Guideline 250pt (FH p.121); Base 100 + 150 (max 75 pt any 1 type), Max OCV 14

Azagar the Wizard

STR  13  INT 28  PD   2  rPD   -  tPD  2     OCV 6        STR 11- EGO 12-
DEX  18  EGO 13  ED   2  rED   -  tED  2     DCV 6        DEX 13- PRE 12-
CON  10  PRE 13  SPD  3  END  40             Running  6"  CON 11-
BODY 10  COM 10  REC  4  STUN 20  STUN# 12   Swimming 2"  INT 15- PER 15-

               CHARACTERISTICS COST: 69

SKILLS

    3  Scholar
   23  Magic Skill +10 (25-)
    1  WF: Quarterstaff
    1  WF: Swords
    3  Concealment (15-)
    1  KS: Magic (11-)
    1  KS: Local region (11-)
    2  KS: Common spells (15-)
    3  Paramedic (15-)
    3  Inventor: magic spells & items (15-)

POWERS

    5  KS: Spellbook (16-)
  120  Magic Pool (80 pt. VPP, 40 control cost)

SPELLS

   2   KS: lightning bolt (15-)
         3d6 RKA (45), half END (+1/4)
         skill roll (-1/2) SE: 7d6 EB (-1/2)
           POWER      AP END SK REAL RANGE  SIDE EFFECT
           3d6K   45  56  2  -5  28   225"  7d6 EB
           2d6K   30  37  1  -3  18   150"  6d6 EB
           1d6K   15  18  1  -1   9    75"  6d6 EB
   2   KS: fireball (15-)
         8d6 EB (40), explosion x2 (+3/4), half END (+1/4)
         skill roll (-1/2) SE: 7d6 EB (-1/2)
           POWER      AP END SK REAL RANGE RADIUS  SIDE EFFECT
           (8d6)  40  80  4  -8  40   200"   16"   8d6 EB
           (6d6)  30  60  3  -6  30   150"   12"   6d6 EB
           (4d6)  20  40  2  -4  20   100"    8"   6d6 EB
           (2d6)  10  20  1  -2  10    50"    4"   6d6 EB
   2   KS: force wall (15-) can be cast in any shape
         8 PD/ED force wall (40), half END (+1/4) variable (+1/4)
         skill roll (-1/2) SE: 6d6 EB (-1/2)
           POWER      AP END SK REAL RANGE LENGTH  SIDE EFFECT
           8 DEF  40  60  3  -6  30   200"   8"    6d6 EB
           6 DEF  30  45  2  -4  22   150"   6"    6d6 EB
           4 DEF  20  30  1  -3  15   100"   4"    6d6 EB
   1   KS: light (11-)
         Images, visual (10) 4 hex radius (+1/2) zero END (+1/2)
         skill roll (-1/2) SE: 3d6 flash vs. sight (-1/2)
           POWER      AP END SK REAL RANGE   SIDE EFFECT
           light      20  0  -2  10   100"   6d6 EB
   1   KS: protective robes (11-)
         Armor 8PD/8ED (16) No END (+1/2)
         skill roll (-1/2) SE: 3d6 drain STUN (-1/2) OIF robes (-1/2)
           POWER      AP END SK REAL RANGE   SIDE EFFECT
           8 DEF      36  0  -3  14   --     6d6 EB
           6 DEF      24  0  -2   9   --     6d6 EB
           4 DEF      18  0  -1   7   --     6d6 EB
   1   KS: summon strength (11-)
         Aid +28 END [8d6] (20) No End (+1/2)
         skill roll (-1/2) SE: 3d6 drain STUN (-1/2) OAF staff (-1)
           POWER      BP  AP END SK REAL RANGE   SIDE EFFECT
           END +42    60  90  0  -9  30   --     4.5d6 drain END
           END +28    40  60  0  -6  20   --     3d6 drain END
           END +14    20  30  0  -3  10   --     3d6 drain END
           END  +7    10  15  0  -1   5   --     3d6 drain END
   1   KS: comfortable (11-)
         Change environment: comfortable temperature, 4" radius (15)
         Creates a weather-dome type place with moves with the caster.
         Keeps out heat, cold, and precipitation.
         0 END Persistent (+1), No Range (-1/2), OAF staff (-1)
         skill roll (-1/2) Side effect (-1/2)
           POWER      BP  AP END SK REAL RADIUS  SIDE EFFECT
           change     15  30  *  -3   8    4"    6d6 EB 
           change     10  20  *  -2   5    2"    6d6 EB
           change      5  10  *  -1   2    1"    6d6 EB
   1   KS: Dispel (11-)
         Dispel 10d6 (30) No END (+1/2)
         skill roll (-1/2) SE: 3d6 drain STUN (-1/2), OAF staff (-1)
           POWER      BP  AP END SK REAL RANGE   SIDE EFFECT
           20d6       60  90  0  -9  30   450"   9d6 EB
           15d6       45  67  0  -6  22   335"   6d6 EB
           10d6       30  45  0  -4  15   225"   6d6 EB
            5d6       15  22  0  -2   7   110"   6d6 EB
  SB   KS: Toad (11-)
         Major Transformation: human to toad, 5d6 (75)
         skill roll (-1/2) Side effect (-1/2), OAF staff (-1)
           POWER      BP  AP END SK REAL RANGE   SIDE EFFECT
           transform  75  75  7  -7  25   375"   7d6 EB

