Andrij

Zath.h19
User: Jonathan
Campaign: Savage Hyboria
Race: Human
Gender: Male
Level: Novice
Background:
Born and raised in Zamora, Andrij was sold to the cult of Zath at a very young age. He was taught to read and write and was educated in the ways of mystic Hypnotism.

Recently, his parents were killed. But Andrij did not learn of the incident until months later. Rumors claimed that sorcery was involved, but no other details surfaced.

Andrij did not know his parents nor did he grieve for their deaths. However, the involvement of sorcery did concern him. Blood relationships are very important to most rituals and occult practices. He feared that who ever killed his parents may seek to kill or manipulate him in some way.

He scoured the sect's library for any way to protect himself from such powers. He came across the first half of an ancient and dangerous ritual that would protect him from such arcane powers. To perform the ritual, Andrij fasted for two days, chanting and praying. Every hour, he carved an ancient rune into his skin with a silver dagger. His arms, legs, chest and back were covered by bloody markings by the end of the ritual, and Andrij nearly died. It took nearly a month for him to recover with the help of his fellow cult members.

The leaders of Andrij's sect were unaware that the ritual took place until it was too late. Once he had recovered, they kicked Andrij out of the temple for his foolishness. Now Andrij travels to Shadizar to learn more about his parent's killer and to find the second half of the ritual that will complete his protection from sorcery.
Details:
Traits:
Agility: d6
Boating:
Driving:
Fighting: d4
Lockpicking:
Piloting:
Riding:
Shooting:
Stealth:d4
Swimming:
Throwing:

Smarts: d8
Gambling:
Healing:
Knowledge(Occult): d8+2
Knowledge(Religion): d8+2
Notice: d4
Repair:
Streetwise: d4
Survival:
Taunt:
Tracking:
Magic: d8
Spirit: d8
Intimidation:
Guts: d4
Persuasion: d4








Strength:d4
Climbing:










Vigor: d4











Derived Stats:
Pace: 6
Parry: 4
Toughness: 4
Charisma: -2 (non-Zamorans)

Hinderances:
Greedy(Major): Obsessed with wealth and personal gratification
Vow(Minor): Belongs to the Cult of Zath
Wanted(Minor): Sorcery is illegal in many parts
Outsider(Minor): -2 Cha when dealing with non-Zamorans

Edges(Starting):
AB(Sorcery):Starting Powers:2/Magic(Smarts)/Failure: Fatigue; Backlash: Roll on Backlash table; Critical Failure: Backlash with 2 worse of 3d6; Hypnotist: Hypnotic Trappings on powers.
Scholar:+2 to Knowledge(Occult and Religion)
Arcane Resistance: Armor 2 vs. Magic; +2 to resist opposed powers.

Powers:
Torment (Confusion/Hypnotic): CM 1-3 / Range: Smarts x2 / On success, targets make Smarts-2 or be shaken, Smarts-4 on raise (non-damaging). Up to three targets with one action (1PP each).
Swell (Fear/Hypnotic): CM -2 / Range: Smarts x2 / Large Burst Template, targets make Guts check (-2 with a raise), failure: Panicked (WCs roll on Fear Table)