Saemund Magnussun 
Jason "WilyQuixote" Roche 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
25 STR 10 20 25 14- HTH Damage 5d6 END [2]
11 DEX 10 3 11 11- OCV 4 DCV 4
20 CON 10 20 20/28 13- / 15-
15 BODY 10 10 15 12-
8 INT 10 -2 8 11- PER Roll 11-
11 EGO 10 2 11 11- ECV: 4
15 PRE 10 5 15/20 12- / 13- PRE Attack: 3d6 / 4d6
10 COM 10 0 10 11-
6 PD 5 1 6/15 6/15 PD (0/9 rPD)
4 ED 4 0 4/15 4/15 ED (0/9 rED)
3 SPD 2.1 9 3 Phases: 4, 8, 12
9 REC 9 0 9/11
40 END 40 0 40/56
38 STUN 38 0 38/42
7" Running 6 2 7"
0" Swimming 2 -2 0"
4"/2"" Leaping 5 -1 4" 67 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 0" [ NC]
H. Leap (5") 4"
V. Leap (3") 2"
Tunneling 0"/6" [0"/12" NC]
EXPERIENCE POINTS
Total earned: 52
Spent: 50
Unspent: 2
Base Points: 50
Disad Points: 110
Total Points: 210
APPEARANCE
Hair Color:  Blonde
Eye Color:  Blue
Height:  6' 10"
Weight:  300 lbs
Description:
Huge giant of a man with heavy layered muscles, arms the size of melons, fists the size of maces, and a broad brow set upon by thick eyebrows and many creases. Wears heavy armor at almost all times, with his spine forced erect and his head held high. Wears his tartan as a half mantle over his armor, and has a broad belt worked with runic engraving.

Saemund Magnussun 
Jason "WilyQuixote" Roche 
DEFENSES
Type Amount Notes
Physical Defense 6/15 Current BODY:
Res. Phys. Defense 0/9 (15)
Energy Defense 4/15 Current END:
Res. Energy Defense 0/9 (40/56)
Mental Defense 4 Current STUN:
Power Defense 0 (38/42)

FIGHTING SKILLS
Cost  Maneuver
Teachings of Farbjorn
5
1) Guarded Attack: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
Notes: (Defensive Strike)
4
2) Deflect and Ward : 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
Notes: (Martial Block)
4
3) Pushback : 1/2 Phase, +0 OCV, +0 DCV, 40 STR to Shove
Notes: (Shove)
5
4) Wrest : 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 35 STR to take weapon away
Notes: (Takeaway)
4
5) Weapon Element: Axes, Maces, Hammers, and Picks, Barehanded Element, Blades, Shield, War Chain
22 Total Martial Arts Cost

