Balgan

From Traditional Games Wiki
Jump to: navigation, search

Balgan

Race: Human

Culture: Lesser Lands

Background: Balgan is a Farmer, with a capital F. More specifically, he is a Gatherer.

The Guild of Farmers existed for innumerable years before the Dawning. It was a simpler time for farmers, and the Guild spanned the globe. It was a lowly group, for those born into the arduous task of farming. The luckiest and wealthiest farmers owned their own land, and managed to provide for their family. These independent farmers eventually realized the threat of the wealthy landowner, and founded the Guild of Farmers. Little more than a loose network of people with a common goal, the Guild stored seeds, trained farmhands, and worked to create the most bountiful hybrids. It wasn't much, but it helped them stay competitive.

Then came the Dawning. The ancient gods died. Akupya was created. The sun won. More importantly, the planet stopped moving. Dawn and dusk, noon and midnight used to be times. They became places.

It was a stroke of luck, really, that kept the Guild alive after the dawning. Crops died around the world as the climate and the crops disagreed. The Guild knew the dangers of a draught, and thus canning and seed safes were a regular ritual. These saved the Guild and their families, and cemented their place in the new world. In time, the first underground farms were created. The initial underground farms were the product of a few enterprising Guild members who lived in the land newly-designated as "Zenith". The system of caves that spanned their property produced little more than acrid (but nutritious) fungus for the first few years, as they worked tirelessly to build their subterranean field. Soon, however, the story goes, they enlisted a tinkerer to help them focus the sun's unending gaze into the cave. Their loamy soil sat on the bottom of the cave until the light of Zenith finally coaxed the first bud out of hiding. Deemed the Underground, it became the prototype of farms to come.

Today, their stranglehold on farming is invisible to the common man, but all too obvious to the power brokers of the land. They maintain a business relationship with the powers that be across the globe, from the Pater Dios to the Matre Noche, knowing that both would love to see the Guild taken down a notch. As a result, Farmers have integrated their Sowers into the powerful societies across the land. In fact, over the last two hundred years, Sowers have risen to lead even the criminal syndicates across the land.

In the realm of actual farming, Undergrounds are still the way of the Guild, the granges a secret to all but the Farmers themselves. The crude mirrors of a millennium past has given way to clockwork, and more secretly, ancient Pagan magic, to move day to other parts of the land. Rather than depend on a magical guild for their magic, the Guild of Farmers depends on the knowledge of the past and the determination of their Gatherers. The Gatherers flit through society, always searching for clues to the ancient arts. Without the Gatherers, the Guild of Farmers (and a good portion of the population) would still be in the days of the Dawning.

Balgan is a Gatherer. His grandfather was a Farmer, and the affiliation followed the males of the family. His father left home when Balgan was an early teenager, his position Sowing in the Pater Dios called him away. The young son was raised by his older sister and mother, but soon found himself pursuing ancient history. Called to archaeology and to the trappings of a Farmer, Balgan took to ruin-diving. Now, Balgan works across the land, surviving as a seller of antiquities, and occasionally sending the obfuscated details of an ancient Pagan ritual back to the Farmers.

Summary

Stats [40] Ads [26] Disads [-30] Quirks [-4] Skills [71] = Total [103]

Unspent Points: 5

Combat

Attacks:

Knife: 12, 1d-2, impaling

Bastard Sword: 13 skill for both grips

 two-handed swing   Dam:1d+3 cut  Reach:1,2
 two-handed thrust  Dam:1d+2 imp  Reach:2
 one-handed swing   Dam:1d+2 cut  Reach:1,2
 one-handed thrust  Dam:1d+1 imp  Reach:2

Defenses:

Dodge 8

Parry:

 Knife: 8
   
 Bastard Sword (One-Handed): 9, offbalance
 Bastard Sword (Two-Handed): 9

Attributes [40]

ST 11 [10]

DX 11 [20]

IQ 10

HT 11 [10]

Damage 1d-1/1d+1

Basic Speed 5.5

Basic Move 5

Basic Lift 24

Bite 0

Broad Jump 8

Carry on Back 360

Fright Check 10

Ground Move 5

Hearing 10

High Jump 23

Kick 0

One Arm ST 11

One-Handed Lift 48

Perception 10

Punch 0

Shift Slightly 1200

Shove/Knock Over 288

Size Modifier 0

Taste/Smell 10

Tech Level 3

Touch 10

Two Arm ST 11

Two-Handed Lift 194

Vision 10

Water Move 1

Will 10

Advantages [26]

