ZOCHa THe OuTCasT

CHaraCTer bOOkleT
ZOCHa THe OuTCasT
"THE GUIDE"
®
Female Tharn Bloodweaver/Scout
Description: A tall and muscular female Tharn, with a tanned
complexion and dark hair. Wears worn leathers decorated with
bones of past kills and a headdress of antlers. Keeps her sacral
blade close at hand, a cleft dagger intended to evoke the fangs of
the Beast of All Shapes, the ancient Devourer Wurm.
Background: You are a Tharn, a race devoted to the worship
of the Devourer Wurm. Your connection to the Wurm allows
you to channel its power into your flesh, transforming you into
a shadowy predator who moves swift and unseen as you stalk
your prey. You were one of the foremost warriors of your tribe,
invoking the power of blood magic through your sacral blade and
hurling your javelins at your tribe’s enemies from the shadows.
Your tribe, the White Maw, has long clashed with the farrow
warband of Warlord Morrg. In your most recent conflict Morrg
killed your chieftain and took his heart, giving it to his bone
grinder Knor to turn into a powerful totem. A few days later
the main source of water to your home, the Arrowhead River,
started to dry up. You suspect it may be a ploy by Morrg to drive
your people away, but none of your fellow Tharn think it wise to
confront the warlord so soon after losing to him in battle. Unable
to make the new chieftain see reason, you struck out on your
own, declaring yourself an outcast. You will not return to your
people until you have defeated Morrg. Being apart from your
tribe is difficult, but it is a worthy sacrifice. Morrg has something
planned, and you intend to stop him.
™
more than a few times. You can’t shake the feeling that he’s
looking out for his own interests—but then again, who isn’t?
UNLIKELY HEROES
You struck out from your tribe to confront the farrow warlord
Morrg. Along the road you encountered the others, and you all
joined together. You bring your impressive skills as a scout and
bloodweaver to the group: you outflank enemies to fall upon
them with a few expertly hurled javelins or emerge to slay an
opponent with a single swipe of your sacral blade.
You are the group’s planner. You see the broad picture and
determine the best path, guiding the others through the wilds
with your eyes always on the objective. Whether it is a monster
that needs to be killed or an enemy warlord who needs to be
outsmarted, you are up to the task.
Attitude: You are normally calm and collected, but when you
invoke the savage power of the Wurm you become an unrelenting
predator. You relish the power of blood magic. To you each kill
performed in this way is a sacred rite to the Devourer, an
offering of the blood of your enemies.
Personal Goal: Find and eliminate Morrg. His attacks on
your tribe and his desecration of your chieftain cannot
go unanswered, and it seems like you are the only White
Maw up to the task. You will hunt him down, into the
heart of his warband’s territory if necessary, to put an end
to the dreadful warlord. Once he is eliminated, your self-imposed
exile can end.
Relations with others:
Gullin Oakbreaker, “The Chief” – Don’t let his size fool you—
the little guy packs a big punch. He’s a good leader, but doesn’t
always think his plans through. Lucky for him he has you here
to handle the thinking. For some unfathomable reason, the little
whelps he spawns from parts of him that get cut off seem fond
of you.
Longchops, “The Hunter” – A solid fighter and not a bad shot
with his rifle. Gets a bit violent if he hasn’t had something to eat
recently, so it’s always good to make sure there are enough scraps
around for him to finish off. A decent tracker, but you’re better.
Lurk, “The Mystic” – He’s the scheming sort, but
sometimes it’s good to have one on your side. His
spells and bone grinder totems have proven useful
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.
ZOCHa THe OuTCasT
arCHeType: GiFTeD
Those with the Gifted archetype are born with the capacity to
work magic. This potential can be latent, discovered only later in
life, or it can be pronounced from an early age.
Additionally, a Gifted character begins the game with one of
several benefits. Characters gain additional benefits as they
accumulate experience points. Zocha has Occult Secrets.
occult Secrets
The character delves further into the primal mysteries of the
arcane and is rewarded with a spell from one of her career spell
lists. This benefit can be taken multiple times, but a character still
cannot exceed twice her INT in spells known.
Feat: Transformation
A Tharn is able to tap into her primal connection to the Devourer
Wurm at will, transforming into a predatory beast. During her
turn, the Tharn can either spend a full action to transform slowly
or spend 1 feat point to transform immediately.