TACTICS
* Use best weapon vs armor of foes.
* Use extra STR to weild two-handed weapons one handed with a shield.
* Primarily use Defensive Strike & Shove
* Keep back to a wall or something solid
COMBAT INFORMATION
OCV: 4 DCV: 4
 Combat Skill Levels:
+3 Overall
+2 with HTH Combat
+5 with DCV (25 Active Points)
+12 with DCV (60 Active Points); Extra Time (Full Phase, -1/2), Only In Conjunction With A Block, Cannot Be Aborted To (-1/2)
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
Guarded Attack 1/2 +1 +3 Weapon Strike
Deflect and Ward 1/2 +2 +2 Block, Abort
Pushback 1/2 +0 +0 40 STR to Shove
Wrest 1/2 +0 +0 Grab Weapon, 35 STR to take weapon away
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Saemund Magnussun 
Jason "WilyQuixote" Roche 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
Heroic Knacks
2
1) Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-1), No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)
2
2
2) Active Sheild Defense: Armor (4 PD/0 ED) (6 Active Points); OAF (Shield; -1), Costs Endurance (-1/2), Only When Using Shield For DCV (-1/4)
1
2
3) Stubborn: Mental Defense (4 points total)
0
11 Druidic Gift of Mountain Winters: +8 CON (16 Active Points); Only When In Contact With The Ground (natural earth, stone, and soil only; -1/2)
17 Total Powers Cost
BELONGINGS
Equipment END
Spitze: Multipower, 82-point reserve, (82 Active Points); all slots Independent (-2), OIF (Great Pick; -1/2)
Notes: Magical Great Pick with 3000 year old history. Crafted by the Var of Vudorak, but lost with several other powerful runic items when that Varhold fell. CANNOT BE WEILDED ONE HANDED
1) Pick: HKA 2d6+1 (3d6 w/STR) (vs. PD), +1 Increased STUN Multiplier (+1/4), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (79 Active Points); Independent (-2), OIF Unbreakable (Axe; -1/2), Required Hands Two-Handed (-1/2)
Notes: The magic in this weapon allows it to make powerful strikes
0
2) Devastating Blow: HKA 3 1/2d6 (5d6+1 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2) (82 Active Points); Independent (-2), OIF Unbreakable (Axe; -1/2), Required Hands Two-Handed (-1/2)
Notes: The magic in this weapon allows it to make devastating attacks
0
3) Punishing Blow: HKA 3d6-1 (4d6 - 1 w/STR) (vs. PD), Reduced Endurance (0 END; +1/2), +2 Increased STUN Multiplier (+1/2) (80 Active Points); Independent (-2), OIF Unbreakable (Axe; -1/2), Required Hands Two-Handed (-1/2)
Notes: The magic in this weapon allows it to make punishing attacks
0
4) Stonecarver: Tunneling 6" through 14 DEF material, Reduced Endurance (0 END; +1/2) (81 Active Points); Independent (-2), OIF Unbreakable (-1/2), Extra Time (Full Phase, -1/2)
0
Vushte: Multipower, 85-point reserve, (85 Active Points); all slots Independent (-2), OIF (Sheild; -1/2)
Notes: Magical Sheild with 3000 year old history. Crafted by the Var of Vudorak, but lost with several other powerful runic items when that Varhold fell.
1) Deflection: Missile Deflection (Any Ranged Attack), Missile Reflection, Reflect At Any Target (50 Active Points)
Notes: This Sheild is able to reflect any ranged attack back at the attacker, or any other target.
0
2) Globe of Invulnerability: Force Wall (13 PD/13 ED; 1" long and 2" tall), Hardened (+1/4) (84 Active Points); No Range (-1/2), 6 Continuing Charges lasting 1 Extra Phase each (-1/2)
[6 cc]
3) Bolster: Absorption 10d6 (physical, STUN) (50 Active Points)
Notes: This Shield is able to absorb attacks and strengthen the weilder.
0
4) Ward: +5 with DCV (25 Active Points)
5) Shield Bash: Hand-To-Hand Attack +6d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); Hand-To-Hand Attack (-1/2)
0
6) Impenetrable Blocking: +12 with DCV (60 Active Points); Extra Time (Full Phase, -1/2), Only In Conjunction With A Block, Cannot Be Aborted To (-1/2)
Heavy Full Plate
1) Plate: Armor (9 PD/9 ED) (27 Active Points); OIF (-1/2)
Notes: Rigid
0
2) Impressive: +5 PRE (5 Active Points); OIF (-1/2)
Full Equipment List

