of that round
Pin/Incapacitate: Natural roll of 18, 19, or 20. Victim cannot physically attack or move
Crush/Squeeze: 1d4 damage per squeeze attack
Leap Kick (3D8 damage, costs 2 APM)
Can perform all hand strikes
Can perform all foot strikes
Can perform all jump kicks

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Sword: +3 strike, +2 parry, +1 when thrown
W.P. Blunt: +3 strike, +2 parry, +1 when thrown
W.P. Battle Axe: +3 strike, +2 parry, +2 when thrown, +1d6 damage
W.P. Shield: +1 strike, +3 parry
W.P. Knife: +2 strike, +3 parry, +3 when thrown
W.P. Paired Weapons

Saving Throw Bonuses
Coma/Death: +24% (+6%)
Magic (varies): +6 (+5)
Lethal Poison (14+): +6 (+5)
Non-Lethal Poison (16+): +6 (+5)
Insanity (12+): +3 (+3)
Psionics (varies): +3 (+3)
Horror Factor (varies): (+6) (+3)
Possession (varies): (+5) (+3)
Mind Control (varies): (+5) (+3)
Last edited by Thorgrim on Sun Feb 11, 2018 2:19 pm, edited 48 times in total.
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Re: Thorgrim Cromson

Postby Thorgrim » Wed Mar 18, 2015 6:00 am

15,345 in Account at Werthington House Last Updated by Snafu 6/29/17
Belt Purse on belt: 1000 Eastern GP in 10 mark coins Last Updated by Snafu 1/25/17
825 in Eastern GP in 100 mark coins Last Updated by Snafu 1/25/17

Carried/In Hand
Enchanted Greatshield
Damage: 1d8+4
Magic Features
• Indestructible
• Foebane
• Surefingers
• Impervious to fire 3x daily; 1 hour
• +4 to Parry

Worn on Person
Guild Items
Guild Rings of the Agentes in Rebus
Enchanted Ring
Magic Features
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures.

Guild Capes of the Agentes in Rebus
Enchanted Garment
S.D.C.: 60 (A.R. 10; clothing)
Magic Features
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Cold: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Chameleon: 20 melees; twice daily

Enchanted Ring
Magic Features
• A.R. 16
• +10 to P.S.; +3 to P.E.
• +3 on all saving throws
Curse: Cannot be worn with armor

Ring of Deflection
Unique Magic Ring
Magic Features
• Confers a +2 to Parry to the Wearer

Thorgrim's Throwing Knife (6)
• Damage: 2d4+4
• Range: 60'
• Modifiers: +2 to strike when thrown; silver

Leather Knife Bandoleer
Worn over shoulder and across the waist that can hold up the 8 small knives in the front and 2 reachable knives in the back (1 on top and 1 on the bottom).
• Sheath 1: Thorgrim's Throwing Knife
• Sheath 2: Thorgrim's Throwing Knife
• Sheath 3: Thorgrim's Throwing Knife
• Sheath 4: Thorgrim's Throwing Knife
• Sheath 5: Thorgrim's Throwing Knife
• Sheath 6: Thorgrim's Throwing Knife
• Sheath 7:
• Sheath 8:
• Back Sheath 1:
• Back Sheath 2:

Set of Clothing (torn and tattered)
Arm Bands

Large (mologoth leather) good quality backpack
2x (Superior) Healing Potions
Swim as a Fish (minor) Potion
4x Small Sacks
4x Large Sacks
2x Treated Torches
1x length of 200ft of Rope
1x Flint/Steel
1x Tinder Box
1x gallon Water Skin

Utility Belt
6x wooden stakes
Belt Purse
Knife (1D6)
Rock's Axe
Rare Enchanted Battle Axe
S.D.C.: 250
Damage: 4D6+3
Magic Features
• Additional Damage (Already Included Above)
• Eternally sharp blade: Weapon never dulls and is +3 to damage. (Already Included Above)

