Varlok

Concept:
PhysTrait1:
PhysTrait2:

SocTrait1:
SocTrait2:

Secret:

Skeletal Knight with large sword and large armor
Glowing red eyes
Broad shouldered, square jawed, very gaunt

Speaks in third person
Revels in carnage.

Former paladin who died, but refused to stay dead.
His holy light replaced by necrotic darkness.

_Physical _

 2 Agility
 4 Fortitude
 2 Might

_Mental _

   Learning
   Logic
   Perception
 3 Will

_Social _

   Deception
   Persuasion
 2 Presence

_Magical _

   Alteration
   Creation
   Energy
 5 Entropy
   Influence
   Movement
   Prescience
   Protection

_Hitpoints _
      28
=10+2x(Fort+Pres+Will)

_Toughness _
      17
=10+4(Fort)+3(Will)

_Evasion _
      18
=10+2(Agi)+6(armor)

_Resolve _
      15
=10+2(Pres)+3(Will)

_Equipment _
Greatsword
Scale Mail
Hand Crossbow
Large Shield
3 spears
2 Hatchets
_Attribute Substitution (3 feat points) ( Entropy → Might )
When you purchase this feat, 
you create a permanent link between two attributes: 
one stronger (the primary attribute) 
and one weaker (the dependent attribute). 
You may use your score in the primary attribute in place 
of the dependent attribute for the following situations:

   Making action rolls
   Calculating hit points, defenses, and other secondary statistics
   Meeting feat, bane, and boon prerequisites
   Other situations at the GM's discretion

The relationship formed by your two attributes is subject to 
case-by-case approval by the GM. It must be logical and consistent 
with the story you are trying to tell. 
For example, a bard who subsitutes her Presence for her Might 
to represent her dance-based melee fighting style would likely not 
get to use her Presence Score for determining her carrying capacity. 
Furthermore, the GM should prevent players from creating illogical 
substitutions that are purely aimed 
at making their characters unreasonably powerful. 

_Superior Concentration (I) (3 feat points) _

When you take the sustain a boon minor action, 
you may sustain one additional boon per tier 
of this feat which you possess.
_Ageless (Perk) _
Whether you are an android constructed of spaceage material 
that does not erode over time, the loyal servant of a higher power, 
or the subject of an arcane ritual, 
you have unlocked the secret to immortality. 
You are immune to the passage of time and the effects of old age. 
Your body does not age and you cannot be harmed by 
extraordinary effects that cause aging. Based on the source of 
your agelessness, you can decide whether or not your appearance 
changes over time.

_Ascetic (Perk) _

You are well-versed in the art of living with less. 
Whether a cloistered monk or a wizened sage who spent years 
locked away in a tower of books, you are experienced at 
going long stretches of time with very little food, water, 
or company - and as such, these situations tend 
not to affect you as they do others. 
You are hardened against physical and mental deprivation and have 
developed an enviable degree of self-mastery.

_Addicted: Punishing The Wicked (Flaw) _

The roll of the dice, the smoke of the Black Lotus, 
or the escape of the virtual reality machine. 
Whether your addiction is physical, mental, or social, 
the effect is generally the same: 
you’ve got an itch that you need to scratch, 
and you’ll sometimes do reckless or atrocious things to make sure 
that you can get your fix. 
You get to decide the nature and severity of your addiction.

_Cosmetic Deformity (Flaw) _

Something about you makes you less attractive, 
undesirable to behold, or even just downright abominable. 
You get to decide the nature and severity of your deformity. 
Examples include a scarred cheek, vacant white eyes, 
a burn-covered body, and a missing nose. 
Whatever form this flaw takes, it is merely cosmetic 
and thus will generally only affect you in social situations.