Viktar the Valiant
Far to the north of Emeraldias, in a narrow stretch of land east of Chelgrim's Teeth and south of the Icewall, there are many barbarians who have yet to learn the value of armor beyond simple clothing, and sometimes not even that. From this place came Viktar the Valiant, mercenary and rogue, down into the Empire of the Azure Throne to seek his fortune. He enjoyed some small success in this pursuit, gaining a reputation as a capable captain, but by the time his path led him to Emeraldias, anything he'd gained beyond reputation had already been spent.
Naturally, he was keen to improve his fortunes, and became one of the first adventurers to attach his banner to that of the Princess, swearing his sword to her. For his heroics in her service, she has rewarded him with the title of Captain of the Palace Guard, and he is busily training the city's militia to create a credible army for when the contract with the Last Men Standing ends. Despite this, he still finds time to go roving in the hills outside the city, looking for trouble and often finding it.
Viktar's barbaric manner and accent conceal a keen soldier's mind and shrewd judge of character. However, that's not all they conceal. He was in fact raised by an isolated community of savants known as the Foreseers, who trained him to nearly the epitome of human ability. They sent him out into the world as their agent, and have directed him to Emeraldias in order to subtly influence Her Majesty's government in ways that suit the Foreseers.
But the Foreseers are themselves deceived. Viktar, in his journeys in the south, encountered agents of the Servants of the Shield, and came to realize that his personal values were more akin to them than they were to the self-interested Foreseers. He allows his former masters to believe that they still have his loyalty, while working with the agenda of the Servants of the Shield -- which is to turn Emeraldias into a dagger aimed at the heart of the Empire.
Viktar -- PL 8
Abilities: STR 4 | STA 4 | AGL 4 | DEX 4 | FGT 5 | INT 2 | AWE 2 | PRE 2
Powers: Physical Training (Movement 1 [swinging]; Speed 1), Stunning Blow (Affliction 4 [Resisted by Fortitude; Dazed and Vulnerable, Stunned and Defenseless], Extra Condition, Limited Degree)*.
* AP of Strength Damage.
Equipment: Sword (Strength-based Damage 3).
Advantages: Assessment, Benefit (Captain of the Guard), Close Attack 4, Daze (Deception), Defensive Roll 2, Equipment 1, Jack-of-all-Trades, Leadership, Minion 1 (Horse), Set-Up, Uncanny Dodge.
Skills: Acrobatics 3 (+7), Athletics 3 (+7), Deception 8 (+10), Expertise: Horsemanship 3 (+7), Expertise: Military 6 (+8), Insight 8 (+10), Intimidation 6 (+8), Perception 6 (+8), Stealth 3 (+7).
Offense: Initiative +4, Unarmed +9 (Close Damage 4), Stunning Blow +9 (Close Fortitude 4), Sword +9 (Close Damage 7).
Defense: Dodge 9, Parry 9, Fortitude 6, Toughness 7/4, Will 6.
Totals: Abilities 54 + Powers 4 + Advantages 15 + Skills 23 + Defenses 15 = 111 points
Complications: Hidden Agenda--Motivation. Prejudice (barbarian). Secret.