True Name: Bronwyn Hoknardotter
Alignment: Unprincipled (Good / Selfish)
M.D.C. (Physical): 185 Hit Points/S.D.C.: 81 / 209
Attributes: I.Q.: 15, M.E.: 23 (+4/+6), M.A.: 20 (60%), P.S.: 25 (+10), P.P.: 24 (+5), P.E.: 21 (+3/+12%), P.B.: 20 (50%), Spd.: 29 [Physical Strength and Endurance are Supernatural]
Weight: 168 lbs (76.2 kg) Height: 6 ft (1.83 meters)
Age: 26 Race: Demi-God (Hoknar) Sex: Female
While she cannot be called simple, it is true that some of the more decadent nature of the Western Empire is simply too much for her. In most cases, she simply cannot understand the rules. Still, she likes many of the trapping of civilization such as hot baths and clean cloths. She likes a slightly simpler life such as is found in the wilderness. Here, you know where your enemies are and she knows how to fight them.
The mercenary loves the taste of battle like few others and enjoys a challenge. She does not really like the sword as weapon even though she is skilled at it and prefers the use of the axe, preferring brute force in battle instead of fencing with an opponent. She never picked up skill with a bow or crossbow and instead prefers to use throwing axes which she is extremely skilled with as well. Although she is a good rider, she is not a big fan of horses as well and she can walk virtually any beast of burden to foundering.
Probably another reason why she does not really like the society of the Western Empire is because does consider loyalty and honor to be extremely important. She may a bit loose with dealing with laws but she is very loyal to her friends and considers an oath to be sacred. She is friendly to others and can be quite charismatic. She does like the company of men although she uses birth herbs to prevent pregnancy. She likes to dress attractively and does like a bit of romance although she has yet to develop any long term relationships. Her mother is still alive and she periodically still visits her. She wants to meet her father and wonders if her really is who she suspects he is. Being that she believes that she is the child of a god, she does not understand her place in life.
O.C.C.: Mercenary Experience Level: Fourth (4) Experience Points: 10,600
Combat Skill: Hand to Hand; Expert & Boxing
Attacks per Melee: Six (6) [Seven (7) with Gauntlets]
Bonuses, Combat: Critical Strike: Nat 20 Knock Out: Nat 20 Bonuses: Damage: +10, Strike: (+2) +7, Parry: (+5) +10 [+12 with ring of Deflection], Dodge: (+5), Roll with Punch / Fall / Impact: +5, Pull Punch: +4, Initiative: +2 [+3 with Gauntlets], Supernatural Damage: 2D4+10 Restrained Punch, 3D6+10 Full Punch, & 6D6+10 Power Punch
Bonus; Save: Lethal Poison  +3, Non-Lethal Poison  +3, Harmful Drugs  +3, Insanity  +6, Psionics  +5 [+6 with Amulet], Magic  +6 [+7 with Amulet],and Horror Factor [Varies] +13 [+15 with Amulet]
Psionics: Major, I.S.P.: 75 (+1D6+1 per level), Psionic Abilities Known: Physical: Alter Aura (2), Impervious to Poisons/Toxins (4), Mind Block (4), Nightvision (4), Sensitive: Commune with Spirit (8), Sixth Sense (2)
Special Abilities due to being a Demi-god: Strength and Endurance are supernatural, Horror Factor: 8 when recognized, Fire and Cold Resistant (1/2 Damage), Regenerates 1D6x5 M.D.C./S.D.C. every minute, Air Warlock Abilities, +2 to initiative, +2 (+6) to save vs magic, +1 (+5) to save vs psionics, +3 (+13) to save vs horror factor, +20% (+32%) to save vs coma/death
Air Warlock Abilities:
Magic Bonuses: +2 (+13) Save vs Horror Factor [+6 (+17) vs Elemental Beings], +1 (+6) Save vs Magic, +1 (+7) to Save vs Possession, +1 to Spell Strength.
Sensing Abilities: Speak Elemental 92%, Sense Elementals 120 feet automatically with 50% chance of success and has a 70% and double range if actively sensing for Elementals (75% of sensing invisible Elementals), and will intuitively sense / recognize fellow warlock and know what elemental force they are allied to. Sense wind direction and accurately tell time by observing heavens 74%, Sense storms and weather (both normal and magical) at 45%. Can also sense impurities in the air and if they are hazardous at 45%
Special Abilities: Astronomy at 65% and can hold breath for 10 minutes.
Elemental Summoning: Can summon a lesser Air Elemental with a 15% chance (+10% on ley lines and +20% on a nexus point.) Summoning requires 2 hours.
