Complete Druid

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The following are rules and outline information for generating Druids, Bairds and Filids who have completed their training. They will be much more aged than most adventurers and are best used for generating key NPCs or special, high-level player characters and are unlikely to be found outside their woodland domain. Failed or exiled druids can make interesting Player Characters but would be banned from cult training and spells.

Rules for generating druids who are at the start of their training can be found in Signs & Portents 41 at Mongoose Publishing[1]


Contents

Cultural Background

The Celtic culture was relatively rich and peaceful. Some historians referred to it as existing in a golden age where, despite the hard work required, there was food for all, time for laughter and it was a time when the later ravages were rarely seen. The hill-forts and hill-towns were still occupied, perhaps acting as centres of government more than refuges. Each fort or town was surrounded by numerous farms, some of which were miles away. The Celts were advanced in metallurgy, horse handling and armour-making (the Romans copied their helms for example), were excellent jewellers, and had also created soap, perfume and make-up.

The culture fostered respect: the abilities and skills of the individual were paramount reflected in the saying “every man is greater than his birth”. Freedom was given to those slaves who proved themselves, such as doctors, bards and smiths, and for an ancient culture women had a great deal of freedom, becoming Bards and Filids as well as warriors and leaders. Even kingship and chiefdom was not hereditary, some even suggesting it might have been determined through the female line. Their outlook could be summed up in the phrase 'Truth in the heart; strength in the arm; honesty in speech.'

The culture was based on an extended family basis, the groups of families possibly being regarded as clans. In some areas raiding parties were frequent between clans. Such raids were frequently organised by the youth of the tribes, perhaps led by the son of a ruler or powerful figure. Whilst the raids were no doubt dangerous their main intention was to boost the reputation of those who took part, frequently measured by how many cattle, sheep or slaves the raid brought back.

Whilst we have images of thousands of Ancient Britons riding on light, two-wheeled horse chariots, the continental Celts loved horses and were respected riders. They made excellent equipment for horses for riding, carting or chariot-driving, the designs for which were adopted by the Romans. Horses were initially imported from Eastern Europe, but soon the Celts were breeding their own.

The Celts appeared to have a caste system consisting of a rich upper class, from which the eior or chariot-riding ‘knights’ or ‘lords’ were drawn, a fairly extensive middle-class built around trade, factory systems and specialist skills, a lower-class, and a tied slave-class. General workers (labourers and farm-hands, perhaps) and entertainers were not automatically freemen, but could become free through good service (see above).

The nature religion for which the druids acted as guardians venerated a wide range of natural elements, not just individual plants, including certain groves, hill-tops, streams and lakes. In addition to the respect for nature, the Celts had a strong belief in the afterlife and a form of reincarnation. Removing the head of a dead person, however, ‘sealed’ them in the afterlife, which led warriors to remove the heads of their enemies to stop them coming back to attack them. Perhaps this is one aspect of their culture that is best left to individual campaigns to decide upon...

There were many gods. Over 300 local deities had been identified and more than 60 deities common between the various tribes. These were often grouped in triads (or ‘trinities’ as one historian had it). How these were seen and regarded is unknown, though the grouping of gods and goddesses into three differing aspects may give an insight into the worship. The sixth day of every month was a holy day which some believe was celebrated in holy groves or nemeton, peaceful, sacred places, the more formal of which became small, square enclosures, often flanked by wooden pillars and lintels. It was not just groves that were sacred but also particular woods, lakes or rivers. However, the gods were not worshipped in the sense we regard worship; they were powerful, supernatural beings to whom it was wise to pay respect.

The Celtic culture and the Druidic religion were closely intertwined: religious festivals were frequent and well attended. The most serious punishment a druid could inflict on a criminal was that of excommunication that effectively meant the punished was an exile and an outlaw.

Previous Experience

When generating non-player druids or Player Character trainees the Previous Experience path starts off with identical Background Cultures and initial training as a general Apprentice. It is only after the initial training that a character need specialise or choose their full career path. After the apprenticeship and profession skill advancements have been applied, apply the additional bonuses and penalties accrued for Age and Advancement in his chosen profession.

Background Culture

Druids, Bards and Filids come from Barbarian or Peasant cultures. Any two-handed weapon or blowgun skills in the Background Culture bonus skill lists are replaced by skills in the 1H Sword. Ideally, Druids should maximise their First Aid, Lore(Plant) and Lore(Animal) skills prior to training; prospective Bards should improve their Influence and have a Play Instrument skill; and prospective Filid should ensure their Lore(Celtic History) or Lore(Law) is high, but could well pick up some courtly Dance skills.

