Aife Kerus the Spell Weaver
Heahwisard Lady-in-Hiding
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Race: Human (Anari)
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Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
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Skills: Fighting (Ag) d4, Heahwisardry (Sm) d10, Healing (Sm) d4, Investigation (Sm) d6, Knowledge: Alchemy (Sm) d4, Knowledge: Arcana (Sm) d8, Knowledge: History (Sm) d4, Notice (Sm) d4, Persuasion (Sp) d4, Streetwise (Sm) d4, Taunt (Sm) d4
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Pace: 6, Parry: 4 (5), Toughness: 4 (6/8), Charisma: +2
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Edges: Arcane Skill: Heahwisardry (Smarts)
Starting Powers: 3
Spell List: Arcane resistance, armor, aura, banish, barrier, bladebreaker, blast, bodyguard, bolt, boost/ lower trait, burst, deflection, detect/conceal, dispel, energy immunity, entangle, environmental protection, farsight, fatigue, fear, fog cloud, glyph, knockdown, mimic, negate arcana, prolonged blast, puppet, quickness, refuge, sanctuary, slumber, silence, smite, speed, sphere of might, storm, stun, summon elemental, telekinesis, teleport, warding, weapon immunity.
Casting: A heahwisard casting a spell without his staff in his hands suffers a -6 penalty. A mage using another mage's staff has a -4 penalty to arcane skill rolls and no access to any of the staff 's augmentations.
Mechanics: Heahwisards suffer a -2 penalty to all arcane skill rolls. For each action spent in the casting process after the first, the mage adds +1 to his arcane skill roll. The extra casting actions don't have to be declared in advance, but cannot exceed a number of actions equal to half the mage's Smarts die.
While a heahwisard can spend an action focusing his magic and cast his spell in the same round, he sufers the standard multi action penalty for doing so. If the mage is disrupted while casting and fails his roll, or if he fails to spend an action each round reciting the incantation between starting and finishing, the spell automatically fails. The Siphoning does not affect mages who simply fail to invoke a spell, fortunately. | Arcane Background (Heahwisardry), To use a character's Connection requires that she first get in touch with one of her contacts. This requires a Streetwise roll. Failure means the particular contact wasn't available.
Once in contact, the hero must make a Persuasion roll. The GM should feel free to modify both the Persuasion roll and any results based on the circumstances.
A failure indicates the heroine's contacts just couldn't come through this time, or perhaps just weren't persuaded that their help was really necessary.
On a success, the contact might share information, but won't do anything too risky to help.
On a raise, the contact is willing to leak sensitive information, but stops short of outright betrayal.
Two or more raises means the heroine has pushed the right buttons and can count on serious help. The Connection will risk serious consequences for the heroine. If she needs financial assistance, the contact may provide a little more than he's comfortable with. If the heroine asks for muscle, the contact delivers either one expert or five average fighter types for the contact's particular organization. | Connections (Lorekeepers), | The hero is either highly educated or belongs to a scholarly organization such as the Lorekeepers or Reliquary. She knows her Smarts die languages during character generation (so a hero with d10 Smarts knows 10 languages). | Linguist, Lorekeepers are dedicated to finding and preserving knowledge of times before the Blizzard War. Having learned not to put all their eggs in one basket, individual Lorekeepers are given custody of a small scroll collection, which they must protect. These scrolls weigh 5 pounds and come with waterproof cases. All benefits of this Edge are lost if the scrolls are destroyed or otherwise inaccessible. Lost scrolls can be replaced for free at any center of learning.
If the Lorekeeper spends an entire round checking his scrolls (no other actions allowed, including movement), any roll for an unskilled Smarts-based skill (except arcane skills) he makes in the next round is made at a d4 instead of the usual d4-2. Knowledge skills, which cannot be used unskilled, may be attempted by an adventurer with this Edge, but the character rolls a d4-2 as normal (and has to spend a round reading his scrolls). | Lorekeeper, Those born of noble blood have many perks in life, but often have just as many responsibilities. Nobles have high status in their societies, are entitled to special treatment from their foes, gain +2 Charisma, and also have the Rich Edge.
