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Created On 27 December 2011
Last Updated On 26 July 2003
Copyright (c) Simon E. Phipp 2011
Character Statistics for Soltak Stormspear
Soltak Stormspear is my favourite RQ PC. I played him in two campaigns,
one when I first started playing RQ and then when I joined a higher level
campaign. He is a favourite of mine for many reasons, he hates the world
and wants to kill everything he meets, he helps people but is completely
intolerant of chaos. As I dig out more and more of the documentation surrounding
him, I will update this page with other magic items, abilities and character
descriptions.
By the way, Soltak was one of the reasonably powerful PCs in our RQ2
campaign, but wouldn't have lasted 5 minutes in the RQ3 campaign at the
end. That gives you an idea of the level of that campaign.
The Hero Wars version is found here.
Soltak Stormspear
Cults: High Priest/Rune Lord of Orlanth Adventurous, Associate Priest
of Storm Bull, Hunter, Issaries, Argan Argar, Humakt, Initiate Sister Cat,
Illuminated
STR 16 CON 16 SIZ 16 INT 11 POW 14 DEX 22 CHA 21
RH Bastard Sword (1D10 + 2 + 1D4) SR 4 255%/40% (30)
LH Bastard Sword (1D10 + 1 + 1D4) SR 4 135%/45% (25)
RH Long Spear (1D8 + 1 + 1D4) SR 3 155%/80%
LH Dagger (1D4 + 2) SR 6 95%/115% (30)
RH Whip (1D4) SR 0 85%
Medium Shield (1D6 + 1D4) SR 5 40%/195%
Quarterstaff (1D8 + 1D4) SR 2 90%/95%
Self Bow (1D6 + 1) 135%
Thrown Rock (1D4) 100%
Wind Hammer (4D6) 110%
Skills: Defence 95%, Evaluate Treasure 100%, First Aid 75%, Treat
Disease 35%, Treat Poison 65%, Disguise 50%, Map Making 90%, Hide Item
90%, Pick Locks 105%, Set/Disarm Traps 100%, Climbing 110%(+20%), Jumping
115%, Riding 95% (+10%), Swimming 100% (+10%), Rowing 80%, Peaceful Cut
105%, Carting 55%, Listen 210%, Spot Hidden Items 135%, Spot Trap 110%,
Sense Chaos 110%, Improved Defence 105%, Improved Parry 30%, Hide in Cover
125%, Move Quietly 85%, Camouflage 60%, Oratory 70%, Bargaining 95%, Fly
35%
Languages (Speak/RW): Sartarite 105%/90%, Stormspeech 95%/90%,
Darktongue 90%/90%, Tradetalk 90%/90%, Beastspeech 80%, Lunar 45%, Kersen
15%, Feline Speech 10%
Alchemy Skills: (Gained on a HeroQuest to rescue a healer Heroine)
Healing Potion 20, POW Restoring Potion 15, Poison Gas Antidote 21, Scorpion
Venom Antidote 21, Spider Venom Antidote 21, Wyvern Venom Antidote 21,
Herbal Poison Antidote 21, Mineral Poison Antidote 21
Battle Magic: (Soltak) Countermagic 9, Demoralise, Disruption,
(Stormpuss) Dispel Magic 9, Healing 6, (Spirit 1) Befuddle, Multimissile
4, Detect Spirit, (Spirit 2) Strength, Mobility Fanaticism 3, Speedart,
Extinguish, Darkwall, (Spirit 4) Farsee, (Spirit 5) Detection Blank 9,
(Spirit 6) Detect Life, Glue 5, (Spirit 7) Detect Magic, Detect Enemies,
Firearrow, Vigour, Mindspeech, Xenohealing 3, (Not in Mind) Bladesharp
4, Repair, Coordination, Fireblade, Food Song, Ironhand 4, Lantern 2, Protection
4, Spirit Binding, Spirit Shield 4
Battle Magic Matrices: Shimmer 4, Befuddle, Protection 2, Detect
Traps, Jumping 4, Bladesharp 4, Detect Undead, Detect Spirit, Spirit Shield
4, Dispel Magic 2, Repair
Rune Magic: (Soltak) Shield 8, Spell Teaching, Multispell I,
Extension 1, Divination 5, Spirit Block 5, Mind Link, Summon Small Sylph,
Telekinesis 2, Teleport, Guided Teleport 2, Heal Constitution, Analyse
Magic, Lock, Create Market, Spell Trading, Berserker 2, Defend Against
Chaos 4, Face Chaos 2, Summon Small Tumbler, Truesword 3, Catseye (One
Use), (Stormpuss) Teleport, Telekinesis, Shield 2, (Traded Spells) Shield
8, Defend Against Chaos 2, Telekinesis
Rune Magic Matrices: Flawed Berserker, Truesword, Berserker,
Boots
Special Abilities:
Species Max: INT 20, POW 23, DEX 23
Immune to: Detect Gold, Detect Life, Reverse Chaos, Farsee,
Detect Detection
Immune to Chaos Features: Appears Extremely Dangerous, Absorbs
1 pt spells, Reflect up to 4 pt spells
Take half damage from Fire, Cold, Lightning
Move 9
Rage of the Bull (1/season, doubles STR and CON, lasts for 2D3
rounds)
