Réanth Veralta 
 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
10 STR 10 0 10/30 11- / 15- HTH Damage 2d6/6d6 END [1/3]
14 DEX 10 12 14 12- OCV 5 DCV 5
13 CON 10 6 13 12-
13 BODY 10 6 13/17 12-
15 INT 10 5 15 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15 12- PRE Attack: 3d6
12 COM 10 1 12 11-
2 PD 2 0 2/10 2/10 PD (0/8 rPD)
3 ED 3 0 3/11 3/11 ED (0/8 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
5 REC 5 0 5
26 END 26 0 26
25 STUN 25 0 25/29
7" Running 6 2 7"
2" Swimming 2 0 2"
2"/1" Leaping 2 0 2"/6" 45 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"/6"
V. Leap (1") 1"/3"
Gliding 15" [60" NC]
EXPERIENCE POINTS
Total earned: 35
Spent: 35
Unspent: 0
Base Points: 50
Disad Points: 100
Total Points: 185
APPEARANCE
Hair Color:  Greying Brown
Eye Color:  Brown
Height:  5' 11"
Weight:  180 lbs
Description:
Early 30's but prematurely greying hair (all that paranoid stress no doubt). Affects a somewhat "mysterious and powerful" demeanor. Rarely smiles, ponders before speaking, and looks serious and grim at all times. Usually wears a beard, to hide a slightly weak chin.

Réanth Veralta 
 
DEFENSES
Type Amount Notes
Physical Defense 2/10 Current BODY:
Res. Phys. Defense 0/8 (13/17)
Energy Defense 3/11 Current END:
Res. Energy Defense 0/8 (26)
Mental Defense 0 Current STUN:
Power Defense 0 (25/29)
TACTICS
Reanth has a flexible and diverse selection of Matrixes to choose from, with several attacks, a decent defense, some countermagic, and some buff abilities, although he is stingy in granting effects to others. Reanth is essentially cautious in nature and thus he will ensure his own safety first before venturing into the aggressive.
COMBAT INFORMATION
OCV: 5 DCV: 5
Combat Skill Levels:
+2 with Grendemere MPP
+1 Overall
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

Réanth Veralta 
 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
16 Flow Reserve: Endurance Reserve (80 END, 8 REC) (16 Active Points)0
35 Grendémere: Multipower, 45-point reserve, all slots Difficult To Dispel (x8 Active Points; +3/4) (79 Active Points); all slots Requires A Grendemere Skill Roll (-1/2), Increased Endurance Cost (x2 END; -1/2), Extra Time (Full Phase, Only to Activate, -1/4)
2u
1) Air Riding: Gliding 15", x4 Noncombat, Uncontrolled (+1/2), Usable Simultaneously (up to 4 people at once; +3/4) (45 Active Points); Costs END (Only Costs END to Activate; -1/4) (uses END Reserve)
8
2u
2) Burning Punch: Killing Attack - Hand-To-Hand 3d6 (3d6+1 / 4d6 w/STR) (vs. ED) (45 Active Points); Fire Damage (Applied Seperately from STR Based Physical Damage, similar to Reduced Penetration; -1/4) (uses END Reserve)
8
2u
3) Counterward: Dispel 7d6, any Magic power one at a time (+1/4), Trigger, Self Resetting (Incoming Hostile Spell; +3/4) (42 Active Points) (uses END Reserve)
8
2u
4) Enlargement: Growth (+20 STR, +4 BODY, +4 STUN, -4" KB, 1,306 kg, -2 DCV, +2 PER Rolls to perceive character, 4.5 m tall, 2.3 m wide), Usable By Other (+1/4), Uncontrolled (+1/2), Ranged (+1/2) (45 Active Points) (uses END Reserve)
8
2u
5) Mind Thrust: Ego Attack 3 1/2d6 (Human and Animal Class of Minds classes of minds) (45 Active Points) (uses END Reserve)
8
2u
6) Mystic Blast: Energy Blast 9d6 (vs. ED) (45 Active Points) (uses END Reserve)
8
2u
7) Mystic Bolts: Energy Blast 5d6 (vs. ED), Variable Advantage (+1/2 Advantages; Limited Group of Advantages (AP, Explosion, No Range Penalty, Autofire); +3/4) (44 Active Points) (uses END Reserve)
8
2u
8) Mystic Cloud: Change Environment 8" radius, -1 to Sight Group PER Rolls, -1 OCV, -1 Temperature Level Adjustment, Multiple Combat Effects, Varying Combat Effects (43 Active Points) (uses END Reserve)
8
2u
9) Mystic Hands Dexter: Telekinesis (16 STR), Affects Porous, Fine Manipulation (44 Active Points) (uses END Reserve)
8
2u
10) Mystic Hands Sinister: Telekinesis (20 STR), Affects Desolidified Any form of Desolidification (+1/2) (45 Active Points) (uses END Reserve)
8
2u
11) Mystic Healing: Healing (Simplified Option) 4d6, Can Heal Limbs (45 Active Points) (uses END Reserve)
8
2u
12) Mystic Murk: Darkness to Sight and Hearing Groups 3" radius, Personal Immunity (+1/4) (44 Active Points) (uses END Reserve)
8
2u
13) Mystic Trap: Entangle 4d6, 5 DEF (45 Active Points) (uses END Reserve)
8
2u
14) Snapburst: Sight and Hearing Groups Flash 4d6, Area Of Effect Nonselective (3" Any Area; +3/4) (44 Active Points) (uses END Reserve)
8
2u
15) Unweave: Dispel 6d6, any Magic power one at a time (+1/4), Cumulative (288 points; +1 1/4) (45 Active Points) (uses END Reserve)
8
2u
16) Wardshield: Force Field (8 PD/8 ED) (Protect Carried Items), Hardened (+1/4), Uncontrolled (+1/2) (45 Active Points) (uses END Reserve)
8
83 Total Powers Cost

