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Mr. R

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And now a follower of the Moon!

 

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Fantasy Hero 34 Olinia


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

13 DEX 9 12- OCV:  4/DCV:  4

15 CON 10 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 16-

15 EGO 10 12- ECV:  5

13 PRE 3 12- PRE Attack:  2 ½d6

16 COM 3 12-

 

5+23 PD 2 Total:  5/28 PD (0/23 rPD)

5+23 ED 2 Total:  5/28 ED (0/23 rED)

4 SPD 17 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

26 STUN 0 Total Characteristic Cost:  64

 

Movement: Running: 6"/12"

Flight: 15"/30"

Gliding: 10"/20"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

2 Life Support  (Safe in Intense Cold)

 

5 Multipower, 15-point reserve,  (15 Active Points); all slots Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 8 Charges (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Mystic Knowledge:  Detect A Large Class Of Things 16-/12- (Unusual Group), Discriminatory, 8 Continuing Charges lasting 5 Minutes each (+0) (15 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Limited Power Power loses about a fourth of its effectiveness (Onlywhile in good standing with the god; -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [8 cc]

1u 2)  Healing BODY 1d6+1 (13 Active Points); 8 Charges (-½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [8]

1u 3)  Magic:  Detect A Single Thing 16-/12- (Unusual Group), Discriminatory, Analyze, 8 Continuing Charges lasting 1 Minute each (+0) (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [8 cc]

1u 4)  Protection:  Force Field (5 PD/5 ED), 8 Continuing Charges lasting 1 Minute each (+0) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [8 cc]

1u 5)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 8 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [8 cc]

1u 6)  Safe Fall:  Gliding 10", 8 Continuing Charges lasting 5 Minutes each (+0) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [8 cc]

1u 7)  Selan's Senses:  +4 PER with all Sense Groups, 8 Continuing Charges lasting 20 Minutes each (+0) (12 Active Points); Limited Power Power loses about half of its effectiveness (Only to offset Darkness limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [8 cc]

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 6 Charges (-¾), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Flash of Darkness:  Sight and Hearing Groups Flash 5d6 (30 Active Points); 6 Charges (-¾), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [6]

1u 2)  Obscuring Mist:  Change Environment 8" radius, -4 to Sight Group PER Rolls (29 Active Points); 6 Charges (-¾), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [6]

1u 3)  Cold Blast:  Energy Blast 6d6 (30 Active Points); 6 Charges (-¾), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [6]

1u 4)  Shooting Star:  Killing Attack - Ranged 2d6 (30 Active Points); 6 Charges (-¾), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [6]

 

9 Multipower, 45-point reserve,  (45 Active Points); all slots Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Selan's Covering:  Darkness to Sight Group 2" radius, 4 Continuing Charges lasting 5 Minutes each (+0), Personal Immunity (+¼), Mobile (+1) (45 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 2)  Wings of Air:  Flight 15", Usable Simultaneously (up to 2 people at once; +½) (45 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Physical Manifestation (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 3)  Freezing Touch:  Energy Blast 6d6, Lingering up to 1 Turn (+½) (45 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), No Range (-½), 4 Continuing Charges lasting 1 Turn each (-½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Shooting Stars:  Killing Attack - Ranged 2d6, Explosion (+½) (45 Active Points); 4 Charges (-1), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

 

10 Multipower, 60-point reserve,  (60 Active Points); all slots Limited Power Power loses about two-thirds of its effectiveness (Power Level Limitation; -1 ½), 2 Charges (-1 ½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Improved Flash of Darkness:  Sight Group Flash 5d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (56 Active Points); 2 Charges (-1 ½), Limited Power Power loses about two-thirds of its effectiveness (Power Level Limitation; -1 ½), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 2)  Wind Wall:  Entangle 8d6, 4 DEF (60 Active Points); 2 Charges (-1 ½), Limited Power Power loses about two-thirds of its effectiveness (Power Level Limitation; -1 ½), Only To Form Barriers (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 3)  Protection from Cold:  Force Field (10 PD/10 ED), Invisible Power Effects, Hide effects of Power (Fully Invisible; +2) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Cold; -1), 2 Continuing Charges lasting 1 Minute each (-¾), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2 cc]

 

 

 

 

 

 

Perks

4 Fringe Benefit:  Abbot

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

5 Contact:  Selan 14-

 

Talents

3 Absolute Time Sense

 

Skills

3 Bureaucratics 12-

5 Deduction 13-

3 Aerelios:  CK 12-

3 Aerelios and Surroundings:  AK 12-

3 Aerelios:  CuK 12-

3 Smuggling:  KS 12-

3 Thief Groups:  KS 12-

3 Law :  KS 12-

1 Tenryk:  Language (imitate dialects; literate) (6 Active Points)

4 Kerqod:  Language (completely fluent; literate)

4 Rasulian:  Language (completely fluent; literate)

7 Navigation 14-

3 Conversation 12-

3 Persuasion 12-

3 Seduction 12-

3 Concealment 12-

5 Stealth 13-

3 Trading 12-

4 TF:  Carts & Carriages, Equines, Small Rowed Boats, Small Wind-Powered Boats

3 WF:  Common Melee Weapons, Staffs

8 +1 with All Combat

 

