Karl

Blackadder

Inquisitor Ordo Hereticus
General Information


Name: Karl


Ethnicity: Kelene


Pattern: The Emerald Sea (Cryolyte)


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Background


Karl has never viewed his gifts with anything described as negativity. The son of a village bailiff in a distant village, on a certain level he was the closest thing to the prince of the manor. With the lord more than happy as long as the taxes were paid and order maintained, he and father were the powers that mattered in the reasonably prosperous township.


Of course, when he discovered he was a Cryolyte, everything changed. His father wouldn't turn on his own son, but the priest was a damn devout and already was about to send desperate messages. So Karl was packed off with some supplies - keeping the Inquisition away, but giving Karl a chance for his life.


Hopes


Power. Magic gives him power, power to carve out a kingdom of his own, to gain more power and allies and to get what he wants. Karl is used to that thing.


Fears


The Inquisition coming down on his neck.


Regrets


Having to flee home and his father, who he did love, and did love him. Lose some is fine with the chance to gain some, but Karl would like to bring his father in safe and sound to a comfy sinecure in the new order.


Connections


Aside from his father and home village/town, Karl's position gave him tenuous links to the ruling Counts of Montefort (though their position as a Maerlyn vassal family makes this a tossup for positive or negative relations)


Attributes


Physical


Strength 2, Dexterity 3, Fitness 2


Mental


Intellect 2, Intuition 2, Willpower 4


Social


Bearing 3, Guile 2, Composure 3


Skills


Physical


Awareness 2


Athletics 3


Melee 3


Ranged 2


Unarmed 2


Defense 3


Stealth 2


Mental


Academics 1


Administration 1


Lore 1


Survival 2


Investigation 2


Social


Persuasion 3


Subterfuge 3


Empathy 3


Mingling 2


Animal Handling 2


Languages (Kelene)


Advantages


Familiarity: Village Life


+1 die to Persuasion, Mingling and Empathy pools when interacting with peasants and townsmen.


Knowledge: Representative of the Nobles


+1 dice to Academics (Politics), Administration (Governance) and Investigation (Hunting) dice pools.


Training: Magus Ascendant


+1 die to Awareness (Threats), Ranged (Magic) and Stealth (Hiding) pools.


Magic


Pattern: The Emerald Sea


Logos: 3


Current Logos Points: 120


To Next Coil: 180


School/Tradition: [TBD]


Derived Stats


Speed: 5


Combat Pool: 8


Ranged Pool: 7


Offence: Melee: 6


Offense: Ranged 5


Offence: Unarmed: 5


Defend Rating: 6


Soak: 2


Magic Resist: 4


Inventory


Short Sword (Damage +2, Pen 2)


Dagger (Damage +1, Pen 1)


Leather Jerkin (ArmSoak+1 [body/torso], Condition 14)
 
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