Spell Casting: P.P.E.: 155 (Gains 2D6 per level) Spells: All First through Fourth Level Air Elemental Spells
O. C. C. Skills: Physical: Athletics [General], Climb / Scale Walls (+10%) 65%, Hand to Hand [Expert], Technical: Language: Northern [Native] 98%, Language: Elven [Dragonese] (+10%) 65%, Language: Western (+10%) 65%, Weapon Proficiencies: Battle Axe (+1D6 Damage / +2 [+9] Strike / +2 [+12 / +14 Ring] Parry, +2 [+9] Throw), Shield (+1 [+8] Strike / +2 [+12 / +14 Ring] Parry), Sword (+2 [+9] Strike / +2 [+12 / +14 Ring] Parry, +1 [+8] Throw), Targeting (+2 [+9] Throw), Wilderness: Wilderness Survival (+10%) 55%
O. C. C. Related Skills: Espionage: Detect Ambush (+5%) 50%, Intelligence (+5%) 47%, Track Humanoids (+5%) 44%, Horsemanship: Horsemanship [General] (+5%) 55% / 40%, Military: Field Armorer (+5%) 50%, Physical: Swimming [Gained at Third Level] 45%, Technical: Language: Gobblely (+10%) 65%, Language: Wolfen (+10%) 65%, Literacy: Elven [Dragonese] (+10%) 55%, Literacy: Western (+10%) 55%, Lore: Demon and Monster (+10%) 50%, Lore: Magic [Gained at Third Level] (+10%) 40%
Secondary Skills: Physical: Boxing, Wrestling, Rogue: Prowl 40%, Wilderness: Land Navigation 42%
Background (Man at Arms) Skills: Military: Military Etiquette (+6%) 56%, Recognize Weapon Quality (+4%) 44%, Weapon Proficiencies: Paired - Shield & Axe
While both tall and strong appearing, Bronwyn still has a feminine figure with slim but well defined hips and well defined breasts as well. While quite strong, she is also quite athletic and lithe and is not muscle bound. Her height is around six feet or just a shade over. While some men and other races are taller than her, she has a presence about her which makes her seem even taller. Her skin tone is a dark Caucasian with a slightly coppery look to it. She is quite attractive with a slim nose over a wide mouth. She has brown eyes which match her brown hair which is incredibly full and wavy. When not under a helm, her hair hangs down past her shoulder blades. She normally wears very little in the way of makeup, a bit of scarlet on the lips, a bit of rouge on the cheeks, and a bit of darkening around her eyes complete her usual look.
Her preferred armor is plate armor and she considers it best for its protection compared to lighter armors. Prior to getting a set of enchanted armor, she usually wore lighter armor such as studded leather or Dwarven crafted ahld suit of plate armor. When not dressed in armor, she prefers to wear whites and greys. She normally wears tunic and legging although she also does like to wear simple dresses at time. She does not really like extremely fancy cloths and was out of place among the wealthier people of the Western Empire as a result. She usually wears a thick and heavy cloak withe a clasp with the design of a bear. In the winter, she normally wears a white cloak while in the summer she prefers a grey cloak to act as partial camouflage. On her back, she normally carries her battle axe while she carries her two throwing axes on her side.
Non-Magical Weapons of Note: None
Magical Weapons of Note:
"Thordrelle" Enchanted Battle Axe: Weight: 4.6 lbs (2.0 kg) Length: 2.75 feet (0.8 meters)
The weapon was specially crafted for her and is Dwarven made and is extremely well balanced. Due to quality has +3 to parry, +2 to strike, +4 to damage, and +2 to initiative. Enchantments: Additional Damage (1D6), Indestructible, and Super Sharpness (+4 to Damage and reduce critical strikes by two points [18 to 20 with her])
Damage: 4D6+8 (8D6 +18 Including Strength / Skill)
2 Enchanted Throwing Axes: Weight: 3 lbs (1.4 kg) each Length: 1.25 feet (0.4 meters)
The weapons were specially crafted for her and is Dwarven made and are extremely well balanced. Due to quality has +3 to parry, +2 to strike, +4 to damage, and +2 to initiative. Enchantments: Additional Damage (1D6), Super Sharpness (+4 to Damage and reduce critical strikes by two points [18 to 20 with her]), and Returns to Wielder when Thrown.
Damage: 2D4+8 (2D4+3D6+18 Including Strength / Skill)
Enchanted Round Shield: Weight: 5.5 lbs (2.5 kg)
The weapon was specially crafted for her and is Dwarven made and is extremely well balanced. The shield is bright silver in color. Due to quality has +4 Damage and +3 Parry. Enchantments: Additional Damage (1D6), Blinding Flash, and Indestructible.