Total Powers & Skill Cost:  140

Total Cost:  204

 

75+ Disadvantages

15 Psychological Limitation:  Curious (Common; Strong)

15 Psychological Limitation:  Can not resist a sob story (Common; Strong)

15 Psychological Limitation:  Help those less fortunate (Common; Strong)

10 Distinctive Features:  Holy Symbol on Back of Hand (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

74 Experience Points

 

Total Disadvantage Points:  204

Earned Experience:  66

Spent Experience:  74

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

 

 

Head Band of Sight: Nightvision, Discriminatory, Analyze (15 Active Points); Independent (-2), IIF (-¼), 1 Continuing Charge lasting 1 Hour (-¼) [1 cc]

 

Scimitar of Lightness: Killing Attack - Hand-To-Hand 1d6+1 (2d6+1 w/STR), Reduced Endurance (0 END; +½) (30 Active Points); Independent (-2), OAF (-1) 0

 

Ring of Telekinesis: Telekinesis (20 STR), Fine Manipulation (40 Active Points); Beam (-¼), 2 Continuing Charges lasting 20 Minutes each (-¼), Affects Whole Object (-¼) [2 cc]

 

Armored Cloak: Armor (6 PD/6 ED), Hardened (+¼) (22 Active Points); Independent (-2), OIF (-½) 0

 

Background/History:  Growing up on the streets of Aerelios, Olinia never knew his parents.  Fortunately he was brought into the fold of a fisher/smuggler family.  He learned to like the cloak of night and the protection the dark offered.  Then one day he found the shrine to Selan.  It had lost its last keeper recently and he wasn't sure why, but he started to fix it up.  Soon many were saying the shrine was open again, and though he denied being a priest, helped where he could.  Many were not surprised when the Symbol appeared on his wrist, marking him as a follower of Selan, the Lady of the Night!

 

Personality/Motivation:  Cleric with a heart of gold.

 

Quote:  

 

Powers/Tactics:  Olinia has a good selection of abilities.  Obscuring Mist is great for hiding people at night.  If a fight happens, Wind Wall and Flash of Darkness will make an appearance.

 

Campaign Use:  Cleric of Selan  Goddess of Darkness, Cold, Air, Moon, Stars, Beauty

 

Appearance:  182 cm and 68 kg with black hair and gray eyes.  He'll wear dark blue robes with stylized stars to them when on duty, otherwise comfortable fisherman's gear (though the shirt will be the same as the robes!).  The holy symbol of a Stylized Crescent Moon is on his right wrist!



 

 

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I apologize if the Background seems a little... DARK.  But smiley, happy people are balanced by those who have a .... bad upbringing.  Actually this could lead to some great role playing with a mature enough group.

 

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Fantasy Hero 35 Dianas


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

14 DEX 12 12- OCV:  5/DCV:  5

15 CON 10 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

15 PRE 5 12- PRE Attack:  3d6

12 COM 1 11-

 

4+7 PD 1 Total:  4/11 PD (0/7 rPD)

4+22 ED 1 Total:  4/26 ED (0/22 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

30 END 0

25 STUN 0 Total Characteristic Cost:  36

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 32"/64"

 

Cost Powers END

2 Life Support  (Extended Breathing: 1 END per Minute)

 

4 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 2)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 3)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 5)  Swim Like Fish:  Swimming +12" (32" total), 4 Continuing Charges lasting 20 Minutes each (+0) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 6)  Predict Weather:  Detect A Single Thing 12- (Sight Group), Discriminatory, Analyze, Increased Arc Of Perception (240 Degrees) (15 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 7)  Lightning Immunity:  Force Field (15 ED) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Electricity; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Shocking Grasp:  Killing Attack - Ranged 1d6+1, Lingering up to 1 Turn (+½) (30 Active Points); No Range (-½), 4 Continuing Charges lasting 1 Turn each (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 2)  Be Like Water:  Swimming +18" (32" total), 4 Continuing Charges lasting 20 Minutes each (+0), Usable By Other (+¼), combat acceleration/deceleration (+¼) (27 Active Points); Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 3)  Thunder Blast:  Energy Blast 6d6 (30 Active Points); 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 4)  Lightning Strike:  Killing Attack - Ranged 2d6 (30 Active Points); 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

 

8 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Weather Manipulation:  Change Environment 2" radius, Varying Combat Effects, MegaScale (1" = 1 km; +¼), Varying Effect Broad Group (+1) (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 2)  Raging Air:  Telekinesis (20 STR), Area Of Effect (One Hex; +½) (45 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 2 Continuing Charges lasting 1 Minute each (-¾), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2 cc]

1u 3)  Thunderflash:  Sight and Hearing Groups Flash 3d6, Personal Immunity (+¼), Area Of Effect (3" Radius; +1) (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 4)  Mist and Fog:  Darkness to Sight Group 2" radius, Personal Immunity (+¼), Mobile (+1) (45 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 2 Continuing Charges lasting 5 Minutes each (-½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2 cc]

