TROBOR THE CLEVER
Val Char Cost Roll Notes
10 STR 0 11- Lift 100 kg; 2d6 [2] 15 DEX 15 12- OCV: 5/DCV: 5 15 CON 10 12-
10 BODY 0 11-
15 INT 5 12- PER Roll 12- 15 EGO 10 12- ECV: 5
15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 5 PD 3 Total: 5 PD (0 rPD) 5 ED 2 Total: 5 ED (0 rED) 4 SPD 15 Phases: 3, 6, 9, 12 5 REC 0 30 END 0
25 STUN 2 Total Characteristics Cost: 67 Movement: Running: 6”/12” Cost Spells Elemental Magic 3 Fiery Arrow (FHG 89) 3 Fiery Aura (FHG 90) 3 Fiery Orbs (FHG 91) 3 Fireball (FHG 91) 3 Fireshaping (FHG 92) 3 Hands Of Stone (FHG 75) 3 Khelred’s Flammifer (FHG 94) 3 Mage’s Wind (FHG 66)
3 Protection From Fire (FHG 965) 3 Quench Flame (FHG 94)
3 Spell Of The Dancing Blade (FHG 86) 3 Wall Of Earth (FHG 80)
Wizardry
2 Detect Magic (FHG 221)
3 The First Spell Of The Crimson Ring (FHG 232)
3 Levitation (FHG 233) 3 Mystic Dart (FHG 225)
3 The Spell Of Locking And Opening (FHG 243) 3 Stelrane’s Spell Of Dispersion (FHG 223) 3 Wizard’s Bastion (FHG 229)
3 Wizard’s Power (FHG 228) 3 Wizard’s Shield (FHG 231)
Perks
5 Magic: Elemental Magic 5 Magic: Wizardry
Skills
6 +2 with Magic Spells 3 Conversation 12- 1 Inventor 8-
2 AK: Moonshattered North America 11- 3 KS: Arcane And Occult Lore 12- 2 KS: Demons 11-
2 KS: Legends And Lore 11- 2 KS: Pre-Cataclysm History 11- 2 KS: Renowned Wizards 11-
2 KS: Technology Of The Ancients 11- 3 Persuasion 12- 27 Power: Magic 24- 3 Sleight Of Hand 12- 3 Stealth 12- 3 Trading 12- 2 WF: Blades, Staffs
Total Powers & Skills Cost: 138 Total Cost: 205
75+ Disadvantages
20 Hunted: The Scarlet-Faced God 8- (Mo Pow, NCI, Capture/Kill)
15 Hunted: Azethkar The Mad 8- (Mo Pow, Capture/Kill)
15 Psychological Limitation: Heroic; Must Fight For That Which Is Good And True (Common, Strong)
10 Psychological Limitation: Hatred Of Wiz- ards Who Abuse Their Powers (Common, Moderate)
70 Experience Points
Total Disadvantage Points: 205
Background/History: Born the son of a Montaran craftsman, Trobor showed the spark of genius early on, when he began speaking clear sentences at age 2. His incessant questioning drove his parents to distraction, and finally they apprenticed him to a local hedge-wizard. Though often harsh and demanding, the man was a good teacher. When Trobor had learned all he could teach, he appren- ticed himself to a more powerful wizard... and then another... and another.
During his time as an apprentice, Trobor wit- nessed first-hand how cruel most wizards were. Not only did he often experience their wrath first-hand when he made some trivial error in his work, he sometimes had to watch as they enslaved villages, punished underlings, and even killed people for no good reason.
EQUIPMENT
Weapon OCV RMod Dam STUN Shots STR Min Notes Magesword +2 — 1d6+1 1d6 — 5 Staff +0 — 3d6 N — — 8 Armor None Gear: Binoculars
TROBOR
THE CLEVER
PLOT SEEDS
The classic Trobor plot #1: Trobor has found a wizard that’s too pow- erful for him to tackle on his own. He seeks the PCs’ help, but has nothing to offer then in exchange except his friendship and the chance to do a good deed.
