Jarst Daro, Mysterious Stranger

Jarst's first language is Talagarn. People consider him an outsider with a bad attitude and no interest in small talk with a load of brainless yokels, but he hides an even more sinister secret.

CHA

VAL

COST

STR

18

DEX

17

CON

13

BOD

12

INT

13

EGO

10

PRE

15

COM

18

PD

4

ED

3

SPD

3

REC

6

END

26

STUN

28

Total cost

62

OCV 6

DCV 6

ECV 3

Run: 6"

Jump: 3"

Swim: 2"

Powers, skills, etc

*

Note that he also has access to some skills and powers through posession by the Gherent

4

FAM : Common melee weapons, quarterstaff, sling

9

+3 CSL with Quarterstaff

7

Combat trick: trip - +2d6HA, double Knockback (4d6 with STR), requires two hands, Staff (OAF)

9

Combat Trick: Block. 8 PD Force wall. Requires weapon, OAF (-1), only vs attacks that can be blocked (-1/2), must be aware of attack (-1/4)

2

KS: Myths and Legends

5

Conversation (13-)

3

Climbing

7

Riding (14-)

3

Observant: +1 with all PER rolls

3

PS: Trader (12-)

35

VPP: Spells of the Horned Man. 30 point reserve. Limitations: limited class of powers (-1/2), Concentration (while casting, -1/4), Extra Time (full Phase, -1/4), Requires Mana (-1/4), Requires a Skill roll (-1/2), Affected by astrological opposition and conjunction (+0).

7

Power Skill: magic of the Horned Man (13-)

1

Languages: Talagarn (native, literate)

2

Languages: Ostragyan (Fluent)

2

Languages: Samadrian (Fluent)

126

Total powers cost

188

Total Character cost

Equipment:

Scale tunic over leather, leather face protector

Quarterstaff

Sling.

Special Items:

The "Blessing of the Lord of Smoke" is a hexagonal silver amulet with a strange rune etched into one side. The Gherent wears it about his neck, however he has wrapped it in small strips of leather that were soaked so that they would shrink and cling to the silver hexagon. Consequently the amulet now resembles a mere lumpy leather disc onto which has been scratched the symbol of the Horned Man. This artefact has two properties:
1) It continually generates a field of 'Invisibility to Magical Detection' (bought as invisibility to a targeting sense group). Any and all magic abilities to detect details about the wearer or the amulet are blocked, including simple things such as 'Detect Life'. This may prove to be a warning sign if Jarst fails to show up as alive or something similar. However if he knows or expects he will be under scrutiny he can simply take the amulet off. This allows him to evade the "no magic" rule if he is careful, since once cast, magic on his person cannot be detected.
2) It provides 20 points of Mental DEF, allowing him to lie without registering to a verify spell, so he will seem truthful if he claims he has not cheated in the contests.

50+

Disadvantages

15

Psychological limit : Moody and Brooding (common, strong)

15

Psychological limit : Private nature -doesn't like being interrogated (common, strong)

108

Experience

SPELLS

BURNING EYES

When this spell is cast, narrow red beams radiate from the caster's eyes. Wherever they contact a nearby surface, the material begins to heat up - burning, then turning white hot within a few moments. The beams can be used to ignite fires, burn ropes, and even cut through metal.

Power: 1d6 RKA (Heat)

Specific Modifiers: Armor Piercing (+1/2); Reduced by range (-1/4), Doesn't work in rain, underwater, or under obscured conditions (-1/2).

Active Cost = 22 points; END Cost: 2; Magic Roll: -2; Casting Time: 1/2 phase

 

DANCING FLAMES

This is a non-combat spell, used by wizards to impress or entertain. With this spell, a skillful wizard can tell a story or set a scene. Of course, less reputable wizards can use the spell to hide themselves in swirling flames.

Power: Images, (sight and touch senses) -4 to PER Roll

Specific Modifiers: Doesn't work in rain or underwater (-1/4), Images are recognizably flames (-1).

Active Cost = 27 points END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.

 

ENDURE THE FLAMES

This spell covers the caster in a polished golden sheen, allowing him to endure intense heat and flame with minimal damage. This reduction works against normal and magical fire, including killing attacks.

Power: 50% Resistant Damage Reduction

Specific Modifiers: Only against fire (-1/2)

Active Cost = 30 points; END Cost: 3; Magic Roll: -3; Casting Time: 1 phase.

 

SEARING TOUCH

This spell causes the wizard's hands to turn white-hot - hot enough to pierce even thick armor.

Power: 1d6 +1 RKA (Fire)

Specific Modifiers: Armor Piercing (+1/2); No Range (-1/2).

Active Cost = 30 points END Cost: 3; Magic Roll: -3; Casting Time: 1 Phase.

 

SMOKING FIRE

This causes an existing fire put forth black, sooty smoke that is almost impossible to see through.

Power: 2" Radius Darkness (impervious to normal sight)

Specific Modifiers: Doesn't work in rain or underwater (-1/4), Requires an existing flame (-1/2).

Active Cost = 20 points END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase.