Jonaleth "The ratslayer"
Jonaleth is a semi young man who if he had been born in a different time and place would have made a great scientist and chemist. Unfortunately he was born in i rather primitive land and the only occupation that he showed any aptitude for was in sorcery/magic. Even so, he found the rather messy structure and mumbo jumbo surrounding this practice very annoying and soon got rather put of his studies. What captured his imagination was instead the art of alchemy. Unforutantely his recipes seldom worked as intended and he got more and more distraught but the lack of succes. He seldom practiced his craft before the silence arrived and usually spent more time trying to create new contraptions to simplify the life in the village but few of the other villagers saw any point in these (usually) flawed inventions. His only claim to fame and main source of income comes from having accidentaly made the most potent ratpoison in the village (it started out as a really strong bowl of stew with a few "sligthly" dangerous ingredients. The rats can't get enough and die very happy.) and for this reason alone many sort of like him even if he is strange. He also tinkers with other potions and is convinced that he is on the right track for making water purification potions that will clean any water you pour it into.
The arrival of the song in his head changed a lot in his life. Suddenly he understood what he had done wrong previously in his alchemical concoctions and they were far more succesful that he ever expected. The thing behind his eyes started whispering that there was much more to learn and if he just "applied" himself he might eventually even find the formula for immortality. Jonaleth is a bit worried about the sinister vibe he gets from the song but hopes that everything will turn out for the best.
I was thinking that he is outgoing despite the fact that he is "a bit" of nerd. He has the wellfare of the village at heart and has a sharp analytical mind that he would love to apply to the new challenge that the silence poses. His optimism is probably greater that his actual skill, especially since he is not much of an outdoorsman.
Attributes: Agility d4, Smarts d10, Spirit d6, Strength d4,
Vigor d6
Skills: shooting d6, Spellcasting d12, Repair d8, Throwing d6
Charisma: –; Pace: 6; Parry: 4; Toughness: 5
Hindrances: Curious (Major), Outsider (minor), Vengeful (minor)
Edges: Arcane Background (Alchemy), Power Points, Jack-of-all-trades
Equipment: Crossbow 15/30/60 2d6 1 500 10 — d6 AP 2, 1 action to reload.
Portable lab
Powerpoints: 15
Song: Farewell by Summoning
http://www.youtube.com/watch?v=Jrx90jreBtw
The song in his head is far more sinister and powerhungry that his current host
Arcane background: Alchemy
Powers:
Armor
Rank: Novice
Power Points: 2
Range: Touch
Duration: 3 (1/round)
Trappings: A mystical glow, hardened skin, ethereal armor,
a mass of insects or worms.
Armor creates a field of magical protection around a
character or an actual shell of some sort, effectively giving the
target Armor. Success grants the recipient 2 points of Armor.
A raise grants 4 points of Armor.
Whether the armor is visible or not depends largely on the
trapping.
Healing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Instant
Trappings: Laying on hands, touching the victim with a holy
symbol, prayer.
Healing repairs recent bodily damage. It must be used within
the “Golden Hour,” though, for it has no effect on wounds
more than one hour old.
For Wild Cards, each use of the healing spell removes a
wound with a success, two with a raise. The roll suffers a
penalty equal to the victim’s wounds (in addition to any the
caster might be suffering himself).
For Extras, the GM must first determine if the ally is
dead (see Aftermath on page 78). If so, no healing may be
attempted. If not, a successful arcane skill roll returns the ally
to the game Shaken.
Healing can also cure poison and disease if used within 10
minutes of the event
Blast
Rank: Seasoned
Power Points: 2–6
Range: 24/48/96
Duration: Instant
Trappings: Balls of fire, ice, light, darkness, colored bolts,
swarm of insects.
Blast is an area effect power that can put down many
opponents at once. The caster first picks where he wants to
center the blast, then makes the appropriate skill roll. Normal
ranged attack modifiers apply.
The area of effect is a Medium Burst Template. If the roll is
failed, the blast deviates as a launched projectile.
Targets within the blast suffer 2d6 damage. Blast counts as
a Heavy Weapon.
►►Additional Effects: For double the Power Points, the blast
does 3d6 damage, or the size is increased to a Large Burst
Template. For triple the points, it does both.