Initial Profession: Apprentice

Training for the three professions took an extremely long time but produced high quality people. All three ranks first receive a basic education in the Law and the skills of druids, either as an apprentice to an existing Druid, Bard or Filid or in a Druid School. This apprenticeship is shown below and is also used to represent the training a character receives before starting service in one of the specialisations.

Apprentice/Druid School Table
Profession Basic Skill Bonuses Advanced Skills
Apprentice

First Aid +30%
Lore(Animal) +30%
Lore(Plant) +30%
Persistence +20%
Resilience +20%

Pick Three at +10%:
1H Sword, Dagger, Influence, Perception, Staff, Sing

Healing +30%

Lore(Law) +20%
Lore(Druid Theology) +20%
Lore(History: Celt) +20%
Oratory +20%
Runecasting(Truth) +30% plus the Rune spell Oath of Ordeal

Pick Two:
Craft(Infusions) +20%
Lore(Other) +20%
Lore(Regional) +20%
Play Instrument +20%
Survival +20%

If the character is not to continue with his training, refer to the “Age and Advancement” section below.

Profession: Druid, Bard or Filid

If the character is to continue his training, decide whether he is to be a Druid, Filid or Bard and apply the relevant skill progressions as described in the Experienced Druid Professions Table below. No character should pick more than one profession from the Experienced Druid Profession Table.


Experienced Druid Profession Table
Profession Basic Skill Bonuses Advanced Skills
Druid

First Aid +20%
Lore(Animal) +20%
Lore(Plant) +30%
Persistence +30%
Resilience +10%

Pick Two
1H Sword +20%, Dagger +20%, Dodge +20%, Influence +20%, Perception +20%, Sing +20%, Sling +30%, Staff +30%, Stealth +30%

Craft(Infusions) +30%,

Enchantment +30%
Healing +20%
Lore(Celtic(or Culture) History) +20%
Lore(Law) +20%
Lore(Druid Theology) +30%
Survival +10%

Pick Two:
Craft +20%, Lore +20%,
Play Instrument +20%,
Tracking +20%

Divide 150 percentile points between any or all of the Runecasting skills:
Beast, Fertility, Mastery, Plant, Truth, other (maximum +50% in any one skill)

Filid Perception +30%</br>

Persistence +20%
Influence +20%

Pick Two
1H Sword +20%
Riding+30%
Shield +20%
Staff +20%

Lore(Celtic History) +30%

Lore(Law) +40%
Lore(Druid Theology) +30%
Oratory +20%

Pick Two Runecasting skills from:
Beast +20%, Fertility +20%, Mastery +20%, Plant +20%, Truth +20%

Pick Two
Dance +20%, Lore +20%, Lore(Other) +20%, Lore(Regional) +20%, Play Instrument +20%

Bard/Baird Influence +20%

Lore(World) +30%
Perception +30%
Sing +20%

Pick Two
1H Sword +20%, Bow +20%, Dagger +30%, Riding +30%, Sling +20%, Staff +30%, Sleight +20%, Stealth +20%

Language(Native) +20%

Lore(Celtic History) +40%
Oratory +30%
Play Instrument +50%
Survival +10%

Pick Two Runecasting skills from:
Beast +20%, Fertility +30%, Mastery +30%, Plant +20%, Truth +30%

Pick Two:
Dance +20%, Craft +20%,Healing +20%, Lore +20%, Language +20%, Language(other) +20%, Play Instrument(other) +20%

Age and Advancement

The following benefits should be applied to a character when he has selected his Background and applied his Apprenticeship and, if more experienced, one of the Professions in the Experienced Druid Profession Table.

Apprentices

If a druid character decides to leave after his initial apprenticeship (as opposed to initial training as listed in S&P 41), he has the following benefits and attributes. If he continues with his training he does not acquire any of the bonuses mentioned here but only those listed under his primary profession (such as Bard).

