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==='''Karesh'''=== Karesh is a thin dark-skinned Nilsomarian swordsman. He has shed his traditional veil, revealing a smooth clean-shaven face and smooth bald scalp to represent his self-reliance and straightforwardness. His chosen mask is instead a perpetual smile of amusement. He wears a white flowing ankle-length coat under his flared shoulder mantle, and carries the thin scimitar given to him by his mentor. ====Backstory==== Karesh grew up one of the lucky ones—an orphan of the vast and decadent city of Nilsomar who received the attentions of a kind old merchant named Yoosehd. Karesh followed the old man around and performed odd chores, living in the old dusty shop that sold brass trinkets, crystal objets, and books. During that time, young Karesh learned many things—the art of dealmaking, managing a business, and obscure booklore including some modest secrets of arcane nature he found in those old forgotten tomes. As he grew older, it seemed that Karesh would one day inherit the old bachelor’s business. However, Yoosehd became deranged in his old age, oft possessed of paranoid ravings. One day, he blamed Karesh for stealing from him and cast him out, cursing him a hundredfold for evil deeds and conspiracy against his many kindnesses. Saddened, Karesh returned to the ruthless world of the street, coming full circle to his life in days half-remembered when he eked out an existence as a cutpurse. However, the old gang would not have him back, being strange in their eyes and possessed of odd knowledge and displaying a fierce independence. In the end, his so-called friends framed him, selling him out to the authorities for evils he did not commit. He found himself suddenly in this familiar and unpleasant position for the second time in his young life. He was cast into the arena where he learned to survive through quickness of foot and a good deal of luck. A famed fighter, Mufahd Halfhand, took an interest in him, and rather than slaying him, spared him and taught him the art of swordplay, especially of the flashy and stylish Benghareen school of fencing, used by the feared soldiers of Selmé’s temple, with their long flashing curved scimitars. Mufahd had long since won his freedom, but remained in the games for sport and to seek new recruits; he was a contractor of sorts, getting paid by anonymous masked lords or wealthy merchants to send young talent on suicide quests to assassinate their rivals for reasons petty and personal. The intrigues that they played in secret were time-honored games among the elite of Nilsomar. Karesh served on one such mission in exchange for his freedom. He was sent to his target, but was set up to be ambushed by the palace guards. By luck, he learned of this and altered his plan of escape, never reaching the mark. He instead escaped the city, but not without a price on his head, and the enmity of both Mufahd and the sword master’s employer. ====Character Stats (PDQ)==== '''Strengths:''' * Good [+2] Peoples: Trade * Good [+2] Faculty: Quick Wits * Good [+2] Driver: Keep His Past Behind Him '''DD''' * Good [+2] Thief '''DD''' * Average [0] Charm: Pyrotechnical Display* * Good [+2] Bengarheen Fencing * Good [+2] Knowledgeable * Good [+2] Acrobatic D = Damage; F = Failure; S = Shift '''Weaknesses:''' * Poor [-2] Impulsive '''Invisible Urge Qualities:''' * Average [0] Fire Urge '''Fortune Points:''' 3 '''Learning Points:''' 2 '''Story Hooks:''' Thief '''Props:''' * Average [0] Gold Ring ====Notes==== ''Karesh’s Charm can produce minor and flashy effects, including the alteration of existing open flames. These can take the form of colorful flames that dance for the duration, a single bright flash that snuffs out the flame, creating smoke (and causing all within the area to resist the TN or suffer Failure Ranks in temporary blindness), or burning sparks that may shower targets within the area (resisting TN for damage).''
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