Réanth Veralta 
 
TRADE LORE
Cost  Name
6 +2 with Grendemere MPP
13 Grendémere: Power (INT-based) 17-
Human
10
1) +1 Overall
5
2) PS: Mercenary (INT-based) 14-
3 Linguist
0
1) Native Language: Language: SODURSPRECH (idiomatic; literate) (5 Active Points)
1
2) Language: ORTUL-UNDARI (basic conversation; literate) (2 Active Points)
2
3) Language: USVERANATHOVA (fluent conversation; literate) (3 Active Points)
3 Traveler
2
1) AK: Daelanthanor Region (INT-based) (3 Active Points) 12-
2
2) AK: Nordmanner Lands (INT-based) (3 Active Points) 12-
4
3) AK: Trade Routes To And From Daelanthanor (INT-based) (5 Active Points) 14-
1 WF: Staffs
52 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
1 Savings: Money: Well Off
1 Well Known: Reputation: Reliable Mercenary Magic User (A small to medium sized group) 14-, +1/+1d6
2 Total Perks Cost
FLAIR AND APTITUDE
Cost  Name
3 Human Talent: Magesight (5 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2)
3 Total Talents Cost
CHALLENGES
Cost  Disadvantage
20 Normal Characteristic Maxima No Age Restriction
5 Distinctive Features: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Paniced: When Magic Skill Roll Failed (Uncommon), go 11-, recover 8-
Notes: Opposite of Enraged. While Paniced, will take only Defensive Actions and will attempt to withdraw from conflict until Panic breaks.
10 Psychological Limitation: Mercenary Mentality (Uncommon, Strong)
10 Psychological Limitation: Slightly Paranoid (Common, Moderate)
5 Reputation: Ruthless, 11- (Known Only To A Small Group (Local Area)
15 Rivalry: Professional (Order of Esowyc; Rival is More Powerful; Rival is an Organization; Seek to Outdo Rival; Rival Aware of Rivalry)
15 Unluck: 3d6
100 Total Disadvantages Cost

Réanth Veralta 
 
BEARING AND DEEDS
Height: 5' 11" Hair: Greying Brown
Weight: 180 lbs Eyes: Brown
Appearance: Early 30's but prematurely greying hair (all that paranoid stress no doubt). Affects a somewhat "mysterious and powerful" demeanor. Rarely smiles, ponders before speaking, and looks serious and grim at all times. Usually wears a beard, to hide a slightly weak chin.
Personality: Look out for number one, and keep a close eye on everyone else. Reanth is unlucky, but rather than acknowledging that bad things just seem to happen to him he instead believes that everyone else is out to screw him over, either by action or inaction. If he trips, it was because someone put something where it could be tripped over, or else didnt warn him that it was there. If his finances take a turn for the worse it's due to someone else snaking a contract from him, or a creditor gaffing him off, or a employer shortshifting him. This has made him slightly paranoid over the years.

