Sir Barharach 's background is amongst the Poloni raiders who are a scourge among the southern islands. He has not been on Ostragya very long, but loves it here, especially the beer. When drunk he loves to sing or tell old stories of forgotten heroes. He's actually a pretty good storty-teller, but he has a preference for off-colour jokes when not doing ancient heroes. His first language is Teregornch. Ignorant outsiders cannot believe that he is odds-on favorite for the Intelligence Test, but he has a prodigious capacity for alcohol.
CHA |
VAL |
COST |
STR |
18 |
16 |
DEX |
17 |
21 |
CON |
13 |
6 |
BOD |
12 |
4 |
INT |
13 |
3 |
EGO |
10 |
|
PRE |
15 |
5 |
COM |
10 |
|
PD |
5 |
1 |
ED |
4 |
1 |
SPD |
3 |
3 |
REC |
7 |
|
END |
26 |
|
STUN |
28 |
|
Total cost |
60 |
OCV 6
DCV 6
ECV 3
Run: 6"
Jump: 3"
Swim: 2"
Powers, skills, etc |
|
4 |
FAM : Common melee weapons, Common missile weapons |
9 |
+3 CSL with Axes |
6 |
+2 CSL with mounted combat |
10 |
Toughness: 4 PD, 2 ED armour, totally invisible (+1), doesn't stop first body of each attack (-1/4) |
2 |
Perk: Armiger |
6 |
TF:Large Rowed boats, small sail-powered boats, Qurrocks |
2 |
KS: Old Warrior chants (11-) |
2 |
PS: Story-teller (11-) |
7 |
Riding (14-) |
3 |
Sing (12-) |
3 |
Climbing (12-) |
2 |
Immunity to Alcohol (14-) |
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: Teregornch (native, literate) |
1 |
Languages: Ostragyan (basic conversation) |
100 |
Total powers cost |
160 |
Total Character cost |
Equipment:
Chainmail and leather armour with helm
Medium round wooden shield, 2-handed axe and broadsword.
Special Items:
- Sir Barharach's helm has been enchanted, giving an extra +2 DEF to his head protection.
- A vat of seal fat (when rubbed on, increases his STR by +10 when anyone is attempting to grab or hold him).
50+ |
Disadvantages |
15 |
Psychological limit : Hates Heretics (common, strong) |
15 |
Psychological limit : Loves to drink (common, strong) |
15 |
Social limitation: Exiled from clan (Occasionally, Major) |
65 |
Experience |
SPELLS
HAND AXE
This spell transforms the caster's arm into a battle axe, which is fully capable of doing damage and parrying attacks.
First Power: 1 d6 HKA (2d6 with STR)
Second Power: 5 PD/ 4 ED Force Field
Specific Modifiers: Arm Only (-2), Linked to HKA (-1/4).
Active Cost = 15+9 points; END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase
SHARPEN WEAPON
As a mage can harm an enemy, so can he help an ally. This spell enables the mage to enhance the quality of his ally's sword by giving it a razor edge. The mage simply rubs down the length of the weapon and it is ready for battle.
Power: 2d6 Aid to HKA
Specific Modifiers: Extra Time: Full Phase (-1/).
Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase
SPELL OF THE CHARMED BLADE
This spell is the companion to the Spell Of The True Arrow - it grants the caster increased accuracy in hand-to-hand combat.
Power: +4 CSL in Hand-To-Hand combat
Specific Modifiers: Only Works To Increase chances of hitting (-1/2),
Active Cost = 20 points. END Cost: 0; Magic Roll: -2; Casting Time: 1 phase
SPELL OF THE WARRIOR'S STRENGTH
This spell makes the caster stronger while in combat. It does not work to make the caster stronger so that he can lift heavy objects, break down doors, and so forth.
Power: 2d6 STR Aid
Specific Modifiers: Self Only (-1/2), Only Works To Increase STR For Combat
Applications (-1/2),
Active Cost = 20 points. END Cost: 2; Magic Roll: -2; Casting Time: 1 phase