Double Damage (1/day can specify that a weapon strike doubles
penetrating damage, can specify after damage has been rolled)
Heal Body (1/week can cast Heal Body on self)
Double Attack (1/day can double attack chance against broo,
lasts 15 minutes)
Double Attack (1/day can double attack chance against scorpion
men, lasts 15 minutes)
Double Damage (1/day can specify that a weapon strike doubles
penetrating damage, can specify after damage has been rolled, only works
against broos)
Double Damage (1/day can specify that a weapon strike doubles
penetrating damage, can specify after damage has been rolled, only works
against scorpionmen)
Fly (Costs 1 MP per point of SIZ per melee round, allows the
user to fly at Move 3 if he makes a Fly roll, user loses all hair, which
can never grow back, his skin becomes slick to the touch and glows faintly)
Gifts/Geases |
|
|
Deity |
Gift |
Geas |
Humakt |
+ 10% Spot Hidden |
Never eat from a dish |
Yelmalio (From HeroQuest) |
Protection (half damage) from fire |
Celibacy during Fire Season
Never eat meat on Fireday
Worship 1/season at a Yelmalio Temple
If any geases are failed, Monrogh attacks at POW 60 |
Yinkin (Was Sister Cat, gained on a HeroQuest) |
Flying Cat Spirit (Windfoot), returns after death, bound
into a familiar |
Never attack non-chaotic cats unless attacked first
Help any needy non-chaotic cat (food, healing etc.)
Always use Peaceful Cut when killing non-chaotic cats
Prevent non-chaotic cats from suffering needlessly |
Magic Items:
Crystals: POW Storage Crystals Total 357, POW Enhancing Crystal
9, POW Enhancing Crystal 4, Flawed Healing Focussing Crystal
6 (Adds 1D4 to Healing), Bladepower Crystal (Allows user to
exchange + 10% attack for + 1 damage and vice versa when casting Bladesharp,
so Bladesharp 4 can be + 0/+60%, +1/+50%, ..., +6/+0%)
Fireblade Box (Spirit casts Fireblade on a weapon touched to
the box, Spirit POW 14, 12 POW Storage)
Jewellery (Allows Soltak to interact with elemental creatures
without CHA loss) - Lead Earring (Darkness), Aluminium Sharktooth Necklace
(Water), Tin Nosering (Air/Storm)
Aluminium Torc (When put on and POW 12 overcome and 2 POW lost,
cannot be taken off, for 10 MPs allows the user to breathe water for 10
rounds)
Gold Wand with Crystal (On command, glows as daylight, radius
15m)
Spirit: (INT 6, POW 19) tied to Soltak, comes back even after
death, can cast its own spells, acts as an ally or magic spirit (Knows
Detect Spirit, Befuddle, Multimissile 4, spells cannot be changed) attuned
to POW Enhancing Crystal 4
Lightning Band (As Plunder, except does 3D6 Lightning damage
1/day, metal armour ineffective, no POW cost)
Hauberk (Unknown metal, 0 ENC, 8 AP, immune to acid, can be
worn while swimming at no penalty)
Bastard Sword (0 ENC, Iron, +10% Attack/Parry, + 2 Damage, +
3 AP, immune to acid)
Stormfist's Sword (Iron Bastard Sword, 1 ENC, cannot be damaged,
returns to owner's side at dawn each day)
Elasticated Ring (When put around a weapon, mends 10 AP/round,
incompatible with Repair)
Helmet Plume (4 MP / hour, plume acts as an umbrella)
Storm Bull's Ear (Base Listen 90%, + 15% Sense Chaos, + 1 CHA)
Storm Paul's Ear (+ 10% Listen. Sticks out and Looks Silly)
1 Pair of Slave Bracelets
Scabbard (For 1 MP, allows user to draw a bastard sword with
2 SR penalty not 5 SR)
Sword Pendant (Allows wearer to cast Truesword 1/day)
Quarterstaff (Permanent Crush 1/2 + 5 % Attack, + 1D2 damage)
Riddle Book (Stormspeech, gives + 5 false INT when asking/answering
riddles)
Small Bronze Horn (0 ENC, when played can be heard up to 25
miles away, at the same volume as nearby)
Lightning Gauntlet (LH Tin Gauntlet, cannot be removed, POW
10 to attune, user loses 2 POW when attuned, allows user to cast low-power
lightning bolts 2^N MPs do (N+1) D3 damage, so 1 MP does 1D3, 2 MP 2D3,
4 MP 3D3, 8 MP 4D3, 16 MP 5D3 and so on, 100% chance to hit, damage is
done to location hit unless target fails CONx5 in which case it affects
Total Hit Points. When lightning is cast, a loud thunderclap is heard.