1u 5)  Water Blast:  Energy Blast 5d6, Double Knockback (+¾) (44 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

 

 

 

 

Perks

2 Fringe Benefit:  Local Priest

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

5 Contact:  Tolar 14-

 

Skills

3 Bureaucratics 12-

3 KS 12-

3 KS 12-

3 Navigation 12-

3 Paramedics 12-

3 Streetwise 12-

3 Stealth 12-

3 Concealment 12-

3 Trading 12-

1 Tenryk:  Language (imitate dialects; literate) (6 Active Points)

4 Rasulan:  Language (completely fluent; literate)

5 TF:  Carts & Carriages, Equines, Large Wind-Powered Boats, Small Rowed Boats, Small Wind-Powered Boats

4 WF:  Common Melee Weapons, Javelins and Thrown Spears, Staffs

5 +1 with HTH Combat

 

Total Powers & Skill Cost:  90

Total Cost:  126

 

75+ Disadvantages

15 Psychological Limitation:  Bad Temper (Common; Strong)

20 Psychological Limitation:  Will not harm a child (Common; Total)

10 Enraged:  Fighting a male (Uncommon), go 8-, recover 11-

10 Distinctive Features:  Holy Symbol on Back of Hand (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 

Total Disadvantage Points:  126

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Hammer: Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +½) (30 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

 

Spear: Killing Attack - Hand-To-Hand 1 ½d6, Reduced Endurance (0 END; +½) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

 

Background/History:  It is said some people should never become parents.  That was true of Dianas' family, both near and extended.  For some reason no one liked her.  Insults were common and occasional beating became commonplace, especially from her father and uncles.  Some may have collapsed, but instead she became a hellion about it.  She became snappish and developed a very bad temper.  Then she ran away when her father tried to exercise his "Rights" over her. She wandered and hid for over a year before getting some kindness from an old man near the edge of Aerelios. It took two years before he even could start having normal conversations.  Soon he was teaching her the Mysteries of Tolar.  Now she is his assistant.  Life is looking better.

 

Personality/Motivation:  Wants to belong to a family

 

Quote:  

 

Powers/Tactics:  A set of weather-like abilities make Dianas a versatile opponent. Right now she prefers the Raging Air as it keeps her  foes away from her.

 

Campaign Use:  Cleric of Tolar   God of Storm, Weather, Thunder, Lightning, Water

 

Appearance:  179 cm and 65 kg Dianas is pretty average, with short brown hair and brown eyes.  She wears well made robes almost always (her mentor said dressing well gives you an advantage) Her holy symbol, Crossed Lightning bolts is on the back of her left wrist.



 

 

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I really went outside the box for this cleric.  Instead of a sickly, moldy individual, I went with a) a beautiful lady, b) a reluctant cleric.  I was inspired partially by that old Twilight Zone episode where death was portrayed by Robert Redford, and partially by the trope of Cursed with Awesome.  But really who would want to voluntarily want to represent Zylan.  Also the shrine is in the hospital, and I thought a yin yang with Serafina above would be cool!

 

Quote

Fantasy Hero 36 Tara


Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

13 DEX 9 12- OCV:  4/DCV:  4

15 CON 10 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

15 PRE 5 15- PRE Attack:  6d6

20 COM 5 13-

 

4+7 PD 2 Total:  4/11 PD (0/7 rPD)

4+7 ED 1 Total:  4/11 ED (0/7 rED)

2 SPD 0 Phases:  6, 12

5 REC 0

30 END 0

23 STUN 0 Total Characteristic Cost:  41

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

4 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 2)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 3)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 5)  Eerie Presence:  +15 PRE, 4 Continuing Charges lasting 20 Minutes each (+0) (15 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 6)  Life Leech:  Drain BODY 1 ½d6 (15 Active Points); 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 7)  Exhaustion:  Drain END 1d6, Ranged (+½) (15 Active Points); 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Ill Luck:  (Total: 30 Active Cost, 8 Real Cost) Negative Combat Skill Levels (-2 to opponent's OCV), Ranged (+½) (15 Active Points); 4 Continuing Charges lasting 1 Turn each (-½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) (Real Cost: 4) plus Negative Combat Skill Levels (-2 to opponent's DCV), Ranged (+½) (15 Active Points); 4 Continuing Charges lasting 1 Turn each (-½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) (Real Cost: 4) [4 cc]

1u 2)  Cause Wounds:  Killing Attack - Ranged 2d6 (30 Active Points); 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 3)  Cause Fear:  Mind Control 6d6 (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to cause Fear; -1), 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Does Not Provide Mental Awareness (-¼), Normal Range (-¼), Subject To Range Modifier (-¼), Visible (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

 

8 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Ray of enfeeblement:  Drain STR 2d6, Ranged (+½), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +½) (40 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 2)  Sawdust:  Major Transform 3d6 (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), All Or Nothing (-½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Range (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 3)  Scare:  Drain PRE 2d6, Area Of Effect (2" Radius; +1), Selective (+¼) (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 4)  Improved Life Leech:  Drain BODY 3d6, Ranged (+½) (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

 