The classic Trobor plot #2: Trobor gets in over his head fighting an evil wizard and ends up captured. Somehow he gets a message request- ing help to his friends, the PCs.
Azethkar decides he’s had enough of the trou- blesome Trobor, but that he’d like to toy with him a little before destroying him. He sets the PCs up as his cat’s-paws, convincing them Trobor is evil and then setting them loose to kill him.
162 ■ After The Apocalypse: A Post-Apocalyptic Hero Sourcebook Hero System 5th Edition Revised
Eventually Trobor had enough of it. Although his apprenticeship wasn’t complete, he struck out on his own, determined to use his spells and wits to do what good he could in the world, and perhaps make up for some of the evil caused by his arcane brethren. Since then he’s wandered all over Moon- shattered North America, sometimes in search of greater knowledge and mystic power, sometimes helping a friend, and sometimes simply for the joy of seeing a new and different place.
Personality/Motivation: Trobor is a kindhearted soul determined to make the world a better place. As he sees it, the gifts of wizardry should be used to help people, not to oppress them. He hates the way people shy away from him when they hear he’s a wizard, and by opposing evil wizards he hopes to prove that not all spellcasters are cruel, capricious, and vicious.
Trobor’s never had the chance to study true Science- Sorcery, though he knows a good bit more about the devices of the Ancients than a layman does. He’d love the opportunity to learn such magic, and might sacrifice much to take advantage of it. Quote: “Why don’t you pick on someone as powerful as yourself, wizard?”
Powers/Tactics: Trobor is a wizard of incomplete training whose studies to date have focused on Elemental Magic (primarily Fire-spells) and Wizardry. In battle he usually uses his Wizard’s Shield for protection, then attacks with Fire spells or a Mystic Dart. If he needs more protection, he erects a Wizard’s Bastion or Wall Of Earth. He also has an enchanted blade known as a Magesword and often enjoys using it even though it’s not as efficient a way of dispatching his foes as his spells.
Campaign Use: If you prefer, you can make Trobor an adversary of your PCs rather than a potential ally. In that case he’s a journeyman in the service of a more powerful evil wizard, such as Azethkar or the Scarlet-Faced God. He may pretend to be the PCs’ friend at first, but ultimately his goal is to destroy them.
To make Trobor more powerful, expand the scope of his magic. Give him the Perks for, and spells from, the Sorcery and Sci- ence-Sorcery arcana. To weaken him, reduce his SPD to 3 and remove a few spells.
Trobor doesn’t Hunt people; that’s not in his nature. He opposes the evil he encounters, he doesn’t seek it out to fight it.
Appearance: Trobor is a fairly handsome man in his mid-20s with shoulder-length brown hair and dark eyes; he’s 5’10” tall with an almost ath- letic build. He wears a soft leather tunic with long sleeves loose at the wrist, linen pants, sturdy leather boots, and bracers. In his right hand he carries a gnarled-wood staff nearly as tall as he is; on his right hip he wears a finely-made (i.e., enchanted) sword in a scabbard.
