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TRADE LORE | |||
Cost | Name | ||
5 | +1 with DCV | ||
9 | +3 with Magic | ||
15 | Metruvian Lore: Power 17- | ||
Facillia | |||
6 | 1) FAM: Agonizing Shot | ||
6 | 2) FAM: Blinding Blast | ||
6 | 3) FAM: Eldritch Darkness | ||
6 | 4) FAM: Flitting Flight | ||
9 | 5) FAM: Girding Globe | ||
6 | 6) FAM: Glorious Glacis | ||
6 | 7) FAM: Mental Mallet | ||
6 | 8) FAM: Mystic Mending | ||
6 | 9) FAM: Occult Obscuration | ||
6 | 10) FAM: Occult Orbs | ||
6 | 11) FAM: Occult Unweaving | ||
6 | 12) FAM: Psychic Puppetry | ||
Human | |||
10 | 1) +1 Overall | ||
5 | 2) AK: Hortashic Islands (INT-based) 14- | ||
5 | 3) PS: Researcher (INT-based) 14- | ||
1 | Language: Sorathortashic (idiomatic; literate) (5 Active Points) | ||
125 | Total Skills Cost | ||
INFLUENCE AND CLOUT | |||
Cost | Name | ||
3 | Fringe Benefit: Inner Council Member of the Court of House Harusp | ||
3 | Money: Well Off | ||
3 | Reputation: Metruvian Archmaster (A small to medium sized group) 11-, +3/+3d6 | ||
2 | Reputation: Very Bad Man To Cross (A medium-sized group) 11-, +2/+2d6 | ||
11 | Total Perks Cost | ||
FLAIR AND APTITUDE | |||
Cost | Name | ||
Human | |||
3 | 1) Eidetic Memory (5 Active Points); Requires An INT Roll (-3/4) |
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3 | Total Talents Cost | ||
CHALLENGES | |||
Cost | Disadvantage | ||
5 | DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) | ||
5 | DF: Metruvian (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures) | ||
5 | Distinctive Features: Heavyset and Saturnine (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) | ||
15 | Hunted: Various Enemies Made Over Time 8- (As Pow, Group, Various (Harsh being most typical)) | ||
20 | Normal Characteristic Maxima No Age Restriction | ||
10 | Psychological Limitation: Moody (Common, Moderate) | ||
15 | Psychological Limitation: Trust Issues (Common, Strong) | ||
5 | Reputation: Mindbender, 8- (Extreme; Known Only To A Small Group) | ||
10 | Rivalry: Professional (Metruvians; Rival is More Powerful; Rival is a Group; Seek to Outdo; Rival Unaware of Rivalry) | ||
5 | Social Limitation: Anachronistic (Occasionally, Minor) | ||
5 | Unluck: 1d6 | ||
100 | Total Disadvantages Cost |
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BEARING AND DEEDS | |||
Height: 5' 11" | Hair: Black | ||
Weight: 270 lbs | Eyes: Black | ||
Appearance: Shapup is a heavy set man of dark mein, jowled and stubbled, with a dark and brooding aspect. He tends towards heavy black robes and scowls a lot. | |||
Personality: Shapup plays up the dark, mysterious, and distant master of mystic might. He keeps no confidants or lackeys, lives a solitary existance, and trusts no one. He has had a few apprentices over the years, but he has proven to be a difficult master and none lasted more than a year or so save one, Thia Halamodavis who is the only person still living that Shapup holds any fondness for. In many ways Shapup views Thia as a surrogate son and takes a certain interest in his exploits feeling pride for his successes and paternal criticism for his failures, though he would never openly admit to anything of the sort. Shapup knows very little other than Magic, but believes it is better to remain silent on most things speaking only when he can impart some grand wisdom, and otherwise look impassive and faintly bored and or contemptuous. He's seen and done enough in his three centuries and has enough natural intelligence, willpower, and presense that he pulls this off fairly easily on most people. And when all else fails a periodic display of POWER goes a long way towards keeping the rabble in fear of him. |
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Quote:"Perhaps when you have lived longer than a mere few decades your opinion will be worth something. Until then I'll keep my own counsel, yes?" | |||
Background: Shapup Dao is a approaching his three hundreth year and is both a powerful and experienced Metruvian. He has been a potent and capable mover in many schemes, intrigues, and plots. While he is not an evil man, neither is he a paragon of virtue, and he has done a few dark deeds in his day to get where he is. Currently he is the mystical "adviser" of House Harusp on the southern coast of Hargeth, one of the Hortashic splinter nations. Harusp's star is currently on the rise, in no small part due to the machinations and influence of Shapup and he has a good deal of "pull" within that House. Few have crossed his path and come away unscathed, and fewer still have gotten one over on him. You don't get to be three hundred in his line of work by being a chump, afterall. However for all of his experience, Shapup has seldom left the Hortashic Islands, and his knowledge of the rest of the world is slim. Being a practical man, Shapup doesn't see this as a concern -- as he sees it if he needed such knowledge he would acquire it in due course. He does know the Hortashic Islands, particularly anything pertaining to things that have occured in the last several centuries, like the back of his hand however. |
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Campaign Use: Shapup Dao is an example of a very powerful Spellcaster that has acheived legendary status in the San'Dora setting. There are only a handful of Metruvians as broadly powerful as he currently extant, and he is at the top of his craft. He is capable of single handedly slaying entire units of average troops, had taking on most threats though he is not by anymeans unstoppable or indefeatable. |