Taared 
 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
30 STR 10 20 30 15- HTH Damage 6d6 END [3]
14 DEX 10 12 14 12- OCV 5 DCV 5
25 CON 10 30 25 14-
25 BODY 10 30 25 14-
13 INT 10 3 13 12- PER Roll 12-
14 EGO 10 8 14 12- ECV: 5
20 PRE 10 10 20 13- PRE Attack: 4d6
12 COM 10 1 12 11-
6 PD 6 0 6/13 6/13 PD (5/12 rPD)
6 ED 5 1 6/13 6/13 ED (5/12 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
12 REC 11 4 12
50 END 50 0 50
60 STUN 53 14 60
7" Running 6 2 7"
1" Swimming 2 -1 1"
4"/2" Leaping 6 -2 4" 138 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 1" [2" NC]
H. Leap (6") 4"
V. Leap (3") 2"
EXPERIENCE POINTS
Total earned: 150
Spent: 150
Unspent: 0
Base Points: 50
Disad Points: 115
Total Points: 315
APPEARANCE
Hair Color:  None
Eye Color:  Black
Height:  7' 2"
Weight:  500 lbs
Description:
Taared is not particularly large for his people, being on the short side at only 7'2", but he is stocky and heavily muscled, and his physical conditioning and toughness is top notch. He has light grey skin, a strong face, and has managed with great patience to grow a chin beard and handlebar mustache, which he is quietly proud of and often strokes when ruminating or making a point. He wears a long shirt of heavy chain armor and black leather, and wears his greatsword scabbard across his back; in battle he wears a near-full helmet. His only notable ornamentation is a well crafted belt buckle of silver and gold which also happens to be magical.

Taared 
 
DEFENSES
Type Amount Notes
Physical Defense 6/13 Current BODY:
Res. Phys. Defense 5/12 (25)
Energy Defense 6/13 Current END:
Res. Energy Defense 5/12 (50)
Mental Defense 8 Current STUN:
Power Defense 0 (60)
TACTICS
Taared is a very competant and dangerous warrior, a field in which his great strength and durability serves him well. He typically fights in a controlled fashion, with broad sweeps of his large magical greatsword (which he acquired adventuring in the depths bellow Kark).

However, he is also clever and knowledgeable, with a broad array of skills acquired over the course of seven decades of adventuring. He is quick with a stratagem, can adapt his tactics to form synergy with teammates, and is even surprisingly tricky with his bladework. In short he is a formidable and able companion for any adventuring company.
COMBAT INFORMATION
OCV: 5 DCV: 5
Combat Skill Levels:
+1 Overall
+4 with HTH Combat
+2 with DCV [vs Target Falls]; Only vs. "Target Falls" Maneuvers (-1)
+4 with DCV [vs Sweep 1/2 DCV]; Only To Improve DCV Before 1/2 DCV Is Deteremined When Using Sweep (-1 1/2)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Taared 
 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
Hurgur
5
1) IR Perception (Sight Group)
0
5
2) Damage Resistance (5 PD/5 ED)
0
2
3) Knockback Resistance -1"
0
1
4) LoW (-1) for Normal Defense
0
1
5) LoW (-1) for Resistant Defenses
0
5
6) Stretching 1"
1
15
7) Psionics Damage Reduction, Resistant, 50% (30 Active Points); Activation 11- (-1)
0
5
8) MD (8 points total)
0
1
9) LS (Longevity: 200 Years)
0
Heroic Warrior Knacks
5
1) Difficult To Topple: +2 with DCV [vs Target Falls]; Only vs. "Target Falls" Maneuvers (-1)
4
2) Stalwart: Knockback Resistance -3" (6 Active Points); Nonpersistent (-1/4), Requires A STR Roll (-1/4)
0
8
3) Sweep Mastery: +4 with DCV [vs Sweep 1/2 DCV]; Only To Improve DCV Before 1/2 DCV Is Deteremined When Using Sweep (-1 1/2)
57 Total Powers Cost
BELONGINGS
Equipment END
Amulet of Azaregal, all slots Independent (-2), IAF (-1/2)
Notes: Worn as a belt buckle
1) +20 CON (40 Active Points); Only To Determine If Stunned (-1/2), No Figured Characteristics (-1/2)
2) Magical Awareness: Detect Magic 14- (no Sense Group), Concealed (-2 with Detect PER Rolls), Discriminatory, Increased Arc Of Perception (240 Degrees), Range, Sense, Targeting, Telescopic: +4, Tracking (45 Active Points)
0
Avaringe (Magical Greatsword)
1) Cutter: Killing Attack - Hand-To-Hand 2d6 (vs. PD), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Affects Desol Any form of Desolidification (+1/2) (67 Active Points); Independent (-2), OAF (-1), Only vs. Opponents With Force Fields, Only to Overcome Force Field DEF (-1), No STR Bonus (-1/2)
0
2) Magical Greatsword: Killing Attack - Hand-To-Hand 3d6 (4d6 w/STR) (vs. PD), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Affects Desol Any form of Desolidification (+1/2) (101 Active Points); Independent (-2), OAF (-1)
0
Heavy Chain
1) Heavy Chain: Armor (7 PD/7 ED), Hardened (+1/4) (26 Active Points); Independent (-2), OIF (-1/2)
0

