Attributes Weapons ---------- ------- Strength: 70 Mean-looking bone dagger Dexterity: 50 Nice Dagger Constitution: 65 Steel-plated leather gloves Intelligence: 60 Wisdom: 45 Medium Crossbow & 20 bolts Charisma: 55 Magic: 75 (87 enhanced) Armor Totals (Armor,HP) ----- -------------------------- Metal breastplate, chain skirt & sleeves, with Head: 7 3 hp studded leather rear strip, straps, and belt Torso: 8/4 7 hp Steel-plated leather gloves Abdomen: 5 7 hp Helmet with chin/neck guard and noseplate Arms: 5/4 4 hp Legs: 5 5 hp Gear/Clothing Money and valuables ------------- ------------------- backpack Platinum: 1 good set of black clothes Gold: 5 decent set of woods clothes Silver: 6 nice boots Gems (values in PP): nice leather coat 4,4,4,4,4,4,4,4,4,3,3, waterskin 3,3,2,2,2,2,2,1,1,1, collapsible spyglass 1,1,1,1,1 lockpicks 2 weeks emergency rations 2 good maps of Marduk 1 map of Galirhe Prime primary fang of black dragon 1'6" dragon horn-tip To do many bits of dragon claw ----- phasor thing Make stone mirror box thing Flame-bolt? kickass sewing kit Make more grenades math book electronics book 4 kinetics books, 2 mage-smithing (+0,+40%) wooden buckler Markus-staff (+2 magic) Gold-thread lined magic enhancing suit (+10 magic) vial of carrion-crawler toxin (doesn't know what it is yet) collapsible glider 2 strong magnets many hollow stone solids, various shapes enough good steel for 2 swords lotsa gold thread (20 pp worth) glowing medallion VERY nice, waterproof woods-camo cloak magic-proof chain coif orc logMAGIC STUFF ----------- Total points: 75(87) Point recovery: 4/hr active 6/hr resting 10/hr asleep Constitution points (1/5 con): 13 Con point recovery: 4 points per day Spell Costs ----------- Kinetics: Heat Manipulation . Call fire: 5 . Heatstroke: 10,20 if metal armor or helmet (1/2 cost for KO) . Sword of Flame: 2/min (+2 +1/25% of success) to dam, 5 rnds safe Heat Manipulation: Points spent/used ratio: 1/5 points . Icebolt: 2 (4 min to make -1/25% succ)/(humidity/25) use as mageshot, 1d6 damage . Fireball: 100 (20), 5 meter radius, 1d6+2 damage to all body locations with no armor. Force Manipulation Levitation: 20 points for 50 kg (110 lbs) +/- 1 pt per 5.5 lbs . MageShot: 5 (1d8 damage, -1% to hit per meter . True Aim: 1 -1%/meter, subtract success from archer's roll . Eldritch Hammer: 20 (Dex roll to stand. Double cost = -75% to roll) . Eldritch Grab: 10 (Str roll to keep object. Double cost = -75% to roll) . Eldritch Grip: 5 per min. Force is 50 kg over surface of "extension" . Barrier: 5 per minute + 1 per impact (base 6 square meters) Advanced Barrier: Can't do yet Vibrations and Oscillations . Create Sound: 2 per minute. Very loud = more power . Dampen Sound: 5 per hour. 25 per hour for small room . Amplify Sound: 10 per hour per sound "unit" *75% if one-way, *5 for small room . Filter Sound: Sonic Ram: Can't do yet Sonic Scalpel: Can't do yet -------------------------------------------------------------------------------- Light Manipulation: Illusion Cantrips: 1-3 Illusions: 5/25 -2 points per minute setup. 10%/min maint . Flash: 2 Requires illusion targetting roll . Coherent Beam: 10 Blind multiple (5?) people. Bore holes? Light Bending . Invisibility: 5/25 -2/min setup (down to half) *[(angle/360)+20]% maint: 30% of setup per hour (screen base=2.5/ 2 square meters) Invis Other: Can't do yet Lenses and Mirrors: depends on size and complexity (2 on up /hour) Sky-lens: 5/25 -2 points per minute setup. 10%/min maint . Wide-angle vision: 2 per hour Light Conversion . Infravision: 5/hr . Eyes of the Cat: 5/hr Light Absorption: 0 Base: 25 meter sphere, -100% illuminance +/- 3%/meter -------------------------------------------------------------------------------- Life Magic: Mind Magic . Receptive Empathy: Part of Mage-sight now . Projective Empathy: .2/min/target . Surface Telepathy: 3/hr . Conceptual Telepathy 5/hr . Mind-shield: 1/hr to detect, 6/hr or 1/min to deceive/deflect . Group Telepathy: (5 or 7) * #targets (per hour) Language Probe: Can't do yet Memory Probe: Can't do yet Memory Alteration: Can't do yet Heal/harm mind: Can't do yet Possession: Can't do yet Body Magic Mindhammer/Awaken: 10 (Know for human, deer, goblin, lizard) Sensory shunt: 10/hr/sense Sensory implant: 10/hr/sense (very unpracticed) Cause pain/pleasure: 30/hr (usually used a few min at most) . Paralyzation: .25/min . Pain-block: .25/min Stop heart: Close arteries: Control body (puppet): Polymorph Self/Other: Heal body: Life Force Manipulation Plant Magic -------------------------------------------------------------------------------- Material Manip: Solid Manipulation Mold Solid: 26 per unit Color-change Solid: 26 per 50 square meters of rock (surface-only change) Liquid Manipulation Gas Manipulation Conversions