 

 

 

Perks

2 Fringe Benefit:  Local Priest

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

5 Contact:  Zylan 14-

 

Skills

3 Bureaucratics 15-

3 Interrogation 15-

3 Persuasion 15-

1 Tenryk:  Language (imitate dialects; literate) (6 Active Points)

4 Kerqod:  Language (completely fluent; literate)

3 CK: Aerelios 12-

3 Medicine:  KS 12-

5 KS: Brew tinctures 14-

3 Fashion:  KS 12-

3 Navigation 12-

3 Paramedics 12-

3 Streetwise 15-

3 Survival 12-

3 WF:  Common Melee Weapons, Staffs

5 +1 with DCV

 

Total Powers & Skill Cost:  88

Total Cost:  129

 

75+ Disadvantages

15 Psychological Limitation:  Dislikes Powers (Common; Strong)

15 Psychological Limitation:  Unsure of Self (Common; Strong)

10 Psychological Limitation:  Lonely (Common; Moderate)

10 Distinctive Features:  (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

4 Experience Points

 

Total Disadvantage Points:  129

Earned Experience:  2

Spent Experience:  4

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Background/History:  Some are born great and some have greatness thrust upon them.  Tara is certainly in the latter category.  Her beauty was her greatest asset, but she was hoping for more.  People never took her seriously.  She was asking herself if this was all there was?  She wanted more than to be a trophy.  Then the symbol appeared on her wrist and everyone distanced themselves from her. Her own family kicked her out. Her only refuge was the shrine to Zylan in the hospital.  Now she goes through the motions wondering why she was chosen!  Oddly enough a Cleric of Readaer has befriended her at the hospital.  Maybe it isn't all bad!

 

Personality/Motivation:  Reluctant bearer of Power

 

Quote:  

 

Powers/Tactics:  Tara doesn't want to hurt people so Eerie Presence and Cause Fear are her default abilities.  After that Ill Luck and Ray of Enfeeblement are used. Cause Wounds and Favored Strike are last resorts!

 

Campaign Use:  Cleric of Zylan  God od Desrtuction, Decay, Terror, Pestilance, Poison

 

Appearance:  167 cm and 60 kg with dark brown hair and hazel eyes.  When she got to the shrine she found a wardrobe filled with robes all black with red highlights!  She carries a pair of daggers on her at all times, both hidden!  Her holy symbol is a stylized skull in white and black with red highlights on her left wrist!



 

 

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His thievery has divine sanction!

 

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Fantasy Hero 37  Strorn


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

14 DEX 12 12- OCV:  5/DCV:  5

13 CON 6 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

13 EGO 6 12- ECV:  4

13 PRE 3 12- PRE Attack:  2 ½d6

14 COM 2 12-

 

4+14 PD 1 Total:  4/18 PD (0/14 rPD)

4+14 ED 1 Total:  4/18 ED (0/14 rED)

3 SPD 6 Phases:  4, 8, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  43

 

Movement: Running: 6"/12"

Flight: 10"/20"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

15 Luck 3d6

 

4 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 2)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze (13 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 3)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Shield:  +6 with DCV (30 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Ranged Attacks; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 2)  Expeditious retreat:  Aid  Running 2d6, Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (25 Active Points); 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 3)  Seeming:  Shape Shift  (Sight, Hearing, Mental and Touch Groups, four (max) shapes), 4 Continuing Charges lasting 20 Minutes each (+0) (24 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

 

8 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Aid to the daring:  (Total: 42 Active Cost, 9 Real Cost) +2 Overall, Usable By Other (+¼) (25 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 2 Continuing Charges lasting 1 Minute each (-¾), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) (Real Cost: 5) plus Force Field (7 PD/7 ED), Usable By Other (+¼) (17 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 2 Continuing Charges lasting 1 Minute each (-¾), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) (Real Cost: 4) [2 cc]

1u 2)  Fly Free:  Flight 10", combat acceleration/deceleration (+¼), Usable By Other (+¼), Persistent (+½) (40 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 3)  Invisibility to Sight and Hearing Groups , No Fringe, Usable By Other (+¼) (44 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 2 Continuing Charges lasting 1 Minute each (-¾), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2 cc]

1u 4)  Mist form:  Desolidification  (40 Active Points); Does Not Protect Against Damage (-1), 2 Continuing Charges lasting 1 Minute each (-¾), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Limited Power Power loses about a fourth of its effectiveness (Only While in good standing with the god; -¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2 cc]

 

 

 

Perks

2 Fringe Benefit:  Local Priest

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

5 Contact:  Chast 14-

 

Skills

3 Acrobatics 12-

3 Breakfall 12-

3 Climbing 12-

3 Gambling 12-

1 Tenryk:  Language (imitate dialects; literate) (6 Active Points)

3 Aerelios:  CK 12-

3 Aerelios and Surroundings:  AK 12-

3 Streetwise 12-

3 Stealth 12-

3 Conversation 12-

3 Disguise 12-

6 Stealth  Conversation  Disguise:  +2 with any three related Skills

3 Trading 12-

5 WF:  Common Melee Weapons, Common Missile Weapons, Staffs

 

