Lord
Araketh Krimson Shariyeden Delamber of the Eternal Flame
Strength
Dexterity
Constitution
Body
Intelligence
Ego
Presence
Comeliness
Physical Defense
Energy Defense
Speed
Recovery
Endurance
Stun
Combat Value
Ego Combat Vu
Spells:
Flameblast
Fire Sprites
Flameblade
Flamewall
Summon Salamander
Eternal Flame Armor
Ignite
Hearth
Absorb Flame
Animate Flame
Bouyancy
Merge with Flame
Sense Thermals
Flame Speech
Blessed of Eloah
Statistics
Skills
Spells
Experience Spent
Experience Unspent
|
8
20
8
11
23
14
23
23
2
2
3
4
6
19
7
5
|
(+2)
(30)
(+4)
(2)
(13)
(8)
(13)
(6)
(--)
(--)
(--)
(--)
(+10)
(--)
(56)
(12)
(9)
(9)
(8)
(6)
(5)
(2)
(2)
(1)
(1)
(1x)
(3x)
(2x)
(2x)
(2x)
(60)
(56)
(47)
(163)
(18)
( 0) |
|
Magic Skill 14-
Immunity to extreme heat
Extreme longevity
Infrared sight 14-
High elf, native language
Trade speech, fluent
Weaver, fluent
TF: Horse
Riding 14-
High society 14-
Well connected
Perk: Highly ranked noble (out of favor -1)
Perk: Warlord-priest Eloah
Perk: Knight of Eternal Flame
Contact: Weaver Zigmund
Contact: Warhaven Sound Triad mercenaries
AK: Elf holdings 11-
AK: Warhaven Sound 8-
Scholar
KS: Disciplines of magic 11-
KS: Religion of Eloah 11-
KS: Religion of Hawwa 11-
KS: Human Religions 11-
WF: Swords
Offhand parry
4 levels with flameblade, flameblast, fire sprites
|
(3)
(3/1)
(3/1)
(5/3)
(--)
(2)
(1)
(--)
(3)
(3)
(3)
(5/1)
(2/1)
(2/1)
(2/1)
(2/1)
(--)
(1)
(3)
(1)
(1)
(1)
(1x)
(1)
(1)
(12)
(46) |
A lesser prince of the elven
court, Lord Delamber’s political party has been out of power for most of his
centuries long life. He has spent much of his time as a traveler, working as a
mercenary wizard to meet his financial needs. More than Two centuries ago, he
met and fell in love with a drow priestess of the Hawwa Cult, oppositional to
his own. For a time, both set aside their differences and their religious
duties, and spent decades enjoying a separate peace. Both cults considered them
traitors and hunted them. Eventually, Arachel’s brother, Rahk, discovered their
secret garden and attacked with a small force of Hawwa Warrior-Priests. He
intended to kill Krimson and force his sister to return home. But she threw
herself in front of an attack meant for her lover, and died in his arms.
Delamber rose up in a white rage and fought against the assassins, killing the
lesser sorcerers and leaving Rahk scarred for life. Finally, Rahk struck him
down with a blast straight from the heart of winter and left him for dead. The
drow bore his sister’s body home and laid her to rest. Lord Delamber survived,
health and heart broken. Where once he took comfort in solitude, now it brings
only loneliness, and he seeks out the company of others, even short lived human
kind.
Flame Blast
As he gestures and chants
in high elf, a ball of flame coalesces in his hand and shoots out to hit the
target.
Power: 10d6
Energy Blast
Advantages: None
Limitations: 14-
Activation roll -½, gestures and incantations - ½, side effects 8d6
explosion in his hex -1, full phase action -½, no knockback -¼, full power
only -¼, 16 charges -0 (3/4)
Notes: None
Endurance Cost: 0
Active Cost: 50
Real Cost: 12
Fire
Sprites
A nearby fire flares up,
and bits of it spring off in groups of five to form little faerie spirits of
flame. Dancing and whirling about, they light on their targets, setting
little fires, then dash off to circle and land again.