Skills Skill Attr base Type Level    Skill Attr base Type Level Math IQ 4 20 Kinetics Magic 4 50 Physics IQ 4 40   Fire/Heat Manip. Kinetics 3 +15 Chemistry IQ 4 10 Life Magic Magic 4 30   Alchemy Chemistry 3 +19   Mind Magic Magic 3 +5 Biology IQ 4 10 Light Manipulation Magic 4 50         Material Manip Magic 4 24 Speak Dragon IQ 2 10 Mage Smithing IQ 4 35 Speak Dwarven IQ 2 40         Speak Latin IQ 2 20         R/W Common IQ 2 35 Visual Memory IQ 1 10 R/W Dragon IQ 2 -20 Combat Reaction Init 1 +15 R/W Dwarven IQ 2 0 Sex ??? 1 16 Leadership Cha 1 7 Dragonslaying ??? 2 17                 Animal Training Cha 2 5 Blunt Weapons Str/Dex 4 -10 Teaching IQ 2 20 Crossbow Dex 4 -20 Wilderness Surv Wis 2 20 Cooking Wis 1 60 Stealth Dex/Wis 2 8 Sewing Dex 1 10   Nondescriptness Stealth 1 +10 Clothmaking Dex 2 2 Disguise IQ 2 0 Sailing Str/Dex 2 0 Hiding IQ 1 5 Swimming Con 1 0 Run Away Str/Con 1 7 Blacksmithing Str 3 0   Shape Metal Blacksmithing 2 +15 Pick Pockets Dex 1 10   Woodworking Blacksmithing 1 +10 Pick Locks Dex 2 5 Hang Gliding Dex/IQ 1 10                                                 Can make gunpowder level 3. This is modern gunpowder or dynamite. (Learn formula at Alchemy + IQ - (level^2) * 10 + 1%cumulative per day of experimentation)% Level 4 will be learned at -71+1%cum/day (i.e. 12 days gives -71+78=7%, 2 weeks gives 34%, etc.) Rolls are made each day, to take into account the "Eureka" factor (i.e. roll of 5 or less is success). Level 4 is on the order of plastique. Level 5 will be learned at -161+1%cum/day) Must be learned after level 4. (Is this even possible, and if so, how powerful?)
--------------------------------Description----------------------------------------
Cyrian is a short, rather mousy-looking individual who always looks like the world is about to dump on him. He has shoulder-length scraggly brown hair that looks like it was last cut with an axe, deeply recessed pale-green eyes, and usually a three-day growth of beard stubble. He's only 4'10" tall, and is usually slumping, which makes him look even shorter. He's also very broad-shouldered, which in concert with his modest height makes him look somewhat like a beardless dwarf. There is an occasional glint of madness in his eyes, quickly hidden. He has a horn-shaped scar on his left hand that he rubs absentmindedly in times of stress or boredom.
He usually wears a shining, white shirt with glimmering thread woven into it under tough, brown woods clothes. This is topped off by his rather unorthodox armor. The armor has a metal breastplate, streaked matte green for camouflage. This is attached at the front of a chainmail jerkin that in turn fades into studded leather in the back. The back is the way into the armor, which is put on like a hospital gown. Then the tough leather straps made for this purpose are connected with hooks and clips. The suit also has a wide leather belt that connects in front, from which dangle two scabbarded daggers, one of fine metal, the other a very mean-looking bone contrivance. He wears brown leather gloves on his hands and a half-helm with nose- and chin-guards on his head. His overall appearance is that of a wannabe merc or knight-turned-guerilla fighter, perhaps a bit crazed. Everything about his outfit is meant for forest camouflage, and as such is streaked brown and green, with no reflecting bits.
--------------------------------Background-----------------------------------------
Age 10: apprenticed to village clothmaker
set bolt of fine silk afire, was sent away
Age 11: apprenticed to blacksmith (since was so adept with fire...)
Age 12: accidents started to happen (often)
he badly quenched a fine sword for the lord, warping it
dropped a red-hot dagger on his foot, caught boot on fire, almost
caught store on fire putting out the boot
tripped over tongs carelessly left out, fell into fire, burned
left hand (still carries scars)
sent away as too risky
Age 13: apprenticed to moneylender
disliked by other apprentice, who framed him for theft
sent away, and chased from town
three months later, hungry, tried to rob a caravan protected by
a mage. Caught, dragged along to next city for trial. In
the woods, ambush caught the caravan, most killed defending
it. Managed to escape after the robbers left, but heard the
wheezing breath of the mage, who was trapped half under a
wagon. Since he felt it was his fault that bad luck had
hit the caravan (since bad luck followed him), he felt it
his duty to help the mage. The two of them made it to the
city, where he expected to be taken up for trial. Instead,
the mage indentured him for 8 years apprenticeship (since
his last apprentice died in the ambush).
Age 17: The mage is dead, the apprenticeship half done.
Cyrian turns to thievery as a vocation, since he's too old to
be apprenticed again. Tutored by a 12-year-old street kid in
return for protection (Cyrian is still rather strong from his
forge-work, and his apprentice-duties, which involved a fair
bit of manual labor, and his weak spells don't hurt either.)
Age 18: Tries to rob Sarah Maize, who presses him into service (his version of
what happened), and so begins the reign of terror.
Age 19: Plans to do lotsa stuff, including Sarah. Succeeds at that goal, at least,
on his birthday. Heh! Talk about rapid wish fulfillment.
Birthday: 5/10
Weight: 60 kg
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This page was last updated on Wednesday Mar 4, 1998.