Thunder Club
• Damage: 5d4+3
Magic Features
• Demon & Devil Slayer: Does normal damage to all creatures except demons & devils, to which it inflicts double damage.
• Note: Makes a booming sound on impact like thunder or a small explosion (unnerving in combat)
Modifiers: Superb Kobold Craftsmanship:+1 to parry and strike, +3 to damage (included above)

Stored in Wagon
(2) large chests
(2) dog collars
(2) light chain leashes
(4) 50lb bags of dried dog food
Large Shoulder Purse (leather, good quality)
4x Treated Torches
1x length of 200ft of Rope
1x Tinder Box
1x set of saddle bags
1x gallon Water Skin
2x weeks worth of food rations
8 lbs of Jerked Beef
50 lbs Oat Feed Grain
1x 1/2 gallon water skin of holy water
Goldenbeard Armory Large Metal Kite Shield
• Damage: A shield-bash does 2D4 damage
• S.D.C.: 100
• Modifiers: Increased SDC and Balance +1 to parry
• Weight: 12 lbs
• Features: Subtract 10% of the damage that would normally be inflicted by a weapon when parried by a shield.

In Guild Room/Housing
Cloak of Shadows:
Enchanted Cloak
S.D.C.: 15
Magic Features
• +20% to Prowl

Leather of Iron
• A.R.: 15
• S.D.C.: 110 / 110
• Modifiers: Appears to be a suit of studded leather armor.
Note: Has a small mark of a griffon claw mystically etched on the right shoulder.

Scale Mail
• A.R.: 15
• S.D.C.: 125
• Modifiers:
• Weight: 55 lbs

4x Fishing Hooks
60ft Fishing Line
1x Bedroll
2x weeks worth of food rations

Working Horse
Alignment: Animal; Anarchist
Speed: 22 (44 max)
Physical Data
S.D.C.: 37
H.P.: 17
P.P.E.: 17
Dimensions: 64in (1.6m tall at shoulders); 1200lbs
Average Life Span: 12yrs
Natural Abilities
Great strength and endurance, can pull up to 4 tons, and a pair yoked in tandem can pull up to 15.
Leap: 4ft vertical, 6ft horizontal
Sensitive to Supernatural and PPE: 1000ft. Ley lines, Nexus, places/beings of immense PPE power: 400ft
Combat Data
APM: 2
Initiative: +1
Dodge: +2
Strike: +2
Damage: front kick 2d6+2, rear kick 3d6+6, bite 1d4.
Saving Throw Bonuses
vs Poison & Disease: +4
Skill Equivalents
Swim: 60%

Pet Dogs
Guard Dog (German Shepherd)
Alignment: Animal; Anarchist
Speed: 50 (max 55)
Physical Data
S.D.C.: 14
H.P.: 19
P.P.E.: 10
Dimensions: 4ft; 16in tail; 60lbs
Average Life Span: 12-18yrs
Natural Abilities
Night vision 30ft (9m)
Leap: 4ft vertical, 6ft horizontal
Pounce attack: 55% knock human size prey to ground (lose initiative and 1 APM) and 1d4 damage from fall
Sensitive to Supernatural and PPE: 1200ft. Ley lines, Nexus, places/beings of immense PPE power: 600ft
Combat Data
APM: 3
Initiative: +3
Strike: +4
Dodge: +2
Damage: Bite- 2d4+2 / Claws- 1 point of damage
Saving Throw Bonuses
vs Horror Factor: +3
Skill Equivalents
Prowl 45%
Track (by smell) 80%
Swim 65%

Guard Dog (Doberman Pinscher)
Alignment: Animal; Anarchist
Speed: 50 (max 55)
Physical Data
S.D.C.: 19
H.P.: 22
P.P.E.: 7
Dimensions: 4ft; 16in tail; 60lbs
Average Life Span: 12-18yrs
Natural Abilities
Night vision 30ft (9m)
Leap: 4ft vertical, 6ft horizontal
Pounce attack: 55% knock human size prey to ground (lose initiative and 1 APM) and 1d4 damage from fall
Sensitive to Supernatural and PPE: 1200ft. Ley lines, Nexus, places/beings of immense PPE power: 600ft
Combat Data
APM: 3
Initiative: +3
Strike: +4
Dodge: +2
Damage: Bite- 2d4+2 / Claws- 1 point of damage
Saving Throw Bonuses
vs Horror Factor: +3
Skill Equivalents
Prowl 45%
Track (by smell) 80%
Swim 65%

