Saemund Magnussun 
Jason "WilyQuixote" Roche 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
30 STR 10 28 30 15- HTH Damage 6d6 END [3]
14 DEX 10 12 14 12- OCV 5 DCV 5
22 CON 10 26 22/30 13- / 15-
20 BODY 10 20 20 13-
8 INT 10 -2 8 11- PER Roll 11-
17 EGO 10 14 17 12- ECV: 6
20 PRE 10 10 20/25 13- / 14- PRE Attack: 4d6 / 5d6
12 COM 10 1 12 11-
12 PD 6 10 12/30 12/30 PD (5/23 rPD)
10 ED 4 8 10/30 10/30 ED (5/23 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
12 REC 10 8 12/14
45 END 44 1 45/61
60 STUN 46 24 60/64
7" Running 6 2 7"
0" Swimming 2 -2 0"
5"/2 1/2" Leaping 6 -1 5" 165 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 0" [ NC]
H. Leap (6") 5"
V. Leap (3") 2 1/2"
Tunneling 0"/6" [0"/12" NC]
EXPERIENCE POINTS
Total earned: 355
Spent: 351
Unspent: 4
Base Points: 50
Disad Points: 110
Total Points: 511
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 12/30 Current BODY:
Res. Phys. Defense 5/23 (20)
Energy Defense 10/30 Current END:
Res. Energy Defense 5/23 (45/61)
Mental Defense 5 Current STUN:
Power Defense 10 (60/64)

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, 45 STR to Shove
Notes: (Shove)
5
4) Wrest : 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 40 STR to take weapon away
Notes: (Takeaway)
4
5) Weapon Element: Axes, Maces, Hammers, and Picks, Barehanded Element, Blades, Shield, War Chain
4 Shrug Em Off: 1/2 Phase, +0 OCV, +0 DCV, 45 STR vs. Grabs
Notes: (Martial Escape)
4 I Will Not Be Moved: 1/2 Phase, +0 OCV, +0 DCV, 45 STR to resist Shove; Block, Abort
Notes: (Root)
30 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: 5 DCV: 5
Combat Skill Levels:
+4 Overall
+2 with HTH Combat
+2 with Martial Maneuvers
+3 with DCV [vs Target Falls]; Only vs. "Target Falls" Maneuvers (-1)
+8 with DCV [vs Sweep 1/2 DCV]; Only To Improve DCV Before 1/2 DCV Is Deteremined When Using Sweep (-1 1/2)
+5 with DCV [Magic Shield]; Independent (-2), OIF (Sheild; -1/2)
+12 with DCV [Magic Shield]; Independent (-2), Extra Time (Full Phase, -1/2), Only In Conjunction With A Block, Cannot Be Aborted To (-1/2), OIF (Sheild; -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 45 STR to Shove
Wrest 1/2 +0 +0 Grab Weapon, 40 STR to take weapon away
Shrug Em Off 1/2 +0 +0 45 STR vs. Grabs
I Will Not Be Moved 1/2 +0 +0 45 STR to resist Shove; Block, Abort
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
Areval's Rune Of Seeing, all slots 2 Continuing Charges lasting 1 Day each (+0), Difficult To Dispel (x2 Active Points; +1/4); all slots Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Physical Manifestation (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)
3
1) See That Which Is Far: +3 versus Range Modifier for Sight Group (6 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Physical Manifestation (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)
1
11
2) See That Which Is Hidden: Detect Invisible 14- (Sight Group), Discriminatory, Analyze (22 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Physical Manifestation (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)
2
3
3) See That Which Is In Darkness: Nightvision (6 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Physical Manifestation (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)
1
3
4) See That Which Is Warm: Infrared Perception (Sight Group) (6 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Physical Manifestation (-1/4), Costs Endurance (Only Costs END to Activate; -1/4)
1
Heroic Knacks
25
1) Legendary Armorer: Aid Armor 5d6, Delayed Return Rate (Fade 5 / Season; +2 1/4) (162 Active Points); Extra Time (6 Hours, Character May Take No Other Actions, -3 3/4), OIF (Armor of opportunity; -1/2), Only Up To Double The DEF Of The Armor Type (-1/2), Requires An Armorsmith Skill Roll ( (Must have appropriate Tools & Materials; -1/2), Concentration (1/2 DCV; -1/4)
Notes: Given enough time, tools, and some materials Saemund can reenforce any suit of armor to be twice as good as it normally is by adjusting harnesses and straps, reenforcing weak points, and adding some bits here and there. Eventually the benefits of this are lost without Saemund maintaining it.
