Character Sheet
Grok'mash, Blademaster of the Burning Blade
Character Sheet
Grok'mash of the Burning Blade
Sex: Male: You are superior physically to most sentient races on Azeroth. All other things being equal your strength and mass will allow you to win against any lesser foe and you'll be more able to face large foes such as Vrykul with greater chances of success than if you were smaller. In general you have more significant martial obligations than if you were female, such as being expected to fight in battle if called on.
Clan: Burning Blade: Your clan is a complex one. On Draenor yours were the finest swordsmen in the world, using magic and skill to fell even the largest of foes, and using fel energy to enhance your abilities. On Azeroth your clan is split, scattered and broken by the demonic invasion of the Third War many of your clan still serve the Burning Legion, attempting to infiltrate the Horde and bathe the world in green fire once again. Others however are loyal and attempt to root out corruption and infiltrators. Which side to you fall on?
Class: Warrior: It can be said that all Orcs are warriors really. Whether with axe or spear you can stand in a shield wall or duel many opponents and win. Similarly this class makes excellent use of your size and strength. Nevertheless, you're vulnerable to essentially everything you're not such as magic and ranged warfare, and it can be difficulty to find equipment given technological underdevelopment of the Orcs.
This class is modified by your clan and the specific martial traditions of the Burning Blade. You are a Blademaster, no longer merely an aspirant, you have proved yoruself and bear both the blade and the banner of your clan.
Motivation: For Azeroth: You've observed that regardless of who's fighting, everyone seems to lose. There are great threats to Azeroth and you plan to stand against them, regardless of who you have to fight with, whether Orcs or otherwise.
This motivation is modified by your clan and you are particularly aware of the threat of the Burning Legion, while being less aware of things like the Twilight's Hammer.
Social Strata: Leadership: You are directly related to the Burning Blade Clan's leadership. You receive significant advantages in skill increases and the potential to receive various boons such as equipment from your family. You have explicit responsibilities to fulfil. Specifically, you are the son and heir of Neeru Fireblade, the clan chief of the Burning Blade. Your father is the chief warlock of Orgrimmar and a noted authority on demonic matters, advising the Warchief and being commissioned by various other powerful individuals who rely on his knowledge. You are the heir of a clan specialising in anti-demonic activities within the Horde.
Skills and Abilities
Assume skills progress in 5 levels, each giving a bonus to rolls associated with that skill. For example: Basic Alchemy> Alchemy> Advanced Alchemy> Expert Alchemy> Master Alchemy. I used to have mechanical bonuses to these rolls but I've decided to remove them. For example, 'Basic Riding' no longer gives you a Bonus to rolls associated with that. Use these rather to understand how Grok might perform in particular circumstances.
The different levels of skills give narrative (but no longer mechanical) bonuses. For example, a low roll by a master fighter would still mean you do well because you're a master. Comparably a high roll by an amateur would indicate that you'd done well, proportionate to your small skill in that field.
While the first 2 levels of skill can be trained and learnt, the later levels require practical experience to significantly advance. This represents the importance of using those skills in a real world scenario and also acts as a way to force you to go out and do stuff.
Master Weapon Competency: Your Clan were always known for their skill with weapons and you're no exception. You spent plenty of time as a child associating with old Blademasters, without question the greatest warriors of the Horde with weapons. You are skilled with a variety of weapons, particularly favouring swords. You've reached a masterful competency with weapons, greater than that of all but the mightiest champions. Bonus to rolls involving weapon handling (for example duels, not battles overall or warfare in general). 50% to next level.
Expert Tactics: You grew up around the leaders of a martial clan, and in addition to your other training you've become as able a tactician as any other officer and can analyse and plan in various tactical situations. You have fought in numerous skirmishes, and commanded two large battles, triumphing over twenty times your numbers on both occasions and using multiple groups and skill sets to reach a victory. Bonus to tactical analysis and battle planning (does not grant wider strategic skill). 15% to next level.
Advanced Slaying: Your clan are known for their warfare against demonic influence. You've gained a wide reaching knowledge of demons and specifically how to kill them due to your Clan's focus on policing the demonic in the Horde, and more recently you've been developing competency against the undead. Bonus to rolls against demons and undead in combat.
