Bárten Thesk

Player Name: Rob Fontenot

CHARACTERISTICS
Val Char Base Points Total Roll Notes
12 STR 10 2 12 11- HTH Damage 2d6+1 END [1]
11 DEX 10 3 11 11- OCV 4 DCV 4
13 CON 10 6 13 12-
13 BODY 10 6 13 12-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
12 PRE 10 2 12 11- PRE Attack: 2d6
12 COM 10 1 12 11-
5 PD 2 3 5 5 PD (0 rPD)
5 ED 3 2 5 5 ED (0 rED)
2 SPD 2.1 0 2 Phases: 6, 12
5 REC 5 0 5
30 END 26 2 30
26 STUN 26 0 26
7" Running 6 2 7"
1" Swimming 2 -1 1"
1" Leaping 2 -1 1" 32 Total Characteristics Points
OCV: 4 DCV: 4
Combat Skill Levels:
DEFENSES
Type Amount
PD 5
rPD 0
ED 5
rED 0
MD 0
PwrD 0
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 1" [2" NC]
H. Leap (2") 1"
V. Leap (1") 0 1/2"
EXPERIENCE POINTS
Total Earned: 0 Base Points: 75
Spent: 0 Disad Points: 75
Unspent: 0 Total Points: 150

SKILLS
Cost Name
3 Bureaucratics 11-
1 Climbing 8-
3 Concealment 12-
3 High Society 11-
3 Hoist 12-
3 Jack of All Trades
2
1) PS: Architecture (3 Active Points) 12-
2
2) PS: Construction (3 Active Points) 12-
2
3) PS: Mason (3 Active Points) 11-
3 KS: Ôrdô-Hęrofen societies, practices, magicks 12-
3 AK: Duar Monuments and Edifaces 12-
2 AK: Edifaces of the Red Empire 11-
3 Mechanics 12-
2 Navigation (Other Underground) 12-
11 Magecraft: Power 16-
3 SS: Geology 12-
1 SS: Archeology 8-
3 Knowledge of Duar Fortifications: Security Systems 12-
6 +2 With: Architecture, Construction, Mason
4 Survival (Underground, Urban) 12-
1 WF: Axes, Maces, Hammers, and Picks
64 Total Skills Cost
PERKS
Cost Name
2 Member of Ôrdô-Hęrofen: Fringe Benefit: Journeyman
5 Clan Membership: Contact: Leadership of Thesk Clan (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 11-
7 Total Perks Cost
TALENTS
Cost Name
3 Duar Resolve: Resistance (3 points)
3 Edificier Knack: Bump Of Direction
3 Edificier Knack: Absolute Range Sense
9 Total Talents Cost
POWERS
Cost  Power END
5 Underground Adaptation:: Nightvision 0
5 Underground Adaptation: LS: Thin Air/High-Altitude/Deep Earth Breathing (Expanded Breathing) 0
6 Duar Musk: (Total: 10 Active Cost, 6 Real Cost) +2 PER with Smell/Taste Group (Real Cost: 4)plus Change Environment 1" radius, Varying Effect Very Limited Group (Musk Smell can Vary per emission depending on mood; +1/4) (6 Active Points); No Conscious Control (Only Effects cannot be controlled; Scent and Emission of Musk are linked to emotional stimula; -1), 1 Recoverable Continuing Charge lasting 1 Minute (-1/2) (Real Cost: 2) [1 rc]
Edificier Workings
3
1) WallSense: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees), Range (32 Active Points); OAF Expendable (Difficult to obtain new Focus; Ritually Charged Stones; -1 1/4), Requires a Magecraft Roll (-1/2), Gestures (-1/4), Costs Endurance (Only Costs END to Activate; -1/4) (x0.33 Cost)
Notes: Allows an Edificier to sense the architecture around him, mystically feeling the outlines of the walls and ceilings.This working does not automatically reveal secret rooms or areas, but some such passages can be "figured out" with close examination of the floorplans.
3
5
2) Stone's Throw: EB 5d6, Area Of Effect (10" Line; +1) (50 Active Points); OAF Expendable (Difficult to obtain new Focus; Ritually Charged Stones; -1 1/4), Requires a Magecraft Roll (-1/2), Gestures (-1/4), Reduced Penetration (-1/4) (x0.33 Cost)
Notes: Allows an Edificier to pick up all the loose stones in an area and throw them at high speed through an area, doing damage to everyone they stones hit. Because the damage represents hundreds of small stones smashing into a victim, the penetrative value is reduced for determine body damage.
5
5
3) Dissonance Touch: Drain BODY 5d6 (50 Active Points); OAF Expendable (Difficult to obtain new Focus; Ritually Charged Stones; -1 1/4), Requires A Magecraft Roll (-1/2), Gestures (-1/4), Limited Power Only against stone or metal targets (-1/4) (x0.33 Cost)
Notes: Allows the Edificier to split stone or shatter metal by creating dissonance within the object. These vibrations will split the material along its pre-existing flaws or faultlines, split it down to dust or metal shavings.
5
4
4) Seal the Crack: Healing BODY 5d6 (50 Active Points); OAF Expendable (Difficult to obtain new Focus; Ritually Charged Stones; -1 1/4), Limited Power Only to Heal the Architecture of Bases (-1), Requires A Magecraft Roll (-1/2), Gestures (-1/4) (x0.33 Cost)
Notes: Allows the Edificier to reknitt the stone and mortar that makes up Duar architecture, sealing breaches, eliminating cracks, and restoring such edifices to pristine condition.
5
1
5) Dweomer Sense: Detect Magic A Class Of Things 12- (Sight Group), Discriminatory (10 Active Points); OAF Expendable (Difficult to obtain new Focus; Ritually Charged Stones; -1 1/4), Requires A Magecraft Roll (-1/2), Gestures (-1/4) (x0.33 Cost)
Notes: By rubbing mystically charged stones over an object or around a location, an Edificier can detect if esoteric energies are present, as the stone change color in predictible patterns and develop runic scratches that reveal the nature and type of the energies.
0
4
6) Hard Labor: Telekinesis (33 STR) (50 Active Points); OAF Expendable (Difficult to obtain new Focus; Ritually Charged Stones; -1 1/4), Requires A Magecraft Roll (-1/2), Limited Power Stone and Dirt must be Present (-1/2), Gestures (-1/4), Physical Manifestation (Grue Formed from Stone/Dirt; -1/4) (x0.33 Cost)
Notes: When cast, this working forms a nearby mass of stone and dirt into a Duar-shaped Grue which can be directed to perform heavy labor tasks for the purposes of construction. Many an Edificier, however, have used this working for thier own defense in crisis situations.
5
38 Total Powers Cost