Power: 1d6
RKA Energy
Advantages: Autofire
5x +½, area effect 1 hex +½ , indirect +¼, 6 (32) one turn recoverable
continuing charges +1 ¼ (one fire can only provide 6 charges = 30 sprites.
Charges may be recovered by starting or accessing a different fire.)
(2.5/3.5)
Limitations: OIF
existing fire -½; gestures, incantations, concentrate at 0dcv to cast -1;
14- activation roll -½; side effects: sprites attack everyone in the area at
random, including Krimson -1; full phase to cast -¼; costs end-½, not under
water or in heavy rain -¼; no knockback -¼ (4.5/5.5)
Notes: Deluging the
sprites with water will extinguish them.
Endurance: 5
Active Cost: 52
Real Cost: 9
Blessed of Eloah
Beloved of the Goddess, her priests are not burned
by her flames.
Power: 5ed Armor
Advantages: None
Limitations: 14- Activation ego roll -½, by
Eloah’s permission -½ , only versus fire -1, visible aura -¼ (2.25/3.25)
Notes: None
Endurance: 0
Active Cost: 7
Real Cost: 2 experience
Absorb Flame
Krimson thrusts his hand or steps into flame and the
flame is absorbed by his flesh, licking up the outside of the armor and
slipping into the seams.
Power: 1d6 energy absorption to body
Advantages: None
Limitations: 14- activation -½, side effects:
takes 6d6 nnd damage from uncontrolled feedback -1, only vs flame or heat -½
, visible -½
Notes: A subtle presence attack, to walk into an
inn on a cold nice and thrust chilled hands into the heart of the fire.
Endurance: 1
Active Cost: 5
Real Cost: 1
|
|
Flame Blade
The blade of the regular sword disappears and is
replaced by a rod of flame.
Power: 3d6 RKA Energy
Advantages: Trigger +¼ (swinging in an arcane
symbol pattern), 12 continuing 1 minute charges +½ (can be extinguished by
repeating the trigger) (.75/1.75)
Limitations: 14- activation roll -½, concentrate
to cast -½, OAF sword -1, gestures to cast -¼, incantations to cast ¼, no
range -½, side effects: 8d6 explosion -1, sword does no normal damage -½
(the original blade disappears, reappears when extinguished), 1 hour to cast
-2 ½, full power only -¼, +3 vs enemy visibility -¼ (7.5/8.5)
Notes: Generally a continuing charge means the
recipient of the first attack gets hit with the attack for that length of
time. For this spell, a continuing charge means the sword is aflame for
that length of time. The sword will remain lit if taken from krimson or he
is knocked unconscious. However, only someone with immunity vs heat could
pick it up or use it, as the pommel gets extremely hot.
Endurance: 0
Active Cost: 70
Real Cost: 9
Flame Wall
At a broad gesture, a wall of flame leaps up to
englobe or block an area.
Power: 10pd/10ed force wall w/1 pip transform
damage shield, lights fire
Advantages: None on force wall. Transform has damage
shield +½, cumulative +½, sticky +½
Limitations: Force wall: concentrate to cast -½,
gestures and incantations to cast -½, 14- activation -½, no range -½, side
effects: 6d6 area effect fire burns out of control -1, 6 one turn
continuing charges -0, full phase action -½, wall takes 2x damage from water
based attacks -¼. (5.75/6.75)
Transform: all above, plus linked -½ (6.25)
Notes: None
Endurance: 0
Active Cost: Force Wall 50, Transform 10
Real Cost: Force Wall 7, transform 1 = 8
Flame Speech
Krimson concentrates on a fire before him, thinking
of a fire elsewhere. Each fire becomes a mirror of the other’s
surroundings. When he is fevered or very drunk, fires near him become a
mirror of his dreams.
