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TRADE LORE | |||
Cost | Name | ||
Surprisingly Talented | |||
10 | 1) Willful: +2 with EGO Skills | ||
9 | 2) Cool Under Pressure: Penalty Skill Levels: +3 vs. Combat Casting Penalties for Stahryc Spell Skills with All Spells | ||
20 | 3) Human Adaptability: +2 Overall | ||
5 | 4) Human Work Ethic: PS: Stahryc (INT-based) 15- | ||
6 | 5) Strong Willed: +2 with Ego Blasts | ||
3 | 6) Scribe Codex 13- | ||
The Dodgy Path | |||
3 | 1) Breakfall 12- | ||
3 | 2) Bribery 12- | ||
3 | 3) Climbing 12- | ||
3 | 4) Concealment 13- | ||
3 | 5) Conversation 12- | ||
3 | 6) Deduction 13- | ||
4 | 7) Gambling (Card Games, Dice Games) 13- | ||
3 | 8) High Society 12- | ||
3 | 9) Interrogation 12- | ||
3 | 10) Lipreading 13- | ||
3 | 11) Lockpicking 12- | ||
3 | 12) Persuasion 12- | ||
3 | 13) Riding 12- | ||
3 | 14) Security Systems 13- | ||
3 | 15) Shadowing 13- | ||
3 | 16) Sleight Of Hand 12- | ||
3 | 17) Stealth 12- | ||
3 | 18) Streetwise 12- | ||
6 | 19) Survival (Temperate/Subtropical, Mountain, Urban) 13- | ||
5 | 20) TF: Carts & Carriages, Equines, Rafts, Skiing (snow), Sleds, Small Rowed Boats | ||
3 | 21) Trading 12- | ||
3 | Linguist | ||
0 | 1) Language: HAELERSPRECH (fluent conversation) (2 Active Points) | ||
0 | 2) Language: NORDSPRECH (fluent conversation) (2 Active Points) | ||
0 | 3) Language: SODURSPRECH (idiomatic; literate) (5 Active Points) | ||
2 | 4) Language: TRAVENSPENOVA (fluent conversation; literate) (3 Active Points) | ||
3 | Scholar | ||
4 | 1) Human Diversity: KS: Scribe Codex (INT-based) (5 Active Points) 15- | ||
2 | 2) KS: Arcane Lore (INT-based) (3 Active Points) 13- | ||
2 | 3) KS: Legends and Lore (INT-based) (3 Active Points) 13- | ||
2 | 4) KS: Nordmanner History (INT-based) (3 Active Points) 13- | ||
Stahryc Spell Skills Notes: Available Limitations:
* Incantations * Gestures * Concentration * Increased END * Exhausting: SE (Always Occurs): AP/10 in LTE (-1/2) or AP/5 in LTE (-1) | |||
3 | 1) Spell: Aid (PRE-based) 12- | ||
3 | 2) Spell: Change Environment (EGO-based) 14- | ||
3 | 3) Spell: Clairsentience (INT-based) 13- | ||
3 | 4) Spell: Darkness (COM-based) 12- | ||
3 | 5) Spell: Desolidification (CON-based) 13- | ||
3 | 6) Spell: Dispel (EGO-based) 14- | ||
7 | 7) Spell: EGO Attack (EGO-based) 16- | ||
3 | 8) Spell: Entangle (EGO-based) 14- | ||
7 | 9) Spell: Force Field (CON-based) 15- | ||
3 | 10) Spell: Mental Illusions (EGO-based) 14- | ||
3 | 11) Spell: Mind Control (EGO-based) 14- | ||
3 | 12) Spell: Mindlink (INT-based) 13- | ||
3 | 13) Spell: Telekinesis (EGO-based) 14- | ||
3 | 14) Spell: Telepathy (EGO-based) 14- | ||
3 | 15) Spell: Teleport 11- | ||
3 | Traveler | ||
3 | 1) CK: Capital Cities of the Nordlands (INT-based) (4 Active Points) 14- | ||
2 | 2) CK: Daelanthanor (INT-based) (3 Active Points) 13- | ||
2 | 3) CK: Kark (INT-based) (3 Active Points) 13- | ||
3 | 4) CK: Nordmanner Lands (INT-based) (4 Active Points) 14- | ||
206 | Total Skills Cost | ||
INFLUENCE AND CLOUT | |||
Cost | Name | ||
18 | Contact: Brotherhood of Stahryc (Contact has useful Skills or resources, Very Good relationship with Contact), Organization Contact (x3) (18 Active Points) 12- | ||
9 | Contact: Smugglers And Petty Criminals (Contact has useful Skills or resources, Good relationship with Contact), Group Contact (x3) (9 Active Points) 8- | ||
2 | Reputation: Very Competent, Well Traveled, And Successful Master (The Brotherhood) 14-, +2/+2d6 | ||
3 | Stahryc Master | ||
32 | Total Perks Cost | ||
FLAIR AND APTITUDE | |||
Cost | Name | ||
3 | Human Talent: Tightlipped (3 points) | ||
12 | Magesight, Discriminatory, Sense | ||
15 | Total Talents Cost | ||
CHALLENGES | |||
Cost | Disadvantage | ||
20 | Normal Characteristic Maxima No Age Restriction | ||
5 | DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) | ||
5 | Distinctive Features: DF: Stahryc Spellweaver (Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses) | ||