Advanced Demonology: Your father is an accomplished warlock and you've picked up both an excellent general knowledge of demonic matters, as well as some of the more specific elements of your clan. Bonus to rolls benefiting from demonic knowledge (essentially academic knowledge, does not give practical spellcraft). +25% to next level.
Advanced Riding: You've ridden about on a warg, especially in your death ride across the burning Barrens, as well as trained a war-drake. You can fight while mounted, though you prefer not to.
Advanced Leadership: You have led forces in battles and begin to comprehend the more advanced aspects of leadership, you have a loud voice and confident manner in command, but now you add an awareness and vision to understand your warriors. In addition, you have the skill to bring together multiple parties to acheive results. Bonus to leadership rolls. +75% to next level,
Basic Survivalist: You know how to take care of yourself in the wilds of Kalimdor for a limited time, though you won't be comfortable. Includes basics of hunting, tracking and trapping, as well as skinning and some basic crafting and first aid. Bonus to survivalist rolls including hunting, skinning and first aid.
Basic Stealth: You've learned the basics of quiet movement and stealthy action from the Darkspear of Sen'jin. Bonus to stealth rolls, and the ability to consider stealthier plans which you previously didn't have the training for
.
Expert Physical Conditioning: From marching and training you're were as well conditioned as many warriors. Now though you've been through battle, exerting yourself for days and have reached a level of conditioning greater than even professional soldiers. Bonus to rolls involving physical exertion and resisting tiredness.
Modified to Master while wearing the Mightstone.
Advanced Persuasion: You've learned to understand and respect other perspectives and can accurately target your own persuasive efforts, as well as reach respectful conclusions with others. You know when to use intimidation, flattery and deception in speech and can effectively employ these to being others to your side.
Advanced Scholarship: You've spent weeks examining the Flamebender's Tome, categorising Kul Tiran material and conducting research projects into specific issues and feel better prepared to confront more complex tasks. You're still largely self-educated, perhaps a more deliberate education would be valuable? Bonus to scholarship rolls, knowledge of orcish and trollish traditions and history, knowledge of human history and religious practices. Languages known include Orcish, Old Orcish, Tirassian, Kalimag and Ered'ruin. +25% to next level.
Warsight: While once you received vague premonitions or flashes of the future which helped you in battle, since connecting with the Spirit of the Wilds you now foresee the future far more regularly, both in battle and associated with war. Bonus to most martial rolls, possibility of meditating to improve this ability or get better rolls. Seers are highly respected in many societies.
War Joy: Not only do you control the battle fury of your kind, embracing but refusing to be controlled by the primal instincts of your clan, you hold joy in it, making battle simple for you. Bonus to direct combat rolls such as duels, but not wider warfare like activity in a siege. You are more able to resist rage-inducing mental effects such as the bloodlust of fel magic.
Shamanism: Your Sight and the formation of your connection to the Spirit of Fire meant you were a shaman, and while once the Spirits seemed to have turned from you, now you feel them again. +60% to next level.
Elemental Connection
You already have a connection with the elements. You'll be able to strengthen this connection as you go on.
You have an existing connection with the Spirit of the Wilds, also known as the Spirit of Life, or just 'Spirit'. This spirit represents the soul of all living things, the most powerful element but also the most complex and unknowable. You'll still have to train this, but even experienced shamans have difficulty doing so. No added elemental ability, modification to Farseeing tradition instead.
You have a connection with the Spirit of Life.
This spirit is present in all lifeon Azeroth and binds the other spitits together. Life is most frequently used by shaman for a variety of esoteric purposes such as Seeing, and is the least well known of the Elementals.
You have a connection with the Spirit of Fire.
This spirit is present in all fires on Azeroth, and employed in any magic involving fire. Fire is most frequently used by shaman for destructive purposes and is the most active and belligerent of the Elements. Will need training and meditation to discover spells.
You have a connection with the Spirit of Earth.