Total Powers & Skill Cost:  97

Total Cost:  140

 

75+ Disadvantages

20 Psychological Limitation:  Thrill Seeker (Common; Total)

10 Dependent NPC:  Current GF 8- (Normal)

10 Hunted:  City Guard 8- (Mo Pow; NCI; Watching)

10 Distinctive Features:  Holy Symbol on Back of Hand (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Experience Points

 

Total Disadvantage Points:  140

Earned Experience:  4

Spent Experience:  15

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Medium Bow: Killing Attack - Ranged 1 ½d6 (25 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (STR Min. Cannot Add/Subtract Damage; -1), Beam (-¼), 12 Charges (-¼), Real Weapon (-¼) [12]

 

Background/History:  Storn is that guy who always seemed to be in trouble, but people liked him anyway.  But he was always pushing the envelope, and always seeming to have a new girl every few months.  It came as no surprise when he was accepted as a follower of Lady Luck.  Now he gets into even more trouble and looks for even bigger challenges.  There's talk about a city in the Northern Jungles, maybe he'll tag along.  They could use a guy like him!

 

Personality/Motivation:  Live life and seek thrills.  If he has to die, then leave a good looking corpse

 

Quote:  

 

Powers/Tactics:  Storn is the perfect scout and thief.  Not much for attacks, but Aid to the Daring has let him get out of some nasty scraps!

 

Campaign Use:  Cleric Of Chast  Goddess of Chance, Chaos, Luck, Trickery, Travel

 

Appearance:  175 cm and 75 kg with brown hair and hazel eyes.  He wears what is comfortable, but decent!  Holy symbol of a pair of Dice on the left wrist!



 

 

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She-Devil with a sword (and better armor)

 

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Fantasy Hero 38  Basra


Val Char Cost Roll Notes

15 STR 5 12- Lift 200.0kg; 3d6 [3]

14 DEX 12 12- OCV:  5/DCV:  5

15 CON 10 12-

12 BODY 4 11-

13 INT 3 12- PER Roll 12-

10 EGO 0 11- ECV:  3

10 PRE 0 11- PRE Attack:  2d6

14 COM 2 12-

 

5+11 PD 2 Total:  5/16 PD (0/11 rPD)

5+31 ED 2 Total:  5/36 ED (0/31 rED)

3 SPD 6 Phases:  4, 8, 12

6 REC 0

30 END 0

28 STUN 0 Total Characteristic Cost:  46

 

Movement: Running: 6"/12"

Leaping: 3"/6"

Swimming: 2"/4"

 

Cost Powers END

 

4 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 2)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze (13 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 3)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Magic Weapon:  Aid  Killing attacks 2d6 (standard effect: 6 points), Delayed Return Rate (points return at the rate of 5 per Minute; +¼) (25 Active Points); 4 Charges (-1), Costs Endurance (-½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) 2

1u 2)  Endure Elements:  Force Field (20 ED), 4 Continuing Charges lasting 5 Minutes each (+0), Variable Special Effects (Any SFX; Fire Cold Electricity Sound; +½) (30 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Chose effect when casy; -1 ½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

 

8 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Magic Missiles:  Killing Attack - Ranged 1d6, Lingering up to 1 Turn (+½), Penetrating (+½), Area Of Effect (3" Radius; +1) (45 Active Points); 2 Continuing Charges lasting 1 Turn each (-1), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), OIF (Weapons of opportunity; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2 cc]

1u 2)  Bull's Str:  Aid 2d6 (standard effect: 6 points), Ranged (+½), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +½) (40 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

 

 

 

Perks

2 Fringe Benefit:  Local Priest

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

5 Contact:  Bitva 14-

 

Talents

6 Combat Luck (3 PD/3 ED)

 

Skills

3 Breakfall 12-

3 Bureaucratics 11-

1 Language (imitate dialects; literate) (6 Active Points)

6 Language (imitate dialects; literate)

3 Paramedics 12-

3 Tactics 12-

3 Teamwork 12-

5 WF:  Common Melee Weapons, Common Missile Weapons, Staffs

10 +2 with HTH Combat

2 AF Heavy Armor:  Custom Skill 

 

Total Powers & Skill Cost:  79

Total Cost:  125

 

75+ Disadvantages

25 Enraged:  Berserk In Battle (Common), go 11-, recover 14-

15 Psychological Limitation:  Likes to fight (Common; Strong)

20 Psychological Limitation:  Fear of Heights (Common; Total)

10 Distinctive Features:  Holy Symbol on Back of Hand (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

 

Total Disadvantage Points:  125

Earned Experience:  0

Spent Experience:  0

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Chain: Armor (6 PD/6 ED) (18 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

BroadSword: Killing Attack - Hand-To-Hand 1 ½d6, Reduced Endurance (0 END; +½) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼) 0

 

Hand Ax: Killing Attack - Hand-To-Hand 1d6, Range Based On STR (+¼), Reduced Endurance (0 END; +½) (26 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Background/History:  Basra would be lauded as a fierce warrior, if she was a man.  But as a woman, she was judged unlady like.  She would pick fights and sometimes go so totally into the fight she'd attack anyone who came near her.  The only people NOT scared of her were the soldiers she took to hanging out there.  She picked up some skills and finally felt some camadry.  When the priest at the Shrine to Bitva requested her presence to become his acolyte, she scoffed at first, but when he explained why he wanted her, she grew curious.  So she joined.

 

Personality/Motivation:  A group that accepts her.

 

Quote:  

 

Powers/Tactics:  Basra is basically a warrior with a few extra effects. She gets in close and hits. If she has time to prepare, she'll cast Bull's Str and Basic protection!

 

Campaign Use:  Cleric Of Bitva   God of Anger, War, Strength

 

Appearance:  172 cm and 62 kg with Brown eyes and black hair.  She is usually in leather armor, but has a suit of chain if needed.  Her holy symbol of a Red Sword and Shield appear on her right wrist!



 

 

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He's a speedy guy!

 

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Fantasy Hero 39 Alakhalin


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

13 DEX 9 12- OCV:  4/DCV:  4

13 CON 6 12-

10 BODY 0 11-

13 INT 3 12- PER Roll 12-

12 EGO 4 11- ECV:  4

18 PRE 8 13- PRE Attack:  3 ½d6

12 COM 1 11-

 

4+7 PD 1 Total:  4/11 PD (0/7 rPD)

4+7 ED 1 Total:  4/11 ED (0/7 rED)

2 SPD 0 Phases:  6, 12

6 REC 0

26 END 0

24 STUN 0 Total Characteristic Cost:  36

 

Movement: Running: 6"/12"

Leaping: 2"/4"

Swimming: 2"/4"

Teleportation: 18"/36"

 

Cost Powers END

6 Quickness:  Lightning Reflexes: +4 DEX to act first with All Actions

2 Life Support  (Safe in Intense Heat)

 

4 Multipower, 15-point reserve,  (15 Active Points); all slots 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 2)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 3)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 5)  Fire shaping:  Telekinesis (10 STR), 4 Continuing Charges lasting 20 Minutes each (+0) (15 Active Points); Limited Power Power loses about half of its effectiveness (Only vs Eire; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Burning Hands:  Killing Attack - Ranged 1d6, Area Of Effect (4" Cone; +1) (30 Active Points); 4 Charges (-1), No Range (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 2)  Speed Burst:  Aid  Running 2d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +½) (30 Active Points); 4 Charges (-1), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

 

8 Multipower, 45-point reserve,  (45 Active Points); all slots 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Fireball:  Killing Attack - Ranged 2d6, Explosion (+½) (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 2)  Fire Cage:  Entangle 3d6, 3 DEF, Backlash (+½) (45 Active Points); 2 Charges (-1 ½), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [2]

1u 3)  Blurred Movement:  Teleportation 18", Position Shift (41 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Must Pass Through Intervening Space (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [1]

 

 

 

 

Perks

2 Fringe Benefit:  Local Priest

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

5 Contact:  Orchen 14-

 

Skills

3 Acrobatics 12-

3 Breakfall 12-

3 Stealth 12-

3 Bureaucratics 13-

3 Fast Draw 12-

1 Bolan Nomad:  Language (imitate dialects; literate) (6 Active Points)

4 Tenryk:  Language (completely fluent; literate)

3 Survival 12-

3 Trading 13-

3 Paramedics 12-

3 Gambling 12-

6 TF:  Carts & Carriages, Equines, Large Rowed Boats, Large Wind-Powered Boats, Small Rowed Boats, Small Wind-Powered Boats

3 WF:  Common Melee Weapons, Staffs

5 +1 with HTH Combat

 

Total Powers & Skill Cost:  90

Total Cost:  126

 

75+ Disadvantages

10 Distinctive Features:  Holy Symbol on Back of Hand (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

10 Distinctive Features:  Red Eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Psychological Limitation:  Desire to Fix the Desert (Common; Strong)

5 Reputation:  Likes to fight, 8-

10 Unluck: 2d6

1 Experience Points

 

Total Disadvantage Points:  126

Earned Experience:  0

Spent Experience:  1

Unspent Experience:  0

 

EQUIPMENT CARRIED


Equipment END

Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Clubs: Hand-To-Hand Attack +2d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-½), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Background/History:  Alakalin hails from the Bola Wastes. There people grow hard due to the harsh environment.  Legend has it that Orchen, the Fire Lord helped set the Plains on fire and turned a rich grassland to a wasteland.  Alakalin was born with red eyes and many took it as a sign that the Fire Lord wanted to ravage the Wastes again.  He was forced from tribe to tribe, where he would be spat upon.  It could have made him vengeful, but instead it made him thoughtful.  He believes he is here to help fix the wastes.  Part of the secret lies in the Storm Protected City at the center of the desert.  But he'll need allies so is starting in Aerelios!

 

Personality/Motivation:  Help his people, even if they shun him

 

Quote:  

 

Powers/Tactics:  

 

Campaign Use:  Cleric of Orchen  God of Fire, Speed, Chaos


Appearance:  170 cm and 60 kg, with red eyes and black hair. He usually wears robes in orange and yellow.  His holy symbol, a Stylized Circular Flame going from Red to Blue occupies both left and right wrists!