15 | Hunted: Has Made Many Enemies 8- (As Pow, NCI, Limited Geographical Area, Group, Harshly Punish) | ||
15 | Psych. Lim.: Wanderlust and Adventure-seeker (Common, Strong) | ||
10 | Psychological Limitation: Shifty (Uncommon, Strong) | ||
5 | Reputation: Agent, 8- | ||
10 | Reputation: Shifty, 11- | ||
5 | Reputation: Smuggler, 8- | ||
10 | Social Limitation: Guild Duties (Occasionally, Major) | ||
100 | Total Disadvantages Cost |
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BEARING AND DEEDS | |||
Height: 5' 11" | Hair: Black | ||
Weight: 180 lbs | Eyes: Blue | ||
Appearance: Vadim is a respectably attractive middle aged man who typically dresses in the grim grays and blues of his home country. He often wears an ornamental helm which among other things hides the fact that his hair is thinning in the back. He has black hair and piercing blue eyes, and pale but weathered skin. | |||
Personality: Vadim is a quirky, sly, and mischievous fellow. He adventures for the fun of it all, and enjoys the thrill of being in dangerous situations. However his cutting wit and his tendency to keep secrets, prevaricate, and play his cards close to his chest tend to make others perceive him as being shifty. Which he is, though not in a malign fashion. | |||
Quote:"Indeed, I should think you were very nearly correct, if only I did not in fact know, due to information to which you are not privy, that you are entirely mistaken." | |||
Background: Born to a comfortably well off bourgeois family in Prevag, the capital of far off Aretulund on the eastern edge of the continent, a cold and grim place most of the year. His father was a mason, and influential in the local Mason's Guild, so the families prospects were better than most. Vadim could have had a rather mundane but safe and secure existence by following in his father's footsteps, but such a life was not for him, for he was always a mischievous lad with an eye for adventure. One of his uncle's was a member of the Brotherhood of Stahryc, an organization of Spellweavers that effectively functions like a Guild, with a minor presense in many Nordmanner cities, particularly in the east. Vadim's father called on his brother to see if his wayward son showed some talent for Spellweaving as he certainly showed no talent for masonry. Luckily for Vadim he was found to have aptitude for the magical tradition, and he was inducted as an apprentice to his uncle. Vadim took to his uncle's teachings very well, both the mystical and the "practical" aspects of conducting business for the society. As the years passed and Vadim rose to Journeyman status, he went into the world on his own and soon proved to be a very skilled agent for his Brotherhood. He rose to Master status fast, and as become one of the most reliable and influential active representatives of his societies many and varied interests. He is entrusted with a good deal of latitude and has quite a bit of sway within his own order. Of course, his order is a small one and an eternal underdog to more well established mystical societies; most particularly the Order of Esow, who are bitter rivals. Vadim encountered the Arrows in Kark, after hearing of the strange mystic from the south that had flummoxed several Esowyc, wielding powerful elemental magics. He initially sought Kjar out as a potential ally, but quickly ascertained that the group was involved in something likely to be big. More out of curiosity than anything else he ingratiated himself with the group and accompanied them on many adventures in the Nordlands. Though Vadim did rub some of the companions of the Arrows the wrong way, and did inadvertently get them into a bit of trouble in Murbrog, his skills, quick wits, and general knowledge were of critical value to the Arrows success in the lands of the Nordmanner. Vadim and Kjar proved to be very good friends over the months of their association, and Vadim saved Kjar from certain death in Orungar. |
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Campaign Use: Spellweaver / Rogue |