Mardaruc

Mardaruc was raised among the desert tribes of the Deserts of Lamentation. He was born into a family that claimed descent from the ancient sorceror priests of the Empire of the Sun, and so he was raised in the family's sorcerous tradition. While he was a dutiful (if not brilliant) mage, Mardaruc was several times in trouble with his father for asking questions which he was not supposed to. Eventually it came to light that he had examined several books of forbidden lore, revealing the secrets of opening paths to other planes.

Although it pained his father greatly, the law was plain, and as patriarch, he pronounced sentence on Mardaruc. There is only one penalty for that crime. Mardaruc only escaped death by opening a gateway to another plane, he had been experimenting with, and having eluded his pursuers - for the time being - fled. Nowhere the tribes roamed was afe for him, so he fled to Dymeria, and eventually ended up in Karmorvus. His race kept him from most of the ways a mage might earn a normal living, and he lacked the raw power to force doors to open for him. However, he met Kalan Vedechi, a man who had great use for a mage capable of scrying and shielding things from scrying. Mardaruc's abilities in this area - and the fact that he can hide "hot "loot in perfect safety on another plane has contributed greatly to the Red Gate gang's longevity.

In addition to theft, his scrying ability has been used - on occasion - to find out embarrassing facts about prominent people, for the purposes of blackmail. There are some people in high places who owe Mardaruc a favour or two.

Mardaruc is tall (about 2 metres) and heavily set, although his lack of exercise has taken its toll on his once fit body. He is dark skinned and affects a small oiled and curled goatee. While once a lacklustre student, freedom from the restrictions that surrounded his childhood teaching has sharpened his considerable intellect, and he has learned much about the world - and the worlds beyond in the years he has been in Karmorvus

 

Char

Val

Cost

STR

7

-6

DEX

16

1

CON

14

8

BODY

13

6

INT

18

8

EGO

15

10

PRE

15

5

COM

9

-1

PD

1

ED

3

SPD

3

4

REC

4

END

28

STUN

24

Total

52

OCV

5

DCV

5

ECV

5

Cost

Skills and Perks

20

Spells of Divination: 50 point multipower reserve. All spells take concentration (-1/4), extra time (-1/2), requires Magery Roll (-1/2), requires Mana (-1/4)

1

(u) Alter Aura (30 active points)

1

(u) Astral Sight (15 active points)

1

(u) Call friend (15 active points)

1

(u) Count Hoard (13 active points)

1

(u) Detect Enemies (20 active points)

1

(u) Detect Magic (11 active points)

1

(u) Dimensional Passage (11 active points)

1

(u) Discover Flaw (30 active points)

1

(u) Dream sight (37 active points)

2

(u) Earth Reading (40 active points)

1

(u) Farsight (40 active points)

1

(u) Finnegan'S Finder Spell (38 active points)

2

(u) Forewarn (50 active points)

2

(u) Know Plane (42 active points)

1

(u) Object Reading (33 active points)

1

(u) Scryshield (45 active points)

3

Spirit binding (computer programming for golems, etc)

5

Magery (14-)

5

KS: Divination magic (14-)

3

KS: magical devices

3

KS: local laws

5

+1 with all INT based skills

3

AK:Vanished realms

2

Perk: Member of nobility

1

Perk: Favour from a noble

70

Total powers and skills

122

Total Character cost

50+

Disadvantages

15

Hunted: powerful magus

57

Experience