0
20
2) Legendary Armorer: Find Weakness 13- with All Attacks (40 Active Points); Only vs DEF Gained From Suits Of Armor (-1)
0
2
3) Strength of Will: +5 STR (5 Active Points); Requires An EGO Roll (-3/4), No Figured Characteristics (-1/2), Increased Endurance Cost (x2 END; -1/2)
2
2
4) 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
7
5) Cannot Be Toppled: +3 with DCV [vs Target Falls]; Only vs. "Target Falls" Maneuvers (-1)
10
6) Flinty: Damage Resistance (5 PD/5 ED/5 Mental Def./5 Power Def.)
0
6
7) Great Fortitude: Power Defense (10 points) (10 Active Points); Requires A CON Roll (-3/4)
0
7
8) Stalwart: Knockback Resistance -5" (10 Active Points); Nonpersistent (-1/4), Requires A STR Roll (-1/4)
0
2
9) Stubborn: Mental Defense (5 points total)
0
16
10) Sweep Mastery: +8 with DCV [vs Sweep 1/2 DCV]; Only To Improve DCV Before 1/2 DCV Is Deteremined When Using Sweep (-1 1/2)
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)
128 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+1 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 (5 1/2d6 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 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); Independent (-2), OIF (Sheild; -1/2)
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); Independent (-2), No Range (-1/2), 6 Continuing Charges lasting 1 Extra Phase each (-1/2), OIF (Sheild; -1/2)
[6 cc]
3) Bolster: Absorption 10d6 (physical, STUN) (50 Active Points); Independent (-2), OIF (Sheild; -1/2)
Notes: This Shield is able to absorb attacks and strengthen the weilder.
0
4) Ward: +5 with DCV [Magic Shield]; Independent (-2), OIF (Sheild; -1/2)
5) Shield Bash: Hand-To-Hand Attack +6d6, Penetrating (+1/2), Reduced Endurance (0 END; +1/2) (60 Active Points); Independent (-2), Hand-To-Hand Attack (-1/2), OIF (Sheild; -1/2)
0
6) Impenetrable Blocking: +12 with DCV [Magic Shield]; Independent (-2), Extra Time (Full Phase, -1/2), Only In Conjunction With A Block, Cannot Be Aborted To (-1/2), OIF (Sheild; -1/2)
Amulet Of The Zephyr*: Multipower, 15-point reserve, (15 Active Points); all slots Independent (-2), IIF (Amulet (Saemund wears it as a belt buckle); -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4)
Notes: *Abilities Not Factored In To Totals
1) Windriding: Flight 5", x4 Noncombat (15 Active Points); Independent (-2), IIF (Amulet (Saemund wears it as a belt buckle); -1/4)
0
2) One With The Wind: Flight 5", MegaScale (1" = 10 km; +1/2) (15 Active Points); Independent (-2), IIF (Amulet (Saemund wears it as a belt buckle); -1/4)
0
3) Windcloak: Force Field (3 PD/3 ED/3 Flash Defense: Hearing Group/3 Flash Defense: Sight Group), Hardened (+1/4) (15 Active Points); Independent (-2), IIF (Amulet (Saemund wears it as a belt buckle); -1/4)
0
4) Windswift: Running 5", x4 Noncombat (15 Active Points); Independent (-2), IIF (Amulet (Saemund wears it as a belt buckle); -1/4)
Heavy Full Plate
1) Heavy Full Plate Armor (9/9 Base, plus Legendary Armorer AID): Armor (18 PD/18 ED) (54 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
40
1) +4 Overall
7
2) Armorsmith 14-
7
3) KS: Metallurgy (INT-based) 15-
3
4) PS: Blacksmith 12-
4
5) PS: Weaponsmith 13-
Heavy and Medium Foot Packages
10
1) +2 with HTH Combat
6
2) +2 with Martial Maneuvers
2
3) AF: Heavy Armor Proficiency
2
4) AF: Medium Armor Proficiency
1
5) AF: Shield Proficiency
6
6) Penalty Skill Levels: +2 vs. armor penalties to DEX and DCV with All Armors
3
7) WF: Common Melee Weapons, War Chain
2
8) WF: Common Missile Weapons
Teachings of Farbjorn
3
1) Healing 11-
3 Linguist
0
1) Language: MACHTIG (idiomatic) (4 Active Points)
1
2) Language: NORDSPRECH (fluent conversation) (2 Active Points)
1
3) Language: TRAVENSPENOVA (fluent conversation) (2 Active Points)
1
4) Language: VARIC (basic conversation; literate) (2 Active Points)
102 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
Exceptional Horse And Wagon
20
1) Bjollok: Heavy Draft Horse
Notes: Saemund's trusty heavy draft horse has pulled Saemund's wagon halfway across the world and back. An unsually strong and hardy specimen, Bjollok is also uncommonly calm and never panics even in the middle of a pitched battle.
