Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2]
15 DEX 10 15 15 12- OCV 5 DCV 5
25 CON 10 30 25 14-
20 BODY 10 20 20 13-
13 INT 10 3 13 12- PER Roll 12-
18 EGO 10 16 18 13- ECV: 6
15 PRE 10 5 15/20 12- / 13- PRE Attack: 3d6 / 4d6
10 COM 10 0 10 11-
5 PD 4 1 5/15 5/15 PD (0/10 rPD)
5 ED 5 0 5/15 5/15 ED (0/10 rED)
4 SPD 2.5 15 4 Phases: 3, 6, 9, 12
10 REC 9 2 10
50 END 50 0 50
50 STUN 42 8 50
8" Running 6 4 8"
0" Swimming 2 -2 0"
4 1/2"/2" Leaping 4 1 4 1/2" 126 Total Characteristics Points
Type Total
Run (6) 8" [16" NC]
Swim (2) 0" [ NC]
H. Leap (4") 4 1/2"
V. Leap (2") 2"
Total earned: 165
Spent: 165
Unspent: 0
Base Points: 50
Disad Points: 185
Total Points: 400
Hair Color:  Brown
Eye Color:  Green
Height:  5' 0"
Weight:  275 lbs
Arganat is fairly typical of his Clan in appearance save that his eyes are green when most in his Clan have brown or blue. That aside, he is considered handsome by Varic maids, and strong of jaw by Varic men, and cuts a fine figure in his impressive armor suit, which was a gift of his successful father's. His helm is particularly fine, with flaring wings that provide a lot of protection and are attractively decorative as well.

Type Amount Notes
Physical Defense 5/15 Current BODY:
Res. Phys. Defense 0/10 (20)
Energy Defense 5/15 Current END:
Res. Energy Defense 0/10 (50)
Mental Defense 14 Current STUN:
Power Defense 10 (50)

Cost  Maneuver
Varic War Art
1) +2 HTH Damage Class(es)
2) Charge: 1/2 Phase, +0 OCV, -2 DCV, 7 1/2d6 +v/5 Strike, FMove
3) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5) Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 43 STR vs. Grabs
6) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, 9 1/2d6 Strike
7) Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 38 STR to take weapon away
8) Weapon Element: Axes/Maces/Hammers/Picks, Empty Hand
35 Total Martial Arts Cost

Arganat is a skilled Varic warrior with a solid mastery of Varic fighting techniques, plus a few things he learned from others along the way, such as Saemund, and Brother Ernoult. His tactics are usually fairly direct, particularly if he succumbs to battlelust. As far as he can see, there are very few occasions where the best stratagem to employ isnt a straight up charge, but he's not actually suicidal and can usually be talked into more reasonable courses of action by cooler heads.

He prefers to fight with hammer and shield, but is skilled in the use of almost all melee weapons. He also has a fine suit of Durocaled armor that is quite impressive and affords him a great deal of protection from harm.