Also, since he believes that everyone else is either out to get him or can't be depended on, he tends to get a little panicky if his Magic starts acting up, and sometimes will compulsively withdraw to safety in a conflict even if an "ally" could have assissted him if he stayed put.

Because of his paranoid, look out for number one attitude Reanth is very mercenary in his outlook. If it's not in his contract it's going to cost extra, and he doesnt do things out of altruism or common courtesy. However, on the other hand he observes his end of the deal; he will fulfill any contract he agrees to to the letter and expects the same from others.
Quote:"I've got my own back covered, thanks all the same."
Background: Réanth Veralta was born and raised in Daelanthanor, greatest city of the Nordlands and gateway to the south. Almost all tradegoods and travelers seeking to journey into the southlands pass thru the city, and vice versa from the south making it a bustling, ever interesting place to be. A center for the arts, for cross-cultural polination, and with several colleges and universities.

All of this is lost on Reanth, who is not artistically, socially, or culturally inclined. The primary advantage to living in Daelanthanor for him is that due to its trade center status at a sort of hub between the lands of the Nordmanner, the Kor-vashi, the Undari, and somewhat circuitously the Vorgaanese Basin, there is never a lack of trade caravans in need of long-term protection. Reanth has made a very comfortable living from providing his services to such caravans.

Reanth learned his magic from the Hochschule Supérieur Von Metier Magie, the famous university of Metier founded, according to local records, over 9000 years ago by a group of Magicers fleeing the Vorgaanese Basin after the Age of Power. Daelanthanor, once called Sicurezza (sih-CORE-EH-zah), was a modest settlement founded by these people that eventually grew to a small city and after a long history of surviving independently was subsequently absorbed by the Nordmanner around 4000 years ago relatively bloodlessly. Sicurezza, with it's 5000 odd years of growth and establishment became the first of the Nordmanner City States under the control or the Warlord Daelan, and the city was renamed in his honor in the old style -- Daelan's Thanor, or seat of power essentially. Over time this morphed into Daelanthanor (dale-ANTH-than-or)

The local tradition of Magic, called Metier, was well established by that time. Metier was adopted by the Nordmanner, and soon came to compete mostly non-violently with the Nordmanner tradition of Spellweaving, particularly the Venerable Order of Esow, one of the largest and certainly the most influential group of Spellweavers. During the long war with the Witchlords of Vorgaa the Esowyc were unquestionably the most influential of the Nordmanner Magic Users, and the Metierans were always eager to supplant them. The various Styles of Metier are many, but almost all establishments that teach it in the Nordmanner lands hand out a healthy dose of Spellweaver-bashing with their curriculum do to several thousand years of coming out the worse in many clashes with the Esowyc.

Reanth, being born to a moderately wealthy merchant family in a suburb of Daelanthanor, was enrolled in the Hochschule Supérieur Von Metier Magie at the age of 7 and proved to be a capable student, though not a luminary of his class to be sure. He received good marks in all categories and eventually graduated a respectable 12th in his class of 239 graduates (from 350 enrollees), and the Séguna Grendémerean for his class (second highest placed in his Style of Grendémere in that graduating class) at age 19.

Reanth went to work for his father, but the family business had suffered some setbacks during his years at college, and finally folded when Reanth was 23. Bankrupt and with mounting debts, Reanth hired out as a mercenary, where Magic Users are always in demand and someone of his skills could make some serious money. After 15 years of long journeys Reanth managed to pay off all of the families creditors and become solvent again, but lacking capital he has continued to work his ersatz trade for another three years earning some startup money. Or so he tells himself. The reality is he doesnt know much about being a merchant, but he's actually really good at being a mercenary. He's well known and has a reputation for ruthlessness that ensures him some measure of respect in the trade. In reality he's perfectly content to continue working the mercenary angle until it stops paying off.
Campaign Use: Magic System comparison, NPC
Character created with Hero Designer (version 2006111006)