Age: Apprentices complete their training at age 21-25

Free Skill points: 50 additional skill points can be allocated as described in the RuneQuest Main Rulebook under ‘Free Skill points’ with no skill receiving more than 20%

Money: An apprentice will have twice his starting money, a staff, a knife, shoulder bag, a first aid kit, a Short sword and a sling with ammunition

Characteristics:

Runes and Spells: The Apprentice will start with the Truth Rune integrated and the spell Oath of Ordeal

Hero Points: 4

Legendary Abilities:

Other: If the apprentice is not failed or outcast, he will be an Initiate of the Druid cult

Druids

Age: Druids will complete their training at age 35+1D6 at least

Free Skill points: 50 additional skill points can be allocated as described in the RuneQuest Main Rulebook under ‘Free Skill points’ with no skill receiving more than 20% Money: A druid has his Background starting money and will has his own temple-glade with a Consecrate 2. He also has two items from the following list: a 2- or 3- point Power Enhancer, a 2- or 3- point Spell Enhancer, or a Crystal of the Dead of power 1d6+6. In addition, he has a staff, dagger, shoulder bag with herbs and potions, a healer’s kit, a first aid kit, a War Sword or Short sword and a sling with ammunition

Characteristics: The depredations of living in the wild means a Druid will have lost 1d3+1 points to his STR and/or DEX (his choice as to which are reduced and by how much). He will also have gained 1d4+1 points to add to his POW, INT or CHA (his choice).

Runes and Spells: In addition to those gained from his apprenticeship, a Druid will have an additional magnitude of spells equal to the number of newly integrated Runes plus 2d3 (so a Druid integrating four Runes during his Druid training would have 6-10 points of magnitude of spells). If a Druid has integrated the Healing Rune he will also have Heal 2 as a minimum and can add additional points of magnitude to make this a higher-powered Heal spell (such as adding 4 from his 6-10 additional points to make it a Heal 6).

Hero Points: 2 remaining

Legendary Abilities: Providing the Druid meets the requirements the Druid will have acquired: Beast Speech at INT*4% to a number of types of animals equal to Persistence/20; Forest Ally. If he meets the requirements he will also be a Priest of the Druid cult otherwise just an Acolyte.

Filids

Age: Filids will complete their training at a minimum age of 32+2D4

Free Skill points: 50 additional skill points can be allocated as described in the RuneQuest Main Rulebook under ‘Free Skill points’ with no skill receiving more than 20%.

Money: A Filid will have courtly robes and three times his starting money with which to buy equipment plus a riding horse, saddle and necessary tack and saddlebags, a war sword or short sword, a bedroll and a healing and first aid kit.

Characteristics: A Filid will also have 1d4 points that may be split between characteristics as required.

Runes and Spells: In addition to those gained from his apprenticeship, a Filid will have an additional 1d3+1 points of magnitude of Rune Spells

Hero Points: 6

Legendary Abilities: None

Other: If the apprentice is not failed or outcast, he will be an Acolyte of the Druid cult. If he meets the requirements he will be a Rune Priest of the Druid cult.

Bards

Age: Bards will complete their training at age 30+2D3 at least

Free Skill points: 50 additional skill points can be allocated as described in the RuneQuest Main Rulebook under ‘Free Skill points’ with no skill receiving more than 20%

Money: A Bard will have a musical instrument and triple his starting money with which to buy equipment plus a war sword or short sword, a bedroll and a healing and first aid kit.

Characteristics: He will also have 1d3 points that may be split between characteristics as required.

Runes and Spells: In addition to those gained from his apprenticeship, a Bard will have an additional 1d3+2 points of magnitude of Rune Spells.

Hero Points: 6

Legendary Abilities: None

Other: If the Bard is not failed or outcast, he will be an Acolyte of the Druid cult

Beginning Experience: Neophytes

As an alternative to the basic experience provided in Signs & Portents 41 and probably more appropriate for the 'Apprentice' stage given above, a player can generate an older and more experienced Druid/Bard/Filid who is part-way through his (or her) training. The Neophyte still goes through Druid School as an apprentice, but then applies the following to his profile.

The Neophyte has been released from his training for a period of time, always to carry out a task for his master. Neophytes can be used as a 'Player Character with commitments' as he will always have to return to his master and beg release if not carrying out something appropriate to the Druid calling (this can give rise to plenty of opportunities for plot leads!).

Neophyte Subsequent Development Table
Profession Basic Skill Bonuses Advanced Skills
Neophyte

First Aid +10%
Lore(Animal) +10%
Lore(Plant) +10%
Persistence +10%

Pick Three at +10%:
1H Sword, Dagger, Dodge,
Influence, Perception, Sling,
Staff, Stealth

Craft(Infusions) +10%

Healing +10%
Lore(Celtic History) +10%
Lore(Druid Theology) +10%
Lore(Law) +10%
Survival +10%

Divide 50 percentile points between two of the following Runecasting skills:
Beast, Fertility, Mastery, Plant, Truth (Maximum +40% in any one skill)

Age and Advancement

A Neophyte, he has the following benefits and attributes.