Post-Apocalyptic Hero ■ Chapter Four 163
AZETHKAR THE MAD
Val Char Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 [3] 18 DEX 24 13- OCV: 6/DCV: 6 18 CON 16 13-
15 BODY 10 12-
20 INT 10 13- PER Roll 13- 18 EGO 16 13- ECV: 6
25 PRE 20 14- PRE Attack: 5d6 10 COM 0 11- 8 PD 5 Total: 8 PD (0 rPD) 8 ED 4 Total: 8 ED (0 rED) 4 SPD 12 Phases: 3, 6, 9, 12 10 REC 6 66 END 23
40 STUN 8 Total Characteristics Cost: 159 Movement: Running: 6”/12”
Cost Spells
Black Magic
3 Agony (FHG2 40) 3 The Evil Eye (FHG2 44) 3 Hex (FHG2 45)
3 Paths Of The Unseen (FHG2 52) 3 Pestilence (FHG2 46)
3 Scrying (FHG2 54) 3 Steal The Will (FHG2 49) 3 Stormcalling (FHG2 49) 3 Vile Summoning (FHG2 56)
Conjuration
3 Banishment (FHG 27) 3 Conjuror’s Chains (FHG 28)
3 The Call To The Elemental Realms (FHG 25) 3 The Greater Wardings (FHG 30)
3 To My Hand (FHG 31)
3 Vashtori’s Invocation Of The Demon Horde (FHG 26)
3 Vashtori’s Third Spell Of Beast-Calling (FHG 23)
3 Vashtori’s Third Spell Of Monster Sum- moning (FHG 24)
Elemental Magic
3 Calm The Winds (FHG 64)
3 D’Ansif’s Invocation Of The Ice (FHG 108) 3 Dereketh’s Catapult (FHG 74) 3 Donver’s Whirlwind (FHG 65) 3 Earthenroad (FHG 81) 3 Enflame (FHG 89) 3 Everburning Flame (FHG 99) 3 Fiery Arrow (FHG 89) 3 Fiery Aura (FHG 90) 3 Fiery Orbs (FHG 91) 3 Fireball (FHG 91) 3 Fireshaping (FHG 92) 3 Firestorm (FHG 93) 3 Fogbreaking (FHG 65) 3 Hailstorm (FHG 108) 3 Hands Of Stone (FHG 75) 3 Icy Ground (FHG 109)
3 Jelzuraath’s First Wintry Assault (FHG 109) 3 Khelred’s Flammifer (FHG 94)
3 Mage’s Wind (FHG 66)
3 Meldana’s Spell Of The Shaking Earth (FHG 76)
3 Protection From Fire (FHG 96) 3 Protection From Ice (FHG 110) 3 Quench Flame (FHG 95) 3 Roddik’s Blizzard (FHG 110)
3 Stelrane’s Second Spell Of The Slumbrous Vapors (FHG 68)
3 Stone Into Mud (FHG 77) 3 Stoneshaping (FHG 82) 3 Stonyskin (FHG 79) 3 Wall Of Ice (FHG 111) 3 Wall Of Stone (FHG 81) Necromancy 3 Create Skeleton (FHG 141) 3 Create Zombie (FHG 145)
3 Druathek’s Necromantic Fetters (FHG 146) 3 Druathek’s Osseous Malady (FHG 147) 3 Sa’akiv’s Soulripping (FHG 149)
3 Sargath’s Premonitions Of Death (FHG 148-49) 3 Soul Feeding (FHG 165)
3 The Spell Of True Necromancy (FHG 162) 3 Veltharex’s Spell Of Torment (FHG 153)
Science-Sorcery 3 Activate Device 3 Assemble Mechano-Man 3 Control Technology 3 Deactivate 3 Drain Power 3 Machine Speech 3 Manipulate Machine 3 Repair Sorcery
3 Alzamar’s Cloak Of The Unseen (FHG 182) 3 Belzorath’s Dominion Of The Mind (FHG 167) 3 Belzorath’s Spell Of Waking Dreams (FHG 176) 3 Darthuva’s Affliction Of The Confused Mind
(FHG 170) 3 Detect Illusion (FHG 184) 3 Detect Invisibility (FHG 185) 3 Mindreading (FHG 172) 3 Mindseeking (FHG 186) 3 Prismatic Blast (FHG 177)
3 Simbalon’s Fifth Spell Of Illusion (FHG 178) 3 Torment Of The Mind (FHG 174)
3 Wizard’s Hand (FHG 180)
Wizardry
2 Detect Magic (FHG 221)
3 The First Spell Of The Crimson Ring (FHG 232)
3 Levitation (FHG 233) 3 Mystic Bolt (FHG 224) 3 Mystic Dart (FHG 225) 3 Mystic Wall (FHG 229)
3 Serten’s Spell Of The Quiet Moment (FHG 227) 3 Stelrane’s Spell Of Dispersion (FHG 223) 3 Wizard’s Bulwark (FHG 230) 3 Wizard’s Eye (FHG 235) 3 Wizard’s Power (FHG 228) 3 Wizard’s Scribe (FHG 244) 3 Wizard’s Shield (FHG 231) 3 Wizard’s Steed (FHG 234)
AZETHKAR THE
MAD PLOT SEEDS
The classic Azethkar plot #1: Azethkar has something — a captive villager, a crucial piece of technology, the plans for a super-weapon, the mystic materials needed for a ritual — and the PCs have to get it (either to deprive him of it, or to it them against him). One of Azethkar’s wiz- ardly rivals, or perhaps Overlord Korgon, hires the PCs to sneak into the Sanctum and subtly deface Azethkar’s sum- moning circle. But no one can know they were there, so they must plan the mission for maxi- mum stealth. Azethkar becomes obsessed with the idea of spreading magi- cal knowledge. He offers to tutor one of the PCs in the Arts Arcane. Does the PC dare accept the capri- cious conjuror’s “gift”?
