Hathsenshef Kemadi 
 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
5 STR 10 -5 5 10- HTH Damage 1d6 END [1]
17 DEX 10 21 17 12- OCV 6 DCV 6
10 CON 10 0 10 11-
7 BODY 10 -6 7 10-
10 INT 10 0 10 11- PER Roll 13-
11 EGO 10 2 11 11- ECV: 4
8 PRE 10 -2 8/48 11- / 19- PRE Attack: 1 1/2d6 / 9 1/2d6
12 COM 10 1 12 11-
1 PD 1 0 1 1 PD (0 rPD)
2 ED 2 0 2 2 ED (0 rED)
3 SPD 2.7 3 3 Phases: 4, 8, 12
3 REC 3 0 3
20 END 20 0 20
15 STUN 15 0 15
5" Running 6 -2 5"
1" Swimming 2 -1 1"
1"/0 1/2" Leaping 1 0 1" 11 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 5" [10" NC]
Swim (2) 1" [2" NC]
H. Leap (1") 1"
V. Leap (1") 0 1/2"
EXPERIENCE POINTS
Total earned: 20
Spent: 20
Unspent: 0
Base Points: 50
Disad Points: 110
Total Points: 180
APPEARANCE
Hair Color:  Black
Eye Color:  Red
Height:  4' 9"
Weight:  100 lbs
Description:
Tall for his people at 4'9", Kemadi is also spindly and frail. He has the light yellowish skin tone common to the Ult-Undari (western Undari), black hair, and red eyes, which are not common for his people but not unheard of or considered particularly remarkable among them either. In his mid-20's, he usually wears scholarly robes more typical of adult Undari twice his age and affects a scholarly disposition though he is in fact largely uneducated. He does know quite a bit about his home city and has traveled to Kasaad a few times and once to Daelanthanor at his fathers behest.

If he were ever to get into a spot of trouble in his dreams of conquest, he'll don the Helm of Kemtentepah Merdikahmen, which is a fearsome but somewhat battered magical helm crafted from a demonic looking skull. Parts of the skull are missing, but its still makes for a suitably impressive visage.

Hathsenshef Kemadi 
 
DEFENSES
Type Amount Notes
Physical Defense 1 Current BODY:
Res. Phys. Defense 0 (7)
Energy Defense 2 Current END:
Res. Energy Defense 0 (20)
Mental Defense 0 Current STUN:
Power Defense 5 (15)
TACTICS
Thanomancer
COMBAT INFORMATION
OCV: 6 DCV: 6
Combat Skill Levels:
+1 with DCV
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

Hathsenshef Kemadi 
 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
Aranashi
6
1) Alert: +2 PER with all Sense Groups
0
5
2) Night Eyes: Nightvision
0
5
3) Resistance: PowD (5 points)
0
6 Thanomancy: Endurance Reserve (50 END, 1 REC) (6 Active Points)0
26 Drain Lifeforce: Transfer 2d6 (standard effect: 6 points) (BODY to Thanomancy END Reserve REC), Can Transfer Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Day; +1 1/2) (85 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Required Hands Two-Handed (-1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Must Make Contact With Bare Skin (-1/4) (uses Personal END)
Notes: Thanomancy, Evil
8
96 Thanomancy: Variable Power Pool (Magic Pool), 60 base + 36 control cost, Powers Can Be Changed As A Zero-Phase Action (+1), No Skill Roll Required (+1) (150 Active Points); Arcane Magic Only (-1/2), Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Incantation, Limited Range, Increased Endurance; -1/2); all slots Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)
Notes: Thanomancy has access to all non-Special Powers except EDM, FTL, Healing, and Summon, but all Spells built with Stop Sign Powers require GM permission. All Spells must Cost END, Must Take Concentration (-1/4) and Delayed Phase (-1/4), and must take -1 of Limitations from Extra Time, Gestures, Incantation, Limited Range, Increased Endurance in any combination at a MINIMUM, but may not have any other Limitations
144 Total Powers Cost
BELONGINGS
Equipment END
Helm of Kemtentepah Merdikahmen: Elemental Control, 40-point powers, (20 Active Points); all slots OIF Unbreakable (-1/2), Independent (Requires Gift of Thanomancy) (-1/4)
1) Fearsome Visage: +40 PRE (40 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) (uses END Reserve)
Notes: Thanomancy, Mind Affecting, Compulsion
4
2) Mindhunting: Mind Scan 6d6 (Human class of minds), +5 ECV (40 Active Points) (uses END Reserve)
Notes: Thanomancy, Mind Affecting
4
3) Mental Pressure: Ego Attack 4d6 (Human class of minds) (40 Active Points) (uses END Reserve)
Notes: Thanomancy, Mind Affecting
4
4) Drain Lifeforce: Transfer 2d6 (BODY to Thanomancy END Reserve REC), Can Transfer Maximum Of 20 Points, Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (42 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Gestures (-1/4), Incantations (-1/4) (uses END Reserve)
Notes: Thanomancy, Negative
4