Damage: 2D6 (5D6+14 Including Strength)
Enchanted Full Plate Armor: Armor was custom made for her. The armor is grey and is extremely well crafted with the design of a phoenix in gold on the armor's breastplate. In addition to enchantments, the armor is reinforced with additional armor and is Dwarven forged for extra strength. The armor is enchanted to be weightless (weighing only about 1 oz and prowl penalties are reduced by half [-5% to prowl]). The plate armor has an A.R. Rating of 18 and 252 S.D.C. The armor magically repairs itself at the rate of 10 S.D.C. per hour. Enchantments: Armor Rating Enhancement, Quick Donning, Regenerating Armor.
Non-Magical Armor of Note:
Dwarven Crafted Half Plate Armor: AR: 14 S.D.C.: 60 Weight: 16 lbs Cost: 1600. Special Properties: 20% lighter than normal plate armor due to Dwarven Craftsmanship (Spare Suit)
Gold Amulet: Has multiple spells of amulet cast on individual gems in it. Created by an adventuring companion.
Amulet of Charm: Adds +1 to save vs magic and psychic attacks
Amulet of Protection vs the Supernatural: Add +2 to save vs Horror Factor
Amulet of See the Invisible: Allows wearer to see the invisible.
Gauntlets of Quick Hands: Magical Gloves that the wearer one addition attack per melee, +1 to initiative, and skills require a high dexterity can be performed 10% faster without error. Both gloves must be worn for them to work. Gloves have an A.R. Rating of 10, Impervious to Fire, and has 25 S.D.C.
Magical Boots of Fleetness: Knee high boots. Boots double maximum speed (Speed 58 on her).
Ring of Deflection: Has the symbol of a bear on it. Adds +2 bonus to parry
Clothing: 2 White Woolen Dresses (Simple but nice quality), 2 White Linen Dresses (Simple but nice quality), 2 sets of Traveling Cloths (Tunic and Legging) - 2 Linen and 2 Woolen, White Woolen Cloak, Grey Woolen Cloak, 6 pairs of Wool Socks, Knee High Leather Boots, and Leather Belt.
Containers: Leather Backpack, 2 Large Sacks, 2 Small Sacks, Waterskin (1 gallon), Leather Battle Axe Sheath, 2 Leather Throwing Axe Sheaths.
Field Equipment: Bedroll, 2 Man Tent.
Lighting: Tinderbox, 6 Torches
Writing Equipment: 12 sheets of Parchment, 4 Quill Pens, 6 oz ink.
Provisions: Four weeks of trail rations
Miscellaneous: Makeup and Feminine Items, Birth Herbs, Soap, and Perfume
Jewelry, Gems, and Valuables: 400,000 Gold, Silver Comb worth 400 Gold, Silver Brush worth 600 Gold, Gold Cloak Clasp worth 200 Gold. Carries 100,000 gold work in Gems.
Hoknar is one of the Deities of the Northern Pantheon and is worshiped by groups in the northern lands of the Palladium World and to some extent the Eastern Territory. There are stories of the god visiting the mortal world and adventuring. Around a couple of dozen years ago, he decided to visit the Palladium World disguised as a mercenary and join a band of adventurers who were making a name for himself. Fierce in battle, he was considered a valuable member of the party and he got them out of many scrapes. The companions spend most of their time in the Northern Lands, exploring the remnants of ancient civilization. The god's curse of getting allies into trouble seemed to cause as much problems as his abilities were able to get them out of but he was much beloved by the other members of the party. The adventures used to joke that they had the god Hoknar in their company although he did attempt to hide all but a fraction of his combat abilities.
One of the Adventures was a female ex-solider turned mercenary named Adrielle Bron. While quite attractive, her huge size for a woman, being around six feet tall, caused some of her companions to joke that she had Ogre blood running through her veins. She was originally from a town on the border between the Eastern Territory and the Old Kingdom so it is possible although she has no features which would seem to show an Ogre heritage. Like his father, Hoknar has a taste for the company of women and he is extremely attractive like most gods with golden hair and blue eyes. He also is far more companionable than his father. The god and the ex-soldier became lovers and like many relationships between gods and mortals, Adrielle became pregnant form the god Hoknar. Of course, she did not know he was a god at the time although she knew he was something quite unusual.
Soon after Adrielle found herself with child, Hoknar was called home by his father and the female ex-soldier found herself alone while pregnant. Being with child meant that she could not adventure with any practicality anymore and said goodbye to her companions. From adventuring, she had managed to acquire a small fortune in gold and other valuables. In general, there are few outlets to spend gold in the northern lands but the few expeditions from the Western Empire were landing in the Ophid's Grasslands and she was able to find herself a position in one of the new towns which were springing up. Bronwyn was born in the fledgling colony, an extremely healthy baby girl, one might say too healthy. She suffered from virtually no sicknesses which infants usually suffer from. Once her daughter was born, Adrielle got herself a position with the fledgling colony's guard and settled down to raising her daughter.
