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Angus Edelstein
Born in the Southern Borderlands, Angus was raised by a small coven that primarily practiced dark and destructive magic. It was thanks to their knowledge in these areas of magic that they had not been killed yet; few monsters possessed enough intelligence to outsmart the members of the coven, and few bandits had sufficiently advanced technology. However, the coven's survival depended not only on their knowledge of destruction and darkness but also on deals with demons. Nevertheless, this knowledge proved useless when food supplies began to run low, and there were no ways to replenish them nearby. That is when Angus left them, seeking a better life.
Angus got lucky and soon stumbled upon members of the "Machete" club, who hunted monsters living in the Borderlands. They were currently fighting one of the local inhabitants, and taking advantage of the situation, Angus easily subjugated the minds of the hunters. After that, everything became much easier: he flew with them to Nevermore, asked about how life was organized here, and received generous donations from them. At first, he feared this, knowing that the chip system tracked money transfers. However, after learning about how casinos worked here, he devised a rather clever scheme: together with his "comrades," he went to one of these establishments, where they exchanged their money for chips. Then, after playing for some time as if just having fun, Angus exchanged the chips back, thus transferring the money to his account.
However, Angus' thirst for power did not diminish, and repeating the scam used to earn money would be risky. Therefore, he needed to find a new job that would provide him with both financial income and new victims. For some time, a certain Vaironian group capturing slaves in, ironically enough, the Southern Borderlands served as this source. But then their affairs began to go downhill until Angus finally found himself looking for work again.

Nationality: Southern Borderlands
Microchip: 1249

Characteristics:
Strength - 8
Dexterity - 5
Speed - 10
Intelligence - 14
Willpower - 20
Perception - 5

Skills:
Military Training. Dodge +25, health +100.
— +2 strength, +50 health.

Destructive Magic III
— Storm. Hinders character movement speed (-75%), reduces accuracy (-75%). Cooldown: 5, cost: 50
— Lightning Strike. (Damage 60 * intelligence) to a single target and 25% of that to those standing nearby. Cooldown: 6, cost: 60

Dark Magic III
— Upon successful application, the player gains the ability to extract any desired information from the opponent's mind. Cooldown: 1, cost: 5
— Veil. Makes oneself or an ally invisible, allowing them to perform any actions (except aggressive ones) without revealing themselves. Cooldown: 2, cost: 30
— Negation. During combat, there is an opportunity to ignore receiving damage. Cooldown: 2, cost: 30
— Subjugation. The selected character comes under the control of the player. Cooldown: 8, cost: 50
— Mark of Death. The selected character dies. Cooldown: 5, cost: 40
— Wave of Fear. Paralyzes all enemies in the area for 1-3 turns. Cooldown: 8, cost: 80

Demonology. The conjurer offers a sacrifice to the demon and expresses his wish. Accordingly, the better the sacrifice, the better the "service" of the demon will be.

Perks:
— Survivor. +6 skill points, +1 perk.
— Genius. +2 to all characteristics.
— Magical Traditions. The character uses magical energy instead of stamina.

Inventory:
Armor (as shown in the picture, including the mask)
Black Magic PDA (as Angus sometimes ironically calls it; in reality, the magic files on the PDA are hardly capable of exposing Angus), including those used for their intended purpose
Demonic Piercing (in the tongue, helps restore mana)
Savings
Jamming Device (so that various droids don't detect him through the veil)
Demonology supplies (if needed)
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