Unwin the Warped of the West, Mutant-mage

Unwin woke up about five years ago in the gutter of a city in a feudal nation (make it Megalos if using Yrth). He had no memory of his past. The scars on his chest were fresh wounds at that time. In the intervening years, he has recovered only small fragments of that previous history: magical training in a sort of magical college, some brief childhood memories in a small village he doesn't recognize, mundane interactions with people he doesn't know. No serious clues as to his origins. His memory of the past five years is unimpaired. 

He has survived by living on the streets when necessary and thievery when opportune. His tastes run towards magical items, some of which he keeps. He has done quite well lately and rarely wants for much, except real friends. 

Unwin has several genetic mutations: his black eyes have no whites and register into the infra-red range of the electromagnetic spectrum, his intelligence is heightened, and he doesn't seem to age very quickly. He obviously doesn't know how old he is and is unaware of this last mutation. He wears the sunglasses to hide his eyes, but likes to take them off at just the right moment to really give people a scare. 

Unwin is a sacred square mystic. This type of magic user comes from Chivalry and Sorcery (the most complex, yet most interesting, magic system I've ever seen). They understand the mystical relationship between numbers and the universe, and cast their spells using squares of numbers (kind of like bingo cards). His black robe is covered with various number sequences and mathematical symbols, embroidered in silver thread. 

Unwin the Warped of the West
170 points

Mutant-mage, 65, looks 35, 6', 180 lbs.

Appearance: pale complexion, short blonde hair, weird black eyes with no white, emotionless expression.

ST:
DX:
IQ:
HT:
10
12
16
10
Speed:
Move:
Dodge:
Parry:
Block:
Thrust:
Swing:
Will:
Fright Check:
Vision:
Hearing:
Taste/Smell:
Fatigue:
Hit Points:
5.5
5
5
6

1d-2
1d

Advantages:

Infravision
Longevity
Literacy
Wealthy
Magery 2
Status 1

Disadvantages:

Partial amnesia about origins
Ugly appearance because of eyes
Social Stigma: wanderer
Secret Disadvantages (GM determined)

Quirks:

Likes to freak the mundanes
Scars on chest (unknown origin)
Often lives on the street
Wears a panama hat and wrap-around sunglasses
Specializes in the theft of magical items

Skills:

Shortsword/12
Knife/12
Knife Throwing/12
Crossbow (pistol)/14
Survival (urban)/15
Riding (horse)/11
Lockpicking (TL3)/15
Mathematics/15
Shadowing/15
Camouflage/16
Holdout/16
Scrounging/15
Traps (TL 3)/15
Streetwise/15

Equipment:

silver thrusting shortsword
silver small knife
pistol crossbow (see sidebar)
quiver of 10 silver bolts
breastplate with silver inlay
silver-plated pot-helm
black weatherproof sacred square mystic robes
(magical focus with Fireball, Sleep, Spell Shield, Missile Shield)
boots
panama-style hat
wrap-around sunglasses
small Screaming Pouch with $300
saddle horse
saddle
bit, bridle
saddle bags
2 sets middle-class clothing
11 gems valued at $1700 (12, 12, 11, 9, 8, 8, 7, 6, 6, 4, 2 carats)
2 ft. string of pearls valued at $500
Moly amulet (Mind Control)
Elixirs (Chiron [3 doses], Bellerophon [3], Paralysis [5], Hector [3], Thanatos [5], unidentified [3])
hilt of a morgul knife

Spells:

Simple Illusion/16
Illusion Disguise/16
Sound/16
Silence/16
Hush/16
Mage Stealth/16
Ward/16
Counterspell/16
Dispel Magic/16
Spell Shield/16
Scryguard/16
Magic Resistance/16
Ignite Fire/16
Create Fire/16
Shape Fire/16
Fireball/16
Foolishness/16
Daze/16
Sleep/16
Teleport/16
Detect Magic/16
Light/16
Lend ST/16
Lend HT/16
Minor Healing/16
Apportation/16
Lockmaster/16
Missile Shield/16
Locksmith/16
Wallwalker/16