Taared 
 
TRADE LORE
Cost  Name
3 Linguist
0
1) Language: HAELERSPRECH (completely fluent) (3 Active Points)
1
2) Language: HAELFIRI (fluent conversation) (2 Active Points)
5
3) Language: NORDSPRECH (idiomatic; literate)
0
4) Language: SODURSPRECH (completely fluent) (3 Active Points)
3
5) Language: TRAVENSPENOVA (fluent conversation; literate)
0
6) Language: URELDREK (idiomatic; literate) (5 Active Points)
1
7) Language: VARIC (fluent conversation; literate) (3 Active Points)
3 Traveler
2
1) AK: Mir Kaltersek Environs (INT-based) (3 Active Points) 12-
2
2) AK: Nordmanner Lands (INT-based) (3 Active Points) 12-
2
3) CK: Kark (INT-based) (3 Active Points) 12-
2
4) CK: Kark Undercity (INT-based) (3 Active Points) 12-
2
5) CuK: Nordmanner (INT-based) (3 Active Points) 12-
2
6) CuK: Thurnik Hurgur (INT-based) (3 Active Points) 12-
2
7) CuK: Var (INT-based) (3 Active Points) 12-
Experienced Adventurer
10
1) +1 Overall
3
2) Combat Driving 12-
3
3) Conversation 13-
2
4) Navigation (Land) 12-
3
5) Stealth 12-
3
6) Survival 12-
10
7) TF: Carts & Carriages, Dog Sleds, Dogs, Equines, Large Rowed Boats, Large Wind-Powered Boats, Rafts, Sleds, Small Rowed Boats, Small Wind-Powered Boats, Two-Wheeled Muscle-Powered Ground Vehicles
Heavy Foot Package
20
1) +4 with HTH Combat
2
2) AF: Heavy Armor Proficiency
1
3) AF: Shield Proficiency
3
4) Climbing 12-
5
5) Defense Maneuver I-II
3
6) Feint 12-
3
7) Hoist 12-
3
8) PS: Adventurer (INT-based) 12-
6
9) Penalty Skill Levels: +2 vs. armor penalties to DEX and DCV with All Armors
3
10) Tactics 12-
3
11) Teamwork 12-
2
12) WF: Common Melee Weapons
118 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
2 Reputation: Mighty Warrior And Adventurer (Kark) 11-, +2/+2d6
2 Total Perks Cost
CHALLENGES
Cost  Disadvantage
15 DF: Hurgur (Thurnik) (Concealable w/ Magic; Always Noticed and Occasionally Causes Major Reaction; Detectable By Commonly-Used Senses)
5 DF: Lawful (Concealable with Magic; Always Noticed and Causes Reaction; Detectable Only By Unusual Senses)
15 Enraged: If Honor Questioned (Uncommon), go 8-, recover 8-
20 Hurgur -- Thurnik Characteristic Maxima
5 Phys. Lim.: 400-600 lbs, 7 to 9ft tall (Infrequently, Slightly Impairing)
20 Psych. Lim.: Code Of Honor (Very Common, Strong)
20 Psych. Lim.: Lawful and Upright (Very Common, Strong)
5 Reputation: Honorable Warrior, 11-, Kark
5 Susceptibility: Chaotic / Dynamic Energy 1d6 damage Instant (Uncommon)
5 Unluck: 1d6
115 Total Disadvantages Cost