Saemund Magnussun 
Jason "WilyQuixote" Roche 
TRADE LORE
Cost  Name
Human Package
30
1) +3 Overall
7
2) KS: Metallurgy (INT-based) 15-
3
3) PS: Blacksmith 12-
3
4) PS: Weaponsmith 12-
Heavy and Medium Foot Packages
10
1) +2 with HTH Combat
2
2) AF: Heavy Armor Proficiency
2
3) AF: Medium Armor Proficiency
1
4) AF: Shield Proficiency
6
5) Penalty Skill Levels: +2 vs. armor penalties to DEX and DCV with All Armors
3
6) WF: Common Melee Weapons, War Chain
2
7) WF: Common Missile Weapons
Teachings of Farbjorn
1
1) Varic Runes: Language (written only; literate) (2 Active Points)
3
2) Healing 11-
73 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
Heavy Foot
1
1) Status Perk: Thegn (Machtig)
1
2) Money: Well Off (3 Active Points); Only For Purposes Of Determining Starting Equipment (-2)
1 Status Perk: Waffschmied (Machtig Weaponsmith)
1 Legacy Child: Reputation: Grandson of Farbjorn (A medium-sized group) 11-, +1/+1d6
Notes: Family history is notable, particularly his legendary grandfather.
1 Mighty Thegn: Reputation: Huscarl Slayer (Pargori Clan (eventually the Vold as the tale spreads)) 14-, +1/+1d6
Notes: Impressively slew a member of the Pargori Huscarl (the Meres) and his son in challenges.
1 Mighty Thegn: Reputation: Cheif Slayer (Kor-Daen) 14-, +1/+1d6
Notes: Slew Chief Gragnek of the Kor-Daen tribe.
6 Total Perks Cost
FLAIR AND APTITUDE
Cost  Name
Human Package
3
1) Ambidexterity (-2 Off Hand penalty)
Teachings of Farbjorn
7
1) Finishing Blow: Deadly Blow: +1d6 (Any Weapon, When Opponent is at 5 BODY or less)
10
2) Deadly Blow: +1d6 (any circumstances, any HTH weapon)
5 Rapid Healing
25 Total Talents Cost
CHALLENGES
Cost  Disadvantage
10 DF: Druid-touched (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
5 DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
10 Enraged: If Quality Of Work Or Honor Questioned (Uncommon), go 8-, recover 11-
10 Hunted: Kor-Daen Tribe 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
0 Hunted: Pargori Huscarl 8- (Mo Pow, Limited Geographical Area, Watching)
20 Normal Characteristic Maxima
15 Psych. Lim.: Aggressive Combatant -- Takes on Toughest Possible Opponent In Battle (Common, Strong)
15 Psych. Lim.: Honest Quality Appraiser -- Announces Quality Of Weapons Fairly, For Better Or For Worse (Uncommon, Total)
20 Psych. Lim.: Honorable Craftsman (Common, Total)
Notes: Always fulfill contract to spirit and letter, keeps word, will not sell shoddy goods, guarantees work.
5 Reputation: Miser, 8- (Extreme; Known Only To A Small Group)
110 Total Disadvantages Cost

Saemund Magnussun 
Jason "WilyQuixote" Roche 
BEARING AND DEEDS
Height: 6' 10" Hair: Blonde
Weight: 300 lbs Eyes: Blue
Appearance: Huge giant of a man with heavy layered muscles, arms the size of melons, fists the size of maces, and a broad brow set upon by thick eyebrows and many creases. Wears heavy armor at almost all times, with his spine forced erect and his head held high. Wears his tartan as a half mantle over his armor, and has a broad belt worked with runic engraving.
Personality: Determined to achieve greatness.

Geas: Should lesser foe be chosen, doom should fall upon you
Quote:
"Iron Chain the link of the forge
Legacy child and master born
Ancestors feats know both song and dirge
His shieldmen cheer but foemen mourn
A friend in accord, an enemy scourge
Ally of Clan but bane of all foreign"
Background: Background

Saemund recently claimed two powerful Varic artifacts as spoils of battle with the Kor-Daen tribe's Cheif and entourage. Saemund slew both Chief Gragnek and one of his Champions in this process, earning the eternal emnity of the Kor-Daen tribe. That aside, the items are a mighty two-handed pick called Spitze that in addition to being a fell weapon can magically excavate stone and earth; and a beautifully detailed shield named Vushte that has a number of impressive and potent protective abilities. Unfortunately for Saemund they can't be used simultaneously due to the two-handed nature of the Pick. Thus far Saemund, in accordance with his fighting style, has preferred to use the Shield and keeps the Pick locked up using it for its excavation ability rather than as a weapon.
Campaign Use: Heavy Infantry / Armiger.

Rather than specializing with one weapon, Saemund is equally good with all standard weapons and the exotic war chain. An expert at the crafting of weapons and armor, he uses his knowledge of what weapons work best versus different armors to good effect and switches weapons when possible to give himself the best advantage. Using his Takeaway manuever, he is not above swiping a weapon off of someone else in battle either.

Saemund fights defensively at all times, keeping his balance and guard up. Saemund uses his great strength to weild many hand to hand weapons that normally take two hands with only one hand, weilding a sturdy shield in the other. He is also adept at using a shield as a weapon for devastating shield bashes and also as part of a Shove, hurling foes away from him when he is pressed and needs room to manuever.
Character created with Hero Designer (version 2006040710)