Taran

 

Taran and Coll are brothers and they have developed a standard method of fighting - Coll will engage a foe and go on the defensive - then Taran will jump in strike, and then dart away. In combat they always watch each other's backs. Away from the fighting they are inseparable. Having left their tribe in search of fame and fortune (especially the latter) they are apt for anything that promises excitement and plunder.

CHA

Val

Cost

STR

13

+6

DEX

17

+21

CON

13

+6

BOD

12

+4

INT

8

-2

EGO

8

-4

PRE

13

+3

COM

10

PD

5

+2

ED

5

+2

SPD

3

+3

REC

6

END

24

-1

STUN

26

Total

+40

OCV

6 ±2 for acrobatics

DCV

6 +2 for shield, ±2 for acrobatics

ECV

3

Powers

4

FAM with common melee and missile weapons

10

Superleap 8" forwards, 4" upwards

4

+2" running (8" move)

3

Ambidexterity

10

Two-weapon combat multipower, 22 point reserve. Requires swords/axe (OAF) and two weapons (-1/4)

1

+1d6 HKA, autofire (only up to damage of weapons used, -1/2)

1

+1d6 HKA, Damage shield (only up to damage of weapons used, -1/2)

2

Area knowledge (Southern Marches, Na Féile, 11-)

9

Climbing (12-), Stealth (12-), Survival (11-)

5

+2 combat levels in HTH (only if acrobatics roll made)

5

Acrobatics (14-)

6

Armour- iron skin hex tattoo (2PD/ED)

60

100

Powers cost

Total cost

50+

Disadvantages

20

Loyal to comrades (Common, total)

20

Hunted by other tribesmen (11-) More powerful, NCI, limited area

10

Rivalry - other warriors - and Coll

Normal Equipment

Broadsword

Francisca

Light clothes and cloak

Cooking pot, flint and tinder

Gold Torc (45 Gp)

Scale Armour (5 DEF covers arms & shoulders)

Light helm (7 DEF, covers head)

 

Magical Equipment

Medium shield (+2 DCV, has the sword-breaker spell cast on it - 3d6 damage shield, inanimate objects only, 1 use, triggered by successful hit)