Taared 
 
BEARING AND DEEDS
Height: 7' 2" Hair: None
Weight: 500 lbs Eyes: Black
Appearance: Taared is not particularly large for his people, being on the short side at only 7'2", but he is stocky and heavily muscled, and his physical conditioning and toughness is top notch. He has light grey skin, a strong face, and has managed with great patience to grow a chin beard and handlebar mustache, which he is quietly proud of and often strokes when ruminating or making a point. He wears a long shirt of heavy chain armor and black leather, and wears his greatsword scabbard across his back; in battle he wears a near-full helmet. His only notable ornamentation is a well crafted belt buckle of silver and gold which also happens to be magical.
Personality: Taared is a noble and conscientious individual, with a firm personal code of honor. He strives to be heroic, aid his fellows, and protect those in need.
Quote: "The ends do not justify the means; the means justify the ends!"
Background: Just a little over a hundred years old, Taared left his home of Thurnik bound for adventure seven decades ago, and though he has returned home for a visit from time to time, he has spent the bulk of these years wandering the Nordmanner lands. He has been in the company of many adventuring bands through out the years, and is an experienced and well traveled adventurer who has been particularly active and succesful delving the depths of the famed and dangerous undercity of Kark. He is very well known in that city as a veteran of many delves, and a knowledgeable one at that. Many less experienced would be adventurers have been know to pay his tab and fare in return for advice and direction for their delving enterprises.

One day, while living in Kark between adventures, walking from his boarding house to a local tavern whose food he was fond of Taared happened to encounter a rather large human from the far south along the way who was walking in the opposite direction down a narrow street. As they were both quite large, there was no possible way for them both to pass; one must step aside. Now, as it happened, this Machtig was unaware of the existance of civilized Hurgur, as in his lands the native Hurgur are quite savage, and was put on his guard by the sight of the well dressed and armored Taared; further this foreigner did not (yet) speak any of the dialects of Nordsprech.

The two quickly ran thru several languages until they discovered that they could both converse in Varic, and they proceeded to have a tense conversation on the subject of who would cede right of passage and step out of whose way. It appeared at first that the conversation would escalate into a brawl, but the conversation turned around and the two found themselves liking the set of the other's sails as it were. In the end the matter was resolved with Taared inviting the human to accompany him to the Tavern so that they might continue their conversation, which they did.

The Machtig's name was revealed to be Saemund, and eventually Taared was introduced to several other companions in the form of three other Machtig and a Varic warrior. Saemund explained that they were on a great quest, but had only recently arrived in the Nordmanner lands and were ill-prepared to conduct their adventure in these lands. Taared, who had been at loose ends for a few weeks and was ready for a new adventure to releive his ennui, volunteered to accompany them for a while and morever educate them in the ways of the Nordmanner.

Taared proved to be a useful addition to the group as they had several side adventures in and around Kark for a few months, and he became fast friends with Saemund. In addition to enjoying each other's company, they also sparred with one another and Fyrclian, developing their skills and having fun in the process. Eventually the group was ready to move on, and Taared departed Kark in their company with the intent to aid them in their quest, but several misadventures ensued including running afoul of the law in Murbrog, which did not sit well with the very lawful Taared. Events continued to spiral into courses of action that Taared could not countenance, and he eventually took his leave of the Machtig and their other allies in Centhaus, returning home to Kark.

Some months later the Machtig and their current allies returned to Kark, and Taared was prevailed upon to aid them in a couple more ventures, but they eventually departed the city and the Nordmanner lands for parts eas and he took his leave of them once again.
Campaign Use: Civilized Hurgur Warrior
Character created with Hero Designer (version 2006111006)