Lorna of the Lanterns
Lorna never knew her parents, she was left in a basket on the doorstep of a Zarthus temple and raised by the local Lanterns (who always take in basket babies). She grew up in the Barony of Demos with many loving surrogate parents who taught her many things, including how to sing and play the lyre.
Growing up raised by priests and priestesses of moon god, Zarthus,, (also known as the Lanterns), it surprised no one that Lorna opted to become a Lantern of Zarthus' Light herself.
Zarthus embodies the values of justice, tight-knit communities, self-reliance and free creative expression, especially in the realm of music. Lorna can channel Zarthus' power by singing or playing the lyre.
She can make herself or her allies modestly stronger or she can increase the damaging power of weapons or damage resistance of armor by a modest margin.
Lorna RPG Stats
Willpower 5, 24 Mana Points Dexterity 3, Strength 2, Stamina 3, Appearance 3, Charisma 3, Manipulation 3, Intelligence 3, Perception 2, Wits 2 Simple Abilities: Alertness 1, Animal Ken 1, Athletics 1, Brawl 1, Dodge 1, Empathy 1, Etiquette 1, Expression 1, Intimidation 0, Investigation 1, Leadership 0, Legerdemain 0, Stealth 1, Subterfuge 1 Trained Abilities: Archery 1, Commerce 0, Crafts 2 (blacksmithing), Enigmas 1, Hearth Wisdom 1, History 1 (+1 Borderlands), Medicine 0, Melee 3 (+1 swords), Performance 3, Politics 1 (+1 Borderlanders), Ride 1 , Sailing 0, Seneschal 0, Survival 3, Theology 2 Merits: Divine Spell Caster, Priestess 1 Flaws: Divine Bard Divine Spheres: Augmentation 2, Crafts 1 Character Health Levels: OK, OK, OK, -1, -1, -2, -2, -3, -5, Incapacitated Character Creation 20 Freebie Points, + 8 (Flaws), -4 (Merits), -4 (Extra Willpower), -9 (divine magic spheres), - 8 (Extra abilities), -1 (Specializations)Possessions
Weapons Lorna normally fights with a rapier while carrying her lyre in the other hand. She also carries a dagger and light crossbow. Lorna must cast her magic through music, she cannot cast magic otherwise. If she loses her lyre for any reason, she can still sing spells but casting is at +2 difficulty until she gets a new lyre. If she has to improvise with another musical instrument, she casts spells at +1 difficulty. Rapier, difficulty 6 to attack or parry with, 5 dice of damage versus soft targets, 4 dice of damage versus heavily armored targets. She gets +1 bonus die on attack rolls when fighting one opponent at a time. Dagger, difficulty 6 to attack, 7 to parry with, 4 dice of base damage. light crossbow, difficulty 6 to shoot. 5 dice of base damage. effective range of 120 yards, maximum range of 240 yards. It takes a full B action to reload. She typically carries ten crossbow bolts. She typically wears light armor, gambeson, which provides three soak dice, and carries a +1 penalty to Fatigue checks. Well crafted lyre, backpack, bedroll, small tent, utility knife, small spade, two changes of clothes 30 silver pieces, 50 copper pieces, basic oil lantern with about four hours worth of oil, flint and steel, whetstone, a week of rations, two water skins, 50 feet of silk rope, any other reasonable gear the player comes up with I overlooked. 3 Healing scrolls, each scroll will heal three levels of damage. The potion must be used all at once, the three levels of healing cannot be split up. (worth 52 gold each)
Current Location
Species
Conditions
Ethnicity
Year of Birth
1813 CE
26 Years old
Circumstances of Birth
Nami's Zodiac Year, Hallisan's Zodiac Month
Children
Sex
female
Eyes
blue
Hair
black
Skin Tone/Pigmentation
grey with a slight greenish tinge
Height
5'6"
Aligned Organization

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