Age: Neophytes start adventuring at age 24+1D6

Free Skill points: 50 additional skill points can be allocated as described in the RuneQuest Main Rulebook under ‘Free Skill points’ with no skill receiving more than 20%.

Money: A Neophyte will have twice his starting money, a staff, a knife, shoulder bag, a healer’s kit, a first aid kit, a Short sword and a sling with ammunition.

Characteristics: A Neophyte Druid will lose 1d2 points spread across STR and/or DEX, but will gain 1d3 points to add to his POW, INT or CHA (his choice).

Runes and Spells: In addition to those gained from his apprenticeship, a Neophyte also has 1d3 additional Rune Spells for the Runes he has integrated.

Hero Points: 4

Legendary Abilities: None

Other: If the Neophyte is not failed or outcast, and he meets the pre-requisites, he will be a junior Acolyte of the Druid cult, otherwise an Initiate. If still a druid he will be responsible to a more senior mentor, an experienced Druid who will be overseeing his progression and training.

Sample Druids

This Druid, Bard, Filids, Neophyte and Apprentice were created using the above tables as an example of what might be achieved. To see the generation process, each skill has a series of figures after in in square brackets with a code. The initial figure in this series is the base characteristic, the suffixes are: A=Apprentice; D=Druid; X=Free Skill Points; Bg=Background; F=Filid; B=Bard. Where there is a number after one of these codes it shows where a choice of skill was made. 'Rune' shows upgrades from having an Integrated Rune.

Gaeserix the Druid (Experienced Druid)

After gaining his credentials as an apprentice, Gaeserix continued following his mentor until the old man died. However, as Gaeserix had just completed his training he was able to take over from the old man. Despite his comparative youth, he is gradually gaining the respect of the locals. He is constantly accompanied by a Tawny Owl which almost never leaves his shoulder: Owls are now not hunted or attacked in the local area as the natives are fearful of killing his ally.

Characteristics: STR 11, CON 13, DEX 11, SIZ 12, INT 17, POW 15, CHA 12.
CA: 2 DM: - SR: +14 Move: 4m MP: 13 Age: 38
Legendary Abilities: Beast Speech 78%[+10X] (Boar, Carrion Bird, Owl, Wolf); Forest Ally(Tawny Owl)
Integrated Runes: Beast (37%), Fertility (67%), Mastery (47%), Plant(57%), Truth (67%)
Spells: Clear Path 1, Detect Enemy, Detect Magic, Heal6, Oath of Ordeal (2), Thunder’s Voice 1
Traits/Runic Powers: Heals and recovers in half normal time; +10% to opposed tests;
Skills: Athletics 32% [22+10Bg], Craft(Infusions) 67% [17+20A2+30D], Craft(leatherworker) 37% [17+20D2], Dodge 44% [9+20D3+15X], Enchantment +48% [+30D], First Aid 77% [17+30A+20D+10X], Healing +82% [32+30A+20D], Influence 32%[22+10A3], Language(Celtic) 67%[17+50Bg], Lore(Animal) 82%[17+5Bg+30A+20D+5Rune+5X], Lore(Celtic History) 57% [17+20A+20D], Lore(Law) 57%[17+20A+20D], Lore(Plant) 97%[17+5Bg+30A+30D+5Rune+10X], Lore(Regional) 17%[17+0Bg], Lore(Druid Theology) 67% [17+20A+30D], Oratory 47%[27+20A], Perception 77%[32+5Bg+10A3+10Rune+20D], Persistence 85% [25+20A+10Rune+30D], Resilience 78%[28+10Bg+20A+10D+5Rune+5Rune], Stealth 44%[9+5Bg+30D3], Survival 82%[32+0Bg+20A2+10D+10Rune+10Rune], Tracking 37%[17+0Bg+20D2].
Atk: 1H Swd 35%[25+10Bg],
Staff 45%[25+10Bg+10A3] – Quarterstaff 1D8 AP3/8
Sling 22%[12+10Bg]
Armour: Leather shirt (AP1, skill penalty –4%) Total skill penalty –4% (not applied above).
Possessions: 8 point Crystal of the Dead, staff, dagger, shoulder bag with herbs and potions, a War Sword or Short sword and a sling with ammunition, leather shirt, robes

Bard, Filid, Druid Hit Locations

D20 Hit location AP/HP
1-3 Right Leg 0/5
4-6 Left Leg 0/5
7-9 Abdomen 1/6
10-12 Chest 1/7
13-15 Right Arm 1/4
16-18 Left Arm 1/4
19-20 Head 0/5

Teresis the Filid

Born into a high-class family in the Westmount Forest, Teresis was destined to be a lawgiver from an early age when she first criticised a raid of her brothers’ on a neighbouring clan. When she was selected for apprenticeship her family was overjoyed but on her return her family realised she has matured beyond their influence.