Aife currently does not have access to her family holdings in the County of Kerenil. Her father, a Mage-Bannerette under the rule of Mage-Count Logan Kerenil. Her father has also cut off all access to further family funds until she returns to wed the Mage-Count. Aife is careful to avoid using her title if at all possible. | Noble
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Hindrances: | Aife can't help but be curious. After being locked away in the family keep for so long she's eager to experience the world. Including strange vistas, creepy tombs, and stones better left unturned. | Curious (Major), | It's been a long time since anyone really treated Aife as anything more than a prize to be won. Those who do treat her like a real person are rewarded with fanatical loyalty. | Loyal (Minor), | Aife ran out on her arranged marriage, a fact that has two families rather annoyed. Both her father and fiance have sent out mercenaries to bring her back "for her own safety." While they certainly won't harm her they don't have the same compunctions about her companions. | Wanted (Minor)
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Powers: Rank: Novice
Range: Touch
Duration: Maintained
Trappings: Heat
Aife can solidify body heat into a cushion of protective energy that can protect the target better better than fine steel.
Success grants the recipient 2 points of Armor. A raise grants 4 points of Armor. | Hearth Cloak (Armor), Rank: Novice
Range: Smarts x 2
Duration: Maintained
Trappings: A small prayer to Maera
Aife can name a vague or specific object she wishes to detect when casting. With a -2 penalty on the arcane skill roll, the objects become visible to anyone.
While Maintained, any object of the appropriate type entering the area of effect automatically registers with the mage (or others, if she took the casting penalty). One common use of this power is detecting magic. Once the spell is active, the caster can focus on specific items. By making a Smarts roll as an action, she can discern one power or ability of the object with a success, or all powers with a raise. This only works on inanimate objects (such as cloaks or swords), not living creatures.
The power can also be reversed to conceal a single item, being, or effect. This works exactly as conceal arcana in the main rules. | Maera's Gaze (Detect/Conceal), Rank: Novice
Range: 12/24/48
Duration: Instant
Trappings: Light
Aife can fire a bolt of dazzling moonlight that can burn and dazzle a target. The bolts deal 2d6 damage and the target must make a Spirit roll. Failure means victims are at -2 to actions related to sight (including Fighting, Shooting, and Throwing) until the end of the next round.
Additional Bolts: The character may cast up to 3 bolts, rolling an additional arcane skill die per bolt after the first but still with a single Wild Die. The bolts may be spread among targets as the character chooses. Firing the additional bolts does not incur any autofire penalties, but any results of Backlash are cumulative, and multiple Shaken results count as a damaging effect for causing a wound.
Additional Damage: The character may also increase the damage by one die type (2d8) by taking a -1 penalty on his arcane skill dice. By taking a -2 penalty, they may increase the damage by two die types (2d10). This may be combined with the additional bolts. | Moonfire (Bolt), Rank: Novice
Range: Adjacent square
Duration: Special
Trappings: Model soldier.
Aife can transform a model shield maiden into an able servant and construct. Unlike most heahwisards, he figures are scultped to resemble valkyries and other stout female warriors.
To cast the spell, the hero simply throws a model soldier on the ground and recites a short incantation. When the figure strikes the ground, it transforms into a sturdy warrior, completely under the hero's control. With a raise on the casting roll, the bodyguard is a Wild Card. When wounded, the soldier crumbles to dust - subsequent castings require another figure. Each figure costs the hero 10 gs.
Bodyguard
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 6; Parry: 6; Toughness: 10 (4)
Gear: Long sword (Str+d8), medium shield (+1 Parry).
Special Abilities:
- Armor +4: Stone skin.
- Construct: +2 to recover from being Shaken; no additional damage from called shots; piercing attacks do half damage; constructs do not suffer from poison or disease.
- Fearless: Bodyguards are immune to fear and Intimidation.
- Shieldwall: So long as the bodyguard is adjacent to the caster, attacks against the hero suffer a –1 penalty. The bodyguard will not use this ability to defend other characters.
| Shield Maiden (Bodyguard)
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Gear: A sturdy and well-crafted leather backpack with brass and silver clasps.
Weight: 2 | Backpack, A cloth belt with a dozen slots for storing potions, scrolls, or throwing knives for easy access. Can be worn around the waist or slung diagonally across the chest.