 

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Hey that's a cool riff on your lute!

Yeah, and if you shut up and play, it will make a good song!
 

 

Quote

Fantasy Hero 40 Chandra


Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [3]

15 DEX 15 12- OCV:  5/DCV:  5

15 CON 10 12-

13 BODY 6 12-

13 INT 3 12- PER Roll 12-

11 EGO 2 11- ECV:  4

20 PRE 10 19- PRE Attack:  10d6

16 COM 3 12-

 

5+11 PD 2 Total:  5/16 PD (0/11 rPD)

 

5+11 ED 2 Total:  5/16 ED (0/11 rED)

4 SPD 15 Phases:  3, 6, 9, 12

6 REC 0

30 END 0

28 STUN 0 Total Characteristic Cost:  71

 

Movement: Running: 6"/12"

 

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

 

10 Fascination

10 Luck 2d6

 

5 Multipower, 15-point reserve,  (15 Active Points); all slots Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 8 Charges (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Mystic Knowledge:  Detect A Large Class Of Things 12- (Unusual Group), Discriminatory, 4 Continuing Charges lasting 5 Minutes each (+0) (15 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Limited Power Power loses about a fourth of its effectiveness (Onlywhile in good standing with the god; -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼) [4 cc]

1u 2)  Healing BODY 1d6+1 (13 Active Points); 4 Charges (-1), Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

1u 3)  Magic:  Detect A Single Thing 12- (Unusual Group), Discriminatory, Analyze (13 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 4)  Protection:  Force Field (5 PD/5 ED) (10 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 5)  Alarm:  Hearing Group Images Increased Size (2" radius; +¼), +/-1 to PER Rolls, 4 Continuing Charges lasting 6 Hours each (+0), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset, Trigger can expire (it has a time limit); +¼) (12 Active Points); Only When Serving The God's Purposes (-½), Requires A Skill Roll (Contact Roll; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

 

7 Multipower, 30-point reserve,  (30 Active Points); all slots 6 Charges (-¾), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Epiphany:  +3 with all non-combat Skills, 6 Continuing Charges lasting 20 Minutes each (+0) (24 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 2)  Charm:  +30 PRE, 6 Continuing Charges lasting 20 Minutes each (+0) (30 Active Points); Limited Power Power loses about half of its effectiveness (Only to be friendly; -1), Limited Power Power loses about half of its effectiveness (Only vs one person; -1), Limited Power Power loses about a third of its effectiveness (Mental def applies; -½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a fourth of its effectiveness (Pre vs Pre roll required; -¼), Extra Time (Delayed Phase, -¼), Concentration (½ DCV; -¼), Gestures (-¼), Incantations (-¼)

1u 3)  Detect Secret Doors Compartment:  Detect A Single Thing 24- (no Sense Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Rapid:  x10, Sense, 6 Continuing Charges lasting 5 Minutes each (+0) (30 Active Points); Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Limited Power Power loses about a third of its effectiveness (Power Level Limitation; -½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [6 cc]

 

10 Multipower, 45-point reserve,  (45 Active Points); all slots Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 6 Charges (-¾), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  True Strike:  +5 with All Combat, 6 Continuing Charges lasting 1 Minute each (+0) (40 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 2)  Cry Havok:  Energy Blast 4d6+1, Area Of Effect (5" Cone; +1) (44 Active Points); Limited Power Power loses about half of its effectiveness (Power Level Limitation; -1), 6 Charges (-¾), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [6]

 

11 Multipower, 60-point reserve,  (60 Active Points); all slots Limited Power Power loses about two-thirds of its effectiveness (Power Level Limitation; -1 ½), 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼)

1u 1)  Far Sight:  Clairsentience (Hearing Group), x8 Range (1,400"), +5 to PER Roll, 2 Perception Points, Discriminatory (50 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Power Level Limitation; -1 ½), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), 4 Continuing Charges lasting 1 Minute each (-¼), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4 cc]

1u 2)  Power Word Stun:  Energy Blast 6d6, No Normal Defense ([Standard]; Hearing FD; +1) (60 Active Points); Limited Power Power loses about half of its effectiveness (Only to stun target does no damage; -1), 4 Charges (-1), Requires A Skill Roll (Contact Roll; -½), Only When Serving The God's Purposes (-½), Gestures (-¼), Incantations (-¼), Concentration (½ DCV; -¼) [4]

 

 

 

 

Perks

 

4 Fringe Benefit:  Abbot

Notes:  Every level above monk gives a +1 to contact rolls to offset RSR penalties

5 Favor

5 Fringe Benefit:  Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact, Basic 8- Contact

6 Contact:  Olea 15-

 

Talents

 

6 Combat Luck (3 PD/3 ED)

 

Skills

 

3 Linguist

4 1)  Fayan:  Language (idiomatic; literate) (5 Active Points)

2 2)  Kerqod:  Language (completely fluent) (3 Active Points)

2 3)  Rasulan:  Language (completely fluent) (3 Active Points)