Power: Mind link
Advantages: Four minds at any distance
Limitations: Concentrate 0dcv -1; 15- act roll
-¼; incantations and gestures -1, bulky focus (fire) -1½, takes 1 hour -2½
anyone at either fire can see -½, like a vidphone can only speak and show
current events—not memories or thoughts -½, mental power based on con—make a
con roll to shake off images -½, if he is fevered or drunk dreams are shown
in fires around him-¼ SE fires explode 6d6N -1 (9/10)
Notes: An awkward power to create under the
rules, a certain element of GM fiat was needed to make this work.
Endurance: 0
Active Cost: 25
Real Cost: 2 experience |
Summon Salamander
. Krimson casts the
trigger magic, his head snaps back, and he screams as fire pours out of his
mouth and eyes to form a salamander in the air. Krimson drops like a puppet
whose string were cut. Through a previously made pact with an elemental
force from another plane, Krimson has called forth a creature native to that
plane. This creature is a servant of that elemental force, and will honor
Krimson’s contract with that force. If Krimson is killed or the creature is
killed on our plane, it is simply drawn back to that plane, as it has no
true life here.
Power: Summon 150
point fire elemental
Advantages: Trigger
+¼ (.25/1.25)
Limitations:
Preliminary casting: Spells must be cast on ground consecrated to Eloah,
immobile -1, expensive OAF expended -1½ (requires a bribe to the salamander
of gemstones or valuables), takes 5 hours to cast -2½, costs end -1/2
When triggered: 14- activation roll -½; concentrate 0dcv; gestures and
incantations to trigger -1; side effects 6d6 stun drain if activation roll
succeeds, stun dribbles back after 1 hour as salamander is sucked
through portal (back into Krimson’s eyes and mouth) or will return
immediately upon Salamander’s voluntary return -1 (10/11)
Notes: Unless there
is a healer present who can replace the lost stun, he will remain
unconscious while the salamander is in play. It’s sort of an odd approach
to multiform. As the end of the allotted hour approaches, little bits of
the salamander begin to break off and fly back into Krimson, slowly
replacing the drained stun. The preliminary spell can be cast in any temple
of Eloah, or Krimson can consecrate fresh ground to Eloah through a 5 hour
ritual.
Endurance Cost: 14
when casting preliminary spell, none when triggered
Active Cost: 69
Real Cost: 6
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|
Eternal Flame Armor
Krimson begins his spell with regular metal based
armor. He creates a large fire around the armor, and over a five hour
period essentially smelts the existing armor into a form and shape pleasing
to him. This armor is generally in the fashion worn by Knights of the
Eternal Flame, elaborate detail and of a gold so dark it seems black, with
ruby highlights. This magical reformation process refines out all
impurities and transforms it into a substance more magic than metal, durable
and lightweight. It also imbues the armor with an aura of magic, readily
discerned by “detect magic” ability.
Power: 13pd/11ed armor
Advantages: None
Limitations: Five hours to cast -3, OIF armor or
equivalent metal -½, 14- activation roll to cast -½, gestures to cast -¼,
incantations to cast -¼, side effects: 6d6 explosion as brittle fragments of
half molten metal explode -1 (5.75/6.75)
Notes: Rather than using existing armor, he can
use an equal quantity of metal in any shape. This will add up to 3 hours to
spell duration, as he must shape it more.
Endurance: 0
Active Cost: 36
Real Cost: 5
Buoyancy
When the land sank beneath the seas and the
mercenary life became a naval one, Krimson studied the properties of
buoyancy and added them to his armor spell.
Power: +1” swimming
Advantages: Persistent -½
Limitations: OIF armor -½
Notes: The armor floats. It is weighted so that
it floats face up, the shoulder flanges provide some stability.
Endurance: 0
Active Cost: 1
Real Cost: 1 experience
|
Ignite
Krimson focuses on a flammable object and it
blossoms into flame.