164 ■ After The Apocalypse: A Post-Apocalyptic Hero Sourcebook Hero System 5th Edition Revised
Perks
5 Magic: Black Magic 5 Magic: Conjuration 5 Magic: Elemental Magic 5 Magic: Necromancy 5 Magic: Science-Sorcery 5 Magic: Sorcery 5 Magic: Wizardry
Talents
20 Prescience: Danger Sense (self only,
out of combat) 13- 5 Magesight
Skills
12 +4 with Magic Spells 1 Computer Programming 8- 1 Electronics 8- 3 Interrogation 14- 3 Inventor 13- 1 Mechanics 8- 37 Power: Magic 30- 1 Security Systems 8- 3 Stealth 13- 1 Systems Operation 8- 3 Scholar
2 1) KS: Arcane And Occult Lore 13- 2 2) KS: Demons 13-
2 3) KS: Legends And Lore 13- 2 4) KS: Pre-Cataclysm History 13- 2 5) KS: Renowned Wizards 13-
2 6) KS: Technology Of The Ancients 13- 3 Scientist 2 1) SS: Astrology 13- 2 2) SS: Biology 13- 1 3) SS: Chemistry 11- 1 4) SS: Electronic Engineering 11- 1 5) SS: Physics 11-
Total Powers & Skills Cost: 420 Total Cost: 579
75+ Disadvantages
20 Hunted: Overlord Korgon 11- (As Pow, NCI, Kill)
20 Psychological Limitation: Determined To Rule First Anzar, Then The World (Common, Total) 15 Psychological Limitation: Obsessive
Personality (Common, Strong)
15 Psychological Limitation: Intellectual Vanity (Common, Strong)
434 Experience Points
Total Disadvantage Points: 579
Background/History: Whence comes Azethkar the Mad? No one can say for sure save Azethkar him- self. His place of birth, early years, and training in the Arcane Arts remain shrouded in mystery, perhaps (some speculate) because he killed anyone who knew him then to conceal some dread secret or weakness his enemies could exploit. All that is known for certain is that he recently appeared in the land of Anzar, determined to conquer it, and then to spread his rule throughout the world. And with the mystical and technological resources at his command, he just might be able to do it....
Personality/Motivation: Azethkar’s sobriquet “the Mad” was not applied by accident. First, he’s a full-blown megalomaniac. Convinced that he’s the most powerful wizard in the world, he unquestioningly believes that it’s his destiny to rule the world. Anyone who would stand against him is a fool who deserves nothing but death. Second, aside from his general obsession with conquest, Azethkar has a tendency to become fasci- nated by new subjects or activities and to fixate on them for weeks or months at a time. Today it might be breeding a new, stronger species of horse, tomorrow it’s the planet Mars, the day after that it’s the habits of social insects. And whatever his current obsession tends to be, he’ll undoubtedly find a way to use it against the PCs... or at least bore them to death talking about it after he’s captured them.
On top of all that, Azethkar has a strong streak of intellectual vanity. As far as he’s concerned, no one knows as much as he does or could possibly be as clever. He has a hard time resisting intellectual chal- lenges such as riddle-contests, puzzles, and the like.
EQUIPMENT
Weapon OCV RMod Dam STUN Shots STR Min Notes None
Armor None
Gear: Sci-Goggles (Infrared and Ultraviolet Perception (Sight Group))