Bertram was born to simple farmers in the
land of Uskala but talent scouts determined he had a lot of raw intelligence and willpower, so they offered him a scholarship to the
Uskalan Magic School provided he serve the government for five years after graduation.
He agreed, but upon realizing just how corrupt and brutal
the kingdom of Uskala truly is, deserted his post. Knowing this could easily get him killed, he sought to put as much distance between him and Uskala as possible and ended up disappearing into the Border Baronies where he tries to parley his magic for honest work, or at least not brutally oppressive work.
by Me with Hero Forge
He eventually had to start carrying a weapon. As is often the case for wizards in Scarterra, he opted to carry a long sword. A two-handed weapon good for defense that can be held in one hand long enough to allow for spells to be cast.
Bertram RPG Stats
Willpower 8, 36 quintessence points
Dexterity 3, Strength 2, Stamina 2, Appearance 2, Charisma 3, Manipulation 2, Intelligence 4, Perception 4, Wits 3
Simple Abilities: Alertness 2, Animal Ken 0, Athletics 2, Brawl 0, Dodge 1, Empathy 2, Etiquette 1, Expression 1, Intimidation 0, Investigation 2, Leadership 0, Legerdemain 0, Stealth 1, Subterfuge 1
Trained Abilities: Archery 1, Commerce 0, Crafts 0, Enigmas 1, Hearth Wisdom 2, History 0, Medicine 1, Melee 1 (+1 swords), Performance 0, Politics 1, Ride 1, Sailing 0, Seneschal 0, Survival 1, Theology 0
Rare Abilities: Spellcraft 2
Merits: Arcane Spellcaster
Flaws: Bookbound caster, Marked Outlaw (Uskala government)
Casting Attributes: Abjuration 2, Divination 2
Abjuration Spells:
(1) Alarm (6 dice casting), Protection (5 dice casting), Shield (5 dice casting),
(2) Protection Circle (5 dice casting)
Divination Spells:
(1) Detect Magic (6 dice casting), Detect Poison (6 dice casting),
(2) Detect Thoughts (6 dice casting)
Character Health Levels: OK, OK, OK, -1, -1, -2, -2, -3, -5, Incapacitated
Character Construction
20 freebie points + 11 (flaws) - 3 (Merits) - 12 (arcane attributes) - 6 (17 experience points for spells and 1 for specialization) - 10 (Extra Willpower)
Possessions
Weapons
Long Sword/Bastard Sword: difficulty 6 to attack or parry with. 7 dice of base damage.
Dagger: Difficulty 6 to attack with, difficulty 7 to parry with. 5 dice of base damage, also throwable
Light Crossbow: Difficulty 6 to shoot with. 5 dice of base damage. It takes a full B-action to reload. He typically carries a quiver with 20 bolts.
When expecting trouble, he normally wears light armor, gambeson(three dice soak), +1 fatigue check difficulty.
Other Gear Owned
Spellbook, if Bertram loses his spellbook for any reason, he cannot quintessence until he replaces it.
Backpack, bedroll, small tent, utility knife, small spade, two changes of clothes (all a fair bit fancier than normal for the Borderlands), 25 silver pieces, 25 copper pieces. two simple torches, flint and steel, whetstone A week of rations, two water skins, Any other reasonable gear the player comes up with I overlooked.
1 Healing Potion, each potion will heal three levels of damage. The potion must be consumed all at once, the three levels of healing cannot be split up. (worth 65 silver)
One acrance scroll of "Fly", it will let him (or another designated person) fly for 30 minutes. For a point of reference (worth 52 silver pieces)
Two mystic scrolls of "Expeditious Movement", it will let him (or another designated person) move at twice their normal speed for 30 minutes. (worth 33 coppers each)
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