Recently Acquired Gear
Last edited by Thorgrim on Sun Aug 13, 2017 11:06 am, edited 35 times in total.
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Re: Thorgrim Cromson (WIP)

Postby Thorgrim » Wed Mar 18, 2015 9:15 pm

Background Story

While most of the barbarian tribes living in the Disputed Lands are known to be predominantly filled with Wolfen, Orcs, Ogres, and Trolls, there exists a scarce few human barbarian tribes. The humans who call the Disputed Lands home are among the hardiest and most independent that the Dominion of Man has to offer. These are tough men and women willing to brave the most hostile wilderness to live independent of foreign laws, customs, and beliefs which are not their own. Instead, content to do battle with opposing clans and fight the harsh environment to live their simple way of life…

High up in the Bruu-Ga-Belimar Mountains these so-called barbarians lived and survived in a climate none thought habitable. They were called barbarians by the southern lands who viewed them as unthinking, brutish, uncultured people. However, they were often underestimated by the "civilizations" of the Palladium world. Their leaders did not dress in golden robes but in bear skins. Power was not measured by wealth but by the honor in a name and the strength of a clan.
Clans and family units were to them the equivalents of nations and armies. They were brutes, but only strong hardened people could call those bitter cold mountains home. Kings thought themselves civilized only to turn on a close friend if it served his purpose.

This was Thorgrim’s beginning. And his youth was spent in the Bruu-Ga-Belimar.

Thorgrim Cromson was born the bastard son of the clan’s chief, but was raised to be a warrior as were all the males of the tribe. From an early age conditions were harsh, and training was even more austere. It had to be, for the clan was constantly defending itself from Orc raids and battling troll and ogre war parties seeking to destroy the unwelcome humans.

Thorgrim embraced the harsh life and grew strong and able faster than his peers, which surprised most of his patriarchs, being a lowly bastard son. Too young to care or understand what this meant, Thorgrim focused on his training, consumed with mastering his weaponry and body. His thoughts drove him forward… I have been given life and will. I need nothing else, but what I make of my life by my own flesh and steel.
He saw fierce combat as a teenager.

A powerful clan of Trolls, Orcs, and Demons was raiding Thorgrim’s camp many years ago. The land was soaked red with the mixed blood of Human and Non-human alike. Strewn about one particular hill were a dozen orcs dispatched by the lone barbarian youth. While the young barbarian had survived the initial onslaught, he was quickly overpowered and captured by the Demons leading the attack.

Thorgrim and his captured compatriots served as human pack animals for the monstrous clan, bound and tied, hauling gear and stolen loot from camp to camp across the Western and Eastern Disputed lands. After over two years in captivity a perfect opportunity came to escape. A heavily armed patrol of paladins carrying the banner of Llorn ambushed the traveling column of the monstrous clan in a sudden attack. The steel clad, mounted warriors rushed through the shocked demon ranks dealing cold death as they plowed through the unorganized rabble. As quickly as it started Thorgrim grabbed a weapon off of a fallen Orc, cut his bonds, and snatched what supplies were on hand and ran as fast and hard as he could…

