Myrrhyn Calmstorm, Samadrian Collaborator

Myrrhyn is an Ostragyan turncoat who serves the Samadrians. Myrrhyn has entered at the behest of Lord Sorghall, who has promised him great wealth if he succeeds. With his agent as Constable of Hounsgard, Sorghall hopes to weaken the political hold that Sir Davis has over the area. Myrrhyn is handsome, but for a pockmarked face. Myrrhyn used to worship with the cult of the Smiler at the great temple in Kasshert, but he is fascinated by power, and it is likely that he will join a Samadrian heretic cult one day soon. His gear is devoid of heraldry or any other markings.

CHA

VAL

COST

STR

15

10

DEX

17

21

CON

13

6

BOD

12

4

INT

13

3

EGO

9

-2

PRE

15

5

COM

12

1

PD

4

1

ED

3

SPD

3

3

REC

6

END

26

STUN

26

Total cost

52

OCV 6

DCV 6

ECV 3

Run: 6"

Jump: 3"

Swim: 2"

Powers, skills, etc

4

FAM : Common melee weapons, Common missile weapons

5

+1 CSL with HTH combat

6

+2 CSL with swords

3

+1 CSL with Spear

6

Combat Luck: 3 PD/ED, hardened, nonpersistent, luck based

2

Perk: Armiger

6

TF:Large Rowed boats, small sail-powered boats, Qurrocks

2

KS: Poetry (11-)

7

Riding (14-)

3

Oratory (12-)

3

Climbing (12-)

3

PS: Gambler (12-)

35

VPP: Spells of the Smiler. 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 Smiler (13-)

1

Languages: Ostragyan (native, literate)

2

Languages: Samadrian (Fluent)

95

Total powers cost

147

Total Character cost

Equipment:

Chainmail and leather armour with helm

Medium round wooden shield. Broadsword and heavy spear.

Special Items:

To ensure that his man will win, Sorghall has loaned Myrrhyn the following items:

- His armor.

- A healing tablet (Healing Aid 4d6) hidden in the pommel of his sword.

- A piece of moon rock, which gives 8 END (16 on full moon day) for powering magical spells.

- A good story to tell the ladies (see the Samadrian trick in the "Ladies Choice" event).

- A blue crystal of unknown origin whose single property is to grant +10 STR to its holder during any contest of straightforward physical strength (not armed combat).

 

50+

Disadvantages

20

Psychological limit : Desires Power(common, total)

15

Psychological limit : Greedy (common, strong)

15

Secret ID: Samadrian agent

Experience

SPELLS

 

ALTER AURA

This spell alters the "aura" of the target of spells designed to assess his nature. Thus, if a sorcerer-priest cast "Detect Evil" on a suspected miscreant protected by this spell, it would detect whatever he had previously chosen, unless the caster successfully made his PER roll.

Power: Images vs Detects and Mental Awareness, -5 to PER rolls.

Active Cost = 25 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase.

 

BLESSING

The caster bestows the blessing of his god.

Power: 4d6 Luck

Specific Modifiers: Usable by Others (+1/4), Costs Endurance (-1/2).

Active Cost = 25 points; END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase.

 

DISGUISE

The caster creates an illusory mask that superimposes itself over his own features, thereby disguising him. If the caster wishes to copy someone's features, he must make an INT Roll, modified by how well the caster knows the person (-3, met only once, -1, an acquaintance, +3, his mother, etc.).

Power: Images (sight)

Specific Modifiers: Limitation: only to produce disguise on caster (-1 1/2).

Active Cost = 10 points. END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase

 

INTIMIDATE

The caster appears to his foes to be truly invincible, causing them to reconsider or even completely abandon their attack.

Power: 4d6 Character Points PRE Aid

Specific Modifiers: Only for use in Presence Attacks (-1).

Active Cost = 40 points; END Cost: 4; Magic Roll: -4; Casting Time: l Phase

 

OBSCURE

This spell is similar to invisibility and silence in that it is used to keep people from seeing or hearing you. However, this spell goes about it in a different manner. By casting Obscure, a mage merely makes himself hard to notice. People looking at him will tend to see only empty space. The advantage of this spell is that it covers both sight and hearing at once. The disadvantage is that a particularly observant person will see right through it.

Power: Images to normal sight and hearing, -5 PER Roll

Specific Modifiers: Only to simulate empty space (-1), Extra Time: Full Phase (-1/2).

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

 

SPIRIT VOICE

This is the workhorse spell of sound illusions, able to generate sounds of any kind, in varied complexity.

Power: Images versus Hearing at -5 to PER Rolls

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