Mátyás

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Hajós Józsefi Mátyás is a 29 year old male dworkin fighter. He is of average height (5'9") and weight (172 lbs.). He has bronze toned skin and a broad, flat nose. His hair is sooty black, tightly coiled and kept short. He also has a very stiff medium length beard and large mustache. His eye colour is difficult to pin down, hidden in deeply set sockets and seemingly shifting between shades of green and brown with occasional hints of other colours. Mátyás wears simple clothes with ring mail. He keeps a club hung at each hip, a bastard sword and shield carried on his back over one shoulder, and a longbow and quiver over the other. He often seems ill-at-ease around others, never quite fitting in.

Activity

Encumbrance
5 AP 4 AP 3 AP 2 AP 1 AP
Up to 39 40-78 79-117 118-157 158-196

Actions

Action AP
Move 1
Unsling Backpack 5
Draw Bow 3
String Bow 3
Load Bow, Aim, and Fire 1 Rd. + 2 AP
Unsling Shield 3
Strap Shield On 10
Draw club or dagger 1
Draw Sword 2
Sheath Sword 3
Attack 2
Pummel 1
Grapple 3
Leave Combat Hex 1

Pummeling

Overbearing

Grappling

Charging

Stealth Rules

Scrambling Rules

Offence

Weapon To Hit Damage Breaks on Point Blank (+1) Short Medium (-2) Long (-5)
Bastard Sword +1 2d4+3 1 in 5
Club +2 1d6+3 1 in 4
Club (thrown) +1 1d6 1 in 4 2 3-6 7-8 9-10
Dagger +1 1d4+3 1 in 6
Dagger (thrown) +0 1d4 1 in 6 2 3-6 7-10 11-14
Studded Guantlets +1 1d4+2 1 in 36 (1-4 injury)
Longbow +0 1d8 1 in 4, 1 in 12 2-3 4-22 23-44 45-66
To Hit AC 10 AC 9 AC 8 AC 7 AC 6 AC 5 AC 4 AC 3 AC 2 AC 1 AC 0
10 11 12 13 14 15 16 17 18 19 20

Hurled weapon ranges extended by Strengthened Arm sage ability

+1 to hit and +3 to damage on melee attacks (Strength)

+1 to hit with club and morning star (Hereditary weapon, sailor and Hungary, respectively)

-2 To hit when using any non-proficient weapons.

  • Proficiencies: - Club, Bastard Sword, Morning star, Long Bow, Dagger

+1 Damage in grappling or hand to hand combat (Strengthened Arm)

Defence

HP -8
HP (max) 14
Injury 0
Base Armour (Ring Mail) 7
Shield +1
AC Total 6
AC Total (Without Shield) 7

+1 AC Vs. creatures twice or more his mass.

Saves Base Modifier Remarks
Poison 15 0
Paralyse & Petrify 15 0
Polymorph 16 0
Rod, Staff, & Wand 15 0
Breath Weapon 17 0
Other Magic 15 0

Capabilities

Experience

Level XP Next Level
1 1685 2001

Gains a 10% bonus to all experience gained, for having a prime requisite score of 16+

Ability Scores

Stat Score Remarks
Strength 18/10 +1 Half-Orc, +1(10%) Age
Intelligence 11
Wisdom 12
Constitution 16 +1 Half-Orc, +1 Age
Dexterity 13
Charisma 8 -2 Half-Orc

Sage Abilities

Amateur

  • Close Drop: Reduces the likelihood that combatants will drop a weapon outside of the hex in which they are fighting..
  • Gain Proficiency: Character begins with one more proficiency than is otherwise normal.
  • Hereditary Weapon I: Character receives a +1 bonus to-hit when using the most familiar weapon of their place of birth. (Sailor - club, Hungary - morning star)
  • Shield as a Weapon: Enables the character to use the shield as a weapon, causing 1d4 damage per hit.
  • Strengthened Arm: The character is able to hurl weapons a greater distance than normal.

