Damian Stavros    (Human Male Magister)
Character Information   
Name: Damian Stavros XP/Next lvl: 8 / 12
Class: Magister HP:curr/max 9 / 9
Alignment: AC:reg/rear/no shield 14 / 14 / 0
Race: Human Level: 3
Age: Height: 6'1'
Weight: Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 11 ()
INT: 14 (+1)
WIS: 14 (+1)
DEX: 14 (+1)
CON: 9 ()
CHR: 9 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes: - Physical 12 - Mental 11 - Evasion 11

Description and Background   
Description:
Damian doesn't speak of where he's from, blithely explaining he's practically born on ships, and happy to work them. He was engineer on Odo's ship before it was recently confiscated on Kakimides.

Background:
Damian is from a secretive cult on Melanth, a techno-monastary where the knowledge of scientific theory and theoretical physics was religiously protected and practically worshipped. So much of the ancient texts remain truly undeciphered (and that technology out of reach, thought they dream of star gates once more), but those who study the ancient ways know that what is called magic and what is called science are one and the same - magic is just the word unsophisticated minds use for what they can't truly comprehend. Damian is gifted with a mind for formulae, studying not only knowable technologies but the yet-unknown mysteries of energy-matter transfer, brainwave harmonics, void/entropy mnipulation, and the harmonics and plutonic forms needed to trigger them. Frustrated by the gaps in his monastary's crumbling texts and overly-certain of his own capabilities, Damian manipulated his way onto a smuggling ship and got out into the universe. Happy to be seen as a simple mechanic by those he looks down on as 'ordinaries,' he found work and spent a few years plying the space lanes and he has a knack for making friends in many ports. He eventually ended up on Odo's crew, until they fell afoul of the recent revolution and escaped without their ship. Goal: To discover pre-tech truths; no others could understand them.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Entropy Void 1 100 1d8+3/ n n +3 to hit
Laser Pistol 1 300/500 1d6/ n n +0 to hit
Monoblade Knife 1 - 1d6/ n n -2 to hit
Equipment
Qty Item Location
1 Laser Pistol (1d6 dmage) Hip Holster
1 Armored Undersuit (AC 13) Under clothes
1 Monoblade Knife (1d6) Boot holster
1 Postech toolkit Shoulder strap
1 Dataslab Pack
1 Metatool Belt
1 6 units of spare parts Pack
1 4 Type A cells Pack
1 Large Duffel [backpack] Back
1 Telescoping Pole (10') Belt
10 Glowbugs Pack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 1135 0 0 0
Magic Items
Qty Item Location
0 Ithilien Codex Vale of Tears


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book


Level 1
Energetic Construct Evocation
Imprinted Whim
Void Flow Scan

Level 2
Combat Shadow Manifestation
Doppleganger Manifestation


Notes
Spells
- Energetic Construct Evocation: object up to 4 cu.meters/level out of congealed metadimensional force. Shaped as desired, with sophistication up to TL3 firearm, mechanical tool, or suit of clothing, bu can't be electronic or more than 1 object. Lasts 1 hour/level or until spell used again. If a barrier, it has casters level in hit points per meter of thickness.

- Imprinted Whim: Charges caster's skin with a parasitic psychic pattern, a charge that remains as long as Deep Focus is maintained. If they can touch another intelligence creature, implants a single minor impulse or desire (a sentence or two). Target makes a Mental save, otherwise carries out the impulse for scene.

- Void Flow Scan: While Light Focus is maintained, the caster can visually perceive metadimensional energy flows, allowing them to detect active magical effects or arcanotech objects. If an effect is being supported by Focus or other magical connection to a caster, they can see the lines of force leading back to the origin of the effect. When confronting strange magical effects, a Wis/Know Magic skill check at a difficulty of 8 or more might be able to get a sentence worth of description of the magic’s effect.

- Doppleganger Manifestation: The caster duplicates the metadimensional pattern they know best, creating a copy of their own person out of precipitated energies. This copy appears adjacent to them, and they can spend their actions to act either as their real person or as their doppleganger. Thus, the caster could use a Move action to either personally move or to cause the doppleganger to move. They can sense everything the doppleganger senses. The double can speak and act as the caster, and appears to be wearing the same gear, but these objects are only useless superficial props, and any close tactile inspection of the double will reveal its false nature. The doppleganger has the same physical statistics and abilities as the caster, but only 1 hit point and an AC of 10. The double lasts as long as Deep Focus is maintained. If it is destroyed by damage rather than dropped as an On Turn action, the caster suffers 2d6 damage in neural feedback.

- Combat Shadow Manifestation: The caster manifests a Myrmidon Shadow (2-6HD, AC 16, +HD+1 to hit, 1d10 (4 Shock/15 AC), or 1d10+2 to 100m range, ML 12, +1 skills. Cannot restrain non-lethally.). The Myrmidon appears adjacent to the caster, acting on the caster’s initiative on the next turn, and persists until it is destroyed or Light Focus is dropped. When called by an Arcanist the Shadow accepts no other commands than to move to a location, kill a target, or stop fighting. This spell induces Surge. (Surge: Physical save with -2 penalty, on failure take a System Strain.)

Deep Focus: No other casting.
Light Focus: only castings that require no focus.
Specials
* Roll 3d6 and drop 1 for Fix rolls AND Heal rolls.

* As a main action any round, blast a visible target within 100m for 1d8+ character level (Magic skill to target).

* You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action.

* Cast FIVE 1st-level spells per day.
* Cast TWO 2nd-level spells per day.
Creation
Background: Technician
Class: Magister

Foci: Specialist (Fix); Savage Sorcery; Healer

Skills: Magic-2, Fix-1, Connect-1, Know-1, Heal-0
Goals
Goal: To discover pre-tech truths; no others could understand them.l

I must recover the artifacts I left on the ship - the Ithilien Cortex cannot fall into any hands but my own.

That art dealer didn't know what he had - his painting contained the map to the Artificers Vertices and I will get it one way or another.
Mods
(Fix x3)+(Int mod)

Maintain 4 mods.

Magical Goals
* Identify and acquire Archanotech (pre-scream items of exquisite manufacture understandable by only the most advanced 'scientists') or research facilities that may contain Schematics of such.
* Study found Archanotech items (p. 132, identifying to learn their schematics) and may also count as Research.
* Study the Webway Gates of Daphion, Paphos system. (Learn their Schematic)
* Build or acquire an Archanotech Laboratory aboard ship to support further advancement of his studies. (25K, then 100K, then 250K. p. 113.)
* Develop metadimensional pattern recognition within-dimension (Tracker Imp Token skill-2)
* Master capability for small within-dimension transitions (Slipsheath, skill-2)
* Learn the manufacture of in-system Gating techniques (Witchgate, at skill 2, 3, then 4)
* Develop science for portal-less within-system relocation (Staff of the High Gate, skill-4)