When a female Tharn transforms, she gains Stealth and her AGL
and PER rolls are automatically boosted, but she rolls one less die
on INT and non-Intimidation social rolls.
While transformed, a Tharn can communicate only through
short, clipped sentences and guttural growls.
Tharn must transform and remain transformed during lunar
conjunctions. When any two of Caen’s three moons are full, the
Tharn cannot restrain their inner beast. For the duration of the
lunar conjunction, the Tharn cannot revert to their human form
for any reason.
Blood Rites
At Hero level, the character gains +2 to her sacral blade damage
rolls. At Veteran level, the character gains +3 to her sacral blade
damage rolls. At Epic level, the character gains +4 to her sacral
blade damage rolls.
Pathfinder
The character can move over rough terrain without penalty.
Survivalist
This character can reroll failed Survival rolls. Each failed roll can
be rerolled only once as a result of Survivalist.
WILL WEAvERS
& fATIGUE POINTS
Most sorcerers and arcanists are will weavers, who rely on
their own physical stamina and the force of their mental will to
summon and direct arcane energy. This process can be incredibly
taxing to the spellcaster’s body and mind but allows for the subtle
weaving of intricate formulae.
Gaining Fatigue Points
A will weaver can gain fatigue points in a number of ways.
• Upkeep a Spell – A will weaver gains 1 fatigue point for
each spell she upkeeps during each Control Phase.
• Cast a Spell – When a will weaver casts a spell, she gains a
number of fatigue points equal to the COST of the spell.
• Boost a Magic Attack or Magic Damage Roll – Each time
a will weaver boosts a magic attack or magic damage roll,
she gains 1 fatigue point. Boosting must be declared before
rolling any dice for the roll. Remember, a single roll can
be boosted only once, but a will weaver can boost as many
different rolls as she can afford.
• Increase the Range of a Spell – A will weaver can gain 1
fatigue point to increase the RNG of a spell by thirty feet
(5˝). Each spell cast can have its RNG extended only once as
a result of gaining fatigue. Spells with a RNG of CTRL or SP
cannot be affected in this way.
Removing Fatigue Points
Will weavers remove a number of fatigue points equal to their
ARC each Maintenance Phase.
Fatigue Rolls and exhaustion
If her fatigue points exceed her ARC, a will weaver must make
a fatigue roll immediately after resolving each spell she casts.
To make a fatigue roll, roll 2d6. If the total is equal to or greater
than the number of fatigue points the will weaver currently has,
nothing happens. If the total is less than the number of fatigue
points the character has, she becomes exhausted.
When a character becomes exhausted, her turn immediately ends
and she cannot cast spells during the next round.
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.
RaCe
aRCheTYPe
INT
(PhY + INT)
WILLPoWeR
9
PeR
MAX
4
3
MAX
MAX
aRC
3
MAX
3
MAX
MAX
MAX
PoI
aGI
MAX
PRW
3
4
STR
5
PhY
MAX
SPD
7
6
STaTS
ChaRaCTeR PoRTRaIT
Tharn
Gifted
NoTeS
NaMe
NoTeS
ShIeLD
MoDIFIeR
+
INT +
STaT
CoMMaND RaNGe
SPD + PRW + PeR +
STaT
STaT STaT
INITIaTIVe
PhY +
STaT
aRM
SPD + aGL + PeR +
STaT
STaT STaT
DeF
NoTeS
CoMMaND
SKILL
eqUIPMeNT
MoDIFIeRS
aRMoR
MoDIFIeRS
4
RaCIaL
MoDIFIeR
aDDITIoNaL WeaPoN
NaMe
aMMo
+
+
+
+
aBILITY
MoDIFIeRS
=
=
=
=
MaT
aDDITIoNaL
MoDIFIeRS
oTheR
MoDIFIeRS
6
RaT
MaT
eqUIPMeNT
MoDIFIeRS
Magical weapon. Can empower
(see Spells)
NaMe
Sacral Blade
MeLee WeaPoNS
NoTeS
RNG
NoTeS
NaMe
5 (Quiver)
RaT
RNG
aMMo
5
8
FaITh
ThRoWN – Add STR to
the POW of this weapon
NaMe
Javelin
RaNGeD WeaPoNS
CaReeRS
ToTaL CMD
RaNGe
3
ToTaL
INITIaIVe
15
ToTaL aRM
10
ToTaL DeF
14
P+S
P+S
8
PoW
153 lbs.
