Ramachus

Ramachus is a senior member of a Manaiist cult group. He has no particular desire to be a rebel leader, and no desire at all to challenge the iron grip of the Temple of the Great God and risk the terrible punishment meted out to heretics. However he has no choice. His family, once noble and wealthy, was impoverished by falling out with the temple elders several generations ago, and since then, they have all been heretics, hoping to topple the temple and recover their lost lands. As an obedient son of the family, Ramachus has been schooled in arcane and forbidden magics. However, overweight, clumsy and red-faced, he is something of a disappointment to the family. Although trained in the family's secret code of combat, he is no weapons master. And though he can summon Afrits and malevolent spirits, he has neither the power nor the will to discipline them (and thus rarely does). Finally, although he has a keen brain, and wide ranging knowledge on a variety of topics, he is rarely sober enough to do much with either. For the scion of a long line of heretics, he does as little as possible to trouble the temple rule at all. His family's scorn - plus his nightmares of what will happen if the Temple ever finds out - have driven him to drink. In fact, Ramachus is a thorough-going lush. Ironically, his childhood best friend and drinking buddy has risen to a position of some authority in the local temple - an irony that is sadly lost on Ramachus.

Ramachus was generated using the random character generator.

Char

Val

Cost

STR

11

2

DEX

10

CON

10

BOD

13

6

INT

21

12

EGO

16

12

PRE

9

-1

COM

10

PD

3

1

ED

3

1

SPD

3

10

REC

4

END

20

STUN

24

Total

43

OCV

3

+1 with sword

DCV

3

ECV

5

Cost

Powers and skills

13

Multipower, 70 point reserve (spells of Dimensional Magic): All spells take the limitations Concentration (0 DCV, only to turn on, -1/2), extra time (1 turn, -1), Requires a skill roll (-1/2), Burnout 12- (fainting, -1/2) Focus (Holy Symbol, OAF, -1), Gestures (mystic finger symbols 1/4), Incantation (to turn on, -1/4) and requires Mana (-1/4) for a total of -4 1/4.

1

(u) Basic summoning (60 active points, up to one 90 point Afrit)

1

(u) Detect Gate (31 active points)

1

(u) Extraplanar flight (50 active points)

1

(u) Know plane (42 active points)

1

(u) Portable Hole (35 active points)

1

(u) Spacial Anomaly (50 active points)

1

(u) Temple of Solitude (70 active points)

16

Martial Arts

12

Multipower : 12 point reserve

1

Basic Strike (12) +2d6 HA, +1 OCV

1

Killing Strike (10) +1/2 d6 HKA

1

Throw (12) +1d6 HA, +2 OCV, -1 DCV, opponent falls

1

Dodge (10) +5 DCV

5

Priest 14-

5

Survival 12-

3

Concealment 11-

5

High Society 12-

3

Trading 11-

3

Magery 13-

2

KS: Cult Magic 11-

3

KS: Cults 13-

3

KS: Secular Politics 13-

3

KS: Cult Ritual 13-

3

KS: Planar Travel 13-

2

+1 OCV with sword 11-

3

+1 with magery skills 11-

3

Spell Teaching 13-

3

Animal Handler 11-

3

Tracking 13-

6

Languages: Dymerian, Khishite, both basic conversation, literate

3

Bureaucratics 13-

1

FAM: staff 11-

1

Favour: Senior Member of Temple of the Great God 11-

3

Perk: Member of The Lower Nobility 11-

2

Perk: Senior Member of Powerful Cult 11-

3

Oratory 11-

107

Total powers and skills

150

Total character cost

50+

Disadvantages

5

Dependance - Alcohol

15

Psych Lim: Protects Poor

15

Hunted by Temple

5

Distinctive Features

5

Professional Rival

5

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