Zenith (Native) (Native Language) [0]

Farmhand (Spoken) (Native) [3]

Culture Familiarity: Pater Dios [1]

Patrons (3) (Special Abilities: extensive social or political power; Secret; 12 or less; Minimal Intervention) [20]

Reputation (Gatherer) (4) (7 or less; Small class) [2]

Disadvantages [-30]

Duty (Serving the Farmer's Guild) (15 or less (almost always)) (Extremely Hazardous) [-20]

Secret (Farmer) (Utter Rejection) [-10]

Quirks [-4]

Congenial [-1]

Distinctive Feature (Ring) [-1]

Proud [-1]

Talkative [-1]

Skills [71]

Acrobatics DX/H - DX-2 9 [1]

Archaeology IQ/H - IQ+1 11 [8]

Broadsword DX/A - DX+2 13 [8]

Climbing DX/A - DX-1 10 [1]

Diplomacy IQ/H - IQ-2 8 [1]

Escape DX/H - DX-2 9 [1]

Farming/TL3 IQ/A - IQ+1 11 [4]

Fast-Talk IQ/A - IQ+0 10 [2]

First Aid/TL3 IQ/E - IQ+1 11 [2]

Hidden Lore (Pagan Ritual) IQ/A - IQ+0 10 [2]

Hiking HT/A - HT+0 11 [2]

Holdout IQ/A - IQ-1 9 [1]

Intimidation Will/A - Will+0 10 [2]

Jumping DX/E - DX+0 11 [1]

Knife DX/E - DX+1 12 [2]

Naturalist IQ/H - IQ-1 9 [2]

Navigation/TL3 (Land) IQ/A - IQ+0 10 [2]

Pickpocket DX/H - DX-1 10 [2]

Riding (Horse) DX/A - DX+1 12 [4]

Running HT/A - HT+0 11 [2]

Smuggling IQ/A - IQ-1 9 [1]

Streetwise IQ/A - IQ+0 10 [2]

Survival (Plains) Per/A - Per+0 10 [2]

Survival (Woodlands) Per/A - Per+0 10 [2]

Swimming HT/E - HT+1 12 [2]

Throwing DX/A - DX-1 10 [1]

Two-Handed Sword DX/A - DX+2 13 [8]

Urban Survival Per/A - Per+0 10 [2]

Equipment [$963]

Hand Weapons

1 Dagger LC:4 $20 Wgt:.25

   Dam:1d-2 imp  Reach:C  Parry:-1  ST:5  Skill:Knife  Notes:[1]  

1 Dagger (Fine) LC:4 $20 Wgt:.25

   Dam:1d-1 imp  Reach:C  Parry:-1  ST:5  Skill:Knife  Notes:[1]  

1 Thrusting Bastard Sword LC:4 $750 Wgt:5

   two-handed swing  Dam:1d+3 cut  Reach:1,2  Parry:0  ST:10†  Skill:Two-Handed Sword  
   two-handed thrust  Dam:1d+2 imp  Reach:2  Parry:0  ST:10†  Skill:Two-Handed Sword  
   one-handed swing  Dam:1d+2 cut  Reach:1,2  Parry:0U  ST:11  Skill:Broadsword  
   one-handed thrust  Dam:1d+1 imp  Reach:2  Parry:0U  ST:11  Skill:Broadsword  

Ranged Weapons

1 Dagger LC:4 Dam:1d-2 imp Acc:0 Range:5.5 / 11

   RoF:1  Shots:  ST:5  Bulk:-1  Rcl:  $20  Wgt:.25  

Armor & Possessions

1 Backpack¸ Small $60 Wgt:3 Location:

1 Pickaxe $15 Wgt:8 Location:

3 Rope¸ 3/4 (per 10 yards) $75 Wgt:15 Location:

1 Shovel $12 Wgt:6 Location:

2 Tallow Candle $10 Wgt:2 Location:

2 Torch $6 Wgt:2 Location:

1 Whetstone $5 Wgt:1 Location:

1 Wineskin $10 Wgt:.25 Location:

1 Bag of funny bones

Cash on hand: 2 Mirrors, 17 Dust.