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Mutants & Masterminds: Struggles of Iannin - Arak Noak


Arak Noak

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Name: Arak Noak

_half_ogre_v__1_1_03__by_gyrfalconthegraPersonal Information:

Birth Name: Arak Noak

Nicknames: none as yet

Occupation: woodsman, adventurer,

Country of Origin: A'va'laan; Ka'chuun is nominally part of the nation of A'va'laan, Arak fancies himself a true wanderer however

Marital Status: Unbound

Known Relatives: Bai'larr (father), Na'toth (mother)

Allegiance(s): none as yet

Physical Traits:

Weight: 156 lbs

Height: 6' 1"

Apparent age: late teens

Gender: Male

Ethnic Background: Skrofan

Eye Color: golden

Hair Color: rusty orange brown

Handedness: Right

Actual Age: 17

Distinguishing Marks: none at this time

Appearance: Average height for a Skrofan with a bit leaner build compared to most males, even at his age. Arak has a shaggy head of reddish brown hair and golden eyes that contrast with the deep mahogany brown of his skin. Arak dresses in dark colors, primarily deep greens and browns with swatches of black. He possesses an innate grace that shows in his movements.

Powers, Skills, and Personality:

Known Powers: Like all Skrofan Arak is stronger and tougher than a human, both physically and mentally. Arak has been taught the magic art of Xylemic Runes by his father and makes use of those limited magics to bolster his formidable skills as a hunter.

Abilities/Special Skills: Arak possesses a natural talent for navigation and woodworking as all Skrofan do. In addition he is a trained woodsman and hunter. Adept at surviving off of the land, moving quietly, tracking, and trained in the use of the Skrofan Vine-Stave, a unique and difficult weapon to master.

Personality: forthcoming upon start of play

Interests: New people, new places, new things, and new adventures. Having grown up in the tiny farming town of Ka'chuun, Arak is eager to see the world and do things that he never had the chance to experience before.

Background:

Arak was born and raised in the tiny town of Ka'chuun (see below). As a child Arak was precocious, curious, and full of the spirit of adventure. Though Arak was smart and capable, he was also restless and always looking outside of the limits of his life. Arak's father was a woodsman and a trapper, and Arak learned from him the techniques to move quietly, to track prey, and the simple combination of nature and rune magic that the common folk in his village practiced as part of their daily lives. Despite having a good, albeit poor, life Arak wanted more; he wished to see more of the world, to have adventures, and to see the things that he heard about from the trade caravans.

Six months ago Arak decided to leave home with the next caravan that came through Ka'chuun. Though his parents were at first reluctant they ultimately saw that Arak would not be happy if he never got to live his life as he saw fit. When the the next trading caravan came back through the tiny village on the path south Arak left with them. Zheng's Caravan Company was returning from its annual visit to Thull and headed south, through Peace Pass, to Nay'fen before it would return to its home city of Nisoi. Arak tagged along for the journey, trading on his ability to trap animals an forage for food from the countryside.

A few weeks ago, the caravan lay camped across the river from S'ur during a local festival. As part of the celebration an area had been set up for tests of fighting prowess. Arak made a wager with a young woman from the caravan on one of the fights, taking the little money he had available and putting it on the tattoo covered long shot competitor.

Despite the long odds the man defeated the caravan drover he was paired against easily and Arak won a large sum, only to find that the young woman could not pay, and had been in fact somewhat intoxicated when she made the wager. The following day Tora attempted to gain the money to pay Arak from her father, the leader of the Caravan, but was rebuked for her indiscretion. Arak tried to forgive the outstanding debt that she could not pay but neither Tora nor her father would hear of it, instead she would travel with him until she could pay off her remaining debt.

Complications

  • Motivation - Adventure! - Arak left home to see the world and have adventures, he's more prone than most to do something "because it's there" or "because I've never done that before", finding it hard to resist the offer of a new experience.
  • Rube - Arak is from a tiny farming town. It shows.
  • Power Loss - Most Arak's Xylemic Rune magic requires pre-created runes that are consumed by the energies that power the spells. He loses access to his magic if his runes are taken from him or if he is unable to prepare replacements.

Combat

  • Initiative +3
  • Close
    • Unarmed +1 Damage +1
    • Vine-Stave: whip +8 Damage +1
    • Vine-Stave: staff +6 Damage +4 Note: +3 to Parry
  • Ranged
    • Thorn +4 Damage +4
    • Tanglefoot – Ranged Burst Area Affliction 5 (Resisted by Dodge, Hindered, Immobile)
  • Saves
    • Dodge +3
    • Parry +3 [+6 when using Gnarled Staff]
    • Fortitude +2
    • Will +3
    • Toughness +5 [+2 w/o armor]
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Attributes: (26 pp)

Code:
| STR | STA | AGL | DEX | FGT |	INT | AWE | PRE |
|  +1 |  +2 |  +3 |  +1 |  +3 |  +1 |  +2 |  +0 |

Defenses: (1 pp)

Code:
| Dodge | Parry | Fortitude | Will | Toughness |
|   +3  |  +3*  |     +2    |  +3  |    +5**   | 
|*+6 when using Gnarled Staff | **+2 w/o armor |

Advantages: (6 pp)

Equipment 1, Tracking, Hide in Plain Sight, Artificer, Favored Environment (Forest), Ranged Combat 1,

Languages: Common, Skrofan

Skills: (15 pp = 30 ranks)