Hathsenshef Kemadi 
 
TRADE LORE
Cost  Name
Aranashi
5
1) Small & Dodgy: +1 with DCV
5
2) Concealment 12-
1
3) CK: Zerlaaga (INT-based) 8-
2
4) PS: Thanomancer 11-
5
5) Stealth 13-
1 Language: Ult-Undari (idiomatic; literate) (5 Active Points)
19 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
4 Money: Well Off
4 Total Perks Cost
FLAIR AND APTITUDE
Cost  Name
2 Thanomancy: Magical Adept (Thanomancy)
Notes: This Talent, which may only be taken at Character Creation, allows the character to purchase and use an "Adept" Cosmic Power Magic Pool under the campaign guidelines provided for Thanomancy.
2 Total Talents Cost
CHALLENGES
Cost  Disadvantage
20
-1) Aranashi Characteristic Maxima No Age Restriction
Aranashi
5
1) DF: Aranashi Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5
2) Phys. Lim.: Light Sensitive (-1 to all rolls in Intense Light) (Infrequently, Slightly Impairing)
5
3) Phys. Lim.: Small (4 ft - 5 ft 4 inches; 100 to 165 lbs) (Infrequently, Slightly Impairing)
5 Distinctive Features: Thanomancer (Concealable with Magic; Extreme Reaction; Detectable Only By Unusual Senses (Detect Magic and equivalent); Not Distinctive In Some Cultures)
20 Psychological Limitation: Fascinated by Death (Casual Killer) (Very Common, Strong)
15 Psychological Limitation: Selfish and Self Serving (Very Common, Moderate)
10 Social Limitation: Thanomancer (Feared and Reviled, but also Respected) (Very Frequently, Minor, Not Limiting In Some Cultures)
5 Susceptibility: Positive Energy 1d6 damage Instant (Uncommon)
15 Unluck: 3d6
5 Vulnerability: 1 1/2 x STUN Positive Energy (Uncommon)
110 Total Disadvantages Cost

Hathsenshef Kemadi 
 
BEARING AND DEEDS
Height: 4' 9" Hair: Black
Weight: 100 lbs Eyes: Red
Appearance: Tall for his people at 4'9", Kemadi is also spindly and frail. He has the light yellowish skin tone common to the Ult-Undari (western Undari), black hair, and red eyes, which are not common for his people but not unheard of or considered particularly remarkable among them either. In his mid-20's, he usually wears scholarly robes more typical of adult Undari twice his age and affects a scholarly disposition though he is in fact largely uneducated. He does know quite a bit about his home city and has traveled to Kasaad a few times and once to Daelanthanor at his fathers behest.

If he were ever to get into a spot of trouble in his dreams of conquest, he'll don the Helm of Kemtentepah Merdikahmen, which is a fearsome but somewhat battered magical helm crafted from a demonic looking skull. Parts of the skull are missing, but its still makes for a suitably impressive visage.
Personality: Kemadi obsessively (but stealthily) plots the return of Undari rule by Thanomancers.
Quote:Ul unda gubhupki pani rabbu! (ool OON-da goob-HOOP-keh PAW-nay RAH-boo; roughly translated: "With suprising speed and force the Unda (Thanomancers) will be the properly respected and feared leaders of all that they see once again"; it should be noted that Undari is a compact agglutinated language, and the Ult-Undari dialect exaggerates this further. Many syllables have dozens of meanings, depending upon what other syllables they are joined with)
Background: Born and raised in Zerlaaga, the capital (and only notable city) of the Undari nation of Landroth, Kemadi (CHEM-ah-die) inherited the Gift for Thanomancy. Son of a wealthy merchant, Kemadi had a lonely life and was always a loner as a child. His father was gone on business trips often, leaving Kemadi in the charge of uncaring servants. He took to finding quiet places of his own and lurking in them.

He discovered his magic as a teenager by accidentally draining the life of an exotic house cat his father had gotten him on one of his journeys. After that he experimented with his odd power on other animals i secret and developed a fascination with death. He soon learned that he could do more than drain the life from living things, he could also use the energy thus gained to will things into being. Kemadi quickly figured out that he was an "evil thanomancer" like the ones in the old stories and rather took to the idea.

As he grew older and started working with his father as a merchant, Kemadi eventually killed his father in secret on a long road trip by draining his life force away and then using magic to stop his heart. Inheriting the family business, Kemadi hired several lesser merchants to do the leg work, sold off most of his fathers accumulated wealth and the fancy villa he grew up in to cut costs, and retired to a life of semi-scholarly pursuit. Kemadi covertly sougt out any mention of the Thanomancers of two millenia back and used his wealth to acquire rare tomes on the subject. He could never find any tome clearly describing or relating specific details of their Magic. Thus, while he did become more knowledgable on the subject, nothing helped him develop his own powers more than just practice. Eventually he realized that the reason why there were no specific instances of particular Spells given in the accounts he was able to gather is because almost anything is possible with his magic and "Spells" are but conveniences of the moment.

Eventually Kemadi was able to track down an artifact from the era of the Thanomancers that once ruled the Undari lands, the Helm of Kemtentepah Merdikahmen, made from the skull of some sort of demonic-looking creature and invested with great power by one of the most powerful Thanomancers of yore, but only usable by those with the gift of Thanomancy. Liquidating a modest chunk of his resources, Kemadi managed to acquire it. Now, with his confidence boosted by possession of the artifact he has begun quietly searching for other Thanomancers or those with the gift. In his mind he sees a future where a united organization of Thanomancers (lead by him of course) resurface and reclaim the vast Empire that was once theirs, with millions of Undari and non-Undari subjects alike to tap for life force, and total authoritarian power. When he rules the Undari he will make Zerlaaga the capital of course.

Sadly, Kemadi isn't particularly bright and has little grounding in reality and the way the world actually works, but he could be used by a more intelligent never'do'well and is definitely dangerous in controlled situations even by himself.
Campaign Use: Background villain, hidden threat, magic system comparison point.
Character created with Hero Designer (version 2006111006)