Weight: 1 | Bandolier, A waterproof canvas bedroll of obvious high quality and make.
Weight: 4 | Bedroll, A thick woolen but plain woolen blanket embroidered with a bit of silver thread.
Weight: 4 | Blanket, Carrying in a small carved wooden box.
Weight: 1 | Flint and Steel, A grizzly bear skin that was a gift from a wandering trapper. Furs grant a character +1 to Vigor saves to resist the effects of Cold. The modifier stacks with winter clothing.
Weight: 5 | Furs, An intricately tooled length of white ash capped with bronze bands. The length has been carved with runes and inlayed delicately with silver. Aife cannot work her magic with this staff and it is obviously a tool for working magic.
Damage: Str+d4
Weight: 8
Notes: Parry +1; Reach 1; 2 hands | Heahwisard's Staff, | A character who tries to heal someone without a supply of bandages, herbs, salves, and poultices suffers a -2 penalty to his roll. This does not affect the healing spell. | Healer's Bag, The rope can safely handle 300 pounds without worry. For every 50 pounds over that, roll 1d6 every minute or whenever the rope suffers a sudden stress. On a 6, the rope breaks under the strain.
Weight: 10 (20 Total) | Hemp Rope (20 Yards), A lantern provides light in a 4" radius for three hours per pint of oil. There is a 50/50 chance the lantern breaks if dropped, and a 1 in 6 chance it sets normal combustibles alight.
Weight: 3 | Lantern, Five scrolls containing a wealth of ancient and contemporary lore. They are carried in waterproof scroll cases and Aife has been charged with their safekeeping.
Weight: 5
Notes: See Lorekeeper edge. | Lorekeeper Scrolls, A small wooden carving of a shield maiden or Valkyrie. They've been carved with obvious skill and are one of the last links Aife has with her old life.
Weight: - | Maiden Statue (5), Besides providing light when used in lanterns, oil can also be used as a weapon. This is most commonly done by putting oil in a ceramic flask with a lit fuse. The flask is then thrown at the target where it breaks and the fuse sets the oil alight.
Lighting a fuse requires 1d6 rounds with flint and steel (1 round with open flame), so it's best to light the fuse before a fight starts (a fuse stays alight for 10 minutes).
The flask's range is 3/6/12. Anything it hits is set alight on a d6 roll of 5–6, causing 1d10 damage per round. The fire has a chance of growing each turn as usual.
Weight: 1 (5 Total) | Oil (5 Pints), Ten sheets of fine vellum parchment suitable for all manner of writing and drawing.
Weight: 1/20th (1/2 Total) | Parchment (10 Sheets), A plain horn and leather scroll case that has been carefully waterproofed.
Weight: 1 | Waterproof Scroll Case, Contains 2 quarts of clear and drinkable water.
Weight: 1 | Waterskin, Clothing of a fine and sturdy construction, with just a tiny bit of embroidery. Characters with warm cloaks, woolen undergarments, and fur boots and gloves are +2 to their Vigor rolls to resist cold weather.
Weight: 10 | Winter Clothing, A collection of inks, quills, blotters, and other writing utensils carried in a finely crafted wooden box. The box is tightly sealed and covered in knot work. It was a gift on her 12th name day.
Weight: 1 | Writing Equipment
Currency: 32 gs
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Languages: Spoken By/In: Alantaris Isle, the Magocracy
Alphabet: Anari | Anari, Spoken By/In: Scholars, Anari priests
Alphabet: Anari | Classical Anari, Spoken By/In: Frost dwarves
Alphabet: Dwarven runic | Dwarven, Spoken By/In: Engro
Alphabet: Elven | Engrosi, Spoken By/In: Finnar
Alphabet: N/A | Finnari, Spoken By/In: Hearth elves
Alphabet: Elven | Hearth Elven, Spoken By/In: Saxa
Alphabet: Saxa runic | Saxa, Spoken By/In: Taiga elves
Alphabet: Elven | Taiga Elven, Spoken By/In: Tuomi
Alphabet: Tuomi | Tuomi, Spoken By/In: Humans, merchants, diplomats
Alphabet: Anari | Trader
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Temporary Effects: -
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Bennies: 1; Injuries: -; Fatigue: -
Active Spells: Armor (Raise), Bodyguard |