+
+
+
+
+
+
4
4
3
3
4
4
THRoWn Weapon (pRW)
deTecTion (peR)
Sneak (aGL)
LoRe: devouReR (inT)
SuRvivaL (peR)
TRackinG (peR)
E
1
6
5
2
I
=
=
=
=
=
=
=
=
+
+
+
+
+
+
+
+
5
5
4
5
6
5
6
ToTaL
Crippled
Intellect:
–2 DEF and
cannot
upkeep
spells.
Crippled agility:
–2 to attack rolls.
Crippled Physique:
–2 STR.
=
+
=
=
=
=
=
=
1
1
1
2
2
=
=
+
3
4
AGILITY
DaMaGe CaPaCITY
2
+
4
Hand Weapon (pRW)
1
SKILL
LeVeL
heIGhT
5‘11“
WeIGhT
PaReNT
SeT VaLUe
SKILLS
PLaYeR NaMe
PoW
3
Devourer Wurm
DeFINING ChaRaCTeRISTIC(S)
Bloodweaver/Scout
female
Sex
Zocha the Outcast
ChaRaCTeR NaMe
IRoN KINGDoMS UNLeaSheD aDVeNTURe KIT ChaRaCTeR SheeT
ECT
LL
TE
IQ
N
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.
PHYS
U
This character can work magic
Gain an additional spell (included)
Archetype: Gifted
Occult SecretS
CURReNT
FeaT
PoINTS
3
FeaT PoINTS
SurvivAliSt
pAthfinder
BlOOd riteS
•
•
•
•
•
•
Remove a continuous effect
Reroll a failed roll
Perform a relentless charge
Perform a Run & Gun
Perform a Two-Fister
Perform a Heroic Dodge
Feat points can be spent to:
• Boost a non-combat
skill roll
• Make a quick action
• Shake
• Sprint
• Parry
• Walk It Off
Feat points can be earned by:
• Critical success on a skill roll • Given by the GM
• Destroy an enemy
Can reroll failed survival rolls
Can move over rough terrain without
penalty
Gain +2 to sacral blade damage rolls
(included)
feAt: trAnSfOrmAtiOn See Notes below
DeSCRIPTIoN/NoTeS
®
NaMe
BeNeFITS & aBILITIeS
ToTaL xP eaRNeD
LeVeL
Hero
™
©2015 Privateer Press, Inc. All Rights Reserved. Permission is hereby granted to reproduce and retain copies of these character sheets for personal, non-commercial use only.
NaMe
CoNNeCTIoNS
DeSCRIPTIoN/NoTeS
DeSCRIPTIoN/NoTeS
ThaRN LeaTheRS
NaMe
1
CoST
SELf
RNG
–
aoe
–
PoW
N
UP
N
oFF
1
SELf
–
–
N
N
®
™
BLooD MaGIC:
2
SELf
–
–
N
N
BLooD BURST
If empowered melee attack destroys a living character, center a 5˝ AOE on it.
Enemies in AOE suffer blast damage equal to enemy creature’s STR.
BLooD MaGIC:
1
SELf
–
–
N
N
BRUTaL STRIKe
The character’s next empowered melee weapon attack gains an additional
die of damage.
If the next empowered melee weapon attack deals damage, regain d3 vitality.
BLooD MaGIC:
BLeeDeR
The character’s next empowered melee weapon attack gains a boosted attack roll.
BLooD MaGIC:
aCCURaTe STRIKe
NaMe
aRCaNe TRaDITIoN ____________________________________________________________________
SPeLLS
0 GC
GoLD
DEvOURER WURM
ReLIGIoUS BeLIeFS
MOLGUR-TRUL
MOLGUR-THARN
SPoKeN LaNGUaGeS
PeRMaNeNT INJURIeS
When transformed gain Stealth. AGL and PER rolls
are boosted, but roll one less die on INT and nonIntimidation social rolls.
Transform as a full action, or transform instantly for 1
feat point. Can transform back as a full action.
NoTeS
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PaGe #
4
aRM
Do not interfere with
Transformation ability
Tharn leaTherS
DeF
Can be empowered for Blood
Magic spells
Sacral Blade
SPD
Gain a free Quick Action to draw
a javelin
Javelin Quiver
WoRN aRMoR
BeNeFIT
NaMe
GeaR