The Lamp Bearers
Jelcor Nitic

Description

Name: Jelcor Nitic
Age: 25
Race: Human (Anari)

Stats Skills Edges
Strength: d6 Animal d4 AB (magic)
Agility: d6 Athletics d4 Healer
Vigor: d6 Deceive d6+2
Smarts: d10 Fight d4
Spirit: d8 Heal d8+2
Insight d6+2
Traits Intimidate d-+1
Investigate d6+2
Parry: 4 (+1 w/staff) Perception d4+2 Hindrances
Charisma: 0 Perform d4 Curious (Major)
Move: 6 Persuade d8+1 Enemy (minor – rival)
Toughness: 5/3 Religion d-+2 Loyal (minor)
Shoot d4
Stealth d6
Survival d4+2
Thievery d-
Wizardry d8+2
Armor Weapon
Location Mat AR Weapon Range Dam WT
Head: H.Leather 2 Staff 1 str+d4 4
Torso: St.Leather 3 Sling 4/8/16 str+d4 1
Arms: H.Leather 2
Legs: H.Leather 2

Weight Carried: 43
Weight Limit: 30
Encumbrance: 1

Languages Knowledges Focuses
Anari (fluent/script) Culture/Geog
Common (basic) Politics
Nerathi (fluent/script) Necromancy
Kardish (basic) Herb Lore
Valian (fluent) Monsters/Beasts
Glory: 6 Experience: 23
Equipment
Staff, Sling
Hard Leather DR 3(HALT) (20)
Backpack (2), Bedroll (5), Tome w/ writing tools(2), waterskin (1), Healer’s Kit: Charges: 8 (2)
Mage’s robes (travelers gear) (5), rations x 3d
Stones x 10 (1)
18gp 5sp 18cp
Nerathi Signet Ring (Essence of Dire Bear)
Cantrips Spells
Ghost Sound Bolt 12/24/48
Light Armor
Mage Hand Entangle
Pressed Digitation
Spell Power Range Duration Casting Details
Mage’s Chill Bolt(cold) 12/24/48 Instant 1-6 Up to 3 Bolts
Gaidan’s Shell Armor (earth) Touch Maintained 2 +2 DR, +4 w/Raise
Elor’s Grasp Entangle (ice) Smarts Instant 2 or 4 Single or small area

Bio

Father: Dragomir, Defended the Hearth (0 Glory)
Mother: Berenen, Good Mother (0 Glory)
Grandfather: Stood with Peredur (1 Glory)

Buddy – Dennon (brought him books)
Clash – Thaeven (distrusts magic)

Jelcor came from simple beginnings. His father, Dragomir, was a simple fisherman who defended Kassen when needed. His mother, Berenen, was a good woman and aided Dragomir with the catches he brought in and supported the village as a healer when needed. While it was expected that Jelcor follow his father’s example and continue fishing, it was clear at an early he would not. Being overly curious for his own good, one fateful day Jelcor snuck into Holgath’s tower. While the other kids talked of the tower being haunted and Holgast being “not right in the head”, Jelcor was curious to see what was inside.

Though his immediate response was to expel the boy, he sensed there was more to this fisherman’s son. He told Jelcor that if he wanted to see what this world held, to return tomorrow to begin his training. Jelcor returned day after day for years learning from Holgast and growing his magic skills. Over the years, Jelcor not only learned magic but also healing and languages while improving his dexterity (Holgast uses bolts to punish mistakes).