Pallin and Vallesta
While Feleks and Rafnr the Ruddy are two of the most famous delvers of Bemarris, their reputations
in Bemarris are not entirely positive. As often abroad as they are, they are frequently considered 'unreliable' by those who might want to employ their services; that particular characterization is also informed by their tendency to abandon activities that offend their sometimes mercurial sensibilities. Other delvers, less competent ones, are often considered more 'reliable' ... or perhaps more 'dependent on the goodwill of others'.
Of these, one of the most recently famous is Pallin, a denizen from one of the farming villages surrounding Bemarris. His story is entirely typical; two years ago both of his parents died during a brutal winter, and while their neighbors were willing to take him in for a few months, he chose to leave for the city when spring came. Unable to find more sensible work, he became a dungeon delver to feed himself, and found that he had something of a knack for it. So he's kept at it, and gained a reputation for efficiently bringing back bounties from the darkness underneath.
Of course, the source of that 'something of a knack' is not what it seems, for an untrained farm boy would surely only have found a brutal, nameless death in the dungeon. Pallin was lucky enough to cross paths with a wizard
before he began his adventures, and receive her favor and blessing, granting him slightly enhanced physical attributes and an enchantment that allowed him to cast a magical arrow from his hand. He is entirely aware of how much of an advantage he's been given with these, and always prioritizes helping his patron over other considerations. Fortunately for him, she never requests anything of him that would prevent him from fulfilling someone else's requests.
The wizard Vallesta is not nearly as powerful or as skilled as Cagana the Crazed or Valensian Ral, but is also not as physically twisted as either of them, and thus can move freely within the city. Or rather, she
seems less physically twisted, but if it were known that a soul nearly seven hundred years old dwells within her seemingly youthful body, she might seem much more so. Long ago, while studying under a wizard in her homeland, far to the east, she was cursed to live as she was until such time as she truly learned what magic truly is.
This 'curse' has not only prolonged her youth, it has made her invulnerable. (Or so she thinks; in fact, she can be harmed by sufficient force, but heals most wounds so quickly that scars cannot even form.) Having conducted auguries, Vallesta believes that here, within Bemarris, she will find the answer which grants her the mastery of magic that she has sought, and will use whatever means she has to in order to find it. Fate has delivered her a worthy agent in the form of Pallin, who survived a dangerous magical experiment she conducted that linked the two of them, granting him the ability to use a spell she'd developed long before.
While Pallin began as only a means to an end for her, she has grown fond of him in some ways ... though give a choice, she would always choose to have greater power over something like friendship. It is quite possible, though, that such callousness is actually an obstacle to her goals, though she doesn't yet realize that.
Pallin -- PL 7
Abilities:
STR 2 |
STA 2 |
AGL 4 |
DEX 3 |
FGT 5 |
INT 1 |
AWE 2 |
PRE 3
Powers:
Flame Arrow: Ranged Damage 5 - 10 points
Advantages:
Defensive Attack, Defensive Roll, Equipment, Evasion, Hide in Plain Sight, Luck 3, Power Attack, Trapfinding 2*.
* Grants +2 circumstance bonus to Perception checks to find traps and uses Dexterity for Technology checks.
Equipment:
Starforged Knife (Strength-based Damage 1, Improved Critical 2), armored clothes (Protection 1).
Skills:
Acrobatics 3 (+7), Athletics 5 (+7), Close Combat: Knife 4 (+9), Expertise: Magic 2 (+5), Expertise: Streetwise 3 (+4), Investigation 3 (+4), Perception 4 (+6), Persuasion 2 (+5), Ranged Combat: Magic 4 (+8), Stealth 3 (+7), Technology 3 (+6).
Offense:
Initiative +4
Unarmed +5 (Close Damage 2)
Knife +9 (Close Damage 3, Crit 18-20)
Flame Arrow +8 (Ranged Damage 5)
Defense:
Dodge 7, Parry 9, Fortitude 5, Toughness 5/4/3/2, Will 7
Totals:
Abilities 44 + Powers 10 + Advantages 11 + Skills 18 + Defenses 15 = 98 points
Offensive PL: 7
Defensive PL: 7
Resistance PL: 6
Skill PL: 2
Complications:
Adventure--Motivation. Friend (Vallesta.)
Obligation (also Vallesta.)
Power Loss/Weakness (Flame Arrow, if Vallesta is annoyed; also loses 2 ranks from all physical abilities and Fighting.)
Vallesta -- PL 9
Abilities:
STR -1 | STA 7 | AGL 1 | DEX 0 | FGT 2 | INT 4 | AWE 6 | PRE 6
Powers:
Invulnerable: Immunity 11 (aging, life support); Protection 7, Impervious 14; Regeneration 10 - 42 points
Mystic Senses: Senses 2 (acute mystic awareness) - 2 points
Shielded Mind: Impervious Will 9, Limited to mental effects - 5 points
Advantages:
Attractive, Benefit 2 (independently wealthy), Equipment 3, Languages 4 (several including Tormanan, [unknown native]), Ritualist, Startle, Taunt, Well-informed.
Skills:
Deception 4 (+10), Expertise: Magic 6 (+12), Insight 4 (+10), Intimidation 4 (+10), Investigation 7 (+11), Perception 5 (+11)
Offense:
Initiative +1
Unarmed +2 (Close Damage -1)
Defense:
Dodge 3, Parry 4, Fortitude 9, Toughness 14, Will 9
Totals:
Abilities 50 + Powers 49 + Advantages 10 + Skills 15 + Defenses 9 = 133 points
Offensive PL: 1*
Defensive PL: 9
Resistance PL: 9
Skill PL: 7
Complications:
Ambition--Motivation. Pretense of Friendship (possibly the real thing?)
Prejudice (wizard.)