Characteristics: STR 13, CON 13, DEX 13, SIZ 12, INT 18, POW 13, CHA 12.
CA: 3 DM: - SR: +15 Move: 4m MP: 13 (HP:4) Age: 36
Legendary Abilities:
Integrated Runes: Truth (65%)[25+30A+10X] , Fertility (45%)[25+20F], Mastery (55%)[25+20F]
Spells: Oath of Ordeal (2), Heal 2, Thunder’s Voice 1
Traits/Runic Powers: Heals and recovers in half normal time; +10% to opposed tests;
Skills: Athletics 36% [26+10Bg], Dance 33% [13+0Bg+20F2b], First Aid 48% [18+30A], Healing 61% [31+30A], Influence 52%[22+10A3+20F], Language(Celtic) 68%[18+50Bg], Lore(Animal) 53% [18+5Bg+30A], Lore(Celtic History) 68% [18+20A+30F], Lore(Law) 98%[18+20A+40F+20X], Lore(Plant) 53% [18+5Bg+30A], Lore(Regional) 58%[18+0Bg+20F2b+20X], Lore(Druid Theology) 68% [18+20A+30F], Oratory 65% [25+20A+20F], Perception 96% [31+5Bg+10A3+10Rune+30F+10X], Persistence 73% [23+20A+10Rune+20F], Resilience 56% [26+10Bg+20A], Riding 56% [26+30F3], Stealth 16% [11+5Bg], Survival 31% [31+0Bg]
Atk: 1H Swd 65% [25+10Bg+10A3+20F2] – War Sword 1D8 4/10
Staff 35%[25+10Bg],
Shield 35% [25+10Bg]
Armour:
Possessions: 840sp with which to buy equipment plus riding horse, healing and first aid kit, bedroll and war sword

Eletar the Bard

Eletar is more of a wanderer than the other druides, travelling from village to village carrying news and sometimes letters or message, entertaining with tricks and songs, telling lays, and also providing basic healing skills where need be.

Characteristics: STR 13, CON 13, DEX 13, SIZ 12, INT 13, POW 13, CHA 16.
CA: 3 DM: - SR: +13 Move: 4m MP: 13 Age: 33
Legendary Abilities:
Integrated Runes: Truth (79%) [29+30A+30B], Mastery (59%) [29+30B]
Spells: Detect Enemy, Oath of Ordeal (2), Thunder’s Voice 2
Traits:
Skills: Athletics 36% [26+10Bg], Craft(Musical Instruments) 53% [13+20B+20X], First Aid 43% [13+30A], Healing +56% [26+30DA], Influence 56%[26+10A3+20B], Language(Celtic) 83%[13+50Bg+20B], Language (Latin) 33% [13+20B2], Lore(Animal) 48%[13+5Bg+30A], Lore(Celtic History) 73% [13+20A+40B], Lore(Law) 33%[13+20A], Lore(Plant) 48%[13+5Bg+30A], Lore(Regional) 23%[13+0Bg+20X], Lore(Druid Theology) 33% [13+20A], Lore(World) 43%[13+30B], Oratory 79%[29+20A+30B], Play Instrument (Lyre) 85%[15+0Bg+20A2+50B], Perception 81% [26+5Bg+10Rune+30B], Persistence 53%[23+20A+10Rune], Resilience 56%[26+10Bg+20A], Sing 56%[16+0Bg+10A3+20B+10X], Stealth 36%[11+5Bg+20B2], Survival 56%[26+0Bg+20A2+10B]
Atk: 1H Swd 65% [25+10Bg+10A+20B] – War sword 1D8 AP 4/10
Staff 65% [25+10Bg]
Sling 22% [12+10Bg]
Armour:
Possessions: 840sp with which to buy equipment plus riding horse, healing and first aid kit, bedroll and war sword and musical instrument (lyre)

Aperonix the Neophyte

Aperonix started at the Druid School and was then apprenticed to a travelling Druid. Though he would much prefer to settle down, his mentor has sent him to investigate some problems an outlying hamlet was rumoured to have been having with some wolf-packs.