In battle he moves suprisingly quickly, and delivers devastating attacks, seeking to drop opponents fast. He will also on occasion throw his hammer, but only when its the only option available to him.
OCV: 5 DCV: 5
Combat Skill Levels:
+1 Overall
+3 with HTH Combat
+3 with Varic War Art
+2 with All Combat; vs. Kor Only (-2)
+2 with DCV
+3 with DCV [Shield]
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Charge 1/2 +0 -2 7 1/2d6 +v/5 Strike, FMove
Martial Block 1/2 +2 +2 Block, Abort
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Martial Escape 1/2 +0 +0 43 STR vs. Grabs
Offensive Strike 1/2 -2 +1 9 1/2d6 Strike
Takeaway 1/2 +0 +0 Grab Weapon, 38 STR to take weapon away
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Cost  Power END
Heroic Knacks
1) Hammer Toss: Ranged (+1/2) for up to 30 Active Points of of Hammer HKA (15 Active Points); Range Based On STR (-1/4)
2) Dodgy: Combat Luck (6 PD/6 ED)
Marchog Var
1) Deep Roots: Knockback Resistance -5" (10 Active Points); Only While Standing On Rock Or Soil (not indoors, or in unnatural environments; -1/2)
2) Doughty: PowD (10 points) (10 Active Points); Only vs Magic (-1)
3) Find the Path: Detect Way Out 12- (Unusual Group), Discriminatory (8 Active Points); Underground Only (-1)
4) Forged Flesh: Armor (0 PD/3 ED) (5 Active Points); Only vs Heat / Fire (-1)
5) Forged Flesh: Armor (3 PD/0 ED) (5 Active Points); Only vs Blunt Weapons (-1)
6) Infravision: IR Perception (Sight Group)
7) Magic Resistance: Magic Damage Reduction, Resistant, 75% (60 Active Points); Only vs Magic (-1)
8) Poison Resistance: LS (Immunity: All terrestrial poisons and chemical warfare agents) (10 Active Points); Activation 15- (-1/4)
9) Racial Emnity: +2 with All Combat; vs. Kor Only (-2)
10) Small & Dodgy: +2 with DCV
11) Stone-eyes: Detect Concealed Stone\Rock Features 12- (Unusual Group), Discriminatory
12) Tougher Than You: Energy Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Activation 14- (-1/2), Nonpersistent (-1/4)
13) Tougher Than You: Physical Damage Reduction, Resistant, 50% (30 Active Points); STUN Only (-1/2), Activation 14- (-1/2), Nonpersistent (-1/4)
14) Underground Senses: Detect Depth & Slope Information 12- (Unusual Group), Discriminatory (8 Active Points); Underground Only (-1)
15) Unfazed: MD (14 points total) (10 Active Points); Only vs Magic (-1)
16) Varic Physiology: LS (Eating: Character only has to eat once per week; Longevity: 400 Years; Safe in Intense Cold; Safe in Intense Heat; Sleeping: Character only has to sleep 8 hours per week)
17) Walk the Path: Bump Of Direction (3 Active Points); Underground Only (-1)
154 Total Powers Cost
Equipment END
Hammer: MEDIUM (1 1/2d6; 3d6 w/ Deadly Blow & STR), 13 STR Min, 1 handed, -4 to Conceal; Bashing: +1 STUN Multiple; +1 damage per die vs Plate Armors (up to the total DEF of the armor); -1 OCV to Hit0
Durocaled Plate
1) Durocaled Plate: Armor (10 PD/10 ED), Hardened (+1/4) (37 Active Points); Independent (-2), OIF (-1/2)
2) Impressive: +5 PRE (5 Active Points); OIF (-1/2)
Durocaled Shield: MP, 22-point reserve, (22 Active Points); all slots OAF (-1), Mass (-1)
Notes: 7 DEF 6 BODY
1) +3 with DCV [Shield]
2) HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), HA (-1/2), Side Effects (-3 OCV to hit; -1/2), Real Armor (-1/4)

Cost  Name
1) +1 Overall
2) Armorsmith 12-
3) KS: Metallurgy (INT-based) 12-
4) PS: Blacksmith (INT-based) 12-
5) PS: Weaponsmith (INT-based) 12-
6) PS: Engraving (INT-based) 12-
Warrior Package
1) +3 with HTH Combat
2) +3 with Varic War Art
3) AF: Heavy Armor Proficiency
4) AF: Shield Proficiency
5) Climbing 12-
6) KS: Varic War Art (INT-based) 12-
7) Penalty Skill Levels: +2 vs. armor penalties to DEX and DCV with All Armors
8) Tactics 12-
9) WF: Common Melee Weapons
5 Language: TRAVENSPENOVA (completely fluent; literate) (4 Active Points)
1 Language: VARIC (idiomatic; literate) (5 Active Points)
75 Total Skills Cost
Cost  Name
10 Deadly Blow: +1d6 (any circumstances, any HTH weapon)
10 Total Talents Cost
Cost  Disadvantage
20 Var -- Marchog Characteristic Maxima
5 DF: Var (Concealable w/ Magic; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Dependence: Contact or Close Proximity to Solid Ground Takes 3d6 Damage (Extremely Common, 1 Hour)
15 Phys. Lim.: Cannot cast Arcane Spells (All the Time, Slightly Impairing) (All the Time, Slightly Impairing)
15 Phys. Lim.: Cannot use Magic Items Other Than Weapons & Armor (All the Time, Slightly Impairing)
5 Phys. Lim.: Short but Heavy (4 ft - 5 ft; 250 to 400 lbs) (Infrequently, Slightly Impairing)
10 Psych. Lim.: Antisocial and Untrusting (Common, Moderate)
10 Psych. Lim.: Hold the Line At All Costs (Uncommon, Strong)
15 Psych. Lim.: Insane Loyalty to Clan and Friends (Uncommon, Total)
10 Psych. Lim.: Racial Emnity (Uncommon, Strong)
Personal Disadvantages
1) Battlelust: In Battle (Common), go 11-, recover 11-
2) DF: Foul Mouthed (Concealable; Always Noticed and Sometimes Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
3) Psych. Lim.: Refuses To Ride A Steed Of Any Sort (Uncommon, Total)
4) Psych. Lim.: Wanderlust (Common, Strong)
5) Reputation: Easily Goaded Into A Fight, 8-
6) Unluck: 2d6
185 Total Disadvantages Cost