Fields & Studies

Animal Training
Camelback Riding 2
Dog Training 2
Flying Mounts 1
Falconry 0
Horseback Riding 0
Mahout 0
Underwater Mounts 1
Leadership
Heroism 2
Judgement 2
Logistics 1
Motivation 2
Mastery at Arms
Martial Discipline 3
Physical Balance 3
Puissance 12
Unarmed Combat 6
Training
Athletics (Sailing) 10
Empowerment 3
Instruction 0
Military Engineering 2

Other

60 ft. Infravision

Equipment (Google Drive)

Monies

GP (16 SP) 2
SP (12 CP) 6
CP 5

Magical Items

Desired Items

  • Better Armour
  • Morning star

Background

Generated

Family Raised by both parents and 2 grandparents, elder to mother; 4 siblings(10-14 - 18 = -4--8).

Choices Made Trust and generosity to the character's family members has reduced the character's rolled starting capital by 70%. Has been paying 3 G.P per month to help maintain family. (17 - 11 = 6).

Talents The character cannot read or write common language (17-18 - 11 = 6-7).

Interpersonal Relationships Character is heartily disliked by many people, so that whenever moving about, the character is subject to nasty looks, gossip and a strong desire to have him or her go away (16-17 - 12 = 4-5).

Predispositions & Shortcomings Exhibiting bravery when fighting creatures up to twice or more the character's size, he or she receives a +1 armour class bonus (10-11 - 12 = -1--2)

Progenitor Sailor: sailing; +2 to dexterity checks when shipboard (Strength, 40-57)

Personal History

Mátyás was born in Ózd 6 Nov 1620 (making him 29 years old as of May 1650) to Hájos Istánfi József, a dwarf, who had married a half-orc, Halász Éva. He has three brothers: László(31), András(27), Imre(24) and a little sister, Zsófia(22). His father was a boatman and Mátyás learned this profession from him.

After finishing his training he became interested in the tales told by a group of travelers from Norway who had wintered in Ózd. He was especially impressed by the gnomish cleric, Lexent, and found the gnomish pantheon more in keeping with the feelings of his soul than the bickering monotheists he had grown up around all of his life.

Along with his childhood friends, he Set out to explore the wilderness south of Ózd like he had heard the Norwegians had done. They found evidence of a large animal destroying trees that contained honey. Later they caught a glimpse of a clumsy sprite and, after a brief scuffle, returned with it to its village. There learned that their princess has been abducted by kobolds serving an unknown mage, probably to extract her blood as a magical reagent. The place the princess was taken seemed to be protected against entry by sprites so the party agreed to help recover her. Following the kobolds to their underground lair, the party defeated them and their giant rats. They found the sprite princess and a note conceding defeat and warning them not to follow the mage. Having been badly injured in the process they accepted the warning to leave. Unfortunately, on the way back to the sprite's village, Mátyás began feeling quite ill. He had contracted a disease from the rats and had to spend the next month being cared for by the sprites to recover.

Hearing that Ti and Zoltan went off from Ózd with the Norwegians, followed their path westward and met the head of the goblin village who told Mátyás of what his friends had accomplished and that they had agreed to help a human, László , who'd been attacked by Ottomans. He continued west, but lost their trail and then drifted to Salgótarján. In Salgótarján, he stumbled into László, who was able to tell Mátyás what had transpired and give directions to Buda and to whom he might be able to speak with there. Following László's instructions, he heads to Budapest, talks to people at the blockhouse, who remember the party and point him further west into Bakony. He meets some people along the way who recognise the party, but loses the trail again where they left the roads. He consults a local seer, in exchange for the favour of digging up the seer's garden, and the seer tells Mátyás, "enter into the hills, all will be fine." Mátyás does, happens to stumble into a group of centaurs that have met the party they guide him to the entrance of an ancient underground orc fortification where he reunites with the party.

Shortly after arriving, they party returns again to the surface to rest, where they find that Mátyás. Following a day of rest, they enter once again, fight two more carrion crawlers, and then finally come across their first troglodytes. A harrowing battle ensues, as more and more troglodytes engage the party. They are forced to flee, but Mátyás is knocked unconscious and is unable to escape.

Notes

Ózd
Population 2071
Rural population 5505
Czepan - lumber
Uraj - Coal mines - Thorpe 33 persons, 2 Farms, Garner, Gristmill, Ox Tether, Sawpit, Well