This spirit is present in the stone and soil of Azeroth, and primarily employed in Callings to strengthen and protect. Earth is most frequently used by shaman to enhance their own abilities, or alter the physical world. Will need training and meditation to discover spells.
You have a connection to the Light.
You know little about this currently, but you can feel it, a pure fire in your heart. You called on the Light at your death, and used it's strength to strike down Alexandros Mograine. The Light is traditionally used by human priests and paladins to heal, as well as protecting the weak or striking down evil foes. Will need training and meditation to discover spells.
You are a Dark Shaman. While you do not actively pursue the enslavement of Elementals, your experiences with them so far have proven them capricious and destructive, and your doctrine is one of caution, rather than respect. This doctrine is well-practiced among the Blackrock and Burning Blade clans, but is diverse and represents many traditions and cultural variations, but is explicitly conservative and opposed to the reformist practices of the Frostwolves that have become popular under Thrall. In particular you have used this perspective to bind and subjugate Elementals, as well as breaching the Elemental Planes for your own benefit.
Affinities
Relates to how easy you find it to connect to different elements, but does not guarantee you a connection.
Assume decimalisation of affinity added to relevant rolls, for example, you might get +10 to trying to connecting with Fire, but only +1 to doing things with Air.
Fire Affinity (87+20)=107
Air Affinity (2+10)=12
Water Affinity (74+5)=79
Earth Affinity (84+5)=89
Life Affinity (72)=72
Decay Affinity (72)=72
Spells
Ragefire: Using your connection to the Spirit of Fire you lure out the destructive energies of the Firelands, using your rage to bind them to your will. Currently you can only use this to enhance your sword when striking at opponents.
Flameseeing: You look into the flames and perceive the lands and peoples of the world. Beware, they may perceive you too.
Blades of Fire: You call upon the fire within yourself to imbue the weapons of your allies with fire.
Warsight: You can meditate and receive visions of the future.
Elemental Conjuring: You can conjure and bind Elementals, with difficulty and success chances depending on the Elemental in question.
Purefire: You called on the Light in Naxxramas and received felt benevolence. You can channel this power into a healing fire that sears wounds closed and burns away sickness, you having successfully used it on the Worgen Curse, as well as in restoring the recently dead to life.
Soulfire: Through a means presently unknown, you can cloak yourself in a glorious fire to enhance all aspects of yourself.
Firecalling: Building on the rites learned in the caverns of Orgrimmar, you know the spells and rituals of Firecalling, an Orcish funerary tradition. You can summon up and dismiss feiry spirits of the recently dead, but mainly use this skill in performing funerals.
Myzrael: Though not a spell as other calls of shamanism might be termed, your bond with Myzrael, Princess of the Earthen Realm, means you can perform almost any spell of Earthen origin. These include calling an earthquake, summoning and hurling boulders, altering terrain, or using the earth to sense people around you.
Oreseeker: You have gained proficiency in the art of Oreseeking, a Blackrock practice involving Shaman drawing up useful resources from the depths of the Earth
Inventory
Specific items Grok'mash maintains on his person.
- Fireblade, Grok'mash's sword, an ancient blade of Draenor.
- Bloodstone, an amulet taken from a warlock's corpse, the Bloodstone absorbs magic readily, especially the baleful enegies of shadow and fel magic.
- Mightstone, created by Castilian the Mage, the Mightstone elevated the physical abilities of it's wearer when worn.
- Banner, the Banner of the Burning Blade inspires respect in all who recognise it.
- Paste, an older Orcish decoration, these ancient marks denote your rank, clan and occupation, and inspire approval in more conservative members of Orcish society.
- Bracer of Myzrael, a elementium band binding the spirit Myzrael.
- Bolvar's Writ, a letter of safe conduct commanding all loyal citizens of the Alliance to treat you well.
- Strange Crystal, a fist sized stone taken as a trophy from Alexandros Mograine, this stone was said to have been taken from a warlock by the paladin, before being used as part of the Ashbringer, Mograine's mighty sword.
- Chunk of Elementium, an unbreakable material pulled from the Stonecore itself, this unworked nugget has a greater value than some kingdoms.