Promidor, Armiger of Klinthe

Promidor is an Armiger, a new recruit to Solanthus' group, and the official contestant of the Klithe company, selected from the finest of the local young men. He affects the haughty arrogance of an armiger, but lacks fully developed skills. He is carefully sequestered amongst the Klinthe contingent during his stay.

CHA

VAL

COST

STR

15

+10

DEX

17

+21

CON

13

+6

BOD

12

+4

INT

10

EGO

11

+2

PRE

14

+4

COM

18

+4

PD

5

+2

ED

5

+2

SPD

3

+3

REC

6

END

26

STUN

26

Total cost

+58

OCV 6

DCV 6

ECV 4

Run: 6"

Jump: 3"

Swim: 2"

Powers, skills, etc

4

FAM : Common melee weapons, Common missile weapons

10

Combat skill levels: + with HTH combat

6

Combat skill levels: +3 OCV with Bow

3

Combat skill levels: +1 with Dodge

5

Combat skill levels: +2 to offset armour penalties

3

TF: Qurrock, Rowed boats, small sail-powered boats

3

PS:Dance (13-)

5

Riding (14-)

3

Climbing (13-)

4

+2 PER to sight rolls

2

KS: Upper class society (11-)

2

Perk: Initiate of Horned man Cult.

2

Perk: Armiger

25

VPP: Spells of the Horned God. 22 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)

85

Total powers cost

143

Total Character cost

Equipment:

Gilt Cuirass and greaves with large shield and helm

Broadsword and heavy spear

Special Items:

Promidor has the following item on loan from his temple: A golden torque which confers upon the wearer the ability to talk to animals without speech (Telepathy 4d6, only versus creatures with animal INT). This magic also gives him +3 to his Ride ability.

 

50+

Disadvantages

20

Psychological limit : Geas - speak only Truth (common, 20)

15

Psychological limit : Affects arrogance (common, strong)

58

Experince

SPELLS

BOLTS OF POWER

Several small bolts of sparkling magical energy are launched from the fingertips of the caster, quickly striking his opponent. These bolts will burn the flesh when they strike, but do not cause lasting damage.

Power: 3d6 Energy Blast versus ED - Magic Energy

Specific Modifiers: Autofire (+1/2); Beam Attack (-1/4), No Knockback (-1/4).

Active Cost = 22 points. Real Cost: 7; END Cost: 2 Each; Magic Roll: -2; Casting Time: 1 phase.

FIRE BLESSING

This spell makes the caster nearly immune to any fire attack. The caster has small flames crackling off his body while this spell is in effect.

Power: 20 ED Force Field

Specific Modifiers: Only vs Fire and Heat attacks (-1), Extra Time: One Turn (-1).

Active Cost = 20 points. Real Cost: 4; END Cost: 3; Magic Roll: -3; Casting Time: 1 turn

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 (-1/4), 1 Continuing Charge, lasts l Turn (-1 1/4), Costs END (-1/2).

Active Cost = 20 points. Real Cost: 4; 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; Real Cost: 5; END Cost: 1; Magic Roll: -1; 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.

Specific Modifiers: Extra Time: Full Phase (-1/2).

Active Cost = 20 points. Real Cost: 6; END Cost: 2; Magic Roll: -2; Casting Time: 1 Phase

THE NIGHT EYES

The eyes of the wizard take on a violet tinge. Total darkness is impenetrable to the Night Eyes, but starlight is as bright as day.

Power: Ultraviolet vision

Specific Modifiers: Visible (-1/4), Costs END (-1/2).

Active Cost = 5 points. Real Cost: 2; END Cost: 1; Magic Roll: -1; Casting Time: 1 Phase