Name: Máiréad
Race: Human
Class: Mage (Healer)
Social Class: Minor Noble / Wanderer
Description: Máiréad is only 20 years old. She is slim of build, about 110 lbs, and stands only 5'4". She has long copper color hair which she braids in the front and weaves natural things such as various bird feathers, small animal bones, and small colorful stones, in her braids. She weathers a green dress and jacket with a matching hood, all with embroidery of flowers and leaves. A set of brown, earth toned, mid-calf leather boots completes her outfit. She carries a long 6' gnarled hardwood staff which she keeps with her at all times. She can be seen clinging to the staff at times, as if seeking confront from it's warm smooth touch.
Precious Item: Staff (see above)
HP: 48
MP: 50
Speed: 12
Defence: 12
Armour Soak: 0
Weapon Favoured: Staff
Weapons Carried: Staff (Long gnarled hardwood staff carved with small rune designs)
Fighting Styles: One Weapon
Strength: 0
Dexterity: +2
Constitution: +1
Swimming
Intelligence: +4
Healing, Natural Lore
Accuracy: +1
Arcane Blast
Fighting: +1
Bludgeons
Perception: +2
Communication: +1
Persuasion
Willpower: +3
Faith
Talents:
Healing (JM) - When using the Heal action, you do twice the amount of healing, Animal Training (N) - You know the basics of animal handling and training, Spiritual Lore (JM) - You see and talk to spirits who can sometimes tell you things otherwise unknown.
Specializations:
Miracle Worker - Healing - You can cast healing arcane at -1 MP less than usual (Minimum 1 pt)
Equipment:
Rain Cloak, Flashlight, Three Fulign Batteries, Food rations (no meat) for 1 week, two potions of healing (Heals 50%), One stim pack (Instant +10hp), Small leather drawstring pouch - Holds small bones, stones, feathers, sticks and other little things that interests her for whatever strange reason.
Background:
Máiréad was born to a minor noble family, the father being an industrialist who made a lot of money on tech reclamation. She was the 4th of 6 daughters born to her mother in an attempt to produce a son. Her mother died giving birth to the 6th daughter. Máiréad loved her mother and felt spiritually connected to her and spent a lot of time just following her around and trying to learn anything she could. When her mother died, Máiréad said she could still feel her mother there looking after her. Her father remarried a year later and the stepmother produced the desired heir on her first try.
Máiréad was an imaginative child, always full of stories and talking about imaginary friends she played with, but as she grew older, the imaginary friends did not leave her. She saw spirits and things everywhere and talked to them which caused a lot of consternation with her father and stepmother. She even said that she could hear her mother speaking to her at times; mostly when she felt alone and afraid. They sent her to therapists, doctors, and mages to "cure" her of her ailment, but to no success. Máiréad was very smart, but her tutors all said that she was too distracted and didn't apply herself well. Máiréad grew resentful and defiant of the doctors who were constantly trying to make her 'normal'.
It was when she was due for another round of therapy that she decided to hide in the family gardens. There she found a hole in the ground, which was a hidden entrance that led to an old church or holy place buried deep beneath. No doubt from before the chaos wars, the place was very dark, but it was here that the darkness began to talk to her. It told her of the spirits she saw and taught her how to manipulate them to do things in exchange for a power she had within her called mana. It gave her a dark crystal to use as a spell focus. She could heal, move the earth and even protect others with the spirits. She sought out the darkness often, but it was asking more and more from her that she did not feel comfortable with - using the spirits as a master and forcing them to her will.
One day, Máiréad heard her mother whispering to her that what she was doing was wrong and evil. After that, she decided to stop seeking out the Dark God, as she came to call it, and walk a new path. She gave it her dark crystal back and walked away, but the darkness was angered by her leaving, she could feel it in the garden and it haunted her in her dreams. It whispered to her and told her that she must come back, but she hardened her mind and blocked it out. But the Dark God would not be so easily defeated.
A few weeks later, her family home caught fire and all her family was killed while Máiréad was away at the market. It was labelled as an accident, but Máiréad knew better. She knew it was the Dark God and that she had to get away - far away from the Dark god.
