Site hosted by Angelfire.com: Build your free website today!

Caranx

Caranx is a heavily-built man with a shaven pate and neatly groomed and oiled beard. His face is craggy and generally set in a scowl, and this is enhanced by the numerous burn scars that patch his face and arms - the legacy of his training. Cranx is a firemage, and a member of the heretical Räite cult. As such, he is doubly hunted by the agents of the Nightguard of the Temple of the Great God. Caranx bases himself in Narganash, and although originally from the Deserts of Lamentation, has adopted the northerner's flamboyant mode of dress - Long tunic, embroidered sleeveless overcoat and shawl. He generally doesn't wear an undertunic, the better to show off his scars and muscular arms.

Caranx has fled the border regions of the Empire of New Saharn to avoid the attentions of its agents, and supports himself by adventuring with a group of like-minded characters. This suits him perfectly - he is not over-fond of regular work, and his adventuring forays give him frequent opportunities to clash with the Saharnian authorities.

Caranx has a rather abrasive personality - he is curt, and tends to shout if contradicted. He is also impulsive - in a tight situation, his normal approach is to shower whatever opposition he perceives with a barrage of fire spells, and follow it up with a wild charge waving his two-handed sword. So far this approach has met with success, which only encourages him. Not surprisingly, he has few close friends.

Characteristics

STR

15

+10

DEX

17

+21

CON

13

+6

BOD

11

+2

INT

18

+8

EGO

11

+2

PRE

10

COM

6

-2

PD

5

+2

ED

5

+2

SPD

4

+13

REC

6

END

28

+1

STUN

26

Total

+65

OCV

6

±3 with swords, ±3 with spells

DCV

6

±3 with swords, ±3 with spells

ECV

4

Powers and skills

2

FAM : Common melee weapons

9

+3 CSL with swords

9

+3 levels with Spells

3

Languages: Saharnian (native, literate) Medarian (basic, literate)

3

Riding (13-)

3

Stealth (13-)

3

Concealment (13-)

13

Magic skill (18-)

8

KS: Pyromancy (13-), Cryptography (13-), Saharnian Religion (11-)

17

Fire magic multipower (70 point Reserve). All powers take : Gestures (to start, -1/4), Incantation (to start, -1/4), full phase (-1/2), Skill roll (-1/2), Focus (Magma crystal, OAF, -1), Concentration (1/2 DCV, only to turn on, -1/4), requires Mana (-1/4) for a total of -3.

15

13 ultra slots (see below)

85

Total powers and Skills

150

Total Character cost

Normal Equipment

4 daggers (1/2d6 HKA)

High Hard boots

Heavy Cloak

Belt and Bandolier of pouches

Waterskin

Backpack

20 metres fine silk rope

Tinderbox

Shawl

Jewelled Collar

2weeks iron rations

Magical Equipment

2-handed sword (+3 OCV)

4-leaf clover Charm (1d6 luck)

Bracers of Defence (4PD/ED armour)

Ring of Protection (+3 DCV)

75+

Disadvantages

20

Hunted (Temple of the Great God, 8-, MoPo, NCI)

15

Psychological limit : Agressive (common, moderate)

15

Psychological limit : Overconfidant (common, moderate)

5

Reputation (8-) Rough adventurer

5

Distinctive appearance (shaven head and burn scars)

15

Secret ID - member of the Räite heresy.

Spell List.

Blinding Flames: 30 active points, slot cost 1 point

Choking Cloud Of Smoke: 63 active points, slot cost 1 point

Extinguish Fire: 34 active points, slot cost 1 point

Fireball: 45 active points, slot cost 1 point

Fire meditation: 2d6 BOD Aid, +20 max, continous (+1), return delayed 5 hours (+1). 60 active points, slot cost 1 point.

Glyph of Sanction: 70 active points, slot cost 2 points

Heat Metal: 62 active points, slot cost 1 point

Hypnotic flames: 50 active points, slot cost 1 point

Orb of Flames: 45 active points, slot cost 1 point

Protection from fire: 27 active points, slot cost 1 point

Summon Salamander: 65 active points, slot cost 2 points

Tale Of The Flame: 40 active points, slot cost 1 point

Wall Of Fire: 58 active points, slot cost 1 point