Ragnar Ironhorn

The Chieftain of the Ironhorn Clan, and Valmeer Ironhorn's older brother.

Description:

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Ragnar Ironhorn
NPC: Alive
Height: 7’6” Weight: 340 lbs Size Modifier: +1 Age: 28 Total Points: 407 Unspent Points: 0
Appearance: Average, +0, A muscled Minotaur with light brown fur, large horns, and a grim countenance. Status: +2 TL: 3
Reaction: +2 from Status: Village Chieftain

Basic Attributes and Secondary Characteristics:

Stat Level Cost Stat Level Cost Stat Amount Cost
ST 15 45 HP 15 0 Basic Lift 45 lbs
DX 10 0 Will 10 0 Basic Speed 5.5 0
IQ 10 0 Perc 11 0 Basic Move 5 0
HT 12 20 FP 12 0
DAMAGE: Thr: 1d+1 Sw: 2d+1
Language Spoken Written Cost
Common Native Native 0

Advantages:

Name Modifiers Base Cost Final Cost Page Reference
Acute Hearing 1 None 2/level 2 B35
Ally (Ironhorn Clan) 100% of starting points: +5; frequency of 15 or less: x3; Group of 51-100: x12 Variable 180 B36
Combat Reflexes None 15 15 B43
Damage Resistance 1 Tough Skin: -40% 5/level 3 B47
Damage Resistance 2 Partial (Skull Only): -70% 5/level 3 B47
Fit Very 15 15 B55
High Pain Threshold None 10 10 B59
Legal Enforcement Powers Chieftain 15 15 B65
Legal Immunity Chieftain 15 15 B65
Peripheral Vision None 15 15 B75
Reputation 1 People Affected (Ironhorn Clan): _x.33; Recognized all the time: x1 5/level 2 B26
Status 2 None 5/level 10 B28
Striker, Horns Breakable -10%; SM -4 -15%; Double Blunt Trauma +20%. 8 8 B88
Temperature Tolerance (Cold) None 1/level 1 B93
Wealth Very Wealthy Variable 30 B25
Fur None 1 1 B101

Disadvantages:

Name Modifiers Base Cost Final Cost Page Reference
Code of Honour Arab -10 -10 BS185
Colourblindness None -10 -10 B127
Dependant (Ironhorn Clan) 100% of starting points: -1; frequency of 15 or less: x3; Friend: x1; Group: x2 Variable -6 B131
Duty (Ironhorn Clan) frequency of 15 or less: -15; Extremely Hazardous: -5 Variable -20 B133
Loner Frequency of 12 or less: x1; Feature (Only for other male Minotaurs): x1 -5 -5 B142
Sense of Duty (Ironhorn Clan) None Variable -5 B153

Skills

Name Difficulty Relative Level Level Points Page Reference
Area Knowledge (Bhel) Easy IQ+2 12 4 B176
Brawling Easy DX+3 13 8 B182
Current Affairs/TL3 (Business) Easy IQ+0 10 1 B186
Current Affairs/TL3 (People) Easy IQ+0 10 1 B186
Current Affairs/TL3 (Politics) Easy IQ+0 10 1 B186
Current Affairs/TL3 (Regional) Easy IQ+0 10 1 B186
Diplomacy Hard IQ-2 8 1 B187
Heraldry Average IQ+0 10 2 B199
History (Ironhorn Clan) Hard IQ+0 10 4 B200
Intimidation Average Will+1 11 1 B202
Law (Ironhorn Clan Law) Hard IQ-1 8 2 B204
Leadership Average IQ+2 12 8 B204
Navigation/TL3 Average IQ-1 9 1 B211
Observation Average Perc-1 10 1 B211
Politics Average IQ+2 8 12 B215
Public Speaking Average IQ+0 10 2 B216
Seamanship/TL3 Easy IQ+0 10 1 B185
Shiphandling/TL3 (Ship) Hard IQ-2 8 1 B220
Soldier/TL3 Average IQ-1 9 1 B221
Spear Average DX+3 13 12 B208
Strategy (Land) Hard IQ-2 8 1 B222
Strategy (Naval) Hard IQ-2 8 1 B222
Survival (Salt-Water Sea) Average Perc-1 10 1 B223
Swimming Easy HT+0 12 1 B224
Thrown Weapon (Spear) Easy DX+2 12 4 B226
Wrestling Average DX-1 9 1 B228

Melee Weapons:

TL Name Damage Reach Parry Cost Weight ST
3 Trident thr+3(0.5) imp 1 0U $40 5 10
3 or thr+4(0.5) imp 1,2 0 - - 10

Ranged Weapons:

Name Damage Acc Range Weight RoF Cost ST Bulk Page
Trident thr+3(0.5) imp 1 x1/x1.5 5 T(1) 40 10 -6 F141

Melee Attacks:

Name Usage Level Parry Block Damage Reach ST
Trident Thrust 13 10 No 2d+1(0.5) imp 1,2 10
Trident Thrust 13 10U No 2d(0.5) imp 1 10
Natural Kick 11 No 1d+2 cr C,1
Natural Punch 13 10 1d+1 cr C
Striker, Horns Gore 13 10 No 1d+3 imp C

Ranged Attacks:

Name Usage Level Acc Damage Range RoF Shots Bulk ST
Trident Thrown 12 1 2d imp 15/22 1 T(1) -6 10
Gore: OR : 3 + 0 + 14 + 21 = 18 PR : 2 + 2 + 6 + 51 = 16 CER : 34
Trident: OR : 3 + 0 + 11 + 21 = 15 PR : 4 + 2 + 6 + 51 = 18 CER : 33

Features:

Slam (B371): Use an Attack/All-Out Attack/Move and Attack maneuver. Roll against DX/Brawling to hit. Your foe may block/dodge/parry. If they dodge you must move at least two yards past them if possible. If you would hit someone else see B389. If you hit you and your foe each inflict dice of crushing damage on the other equal to (HP*velocity)/100, with velocity generally being the number of yards you moved this turn. 0.25 = 1d-3, 0.25-0.5=1d-2, 0.5-1=1d-1,1+=1d. If your damage ROLL equals or exceeds that of your foe, they must make a DX roll or fall down. You knock them down automatically if you roll twice thier damage or more. If you continue to move after knocking them down, you can trample them by doing ST/2 thrust damage (B16) (ST 15 => ST 7 => 1d-3 cr).

Trample: You can trample a foe if your SM is greater than theirs by 2 or more, or by 1 if they are prone and you are not. Roll your DX/brawling against dodge. If you hit, do thrust damage based on ST. (ST15 => 1d+1 cr).

Gore: Roll against DX/Brawling to hit with your horns. You may gore a foe even if they are currently grappling with you.

Grapple (B370): You must have at least one empty hand. Use Attack/All-Out Attack/Move and Attack. Roll against DX to hit. If your foe cannot parry/block/dodge they are now grappled and at -4 to DX and 0 Move (unless they have x2 your ST) while you are holding them.

Takedown: If your foe is grappled and upright, roll a Quick Contest of ST/DX. If you lose you let go, if you win they fall prone and are still grappled.

Pin: If you foe is grappled and prone, roll a Contest of ST, with the larger fighter getting +3 for every point their SM is greater than their foe. The one with the MOST free hands gets +3. If you win they are pinned and helpless, and you can free one of your hands for other actions. You may now also lift or drag them, depending on your strength and current encumbrance.

Bio:

Ragnar Ironhorn

Brotherhood Greybrown