Vathmar Allweather, Armiger of Klinthe

Vathmar's overbearing vanity is founded in his exceptional hardiness, a recent gift from a priest of the Forest Man who he had aided. He is not part of the official Klinthe party, and is resentful towards them because he was not selected to be their candidate. He has spent most of his money to take part in this contest, and has staked the rest of his savings on himself scoring in the pain test. Vathmar will prefer to sleep in the fields during the contests, ostensibly to show off his mettle, but really because he is penniless. Due to his age, this is probably the final year he will be able to enter the contests.

Vathmar recieved a Gift from the Forest Man of +15 CON (this is a magical power and thus not affected by NCM: but it gives him no figured characteristics) due to exemplary performance when assisting in a ceremonial spellcasting, and is rightfully proud of this fact. This gift makes him extremely enduring and gave him the Geas that he must never eat bird meat, nor allow a qurrock to suffer needlessly.

CHA

VAL

COST

STR

15

10

DEX

14

12

CON

18 (33)

16

BOD

12

4

INT

8

-2

EGO

11

2

PRE

15

5

COM

8

-1

PD

5

2

ED

4

SPD

3

6

REC

7

END

36

STUN

30

1

Total cost

56

OCV 5

DCV 5

ECV 4

Run: 8"

Jump: 5"

Swim: 2"

Powers, skills, etc

2

Perk: Armiger

4

FAM : Common melee weapons, Common missile weapons

10

+2 CSL with HTH combat

6

+2 CSL with Shields

10

Toughness: 4 PD, 2 ED armour, totally invisible (+1), doesn't stop first body of each attack (-1/4)

2

PS: Soldier (12-)

2

+2" Leaping

4

+2" Running

7

Riding (14-)

3

Oratory (12-)

6

+3 with Sight PER rolls

2

TF:Large Rowed boats, small sail-powered boats

2

KS: Upper class society (11-)

35

VPP: Spells of the Horned God. 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: Ostragyan (native, literate)

103

Total powers cost

156

Total Character cost

Equipment:

Gilt Cuirass and greaves with large shield and helm

Broadsword and heavy spear

Special Items:

 none

50+

Disadvantages

20

Psychological limit : Geas - never eat bird meat, nor allow a qurrock to suffer needlessly Truth (common, total)

15

Psychological limit : Bitter Loner (common, strong)

Experince

SPELLS

BLINDING FLAMES

The caster throws a ball of fire at the target. At the last second, the ball explodes in a flash of bright light, which can blind everyone standing nearby.

Power: 4d6 Flash

Specific Modifiers: Explosion (+1/2); Doesn't work in rain or underwater (-1/4)

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

 

DARK SIGHT

When he casts this spell, the caster's eyes emit a light only he can see. If another person is in contact with the caster, both can see in the dark.

Power: Nightvision

Specific Modifiers: Usable by 1 other (+1/4), Difficult to Dispel (+1/2), Costs END (-1/2).

Active Cost = 7 points; END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase

 

GLARE

The caster surrounds himself with a bright glow of light which makes him hard to look at and thus hard to hit.

Power: +4 DCV

Specific Modifiers: If used near reflective surfaces causes side effect (same effect) to caster (-1/2), 1 Continuing Charge, lasts l Turn (-1 1/2), Costs END (-1/2).

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

 

LIGHT

This spell allows the caster to create a globe of cool, white light that illuminates the surrounding area as brightly as a lantern. This spell is often made into permanent lights for temples, the houses of the wealthy and important city thoroughfares.

Power: Change environment (light), 3" radius

Specific Modifiers: No Range (-1/2)

Active Cost = 15 points; END Cost: 1; Magic Roll: -1; Casting Time: 1 phase.

 

SHADES

A band of silken darkness forms across the eyes of the caster, protecting him from the blinding effects of bright light. His vision will otherwise be unaffected, although the glare from reflecting surfaces will be reduced to a comfortable level.

Power: 5 pts. Flash Defence

Specific Modifiers: Costs END to maintain (-1/)

Active Cost = 5 points. END Cost: 1; Magic Roll: -1; Casting Time: 1 phase.

 

STROBE

The caster's hand or focus flashes with a quick, intermittent light that disorients the target. If reflected back on the caster, he suffers the same effect.

Power: 3d6 DEX drain

Specific Modifiers: Side Effects (3d6 DEX drain, -1/), Side effect occurs if used near reflective surfaces (-1/), Usable only at night (-1/).

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