Nondarp (first ever Nurth character)

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Names: Nondarp
Player: Sera Ferris
Created: 2014, July 3
System(s): Incarna 5.7 Play Test
Locations: Steel Realms 9168; Nurth Status: alive; coming out of Hungerdouse; Gallantine Company of Dunstrand, Second Squad, 1st Platoon, Private – “Red Hats”
Desc: Female Nurth, pale, semi-wet/weepy (in patches) skin (covered with dust/leaves for +1 camouflage), left handed. Hair is sparse, but light brown – no eyebrows or facial hair. One brown eye and one grey eye.

Mutation on palms and soles that makes them like a spider – they can grip surfaces with myriads if tiny stiff hairs. The character gets +6 to climb, but has an Unadapted Grip.
Mannerisms: Distrustful, tries to fit in, talks with a lisp
Concept: back-stabber, ambusher, warrior
Current Stats (Incarna 5.x)
Aptitude
Kinetic 5; no archetype, “Tunnel Brave” of the Nurth
Attributes
STR 3

INT 4

RSN 3

RCT 7 {+1 on related skills}

PER 6 {+1 on related skills} (+4 on hearing, +1 smell, -4 sight)

SAN 4

CHA 3

VGR 4

Appearance: Ugly

Size = 7 (Naturally Small)

Essence: 3×4=12 -1 Nurth/-1 bad luck = 10 (9 while wearing Torc of Safety)
Traits
Bad Luck (cursed – can never be rid of; re-check 1/session), Time Sensitive, Vertigo Check (negates 1 measure of effect/+2 resistance), Toughened, Enhanced Sense: Hearing (start with +4), Enhanced Sense: Smell (start with +1), Impaired Sense: Sight (start with -4), Cultural Lag, Disease Vulnerability (general +1 POT), Anemia (-1 medical checks, 1 less healing), Compulsion: Light Avoidance (SAN check), Synergy Pool (10), Chi Pool (37), Natural Acrobat (For 10 chi, they may apply a +2 CS to either Jump or Mobility for a single action (for a maximum of +8 bonus). Characters can, for 10 chi, negate 1 measure of Confusion penalties during a single encounter for fighting on a physically unstable platform. For 5 chi per attempted action, they can negate a -1 RCT penalty.), Lackey [Prohibits ever taking: Leadership, Good Luck, Aura of Luck, Critical Observation; CHA max. of 5, and can never provide any bonus from Lore: Military to others.] Skills
Combat: Evade 2+1 [+1 if opponent is Size 10+, +1 tumble], Soak 1+1, Melee 2+1, Propel 3+1+1

Knowledge: Language: Gladnorian 3, Language: Nurth 3/2 (sign), Language: Orrish 1, Language: Drunnae 1 (Deeping common), Lore: Nurth 1, Lore: Divine 1 (mostly Nurth), Lore: Fiends 1

Other: Orienteering 1 (+4 over distance with Time Senstive), Musical Instrument: Pipes 1+1 [+1 Time Senstivie], Camouflage 2+1 [+1 if mostly naked and wet skin covered in dust or dirt], Stealth 1+1, Climb 2+1 [+6 spider-like mutation], Jump 1+1, Mobility 1, Survival 1+1, Ride 1 (+3 w/gear)
Divine
Once worshipped the 6 limbed Black Mother Goddess of the Nurth (did sacrifice 10 synergy), but is casting aside all things Nurth for something new and a new opportunity; no current divine bonds.
Combat
familiarities: spear, blades, [humanoid] natural weapons (@+2 CS head-butt/punch/kick) – all non-natural weapons suffer unadapted grip (-1) penalty

Naturally Small: +1 block with shields

CON 4 (+1 Naturally Small) = 5 (+1 all direct checks – Nurth)

Health = (7*4)+6 = 32

Lackey: The character themselves are of weaker character, and will never be an inspiring leader, in fact quite the opposite – they require direction to function optimally. The benefits are that if the character is Group bonded with someone with Leadership, each session they can make an SAN check to gain their own personal use of additional Leadership (subject also to oratory or Persuade attempts for bonuses). If they fail, they doubt their worth and gain a measure of Bad Luck for the session – above any they might already have. Additionally, the leader need only have an [adjusted] Leadership of 2 to receive the Campaign Discipline +1 bonus for morale/defeat situations, and if the Leadership is 4+ the Lackey is treated as if they were following an Inspired Presence. If their Leader dies, they must make a SAN check or immediately surrender or flee. Regardless, they take on 3 measure of Bad Luck above any they may already possess that persist until they are used.
Tactics: [+3 damage adjustment] Never attacks directly when an ambush will suffice. Prefers to use her “spider” ability and run up walls (climb check/must be unecumbered), hang from above and strike with surprise for armor piercing/aggravated/incapacitating wounds. Prefers to use spear to negate any reach advantage larger opponents might get if she has to.
Equipment
Personal > wears light “skins” of fellow Nurth, harness, single stap light backpack (2 days rations, beer, skin blanket), no shoes or gloves – EVER
Knife: +2 CS ease; 2 AM / 3 damage > 3 on harness, can be thrown [stone] Dagger: +1 CS ease; 3 AM / 4 damage [stone] Spear: 3 AM / 8 damage (+1 CS ease, light – could be thrown) [stone] Armor: Leather Jerkin (3/24) – will generally not wear more since its encumbering + Unholy Torc of Safety = blocks 1 death blow (-1 essence while wearing)
Poison: 3 doses 4 POT [VGR; sepsis 5 dmg in 3 rounds]

Unholy Water: Everdark x1 dose
History
Nondarp was one of the Black Mother’s elite, and enjoyed a better than normal life amongst her people. She has fought and traded with Goblins her entire life, and against others of her kind in clan wars in the ancient warrens of Hungerdouse. She has secretly snuck off several times to the forbidden areas of the Black Omen Hall – the old seat of Orrish Power in the area. Pushing the boundaries, far from the drums of her people, she only encountered the creeping doom of The Deeping – vertigo so strong not even her people can withstand it. Only empty halls, warnings, and strange drafts of a warm wind – not even bones otherwise. Her elders and priests tell her people not to venture there, but she has found no death in the shadows, just a great emptiness. she knows her people are suspicious of her loyalties to tradition and clan – for she has been assigned the least used tunnels to guard in this most recent human incursion. Humans have come again into The Deeping, and her people were unprepared. They slipped through and the hated light cast her people back, but now they are prepared, and the word has come they are coming back. Perhaps this is her opportunity to ingratiate herself to the humans and find a way to the surface world – for she does not believe in the Litany of The Dark any more – she has risked sneaking fire building in the shunned caverns, and the light has not killed her – she is fascinated by it if anything, and eager to see the Great Orb that floats above the surface – where it is bathed in light forever.
The Golden Child bonds her with the Gallants, and she senses her destiny is with them. She will make the oath in the lands of light.
Background
Rewards
CP

7/6/2014 +3-1 group

10/2014 – +1 level of ride for time with Gallants

AP

7/6/2014 +3 @3