10
2) Merchant wagon o' weapons: Vehicles & Bases
Notes: Saemund's reenforced large heavy wagon is like a home away from home, complete with a travelling forge and a veritable arsenal of weaponry. Saemund frequently used the contents of his wagon to set up shop as a blacksmith temporarily on his journeys, not to mention making field repairs as needed.
Travel To Interesting Places, Meet New People, Kill A Lot Of Them
0
1) Rule of Triumph: Saemund fended off a Hamsah (five man kill squad of the Simuto Daku Assassins Guild) singlehandedly killing 4 of the 5, and thus the Simuto Daku will never accept a contract on his life again in accordance with their traditions
2
2) Landrothi Slayer: Reputation: Killer Of Dozens Of Landrothi (Landroth, Landrothi) 11-, +1/+1d6
Notes: Saemund has killed Landrothi soldiers in batches of ten and more. The Landrothi people that know of his reputation are terrified of him.
1
3) Legacy Child: Reputation: Grandson of Farbjorn (A medium-sized group) 11-, +1/+1d6
Notes: Family history is notable, particularly his legendary grandfather.
3
4) Legendary Warrior: Reputation: Unstoppable Warrior Of Reknown (Many Areas Of The World) 8-, +3/+3d6
Notes: Toppled part of the Zerlaaga government, slew all that stood in his way; Rampaged across the northern Nordmanner lands crushing cults; Fought Kor while absurdly outnumbered many times; Fought like a lion along the Jarval-Beah front; Defeated the fearsome Warlord Gardek in one on one combat; Has never been defeated.
1
5) Kor Slayer: Reputation: Killer of Many Kor (Kor) 14-, +1/+1d6
Notes: Has killed many Kor warriors and champions, and slew both Chief Gragnek of the Kor-Daen tribe and the Warlord Gardek.
2
6) Mighty Thegn: Reputation: One Of The Greatest Heroes Of His Generation (The Machtig) 14-, +1/+1d6
Notes: After his many adventures Saemund is widely regarded among the Machtig as a legendary hero, whose name will be remembered in the sagas for many centuries to come.
1 Status Perk: Thegn (Machtig)
1 Status Perk: Waffschmied (Machtig Weaponsmith)
3 Money: Well Off
44 Total Perks Cost
FLAIR AND APTITUDE
Cost  Name
Human Package
3
1) Ambidexterity (-2 Off Hand penalty)
Teachings of Farbjorn
14
1) Finishing Blow: Deadly Blow: +2d6 (Any Weapon, When Opponent is at 5 BODY or less)
20
2) Deadly Blow: +2d6 (any circumstances, any HTH weapon)
5 Rapid Healing
42 Total Talents Cost
CHALLENGES
Cost  Disadvantage
20 Normal Characteristic Maxima No Age Restriction
Not Well Liked In Some Parts Of The World
10
1) Hunted: Kor-Daen Tribe 8- (Mo Pow, Limited Geographical Area, Harshly Punish)
0
2) Hunted: Landrothi Government 8- (Mo Pow, Limited Geographical Area, Watching)
0
3) Hunted: Pargori Huscarl 8- (Mo Pow, Limited Geographical Area, Watching)
Obssessive Craftsman
10
1) Enraged: If Quality Of Work Or Honor Questioned (Uncommon), go 8-, recover 11-
15
2) Psych. Lim.: Honest Quality Appraiser -- Announces Quality Of Weapons Fairly, For Better Or For Worse (Uncommon, Total)
20
3) Psych. Lim.: Honorable Craftsman (Common, Total)
Notes: Always fulfill contract to spirit and letter, keeps word, will not sell shoddy goods, guarantees work.
5
4) Reputation: Miser, 8- (Extreme; Known Only To A Small Group)
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)
15 Psych. Lim.: Aggressive Combatant -- Takes on Toughest Possible Opponent In Battle (Common, Strong)
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 2006111006)