Maram

Brown. The hair, the eyes, the knobbly knees: you just can't get away from brown with Maram.

Description:
BASIC DETAILS
Class Age Height Weight
Mage 19 5’ Slim

Health: 25 Mana: 20

ABILITIES
Communication Constitution Cunning Dexterity
1 1 2 (Natural Lore) 0 (Stealth)
Magic Perception Strength Willpower
4 2 1 3
COMBAT STATS
Armour Type Armour Rating Armour Penalty
Nil 0
Initiative Speed Defense
3d6 + 0 12 10
WEAPONS
Name Attack Roll Range(m) Damage
Fist 3d6 + 0 / 1d3 + 1
Shortbow 3d6 + 0 15/30 1d6 + 3

TALENTS AND CLASS POWERS

  • Weapon Group (Brawling)
  • Weapon Group (Bows)
  • Magic Training
  • Arcane Lance
  • Linguistics (Novice)

SPELLS

Spellpower: 14

Name School Type Cost Time TN Test Effect
Flame Blast Primal Attack 3 Major Action 12 Dexterity (Acrobatics) vs Spellpower Gouts of flame 7m long and 2m wide. All in it’s area take 2d6 + 1 damage; 1d6 +1 if they pass the test.
Rock Armour Primal Defense 3-8 1 minute 10 Armour Rating = Magic for 1 hour. Each additional hour costs 1MP
Glyph of Paralysis Creation Attack 3 1 Minute 10 Constitution (Stamina) vs Spellpower Enemies that move within 2 metres of the glyph must pass the test or be paralysed for 1d3 rounds. Paralysed characters can take no action and have Defense 7.

LANGUAGES

Trade Tongue (Speak/Read) Elven (Speak/Read)

EQUIPMENT

Backpack, traveller’ garb, water-skin, shortbow, Arrows(20), wand, healer’s kit, vial of black ink, lantern, pint of oil, 1 week travel rations

Cash: 34sp, 72cp

Bio:

Maram

Lowlanders psychodrive