Sir Barharach, Terregornch Exile

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