Doran Murfon 
NPC  
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
17 DEX 10 21 17 12- OCV 6 DCV 6
15 CON 10 10 15 12-
15 BODY 10 10 15 12-
15 INT 10 5 15 12- PER Roll 12-
13 EGO 10 6 13 12- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
8 COM 10 -1 8 11-
3 PD 3 0 3/18 3/18 PD (0/15 rPD)
3 ED 3 0 3/13 3/13 ED (0/10 rED)
3 SPD 2.7 3 3 Phases: 4, 8, 12
6 REC 6 0 6
20 END 30 -5 20
30 STUN 30 0 30
7" Running 6 2 7"
2" Swimming 2 0 2"
2 1/2"/1"" Leaping 3 0 2 1/2" 59 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
Flight 0"/15" [0"/30" NC]
Teleport 0"/30" [0"/60" NC]
EXPERIENCE POINTS
Total earned: 125
Spent: 125
Unspent: 0
Base Points: 50
Disad Points: 100
Total Points: 275
APPEARANCE
Hair Color:  Brown
Eye Color:  Brown
Height:  5' 6"
Weight:  170 lbs
Description:
Hunched over and spiteful looking, with spidery hands and a permanent sneer. Wears a light grey robe festoned with mystical doo-dads and carries a staff.

Doran Murfon 
NPC  
DEFENSES
Type Amount Notes
Physical Defense 3/18 Current BODY:
Res. Phys. Defense 0/15 (15)
Energy Defense 3/13 Current END:
Res. Energy Defense 0/10 (20)
Mental Defense 5 Current STUN:
Power Defense 5 (30)
TACTICS
* Spend END wisely
* Assign Overall Levels intelligently
* Go invisible & stay that way
* Use mobility to best effect to place AoE's
* Starts battles with Prepared Jolt on a trigger
* Keeps a Spell Turning on a Trigger at almost all times
COMBAT INFORMATION
OCV: 6 DCV: 6
Combat Skill Levels:
+3 Overall
+2 with Spells
+1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Doran Murfon 
NPC  
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
15 Mana Pool: Endurance Reserve (100 END, 5 REC) (15 Active Points)0
2 Mystic Mind: MD (5 points total)0
5 Mystic Resistance: Power Defense (5 points)0
-333 Mage Spells
31
1) Dimensional Transposition: Teleportation 30", No Relative Velocity (70 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), LOS Only (-1/2) (uses END Reserve)
7
20
2) Mystic Flight: Flight 15", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (60 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Costs AP/10 In END When Cast; -1/2), Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
0
25
3) Arcane Aegis: FF (15 PD/10 ED), Hardened (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible to Hearing, and Sight Groups (+3/4) (75 Active Points); Gestures (Requires both hands; -1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Costs AP/10 In END When Cast; -1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4)
0
19
4) Spell Turning: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; When An Offensive Ranged Spell Is Incoming; +1/4) (62 Active Points); Spells Only (-2), Costs END (Only Costs END to Activate; -1/4) (uses END Reserve)
6
51
5) Dispel Magic: Dispel Magic 20d6, Any Magic Power One At A Time (+1/2) (90 Active Points); Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Gestures (-1/4) (uses END Reserve)
9
33
6) Prepared Jolt: RKA 4d6 (vs. ED), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Command Word; +1/4) (75 Active Points); Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) (uses END Reserve)
7
40
7) Jolting Arc: RKA 3d6-1 (vs. ED), AOE (16" Any Area; +1 1/2) (100 Active Points); No Range (-1/2), Gestures (Requires both hands; -1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4) (uses END Reserve)
10
60
8) Mage Bolts: EB 12d6 (vs. ED), Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (Affects Desolid, No Range Modifier, Explosion, AoE 1 hex Accurate); +3/4) (120 Active Points); Extra Time (Delayed Phase, -1/4), Gestures (-1/4), Incantations (-1/4), No Knockback (-1/4) (uses END Reserve)
5
31
9) Fade From View: Invisibility to Sight, Smell/Taste, Hearing, Mental and Touch Groups and Spatial Awareness , No Fringe, Costs END Only To Activate (+1/4) (69 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4) (uses END Reserve)
5
23
10) Mages Eye: Clairsentience (Sight And Hearing Groups), Discriminatory, Increased Arc Of Perception (360 Degrees), Mobile Perception Point (can move up to 24" per Phase), Costs END Only To Activate (+1/4) (69 Active Points); Blackout (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration, throughout (1/2 DCV; -1/2), Gestures (-1/4), Incantations (-1/4) (uses END Reserve)
5
22 Total Powers Cost
BELONGINGS
Equipment END
Bedroll: Bedroll: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
Ink (1 ounce, in glass vial): Ink (1 ounce, in glass vial): for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
Quarterstaff: (Total: 35 Active Cost, 11 Real Cost) +1 with HTH Combat (5 Active Points); OAF (-1), Real Weapon (-1/4) (Real Cost: 2) plus HA +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) (Real Cost: 9)
Notes: Body 4_Def 3_Length M
0
Quill: Quill: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 0
0
Rations (1 weeks): Rations (1 weeks): for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 0
0
Sealing Wax: Sealing Wax: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
Spellbook,Small: : for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1
0
Tent, Canvas: Tent, Canvas: for up to 1 Active Points (0 Active Points)
Notes: Body 1_Def 1_ Holds 2
0

