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Castrio

Castrio was born in the region of Miyarn, a small fishing village on the coast of Dymeria. However, he spent most of his time with his grandfather, an old retired warrior and head of the village since his father's death in the Northern wars when Castrio was a young boy. Castrio had no desire to be a fisherman, and with the help of his Grandfather's introduction eventually went to a swordsman's school in Megara. Eventually fresh out od training and loaded down with debt, he became a bodyguard to a mage who was travelling to find special ingredients for his spell-casting. Eventually, he became interested in spell-craft as well, and even after paying off his debt to the sword-school, he stayed with the mage, this time selling his services for instruction in sorcery. Both he and his mentor loved to travel, and they covered many thousands of kilometres, adventuring and seeking out arcane knowledge. This bucolic period came to an end, when their investigations led them into asking questions a powerful lord wanted ignored, and Castrio's mentor was assassinated. Castrio swore vengeance - not just on the hand that had wielded the blade, but also on the mind that had ordered it. Eventually he discovered the group responsible for the old magician's death and he joined them under an assumed name. With his skill with a blade and his magical powers it didn't take him long to work his way up the ladder of command, until he discovered the name of the lord who had ordered the assassination. With his newly acquired skills, it was not hard for Castrio to avenge his fallen mentor and friend. With that deed done, he headed out for new territory. There are warrants out on his head - both an official one from the Lord's family and a less formal but no less deadly one from the thieves and cut-throats he used to associate with. Castrio doesn't care. Wiser in the ways of the world, he uses his skills now to avenge wrongs that the powerful visit on the weak.

Characteristics

STR

15

+10

DEX

20

+30

CON

15

+10

BOD

13

+6

INT

18

+8

EGO

11

+2

PRE

15

+5

COM

12

+1

PD

6

+3

ED

6

+3

SPD

4

+10

REC

6

END

30

STUN

30

+1

Total

+89

OCV

6

± 3 (Swords)

DCV

6

+ 3 (Shield) ± 3 (Swords)

ECV

5

Powers, skills, etc

5

FAM - common melee and missile weapons, Assassin's Crossbow

4

FAM - Sailing Ships, Seamanship (13-)

21

Stealth, Sleight of Hand, Climbing, (all 14-) Concealment, Security systems, Acrobatics, Shadowing (all 13-)

18

Animal handler, Tracking, Navigation, Survival (Temperate), Appraiser, Singing (all 12-)

12

+3 CSL with Swords

5

+2 DCV to offset armour penalties

9

+3 CSL with spell pool

11

Multipower - Sword training: 22 point reserve (only usable with swords, OAF -1)

1

(u) Bind (22) + 7 STR for bind/hold only (-1), -1 DCV

1

(u) Lunge (22) +10 STR (only for strike, -1), +1 OCV

1

(u) Flurry (22) +1d6 HKA, autofire (only up to maximum damage of weapons, - 1/4) up to 1 1/2 d6 HKA with STR

1

(u) Parry (10) +2 OCV, +2 DCV

1

(u) Slash (22) +7 STR (only for strike, -1), +1 OCV, +2 DCV

1

(u) Riposte (22) +1d6 HKA, Damage shield (only up to maximum damage of weapons, - 1/4) up to 1 1/2 d6 HKA with STR

1

(u) Block +8PD Forcewall (1 hex only, -1/2)

8

Defense Maneuver and Combat Sense (12-)

1

Speaks Dymerian (native, literate)

18

Magery (18-), Metorology, Astrology (both 14-)

9

+8 BOD (only for spellcasting, -1)

33

Spells : 30 point Pool - Weather-related powers - all take Gestures and Incantation (to start, -1/2), full turn (-1), Skill roll (-1/2), Focus (Spellbook and components, OAF, -1), Require Mana (-1/4), Concentration (1/2 DCV, -1/4) for a total of -3 1/2.

161

Total powers and skills

250

Total Character cost

Normal Equipment

Clothing

Backpack

Large sack

Rope 50' (silk)

Torch

Flint and steel

Tinderbox

Scroll case

Parchment 20 sheets

Small wooden box

Quill and writing ink

Thief tools

1 Large Belt Pouch

2 small belt pouches

GP 145, SP 73, CP 21 1 topaz @ 200gp, 1 ruby @ 2000gp (in boot)

Magical Equipment

Ring of Wizardry (6d6 AID to any magical effect, one at a time, 3 uses/day)

Ring of Invisibility (normal sight, no fringe, 3 uses/day; continue but cost END)

Bracers of Defense (+ 6PD/ED Forcefield @ 0 END)

Returning handaxe (1d6 RKA)

Sun Blade (+2 OCV, +4 vs evil, 2D6 HKA with STR, causes 1d6 Flash with personal immunity on a successful hit)

Long Sword (+3 OCV, 2D6 HKA with STR)

Cloak of Displacement (Casts Displacement spell qv. @ 0 END)

Rope of Entanglement (Multipower -15" swinging or 3d6 Entangle - only usable on one target at a time, 0 END)

50+

Disadvantages

10

Psychological Limit : Loves to roam, (uncommon, irrational)

10

2 Levels Unluck

10

Reputation : Famous Character (11-)

20

Hunted ( 8-, by group of thieves, more powerful, NCI)

10

Psychological Limit : protects the weak (uncommon, irrational)

140

Spell-using-Robin-Hood-type-bonus