Keleros the Mage

History and Appearance

Raised by priests, Keleros has never known who his family are. To a Dymerian, to be kinless is a terrible burden, since if he dies there will be no-one to sing the death songs for him or to perform the rituals of the righteous dead to ensure his rebirth. Nonetheless, despite their willingness, he refused to be adopted by the priests who raised him, setting out into the world instead to try to find his parents. The only clue he has is a golden ring with a house seal on it - a gift that was left with him as foundling. His travels have carried him from the frozen steppes of the Khargaz, to the steaming swamps of the Great Rift. One memento of the latter visit is the undying emnity of the Kasserim due to the destruction of one of their hidden shrines.

In appearance, Keleros is a man in the prime of health with long blonde hair and large thoughtful grey eyes. His nose is perhaps a little more aquiline than he might wish. He dresses mostly in earth-toned clothing as befits his calling and is by and large quietly spoken, though extremely determined-seeming.

 

Characteristics

STR

13

+6

DEX

14

+12

CON

13

+6

BOD

11

+2

INT

20

+10

EGO

13

+6

PRE

13

+3

COM

10

PD

5

+2

ED

3

SPD

3

+6

REC

6

END

26

STUN

27

+2

Total

+55

Skills & Abilities

2

FAM w/ Common Melee Weapons

2

FAM w/ Common Missile Weapons

6

+2 Swords and Knives

3,3

Breakfall 12-, Cryptography 14-

3,3

Oratory 12-, Paramedic 14-

3,3

Riding 12-, Stealth 12-

3,2

Streetwise 12-, PS: magician 11-

4

KS: History of Magic 13-

9

Magery 17-

18

Magical Powers : 70 point multipower - Spells of Geomancy - all take Gestures and Incantation (-1/2), full phase (-1/2), Skill roll (-1/2), Focus (Spell book and implements, OAF -1), Requires Mana (-1/4), Concentration (1/2 DCV, -1/4), for a total of -3.

1

(u) Augment Object [20 active]

1

(u) Bearings [3 active]

1

(u) Brittle [60 active]

1

(u) Blood of the earth [40 active]

1

(u) Create Earth [50 active]

1

(u) Crystallize [45 active]

1

(u) Dig trench [40 active, double normal efficiency]

1

(u) Dowsing [10 active]

1

(u) Earth Passage [29 active]

1

(u) Earth reading [40 active]

1

(u) Earthquake [67 active]

1

(u) Entomb [40 active]

1

(u) Like a rock [19 active]

1

(u) Pass Wall [58 active]

1

(u) Rising column [50 active]

80

Powers cost

135

Total cost

Gear

Riding Horse with harness and saddle

Padded Armour, Broadsword (1d6+1) and Medium shield (+2 DCV)

Clothes: boots, low soft, light cloak, leather gloves, cloth hat, shirt, Jerkin, Trousers

Pouch (large) containing a small silver mirror, silver holy symbol, tinder box with flint and a silver bowl

Pouch (large) containing a mortar and pestle, pint of brandy in silver flask, bandages 1 s/yr sterile cotton, scissors (sterile), sterile thread, sterile needles

Backpack (leather) containing a silver bowl and cup, cutlery silver knife and fork, 3 bottles, small silver mirror x2, whistle, Pulley, stick of chalk x3, bullseye lantern, lamp oil x 3, razor, silk rope 50', skin of water, Iron rations, holy water x2 vials, 2 oz pot of ink, parchment and 2 quills.

Attached to the backpack is a Bedroll and a small sack containing a selection of herbs (medicinal) and a silver kettle (for sterilising)

Golden ring with seal on it

50+

Disadvantages

5

Psychological limit : Wanderer (Uncommon, moderate)

20

Psychological limit : Seeking identity of his parents (Common, Total)

5

Reputation: wandering magician (8-)

20

Hunted ( 8-, by Kasserim, more powerful, NCI, limited area)

5

Enraged if golden ring threatened (uncommon, 11-, 14-)