DISADVANTAGES
Cost Disadvantage
10 DNPC: Younger Brother at FirstMont 8- (Normal)
5 Distinctive Features: Musky Smells (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5 Hunted: A previous client who is dissatisfied with the work Bârton performed for him. Seeks restitution and is conflicting with the Ôrdô-Hęrofen over it 8- (As Pow, Mildly Punish)
0 Normal Characteristic Maxima
10 Psychological Limitation: Believes in Personal Responsibility and Direct Action (Common, Moderate)
10 Psychological Limitation: Honors Strâden (Common, Moderate)
10 Psychological Limitation: Reverance for the Duar Homeland and the Red Empire (Common, Moderate)
15 Social Limitation: Responsibilities toward Ôrdô-Hęrofen and the Edificiers (Frequently, Major)
10 Vulnerability: 2 x Effect Mental Illusions (Uncommon)
Notes: Bârton is a dreamer, always looking below the surface of the buildings and objects he helps to create for the social power that civilization engages. He can be easily manipulated by playing on these themes, and is willing to believe the subtext presented to him.
75 Total Disadvantages Cost
APPEARANCE
Hair Color: Dark Brown
Eye Color: Brown
Height: 1.26 m
Weight: 65.00 kg
Description
Bárton is an active person, constantly on the move and examining the stonework around him. Like all mages, he is something of an introvert, but this is not out of a lack of personality or a shyness. More over, Bárton gets carried away in his work, crafting stone, planning rooms and structures, adding artistic flourishes that will heighten the beauty of an ediface. When he's shocked out of his shell, Bárton is amiable and supportive.

Bárton has little use for finery in his appearance, and rarely takes pain to keep himself presentable. He is much more of a "do-er," and dresses accordingly. He's generally working out in the "field" and his garb is appropriate for hard work.
BACKGROUND
Bárten Thesk came of age in FirstMont, a mont which had been hit hard by the great Cataclym nearly 100 years ago. During his adolescence, Bárten was exposed to the Edificiers who dwelt in FirstMont and whom had been working steadily to rebuild the city. His Clan had long been stoneworkers of the highest calibre and were important in the Mont's history. While they were saddened that their mont suffered so much damage during teh Cataclysm, they were able to parlay their standing in the community through working to repair the damage.

Brought up in this environment, seeing the community and citizens all coming together to improve the everyone had a lasting effect on Bárton's psyche and it became one of his guiding principles. When he came of age and sought a profession, he found the ideals of the Edificiers of the Ôrdô-Hęrofen to be a match with his own. Granted, many still saw them with some suspicion, given the Order's reputation as being affiliated with the Red Empire's rise to power, but Bárton was not dissuaded. He applied for membership and was accepted.

Bárton spent nearly five years learning the mysteries of the Ôrdô-Hęrofen and was enducted into the society of the Edificiers shortly after that. He is thus a journeyman with the society. Through ties between Clan Thesk and Clan Tôrdic, Bárton has been requested to lend his expertise in stonework and engineering to the reclamation of Founderstone. Bárton, eager to see more of the world and eager to expand his responsibilities has agreed.
PERSONALITY
Bárton is motivated to provide service to the community through his Edificier abilities. His formative years growing up amid the repair projects at FirstMont instilled within him a sense of civic responsibility that serves as the core of his belief system. This core has only been enhanced through the teachings of the Ôrdô-Hęrofen in general, and the Edificiers specifically. Bárton agrees with the value of turning the otherwise unchannelled energies of a society into something productive, beautiful, and valueable to all.

In no small measure, Bárton is also interested in fulfilling the reputation of his Clan. His family has always been avidly civic-minded and master craftsmen to boot. Bárton sees his latest assignment as the perfect opportunity to do just that.
QUOTE
"It looks bad," Bárton admitted, "but the foundation is strong and uncracked. I'm sure we can rebuilt it."
POWERS/TACTICS
CAMPAIGN_USE

Character created with Hero Designer (version 2.42)