Thorgrim made his way through wild forests and clearings, quickly running out of the rations he was fortunate to have grabbed. Desperate and beginning to feel overwhelmingly exhausted he came upon a homestead inhabited by an experienced ranger and his family. The kind ranger took Thorgrim in and heard his story, while offering his hospitality. Reluctantly, Thorgrim stayed for a month to gain his strength and health back, and worked for a small amount of pay on the homestead. However he quickly grew restless, struck with wanderlust. I’m no needy whelp to be nursed, I must carry on with my life. I want to know who those warriors were who were able to fell those Demons so swiftly. “I must be on my way, you have been a gracious host, but I seek the warriors who brought about my freedom.” The ranger questioned Thorgrim’s leaving so soon as he could have a steady job working on the homestead… “Thorgrim, the banner they carried should lead you to Llorn. Are you sure it’s not foolish to leave so soon with so little? …your savage dress, few supplies, and little gold won’t get you far, y’know.” Thorgrim tossed back his head and laughed heartily. Silly farmer man, Thorgrim thought to himself. “Of course it is time… Don’t worry.” He smirked to himself as he packed his meager belongings to head for Llorn. I’ll show him a thing-or-three about Barbarians!

The Goldenbeard Connection...
In the winter of 320, Clan Chief Crom Thorgrimson led a detachment of elite barbarian warriors in the Reclamation of Northholme. The Bruu-Gra-Gar Clan of mountain-men worked with a unit of mercs helping to coordinate actions between the Bruu-Gra-Gar Irregulars and the Llorn-Dwarf Allied forces.
Thorgrim's father fought his last days during the Battle of Northolme Peak, the final and bloodiest engagement. The Clan Chief and a troop of Bruu-Gra-Gar warriors were separated from the main forces and surrounded by a stronger group of Trolls. For a day and a night they fought, the battle only coming to a stop when the bulk of the Allied group pressed the Troll flank. In those last moments, Chief Crom who had suffered one too many Troll-blows, succumbed to his wounds.
The Goldenbeards did not forget such sacrifice, and few have forgotten the fierce warrior prowess of the mountain barbarian clan responsible for aiding in the Reclamation of Northolme.

---Fast forward to present time---
Thoran Goldenbeard couldn't help but notice the uniquely massive barbarian shopping, one day, in his flagship store in Llorn's Grand Bazaar. After making the acquaintance of Thorgrim, Thoran has always enjoyed reflecting on their homeland in the mountains, and sharing news from the area freely with Thor. Thoran, since meeting Thorgrim, has always considered him a friend.
Last edited by Thorgrim on Mon Jun 12, 2017 5:16 pm, edited 1 time in total.
Thorgrim Cromson
H.P.: (52)/(52) 49
S.D.C.: 113/(153) 123
Abilities and Equipment
Special Abilities
Berserker Fury (3x per day): +1 APM, +3 Strike, +8 Damage, +6 vs HF, +5 vs Possession & Mind Control, -3 Parry, Refuses to Dodge. Following Fury is at half Speed & Combat bonuses for 20 min.

Rock's Axe, Thunder Club, Thorgrim's Throwing Knives, Wooden Stakes, Dragon Shield

Special Equipment
Nambring (enchanted ring): AR 16, +10 PS, +3 PE, +3 All Saving Throws, Curse - cannot be worn with armor.
Guild Cape of the Agentes in Rebus (enchanted garment): AR 10, SDC 37/60, Magic features
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Re: Thorgrim Cromson (Human Barbarian Warrior)

Postby Thorgrim » Thu Jul 30, 2015 1:27 pm

Background Reference Material

1. What emotion best describes your character? grimness
2. What emotion does your character evoke in others? distaste
3. What does your character need most? A worthy opponent or challenge in which to prove his worth
4. What is your character’s goal in life? Revenge against those who destroyed his tribe
5. How does your character believe this goal can be accomplished? Growing in power, skill, and partnering with worthy allies to join his cause

1. Where did your character come from? Bruu-Ga-Belimar Mountains
2. When did you grow up? When his tribe was facing more and more emboldened raids and attacks from orcs, trolls, and demons in the mountains
3. What values does your character hold? Men should be free and are not owned by gold, strength of arms and a strong will are more important than anything.
4. How does your character dress? Simply. Why spend money dressing up like a woman, ha! Extremely tolerant of varied climates as well, not in need of different clothing, let alone comfort.
5. What are your character’s means? Very meager... he's a barbarian

1. What are your character’s personal tastes? Enjoys the finest extravagances when they're available, but is content with the most basic of things
2. What are your character’s opinions? Straight forward, brunt, and always right (at least he thikns so)
3. What is your character’s comfort zone? incredibly vast, except when doing things un-manly or warrior like
4. Who has had the biggest impact on your character’s life? His barbarian tribe and patriarchs which raised him to be a warrior, and are all now dead
5. What are some of your character’s unexpected quirks? Won't back down from a challenge, and is quick to throw caution to the wind. Is superstitious and it can play an interesting role in his simple view of things.