Power: 1 pip transform
Advantages: Cumulative -½
Limitations: Concentrate 0dcv -½; 14- act roll
-½; OAF flammable -1 (2/3)
Notes: As this is one pip at a time it will
require as many phases as the object has body to consume it.
Endurance: 1
Active Cost: 7
Real Cost: 2
Hearth
A small flame blooms in Krimson’s cupped palm,
providing warmth & light.
Power: Change environment: change temperature
to 80° and lighting to bright candle light in a 2” radius.
Advantages: Endurance reduced by ½ to 0 +¼
Limitations: Concentrate to cast -½, gestures
and incantations to cast -½, no range -½, side effects: 2d6 area effect nnd
extreme heat -1, requires shelter -½, full phase to cast -¼ (3.75/4.75)
Notes: While this spell costs no endurance, it
is not persistent. Krimson must be awake to keep it going, it will flicker
out if he falls asleep.
Endurance: 0
Active Cost: 12
Real Cost: 2
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|
Animate Flame
Flame will leap up or out, travel along a flammable
surface, increase or diminish at he wills.
Power: 7 strength telekinesis versus fire
Advantages: None
Limitations: Concentrate at 0dcv throughout -1;
14- act roll -½; incantations and gestures throughout -1, side effects: 2 ½
d6 transform explosion sets any nearby objects on fire -1, only vs flame -1
(3.5/4.5)
Notes: This power is versus the fire itself, not
the burning object.
Endurance: 7
Active Cost: 1
Merge with Eloah
Krimson calls this aspect of the goddess into
himself, the fire flows form the object that is on fire into him,
extinguishing fire.
Power: 6 ½ d6 dispel versus flame
Advantages: None
Limitations: Concentrate 0dcv -½; 14- act roll
-½; full phase -½, incantations and gesture -½ , side effects: 6d6 nnd to
Krimson, can’t control incoming heat -1, no range -½, full power only -¼,
only by permission of Eloah -½ (4.25/5.25)
Notes: None
Endurance: 2
Active Cost: 19
Real Cost: 3 experience
Sense Weather Change
Krimson reaches to the thermals to sense their
movement and impact on weather.
Power: Detect weather changes
Advantages: Discriminatory ranged detect with
increased maximum range +¼
Limitations: Concentrate 0dcv -1; 14- act roll
-½; incantations and gestures -1, 8 charges -½, bulky focus (fire) -1½,
takes 5 minutes -2 (6.5/7.5)
Notes: None
Endurance: 0
Active Cost: 19
Real Cost: 2 experience |
Disadvantages
¨
Watched by faction currently holding elven throne. They fear,
as a high ranking member of the opposition party, that he might sponsor a
coup. More powerful, xnci, imprison or blackmail (5)
¨
Hunted by radical members of the elven Royal faction who feel
it’s safer to kill him now, 8- (10)
¨
Hunted by Rahk Shariyedan, drow brother to his lost love, who
blames him for her death. He is a priest of the Hawwa cult. Mp, xnci, 8-,
duel to the death. (10)
¨
Haughty, proud, arrogant. (5)
¨
Passionate, hedonistic (15)
¨
Temper (5)
¨
Distinctive looks, high elf, abundant flame colored hair,
yellow eyes, not concealable, causes prejudice (15)
¨
Rivalry with noble elven members of Royal faction (5)
¨
“Age”, actually physical frailty as the result of injuries
from combat with Rahk several centuries ago, health broken (5) |
|
Possessions
¨
Oiled leather cloak with fox fur collar
¨
Lighter weight military issue wool cloak
¨
Riding breeches and travel clothes
¨
High elven court finery in sealed bag
¨
High quality rapier with jeweled hilt
¨
Fighting dirk
¨
Boot knife military issue
¨
Flint and tinder
¨
Extra warm bedroll
¨
Flask of kerosene
¨
Travel cakes in sealed bag
¨
Signet ring of Delamber noble house
¨
Simple knight’s belt and chain
¨
Coal bin with extra coal personal use
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