Dice and Skills

Combat

Weapons: Melee: level 38, Duel weild swords +35 each. Firearms: level 36, Sidearms: semi-auto desert eagles, +50 each.
HB: +7 melee, +7 firearms
AR: +3
Combat Skills: drunken fighting: no combat penalty when drunk, mounted combat

Character Checks

HP: 500/4200
Regeneration: 40
Physical Checks
Strength: 16/56
Stamina: 25/75
Movement: 15/55
Stealth: 17
Dexterity: 16
Reflexes: 17/57
Fortitude: 50
Sensory Checks
Vision: 21
Night Vision: 21
Olfactory: 16
Hearing: 19
Taste: 15
Touch: 12
Sixth Sense: 36 danger sense, 40 Spirit Sense
Mental Checks
Willpower: 38
Intelligence:15
Constitution: 39
Wisdom: 16
Charisma: 22
Instincts: 28
Logic: 16

Skills

Survival Skills: outdoor survial, all, level 35
Common Skills: swimming 21, horsemanship 37

Special Abilities

Spectral Form: takes no damage from normal weapons and cannot affect things physically.
Phantom Form: can affect things physically telekenically and can only be damaged with light, electrical, or fire elements.
Planar: can close distance between planes and even time zones and visit various planes by planes walking

Vampiric Abilities

Level 40
Vampiric Form: appearance drawn from physical state he was in on his 25th year. Form infused with immortal ichor which improves physical attributes, even more so with age; strength, stamina, fortitude +10, movement, reflexes, regeneration, +1 each per vampiric abilities level.
Sire Spectral Vampire: with the blood of his vampiric form.
Blood Bonding: create a strong bond of loyalty and devotion with blood.
Undead Ghoul: like a ghoul but bond is one of complete control by vocal command, the subject altered into a vampire with only physical advantages and disadvantages of the sire, including quasi-immortality, fortitude, improved strength, etc.
Night Vision: see well in the dark
Spectral Vision: see spirits and their auras, identify alignments, moods, and general intentions (good, bad, helpful or benign).

Inborn Powers

Dead Realms Magic: innate magic, full path
Mental Tower: innate, limited path
Telekinesis: innate, limited path

Paths of Power

Spectremancy: full path
Abyssmancy: includes abysmal ice, full path
Dark Invocation: full path, special arcanum of curses

Magic Skills

Magic Seal
Magic Mark
Fork Spell
Missiled Spells
Improved Targetting
Quick Casting: 2 spells with 1 AR
Improved Critical: +2% chance of crit per level, level 20, 40% chance

Weaknesses

Cannot eat food: damages -50 each bite, makes him sick and purge blood.
Blood Dependant: If he goes without a gallon of blood for 5 days he shifts into spectral form.
Spectral Entrapment: destroy physical form completely and entrap Ewyn's spirit in dead realms, whereof he cannot return to another plane unless summoned by ritual arcanum, using his name in a seal, his spoken name, fire to show him the way, and with offering of Straight Irish Whiskey, or a good straight whiskey at least within the seal's center.
Subject to Summoning: by rite of arcanum described above. Knowledge of rite must be gained through play. Only ones who know of it are the Morning Star, Ronan and GMs' called NPCs.
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