As the girl grew older, it became quite apparent that she was something beyond normal and as such her father could not be a normal either. She was far too strong for any child, being stronger than most adults, and incredibly tough. Cuts and scrapes would heal visibly and would take but a few minutes. Adrielle began to consider that the adventurer who she had dallied with might really be the god Hoknar as had been joked upon. Surprisingly, her daughter did not take after her father in appearance, being brown haired and brown eyed like her mother. As the young girl grew up, her mother taught her the only profession which she knew. That was the profession of a mercenary and adventurer. As might be expected, the young girl took to the profession like she was born to it. The reality is that it likely that this is the truth. While she grew to be quite skilled with the sword, she always preferred the axe, a weapon her mother never really liked. When puberty hit, Bronwyn developed powerful psychic abilities like her mother had and Adrielle help her daughter develop control of her new abilities. It was not until she was around sixteen that her mother broached the subject of who she suspected was really Bronwyn's father. The girl knew that she was something unusual due to her strength and ability to heal and could only believe what her mother was telling her. This was reinforced by the fact that she developed a control for the Elemental Forces of Air even though she had never trained as a Warlock.
Periodically, her mothers old traveling companions would visit the rapidly growing colony where the mother and daughter lived to see Adrielle and reminisce about the old times. The young girl grew up hearing their tales about where they had been and their battles and desired to become an adventurer herself. She also learned much about both her mother and her father from those tales. They also acted as surrogate fathers for her from time to time. She always was a bit unsettled and had what might be called wanderlust and an early age. This manifested in a number of areas including that she already loved exploring the lands close by the town which she had grown up. Adrielle had advanced in position over the years within the thriving town and was now a lieutenant in the guard. While still quite strong and attractive, she grew to have grey streaks in her hair and showed other signs of aging. Steadily, more and more of the original adventuring group retired as they got older. Some, Adrielle found positions for in the town guard while others drifted to more settled lands. The two Elves which were in the party, an Elven Knight and a Wizard, found new adventuring companions and continued adventuring with so much to explore in the northern lands. Still, they visited fairly often.
Eventually it was time for Bronwyn to go adventuring on her own although not before she served a short stint as a town guard herself. In one attack by raiders, she was able to hold the line against four bearman although breaking her sword in the battle and having to fight the last of them bare handed. This was the first weapon which she broke in battle, although she had already broken many weapons in training, but certainly would not be the last. She found the town to be too confining after a while and her mother hooked her up with the Elven adventurers who had once been her mother's companions. Just before leaving, Bronwyn found herself with a gold ring with the design of a bear on it and she assumes it was a gift from her father. Adrielle hoped that her old companions would protect her daughter and keep her out of the worst of potential troubles. It turned out that it was Bronwyn who usually got her new companions out of the trouble which they kept getting into although she seemed to get into more than her fair share. It was almost as if their were back to old times with her replacing her father. The Elven Wizard crafted her an amulet to help protect her as well as allow her to see the invisible. Decades earlier, he had created a similar amulet for the young adventurer's mother.
She managed to acquire a Kobold crafted battle axe early on which she hoped would be stronger than the weapons she had carried previously and would not break in combat. Apparently that weapon was not strong enough either and she managed to break that axe as well in battle. To try and get a weapon strong enough to survive, she attempted to find the finest Dwarven crafted battle axe which she hoped would be strong enough. The Elven Wizard had managed to anger the wrong individual who summoned a Balrog to kill him. Bronwyn fought the demon to the death managing to break her Dwarven battle axe in the battle and having to finish the fight using just her fists. It was a spectacular battle and the carcass of the Balrog was worth a fortune.
The group had to travel all the way to the main part of the Western Empire to sell the remains of the demon but got millions of gold for it. With her share, Bronwyn had a magical indestructible battle axe and enchanted armor crafted for herself and managed to acquire a number of new items at the same time. With their new found wealth, they found themselves almost famous and attracted much attention. This included many people who just wanted to hand on to them and share the fame. With them came intrigue. They quickly paled on her although her companions were a different story. She found the lands far too civilized for her tastes and the decadence was virtually uncomprehensible to her. She found herself to want a simpler life and decided to head back to less settled lands as soon as she could. Her Elven companions decided to not going back with her and to retire in the Western Empire for at least a while. The Elven knight was given a small area to govern on his own and the wizard set himself in the capital of the Western Empire. With that, she found herself on her own. At least she finally had a weapon which she would not keep breaking. While she went back to adventuring, the young mercenary still has not succeeded in one of her goals. She does want to meet her true father and talk to him. She has many questions for him.
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Writeup by Kitsune (E-Mail Kitsune).
Copyright © 2005, Kitsune. All rights reserved.