Acrobatics 1 (+4), Athletics 4 (+5), Close Combat (Vine-Stave) 3 (+6), Expertise (Survival) 3 (+4), Expertise (Woodworking) 2 (+3), Expertise (Navigation) 2 (+3), Expertise (Magic) 3 (+4), Perception 4 (+6), Persuasion 2 (+2), Stealth 4 (+7), Treatment 2 (+3)

Powers: (12 pp)

  • Xylemic Runes: Root, Vine, & Branch Magic – 6 pp
    • Tangle-foot – Ranged Burst Area Affliction 5 [unreliable (5 uses), Limited (2 degrees), Quirk (material component)] (Resisted by Dodge, Hindered, Immobile) – 4 pp
    • AE – Thorn – Ranged Damage 4 [Accurate, Unreliable (5 uses), Quirk (material component)] – 1 pp
    • AE – Perfect Camoflage – Concealment 10 ( All sense types) [Activation 1, Precise, Passive, Unreliable (5 uses), Quirk (material component)]] – 1 pp
  • Skrofan Vine-Stave (easy to remove, -4) – 6 pp
    • Thorned Whip - Damage 0 [Accurate 1, Reach 4 (20 ft)], Enhanced Feats 2 (Imp. Trip, Imp. Disarm), Movement 1 (Swinging) – 9 pp
    • AE - Gnarled Staff - Strength Based Damage 3 [Reach (5ft)], Enhanced Parry 3, Leaping 2 (30 ft) – 1 pp

Totals

Attributes 26 + Defenses 1 + Advantages 6 + Skills 15 + Powers 12 = 60/60

Combat:

  • Initiative +3
  • Close
    • Unarmed +1 Damage +1
    • Vine-Stave: whip +8 Damage +1
    • Vine-Stave: staff +6 Damage +4 Note: +3 to Parry
  • Ranged
    • Thorn +4 Damage +4
    • Tanglefoot – Ranged Burst Area Affliction 5 (Resisted by Dodge, Hindered, Immobile)
  • Saves
    • Dodge +3
    • Parry +3 [+6 when using Gnarled Staff]
    • Fortitude +2
    • Will +3
    • Toughness +5 [+2 w/o armor]

Equipment: (5 pts)

  • Chainmail Armor (3 ep)
  • Elanil Knife [str-based Damage 1; Feature (Elanil blade)](2 ep)

Complications:

  • Motivation - Adventure! - Arak left home to see the world and have adventures, he's more prone than most to do something "because it's there" or "because I've never done that before", finding it hard to resist the offer of a new experience.
  • Rube - Arak is from a tiny farming town. It shows.
  • Power Loss - Most Arak's Xylemic Rune magic requires pre-created runes that are consumed by the energies that power the spells. He loses access to his magic if his runes are taken from him or if he is unable to prepare replacements.
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Xylemic Runes: Root, Vine, & Branch Magic

Xylemic Rune magic is a subset of rune and symbol magic that focuses specifically on nature magic. It is common in the region between A'va'laan and Jotnar's Wall where the Skrofan followers of Wulkyn and the Takrok followers of Zahan-Thaya intermingle. The magic is considered simple and even rustic by other magical schools, but for the people of the area who live off the land the simplicity of the art and the emphasis on effects that interact with the natural world around them are more useful than the ability to command demons and esoteric forces.

Like all runic and symbol based magics Xylemic Runes require a symbolic focus that the magic uses as both a construct and consumes as a material component. Most effects require a hand formed or carved symbol in a specific material. Though not specific tools are required, tools made from Elanil are prized as they make the chore easier as they are more capable of channeling the fundamental magical forces.

The magic of the "spell" consumes the runes and so many practitioners carry small pouches of pre-made runes and others containing the materials needed to form more to replace those used. Materials tend to be natural and often inexpensive and easy to locate in a forest environment.

Some effects make use of runes painted or inscribed into the object or creature to be effected. Spells of fertility for a field are tilled/plowed into the earth itself as part of the working, while spells to grant strength or healing are painted onto the recipient at the time of the creation. Scholars point to this aspect of the art to show a relation between the workings of Xylemic Runes with other forms of rune magic as well as the Fen art of tattoo magic.

Example Material Components:

  • Tanglefoot - A bunch of vines or roots woven or braided and then shaped into the shape of the "slow" rune.
  • Thorn - A thorn, or a sharp splinter of wood with the "briar" rune carved into it.
  • Perfect Camouflage - Two runes, usually threaded onto a string which can be worn. The first is the rune for "hidden", formed of something black, often charred wood, or dyed cloth. The second is the rune for "pure" inscribed on the reverse of the first rune, modifying it.
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Ka’chuun

Ka'chuun is a small settlement of perhaps forty to fifty families that lies in the wooded forest and foothills south of A'va'laan and north of Peace Pass. The population is just over 150 people split mainly between Muthay (49%), Skrofan (38%), and Takrok (13%).

Local government is a simple gerontocracy where the town elders choose five members to make choices for the town and act as the ruling body.

The locals are farmers, trappers, and subsistence workers with little in the way of industry or dedicated trade. No defenses or militia to speak of guard the small town, if it comes to it the locals will make the choice to resist or flee before any enemy force.

Though the small town is and its lifestyle is simple there is a high presence of magic within the population with many of the locals practicing an art known as Xylemic Runes which combines nature sorcery and rune magic. In addition to rustic sorcery there are temples to both Wulkyn and Zahan-Thaya.

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  • 5 months later...

Experience / Power Point Awards

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