As she went through the meager remains of the estate, she found an old oak staff, gnarled but beautiful. She remembered that it had belonged to her mother, she remembered sitting at her mother's feet as she smoothed the wood and carved it with little symbols and designs. Máiréad took the staff and it became her weapon and her new spell focus.
She left home and hid out in the rust waste for awhile, before meeting some of Dwan's scouts. They talked her into returning with them to talk to Dwan who seen the skill and power within this young woman. So she became one of them; one of Dwan's Scout. Máiréad has not felt the Dark God's presence for years, but it still whispers in her dreams; when it does she touches her mother's staff and seeks solace with the spirits, her mother's included, and the voice is quieted.
Although Máiréad is now one of Dwan's Scouts, she is very reclusive, preferring the company of her Spirits and animals than the company of people. She believes that people come and go, but her Spirits and the animals of the forest are always there for her. Even though she will have a room at the Pegasus, she seldom uses it as she prefers the nearby woods where she feels more at home. She works with the other scouts out of necessity and not out of a sense of friendship. She doesn't really trust many people, scouts included, unless the Spirits have shown her that person is trustworthy. She is a strict vegetarian as she doesn't condone the killing of animals, unless it can't be avoided.
Scouts she has worked with have said she can be difficult and a pain in the ass at times, but her magical abilities have proven very useful and saved lives of other scouts.
Spells:
Arcane Blast No MP cost Range attack with damage of 1d6+Willpower+level
Healing Touch (novice)
Type: Utility MPC: 1-3
CT: Major Action TN: 10
Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 3 MPs when you cast the spell. For each MP spent, the target gets back 25% of original Health. You can cast this on yourself.
Revival (novice)
Type: Utility MPC: 5
CT: Major Action TN: 14
Your touch helps restore the grievously wounded or fallen. A dying character adjacent to you immediately regains 10 + their Constitution + your Willpower in Health. Since dying characters cannot take actions, you cannot cast this spell on yourself.
Healing Aura (journeyman)
type: Utility MPC: 3-9
CT: Major Action TN: 15
Waves of healing energy radiate from you and aid your nearby allies. You can pick a number of targets up to twice your Willpower, all of whom must be within 10 yards of you. All targets regain 10% of original Health per 3 MP you spend (to a maximum of 30% Health for 9 MP). You can designate yourself as one of the targets.
Restoration (Master)
Type: Utility MPC: 15
CT: 1 Minute TN: 17
You can restore a gravely injured character to health, though this spell takes 1 minute to cast and is thus most useful outside of combat encounters. You must remain adjacent to the target throughout the casting. If successful, the target regains Health equal to (1d6 plus your Willpower) × 10%.
Rock Blast (novice)
Type: Attack MPC: 4
CT: Major Action TN: 12
A blast of small rocks burst from your hand or arcane device at a visible enemy within 20 yards. They inflict 1d6 + Willpower penetrating damage and the target is knocked prone. If the target makes a successful Constitution (Stamina) test vs. your Spellpower, Rock blast only inflicts 1d6 penetrating
damage and the target remains standing.
Stone Cloak (novice)
Type: Defense MPC: 3
CT: Major Action TN: 10
Your clothing takes on the toughness of stone while remaining pliable. Stone cloak gives you an Armor Rating equal to your Willpower ability for 1 hour. If you are wearing regular armor, stone cloak has no effect. You can only cast this on yourself.
Earth Speed (journeyman)
Type: Utility MPC: 6
CT: Major Action TN: 13
You let the earth swallow and transport you, re-emerging anywhere within 30 yards that you can see. You must be standing on dirt when you cast the spell and you must emerge from the dirt as well.
Hero's Inspiration (novice)
Type: Enhancement MPC: 3
CT: Major Action TN: 10
Your arcane power gives confidence to a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects. Those with Hero's Inspiration gain a +2 bonus on the next ability test they take (whatever it is). If they have not
used this bonus by the end of the encounter, the benefit is lost. You can designate yourself as one of the targets.
Hero's Might (novice)
Type: Enhancement MPC: 5
CT: Major Action TN: 12
Your arcane power infuses a number of targets equal to your Willpower. They must be within 6 yards of you when the spell is cast but may then move freely and still enjoy its effects. Until the end of the encounter, those enhanced with Hero's Might gain a +1 bonus to damage when making melee and ranged attacks. You can designate yourself as one of the targets.