Play Details
1. What kind of story does your character belong in? An epic, swords and sorcery kind of story
2. What role does your character fill? He's a Tank
3. What should the other players know about your character? He's rough around the edges, literally and socially/personality wise
4. What is your play style? I either find ways to employ my characters strengths and take the lead or will hang back and await suggestions/direction from other characters
5. How do you want your character to die? Immortality isn't impossible... and if it is, then in combat against a worthy opponent

Item 1: Castlerake, or some other awesome kind of rune sword/weapon.
Item 2: Holy weapon. To better combat deoms with, my dear.
Item 3: A monster slaying weapon, some type of weapon that does extra damage to the supernatural and magic users
Item 4: Magic rings or amulets: understand languages, see the invisible, provide a natural A.R. he can 'rock' wear a loin clothe
Item 5: An animal companion or pet, one that could track and serve as an early warning or security

Short Term Goals:
Goal 1: Find a new group and source of sustenance, currently homeless and wandering.
Suggested Solutions (Goal 1): Join the player character’s group and prove worthy
Goal 2: Find a "home base"
Suggested Solutions (Goal 2): This is just a pub, inn, boarding house, or something where the people "get" him and leave him in peace. it may also be the opening for some of the mid- and long- range goals to be introduced.
Goal 3: Identify supernatural-evil rulers and set out to topple them.
Suggested Solutions (Goal 3): Find a cause, something he can direct his energy toward. This could be the current player quest or a subquest to collect items/allies which are the means to achieve his main goal.
Mid Term Goals:
Goal 1: Develop a meaningful relationship.
Suggested Steps and Solutions (Goal 1): This could be with a person, another PC, or even an animal (see wishlist item: Familiar above). I like the idea of finding a side-kick or orphan who Alric projects his own experience onto and tries to "save". See goal #3 above.
Goal 2: Uncover a deeper purpose.
Suggested Steps and Solutions (Goal 2): This could be a big quest or plot, barring that it could be something more personal like using his money to support an orphanage in Llorn, perhaps in reference to mid-term goal #1.
Goal 3: Conquer his past: both slavery but also the evil that befell his master.
Suggested Steps and Solutions (Goal 3): Kill the same type (or even the very same) creature who killed his master and sent him on his current path. I leave the “who or what” of this creature open on purpose.
Long Term Goals:
Goal 1: Take down “the man”, this could be usurping a correct nobleman to fostering a slave revolt.
Suggested Steps and Solutions (Goal 1): This would likely have to be part of a the wider campaign but I particularly like the idea of uncovering and conquering the demon who is influencing the Duke of Llorn and fomenting war with the Wolfen. Even bigger than this is preventing the re-arrival of the Old Ones.
Goal 2: Make a lasting difference in the world.
Suggested Steps and Solutions (Goal 2): Following on the orphanage idea above, this would involve doing something that fundamentally changed someone’s life for the good - almost a redemption of everything that went wrong in his own story.
Goal 3: Have a group of people he can trust.
Suggested Steps and Solutions (Goal 3): While this could be the PCs, it could also be those who work with the orphans (above), the people from his "home base" (above), or even a particular church.
Last edited by Thorgrim on Tue Jun 13, 2017 9:08 am, edited 3 times in total.
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Thoran Goldenbeard; Influential Contact

Postby SNAFU » Wed Apr 26, 2017 8:39 pm

Thoran Goldenbeard


[Character Write-Up Goes Here]

  • Pays the Dwarf Price.
  • Has a source of information for events in Northholme/the Belimar Mountains.
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Game Master
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Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

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