Height: 5' 0" Hair: Brown
Weight: 275 lbs Eyes: Green
Appearance: Arganat is fairly typical of his Clan in appearance save that his eyes are green when most in his Clan have brown or blue. That aside, he is considered handsome by Varic maids, and strong of jaw by Varic men, and cuts a fine figure in his impressive armor suit, which was a gift of his successful father's. His helm is particularly fine, with flaring wings that provide a lot of protection and are attractively decorative as well.
Personality: Arganat is a simple soul, and though not stupid (as some have made the mistake of thinking him), he is sufficiently direct and uncomplicated to give that impression from time to time.

In his youth he liked to adventure, and to experience exciting situations such as battles and encounters with dangerous creatures. He was always willing to join a venture that promised to be dangerous and difficult, and loathe to undertake tasks that promised to be tedius. However, after he formed a life debt to Saemund, his perspecitve and behavior changed. Quite possibly after Saemund passes on, Arganat will return to his impetuous ways.

Most Marchog prefer to fight on the defensive, and are rather conservative. In many ways, Arganat's personality is more like what one would expect of a Trinoedd Var. However, there is always some variance in personality even among the Varic Clans, so while Arganat is unusual for one of his Clan, he is not unduly so.
Quote:"Tis true there are many of them and few of us, but thats still no reason for us not to charge them!"
Background: Arganat is a Marchog warrior of the Varhold at Vrenak. His father is Argarod, a respected Arwyddlun (Runecrafter), and though he tried to teach Arganat the secrets of the runes and how to work a forge, the boy always preferred warrior craft to rune craft. Tiring of staid life in a Varhold at only 50 years of age, which is fairly young for a Var, Arganat set out for adventure in the company of some humans that passed through his Varhold in pursuit of some grandiose quest.

Intrigued by the opportunity to get out of the Varhold and win some glory for himself, Arganat accompanied his new human companions, who were of a people called Machtig from the south, as they pressed ever northwards through Kor infested lands and finally to the human lands of the Nordmanner. In the process he got a chance to do war with a veritable horde of Kor, which pleased him greatly.

The group settled in the human city of Kark for many months, and though they had some exciting misadventures, Arganat found city life to be boring and eventually parted ways with the group for many months, traveling north on his own to visit Var holds yet further north. Arganat had a few encounters of his own in the process, but eventually visited the other Varholds sufficiently to assuage his curiosity, and became bored again which drove him to return to Kark in the hopes of rejoining his band.

However when he arrived in Kark he discovered that they had departed the city already. He settled into Kark intent on gaining sufficient resources to press on again on his own as his supplies and purse were depleted. He participated in several delves and adventures in and around Kark as a blade for hire, and soon found that he was enjoying himself immensely and so ended up remaining in the area for many months.

Eventually his Machtig companions returned along with some new allies, and Arganat rejoined their number. Working together the group searched out and finally destroyed a great enemy of the Machtig's who was responsible for some sort of cult. Arganat wasn't too concerned on the details of course, but the fighting was pretty good so he was happy to do his part.

Soon thereafter the Machtig parted ways from their other allies, and along with Arganat and a new companion left Kark for far off Lanolyan and points beyond. With the opportunity to perhaps fight more Kor on the table, Arganat gladly went along, but ended up staying behind in Barizan when the humans took ship for parts south to join the general battle with the Kor in Jarval-Beah. Arganat instead made his back towards his home as a caravan guard on a risky business venture braving the Kor tribelands in a hard ride to Aleath River pass.

The caravan met with disaster, but a few hardy souls survived, and lead by Arganat eventually took shelter in Vrenak, and escaped the Kor the next spring by passing north of the Kor-Dishan lands. After that Arganat found work as a caravan guard on the Shidaal-Daelanthanor trade route which provided ample entertainment for almost a year, and eventually he found himself in Zerlaaga, where much to his suprise he bumped into some of his Machtig companions again and fought with them against the advancing Kor horde in the Machtig-Kor war that was shaping up. The one named Saemund, whom Arganat had the most respect for, saved Arganat's life twice, and thereafter Arganat felt a tremendous life debt to him.

After all the battles, Arganat retired for a time and helped Saemund set up his smithy and work his forge at Saemunds home near Caer Ungorhaus. Eventually Argarod visited his son and Saemund, and at Saemund's behest, he and Arganat began studying the mysteries of Runecrafting from Argarod, and later from other Runecrafters both human and Varic.
Campaign Use: Varic Warrior
Character created with Hero Designer (version 2006111006)