Dyneach

 

 Dyneach has a large mansion, well supplied with magical protections, about 150 km inland of Ilthmar. Once his revenge plan is discovered, he will certainly flee there, unless he knows there is little chance of escape, in which case he will prepare for a last stand, wherever seems appropriate. If possible, he will alert the other conspirators to enlist their aid (and thus ensure their doom). For the nonce, he lives in the house of Tomarrion. The cellar, where he has disposed of Tomarrion himself, is locked, and holds his magical apparatus and books. The place (apart from a few rooms where he lives, and the conspirators meet) are in disarray, since he has dismissed all the servants. He maintains those rooms he uses himself.

Dyneach is of middle height, with what seems prematurely white hair. He seems a healthy, athletic middle age, but not overly muscled. When not bolstered by magic, he walks with a pronounced limp, due to a leg long ago badly burnt and not properly healed.

Characteristics

Val

Cost

STR

10

DEX

17

+21

CON

13

+6

BOD

12

+4

INT

20

+10

EGO

20

+20

PRE

15

+5

COM

12

+1

PD

4

+2

ED

3

SPD

4

+13

REC

5

END

26

STUN

24

Total

82

OCV 6

6

(+3 levels for flail)

DCV

6

(+2 for shield, -1 for armour)

ECV

7

Powers

3

FAM : Common melee weapons and flails

6

+3 OCV with flail

11

Languages : Martic (native, literate), Keshite (conversation, literate) Ancient Gondarian (fluent, literate), Kuzi (conversation, literate)

4

KS : Magic (12-), KS : Necromantic magic (12-)

8

Magic skill (17-)

56

Necromantic spell pool (50 point base). All powers take : Gestures (to start, -1/4), Incantation (to start, -1/4), full phase (-1/2), Skill roll (-1/2), Focus (spell book and components, OAF, -1), Concentration (0 DCV, only to turn on, -1/2) requires Mana (-1/4) for a total of -31/4.

88

Total powers and skills

170

Total character cost

Normal Equipment

Magical Equipment

Disadvantages

(+50)

15

Psychological limit : Hates Martic Nobility (uncommon, total)

5

Age (appears about 40 - due to magic is actually over 90)

15

Physical limit - crippled leg (frequently, -3" move, greatly impairs)

20

Psychological limit : Paranoid (very common, total)

+ 65

Experience bonus

Commonly Carried Spells

Active

Real

Immunity to disease and aging

6

1

Deathtouch : 3+1 d6 HKA

50

12

Disguise (can take features of one of the dead, 18-)

25

6

Retrocognition (only where something has died)

30

7

Wraithform (Desolid, 8 END)

40

10

Summon (The Dead, up to 50 point characters @ 10 END)

50

10

Mind control (Only the summoned dead, 10 d6)

50

10

Lifestealing (1d6 END transfer, +14 max, continuous, ranged @ 10 END)

50

12

Death in life (Damage reduction : 50% resistant physical and normal energy)

50

12