0 4)  Tenryk:  Language (imitate dialects; literate) (6 Active Points)

4 5)  Trammel Highlander:  Language (idiomatic; literate) (5 Active Points)

3 Scholar

2 1)  KS: Play Instrument (3 Active Points) 12-

2 2)  KS: Sing (3 Active Points) 12-

2 3)  KS: Songs (3 Active Points) 12-

3 Traveler

2 1)  Aerelios and Surroundings:  AK (3 Active Points) 12-

2 2)  Aerelios:  CK (3 Active Points) 12-

2 3)  Fay:  CK (3 Active Points) 12-

2 4)  Iron:  CK (3 Active Points) 12-

2 5)  Kerq:  CK (3 Active Points) 12-

2 6)  Rasul and Surroundings:  AK (3 Active Points) 12-

2 7)  Rasul:  CK (3 Active Points) 12-

3 Jack of All Trades

2 1)  PS: Brewer (3 Active Points) 12-

2 2)  PS: Play Stringed (3 Active Points) 12-

2 3)  PS: Play Woodwind (3 Active Points) 12-

2 4)  PS: Singer (3 Active Points) 12-

2 5)  PS: Vintner (3 Active Points) 12-

3 Concealment 12-

3 Persuasion 19-

3 Oratory 19-

3 Feint 12-

3 Paramedics 12-

3 Streetwise 19-

3 Survival 12-

3 Stealth 12-

3 Trading 19-

6 WF:  Common Melee Weapons, Common Missile Weapons, Sling, Staffs

8 +1 with all non-combat Skills

10 +2 with DCV

 

Total Powers & Skill Cost:  196

 

Total Cost:  267

 

75+ Disadvantages

 

15 Psychological Limitation:  Wanderlust (Common; Strong)

15 Psychological Limitation:  Curious (Common; Strong)

15 Psychological Limitation:  Lusty (Common; Strong)

10 Dependent NPC:  Current Boyfriend 8- (Normal)

10 Distinctive Features:  Holy Symbol on Back of Hand (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)

127 Experience Points

(15 points unspent)

 

Total Disadvantage Points:  267

 

Earned Experience:  142

Spent Experience:  127

Unspent Experience:  15

 

EQUIPMENT CARRIED


Equipment END

 

Leather: Armor (2 PD/2 ED) (6 Active Points); Independent (-2), OIF (-½), Real Armor (-¼) 0

 

Daggers: Killing Attack - Hand-To-Hand ½d6, Reduced Endurance (0 END; +½) (15 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Ring of Protection: Armor (4 PD/4 ED) (12 Active Points); Independent (-2), OIF (-½) 0

 

Short Sword of Stunning: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +½), +4 Increased STUN Multiplier (+1) (37 Active Points); Independent (-2), OAF (-1), STR Minimum 6-14 (-½), Real Weapon (-¼)Notes: (x2 number of items) 0

 

Lute of Calm: Mind Control 5d6 (Human class of minds), Personal Immunity (+¼), Reduced Endurance (0 END; +½), Cumulative (60 points; +¾), Continuous (+1), Area Of Effect (18" Radius; +1 ¼) (119 Active Points); OAF (-1), Gestures (Requires both hands; Complex; -¾), No Range (-½), Set Effect (Only to calm a crowd; -½) 0

 

Flute of Sleep: Energy Blast 6d6, 8 Continuing Charges lasting 1 Minute each (+¼), No Normal Defense ([Standard]; Hearing group FD; +1), Continuous (+1) (97 Active Points); Gestures, Requires Gestures throughout (Requires both hands; Complex; -1 ½), OAF (-1), Incantations (Requires Incantations throughout; -½), Beam (-¼), Limited Range (-¼) [8 cc]

 

Background/History:  In olden times news traveled by wandering musicians called Bards.  It still is a favored means of communication, but many bards take the wandering life to heart. Such is Chandra.  Born in far off Fay, she yearned to travel and sing and entertain.  One day a group of traveling minstrels came through town.  She left with them.  After two years, she left them to be a resident bard in Kerq.  When she tired of that, she took a boat to Rasul where she was drafted by both Olea and a local Wizard to help find an artifact in the Trammel Highlands.  What followed was a perilous adventure involving goblyns, ogres, a giant and solving an old mystery.  Now she's in Aerelios with the Wizard as he plans a trip north to the Jungles. Maybe get a few new songs and some beer/wine recipes!

 

 

Personality/Motivation:  To entertain.  Her preferred instrument, the audience of course.

 

 

Quote:  

 

 

Powers/Tactics:  Chandra has a selection of abilities from the utilitarian to the useful to the deadly.  In her long career, she's learned to use whichever ability will be most useful. Two favorites are Power Word: Stun and Far Sight.

 

 

Campaign Use:  Revelry, Freedom, Bards

 

 

Appearance:  168 cm and 75 kg Chandra is best described as full figured.  She has brown eyes and shoulder length gray hair.  She dresses in a way to flatter her figure, and one article will be dark blue.  Her holy symbol is a Crossed Lute and Flask on her right wrist!

 



 

 

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