Lightning will set fire to dry, inflammable materials. If a lightning bolt
or thunderbolt is cast at the wearer, he can catch the lightning bolt on
DEXx3% and throw it back at DEXx5%, this is a reflex action and does not
take an action. The gauntlet does not conduct electricity to the wearer)
Wind Cloak (Cloak, made from woven shadow cat fur, runes of
Storm, Mobility and Mastery on back, takes 1 POW loss to attune. Wearer
is immune to any winds, if desired. Cloak billows as if affected by wind,
but will not blow away. If the wearer is flying or on a sylph he can use
full Defence)
Storm Sword (Tin Bastard Sword, ENC 1, AP 25, matrix for Bladesharp
4, provides a Wind Blast 1/day STR 50 vs SIZ, success means target is knocked
back (50 - SIZ)/5 metres. Casts Dispel Magic 8 with POW 15 at any Protective
Chaos Magic it hits)
Wind Hammer (Iron Throwing Hammer, bursts into flame when thrown,
does 4D6 damage on normal hit, 4D6 + 1D8 + 2 on a crush (1/5 chance), 4D6
+ 10 on impale (1/10 chance) and 4D6 on critical. Rune Lords start at 90%
with Wind Hammer. If used by a Wind Lord, teleports back to hand on impact,
match damage vs SIZ for target to fall over, cannot be magically enhanced)
Gauntlet of Fearlessness (RH Gauntlet, made of unknown metal,
6 fingers on hand, long and curved fingernails, black, overcome 12 POW
to attune, lose 3 POW. Wearer defends with species max characteristic when
defending fear based spells or effects such as Demoralise, Fear, Fearshock,
Terror, Panic, Fear Spirits, Hideous Chaos Features. Wearer defends Rage
causing spells or effects at half chance, so Spells such as Fanaticism,
Berserker need to overcome 1/2 POW to work, coming out of Fanaticism needs
INTx2.5, coming out of Berserker needs INT /2%. Cannot be removed. If removed,
hand is permanently skeletal - STR 3 grip, -90% to RH skills, must be mended
with Repair not Heal)
Windfoot (Shadow Cat spirit, gained on a HeroQuest, always bound
to Soltak, returns after death and can be rebound into a familiar, returns
after Soltak has died. When bound into a Shadow Cat, grows wings that are
useable after 1 season, can fly, knows Bladesharp 4, Detect Enemies, Detect
Life, Detect Magic)
Notes:
Soltak was born as a woman, Sabrina Spearsister, but was changed physically
into a man on a HeroQuest. She asked Orlanth to change her back, but was
refused. After this, Soltak has had a hatred of his new body and has sought
to change it, so he has replaced his ears, eyes, penis (but that was cursed,
so he changed it back as he didn't want to rape women), lost all his hair,
gained a furry blue skin and casts no shadow. People think this is strange,
but he just shrugs. What he wants is to return to his original female form,
otherwise the body is as alien to him in a normal form as it is in its
present form.
Soltak became Illuminated on a HeroQuest, having answered no riddles,
and learned riddles on meeting Nysalor on the HeroPlane. He joined Humakt
because he wanted Humakt's Iron Will to counter the freedom gained through
Illumination. He joined Issaries because he gained a number of taverns
on a mission. He joined Storm Bull to better kill chaos. He joined Hunter
and Sister Cat (Yinkin) on HeroQuests. Among his many achievements, he
gained partial control of Duck Pond and created a temple based around the
Orlanth Hill there, he became a member of Stormfist's Honour Guard, Stormfist
being an Orlanthi Hero who lives within a Stormcloud, and left his
shadow behind when he gained one of Stormfist's Swords.
Soltak has an abiding hatred of anything chaotic and almost killed himself
when he became Illuminated, but decided that his honour was more powerful
than the chance of becoming chaotic. He owns a number of taverns, butcher's
shops, villas and farms, all gained on scenarios.
He is based in Duck Pond and has become the High Priest of a Temple
there, deep within the Upland marsh, which he uses to harry the Lunars
in Sartar.
Soltak has many other minor magic items and abilities that are to many
to mention.
[End]