Ulfbjorn Brandrson
Rank: Seasoned Advance: 4
Race: Human Artifact Bearer
Attributes: Agility d6-1, Smarts d6, Spirit d8, Strength d8-1, Vigor d12-1
Pace: 5 (d6-1); Parry: 12(3); Toughness: 10 (2)
- Head/Torso reduce damage from bullets by 4. Apply AP only to Armor Value.
- Athletics d8
- Common Knowledge d6
- Demons & Monsters d8
- Fighting d12+2
- Notice d6
- Persuasion d6
- Runecraft d8
- Shooting d6+1 (-1 Slugs)
- Stealth d6
- All Thumbs (Minor): Due to upbringing, lack of exposure, or pure bad luck, some individuals are “all thumbs” when it comes to mechanical or technological devices.
All Thumbs inflicts a −2 penalty when using mechanical or electrical devices. If he rolls a Critical Failure while using such a device (and it doesn’t already have a built-in effect), it’s broken. If the GM feels it’s appropriate, it can be fixed with a Repair roll and 1d6 hours. - Death Wish (Minor): Having a death wish doesn’t mean your adventurer is suicidal—he might just think his life is worth less than some noble but clearly deadly goal.
Those with a Death Wish don’t throw their lives away for no reason, but when there’s a chance to complete a goal they do anything—and take any risk—to achieve it. - Elderly (Major): Your adventurer is getting on in years, but he’s not quite ready for the nursing home yet. His Pace is reduced by 1, and he subtracts 1 from running rolls (minimum 1). He also suffers a −1 penalty to Agility, Strength, and Vigor rolls, but not their linked skills.
On the plus side, the wisdom of his years grants the hero 5 extra skill points which may be used for any skills linked to Smarts. - The Partnership: An Artifact bearer is selected by an artifact as a partner in accomplishing its goals. If the Bearer does not assist in those goals, follow the nudges sent by the artifact and play well with the artifact he will find the artifact breaking its bond and abandoning him as it seeks out a new partner more inclined to its goals.
- AB Runecraft: Arcane Skill: Runecraft, 2 Powers, 10 PPE
- Arcane Mastery (Protection): The character has mastered a single spell or talent to a level few achieve. When selecting this edge, the player chooses a single power that his character knows and, when activating the chosen power, the hero may ignore up to 2 points of casting penalties to his arcane skill roll (including penalties for distance on attack powers).
Note: This edge may be taken multiple times, each time applying to a different trapping+power combination. - Arcane Resistance: Arcane skills targeting the hero suffer a −2 penalty (even if cast by allies!); magical damage is reduced by 2.
- Bonded Heirloom, Improved (x2): Luck, Great.
- Elan: +2 when spending a Benny to reroll a Trait roll.
- Frenzy: A character with Frenzy rolls a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
- Luck, Great: +2 Bennies at the start of each session.
- Wisdom of the Ages: The Artifact is sentient and communicates with the bearer. In addition, it has been around and seen hundreds or even thousands of years of experiences. It is able to share many of those experiences with the wielder allowing them to learn faster and perform tasks they have never tried before. The wielder can ignore all unskilled penalties except those related to electronics and computers.