Doran Murfon 
NPC  
TRADE LORE
Cost  Name
Human
30
1) +3 Overall
5
2) CuK: Ieshali (INT-based) 14-
5
3) PS: Mage (INT-based) 14-
Mage Spells (Casting penalties factored in)
9
1) Dimensional Transposition 11-
5
2) Mystic Flight 11-
11
3) Arcane Aegis 13-
11
4) Spell Turning 13-
17
5) Dispel Magic 13-
11
6) Prepared Jolt 12-
21
7) Jolting Arc 16-
29
8) Mage Bolts 18-
9
9) Fade From View 11-
9
10) Mages Eye 12-
Mage
6
1) +2 with Spells
1
2) Language: Vorgaan (Ieshali dialect) (idiomatic; literate) (5 Active Points)
1
3) WF: Staffs
1 Conversation 8-
2 Language: Machtig (fluent conversation)
3 Riding 12-
186 Total Skills Cost
FLAIR AND APTITUDE
Cost  Name
Human
3
1) Lightning Reflexes: +2 DEX to act first with All Actions
5
2) Magesight
8 Total Talents Cost
CHALLENGES
Cost  Disadvantage
Foiled Again
10
1) Unluck: 2d6
10
2) Vulnerability: 2 x STUN Suprise Attacks (Uncommon)
Mage
5
1) DF: Mage (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
5
2) Rivalry: Professional (Other Spellcasters; Rival is More Powerful; Seek to Outdo; Rival Unaware of Rivalry)
5
3) Soc. Lim.: Considered a "Hedge Wizard" by Wizards (Occasionally, Major, Not Limiting In Some Cultures)
Real Nice Guy
15
1) Enraged: When Thwarted (Uncommon), go 11-, recover 11-
15
2) Psych. Lim.: Cruel (Common, Strong)
10
3) Psych. Lim.: Selfish & Self-Preservatory (Common, Moderate)
5 DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Normal Characteristic Maxima
100 Total Disadvantages Cost

Doran Murfon 
NPC  
BEARING AND DEEDS
Height: 5' 6" Hair: Brown
Weight: 170 lbs Eyes: Brown
Appearance: Hunched over and spiteful looking, with spidery hands and a permanent sneer. Wears a light grey robe festoned with mystical doo-dads and carries a staff.
Personality: Selfish, self-centered, and cruel. A petty man, with petty aspirations.
Quote:"You wont look so smug in a moment, when your face has been blasted away by my awesome magics!"
Background: Doran Murfon is a native of Ieshali in his early 30's. He comes from a long line of Mages and can trace his lineage back to the Witchlord Gorshan Murfon. He, like most of his anceastors, practices Magecraft and shows a reasonable talent for it, able to learn five spells before he was yet 18 and become a fully fledged Mage. Doran has since matured into a Master Magician and is particularly well known for the advanced levels he has acheived with his mastery of his Mystic Bolts spell. If only he had been born two centuries sooner, all would probably have been well for him.

However, as he was born and was learning his craft from his father, the newfangled study of Wizardry was sweeping the lands that were once Vorgaa. Wizards, with their disciplined approach and least-common-denominator classifictions of magic quickly supplanted the traditional practitioners of Magecraft. Instead of a life of scholastic pursuit spent mastering his skills and perhaps acheiving his dream of becoming a professor at a Arcanotorium, Doran instead found himself the butt of jokes and disparagement from upstart young Wizards.

Finally, after his father passed away, Doran just couldn't take it anymore and challenged a particularly insulting ass named Orfolt to a Mage's duel in the old style. The arrogant Journeyman Wizard accepted the duel and was promptly blasted into oblivion by Doran's Prepared Jolt followed quickly by a Mystic Bolt. Orfolt's smug classmates, anticipating an easy victory for their fellow Wizard, stood around with their mouth's agape staring at the badly burned corpse. Doran expected some praise or adulation for his obvious supremeacy, but as the weeks wore on all he got was shunned. Now instead of taunting him, the young Wizards just ignored and avoided him. Additionally the teachers at the Arcanotorium were not happy about the slaying of one of their best students and several made it plain that legal or no, should Doran decide to get into a duel with another student he might find himself facing one of their mentors instead in the duelling circle.

Doran realized he was never going to get anywhere in Ieshali, for the taint of Wizardry had spread from border to border in just a few short decades, and the old ways were no longer respected. His only hope for the power and adulation he deserved lay outside in the world beyond. If he traveled into lands untouched by Wizardry his Magecraft would allow him to reign. Better a big fish in a small pond....

And so he has set out, leaving all the nations that once were Vorgaa behind, and heading into the lands of the Kor-vashi and the Undari looking for a place to settledown and carve a fiefdom out for himself.
Campaign Use: An excellent small-time pain in the arse for players, a good reoccuring villain (with 2 escape clause spells to get away), a one off antagonist, or as a general template for mid-power Mages.

Doran has a decent complement of spells, several offensive, a couple of moment and a couple of defensive. Though he lacks the flexibility of a Wizard, he can use his spells as long as he has END to pay for them.
Character created with Hero Designer (version 2006091002)