 (*) SB indicates a spell in his spellbook, not memorized

TOTAL 163

TOTAL COST
  BASE  100  69 CHA   SKILLS  41
  DISAD 150 176 ABIL  POOL    125
  TOTAL 250 243 TOTAL SPELLS  11
              4 Leftover

DISADVANTAGES

  5  Age 40+ (he's actually 239, but who's counting?)
  10 Dependence (common, one minute, 1d6)
       Azagar is very old, and his life is maintained by a magical
       amulet he wears.  This amulet is a bone from some unknown
       creature on a leather thong around his neck.  If he is deprived
       of this amulet, he will slowly die.  If he loses the amulet, it
       is not difficult to make another; all he needs is to incant a
       spell over a bone (bones are reasonably common), a process which
       takes less than a minute.
  10 DNPC Yogg (normal, 11-)
       Yogg is a young man who greatly admires Azagar and follows him
       around hoping to learn magic.  Azagar dislikes this, but
       can't seem to get rid of the guy, who keeps showing up in
       annoying circumstances.  He feels a certain responsibility for
       the kid, so bails him out when he gets in a fix.  However, he
       doesn't want to encourage Yogg either, so he tries not to let on
       that he cares, instead putting on a gruff exterior and trying to
       make his intervention seem like coincidence.
  15 Distinctive features (concealable, major reaction)
       Azagar looks like a wizard, with unkempt white hair, bushy
       eyebrows, and piercing green eyes.  He is 239 years old and
       looks like it, with unsightly brown spots and a gaunt
       appearance.  He habitually mutters to himself, and makes a
       point of "playing the part".
  15 Hunted (less powerful, 14-, harsh)
       Azagar had the misfortune of offending a certain goblin-king,
       who now sends bands of goblins after him.  Though they are
       easily dealt with, they are persistent and show up with
       annoying regularity.
  5  Hunted (as powerful, 8-, harsh)
       A worse problem is the Necromancer of Korbang.  Azagar once
       rescued a victim from his altar, and he never forgot it.  Now
       agents of the Necromancer hunt him so that he can take the place
       of the one he rescued...
  10 Watched by local wizard's guild (more powerful, influential, 8-)
  5  Physical: anosmia (no sense of taste or smell) (infrequent,slight)
  5  Psych: Constantly searching for new magic (common, moderate)
       He frequents libraries, and is highly inclined to go off questing
       for anything which he thinks will increase his power or knowledge.
  5  Psych: dislikes goblins (moderate,uncommon)
       In battle, he will usually attack the goblins by preference,
       and will always have a bad reaction to them.  Note that this
       applies to any small monstrous humanoids.
  15 Psych: cannot tell a lie (uncommon, total)
  15 Psych: extreme curiosity (common, strong)
  10 Psych: stubborn and feisty (common, moderate)
  10 Psych: likes to "freak the mundanes" (common, moderate)
       He insists on maintaining his (imagined) reputation as
       a powerful, mysterious wizard.  Toward this end he talks
       cryptically, behaves oddly, etc.   He enjoys getting a
       reaction out of people, even when it is to his disadvantage.
       Longevity can be *so* dull if you don't spice it up a bit...
  10 Reputation: powerful wizard, frequent (11-)
       To his vast amusement (and considerable pride) he is known
       far and wide as that strange old wizard who turns people into
       toads, etc.  His age is a matter of some speculation, and people
       attribute the strangest deeds to him.  This legend has grown all
       out of proportion.
  5  Rivalry (professional)
       Azagar has a vigorous rivalry with Taff the Unyielding, a
       fellow wizard.  Azagar and Taff knew each other as boys,
       then apprenticed to the same master wizard.  As young men,
       they fell in love with the same girl, who spurned them both.
       Each blames the other, and now seek to upstage one another
       whenever possible.
----
 150

NOTES

WEAPONS

                 OCV  Damage  STR  NOTES
  Quarterstaff   +1   (4d6)   13
  Dagger         +1   1d6-1    8   1d6 w/STR
Copyright (C) 1996 by Mike Harvey. All Rights Reserved.