Characteristics: STR 12, CON 13, DEX 12, SIZ 12, INT 15, POW 15, CHA 12.
CA: 2 DM: - SR: +13 Move: 4m MP: 13 Age: 27
Legendary Abilities:
Integrated Runes: Truth (57%) [27+30A], Fertility (57%) [27+30Nr] , Plant (47%) [27+20Nr]
Spells: Clear Path 1, Heal 2, Oath of Ordeal (2)
Traits: –
Skills: Athletics 35% [25+10Bg], Craft(Infusions) +45% [15+20A+10N], Dodge 45%[10+5Bg+10N3+20X], First Aid 55% [15+30A+10N], Healing +70% [30+30A+10N], Influence 32%[22+10A3], Language(Celtic) 65%[15+50Bg], Lore(Animal) 60%[15+5Bg+30A+10N], Lore(Celtic History) 45% [15+20A+10N], Lore(Law) 45% [15+20A+10N], Lore(Plant) 60% [15+5Bg+30A+10N], Lore(Regional) 35% [15+0Bg+20A], Lore(Druid Theology) 45% [15+20A+10N], Oratory 47% [27+20DA], Perception 65% [30+5Bg+10A+10Rune+10N3], Persistence 65%[25+20A+10Rune+10N], Resilience 56% [26+10Bg+20A], Stealth 45%[10+5Bg+10N+20X], Survival 40% [30+0Bg+10N], Tracking 15% [15+0Bg].
Atk: 1H Swd 55% [25+10Bg+10A+10X] – War Sword 1D8 AP3/8
Staff 35%[25+10Bg],
Sling 22%[12+10Bg]
Armour: Leather shirt & trews & cap (1 AP to all locations, -7% armour penalty (not applied))
Possessions: 320sp with which to buy equipment plus a staff, a knife, shoulder bag, a healer’s kit, a first aid kit, a War Sword, leather shirt and trews, a leather cap and a sling with ammunition

Aperonix Hit Locations

D20 Hit location AP/HP
1-3 Right Leg 1/5
4-6 Left Leg 1/5
7-9 Abdomen 1/6
10-12 Chest 1/7
13-15 Right Arm 1/4
16-18 Left Arm 1/4
19-20 Head 1/5

Tamac the Initiate

Tamac has completed his apprenticeship but decided that the life of a Druid, Bard or Filid is not for him. Nonetheless, he is still respectful enough of the lawgivers that he wishes to remain an Initiate of his local shrine and has offered to assist the local Filid when any of them need support.

Characteristics: STR 12, CON 13, DEX 13, SIZ 12, INT 15, POW 13, CHA 12.
CA: 3 DM: - SR: +14 Move: 4m MP: 13 (HP:3) Age: 21
Legendary Abilities:
Integrated Runes: Truth (55%) [25+30A]
Spells: Oath of Ordeal (2)
Traits:
Skills: Athletics 35% [25+10Bg], Craft(Infusions) +35% [15+20A], First Aid 45% [15+30A], Healing +58% [28+30A], Influence 32%[22+10A3], Language(Celtic) 65%[15+50Bg], Lore(Animal) 50%[15+5Bg+30A], Lore(Celtic History) 35% [15+20A], Lore(Law) 35% [15+20DA], Lore(Plant) 50% [15+5Bg+30A], Lore(Regional) 35% [15+0Bg+20A], Lore(Druid Theology) 35% [15+20A], Oratory 45% [25+20DA], Perception 53% [28+5Bg+10A+10Rune], Persistence 53%[23+20A+10Rune], Resilience 56% [26+10Bg+20A], Stealth 16%[11+5Bg], Survival 28% [28+0Bg], Tracking 15% [15+0Bg].
Atk: 1H Swd 45% [25+10Bg+10A] – Short Sword 1D6 AP3/8
Staff 35%[25+10Bg],
Sling 22%[12+10Bg]
Armour:
Possessions: 560sp with which to buy equipment plus a staff, a knife, shoulder bag, a first aid kit, a Short sword and a sling with ammunition

Tamac Hit Locations

D20 Hit location AP/HP
1-3 Right Leg 0/5
4-6 Left Leg 0/5
7-9 Abdomen 0/6
10-12 Chest 0/7
13-15 Right Arm 0/4
16-18 Left Arm 0/4
19-20 Head 0/5