Re: A New Dawn. 'Post-Apocalyptic' Fantasy
Character submission
CIRES
Val Char Cost Roll Notes
20 STR 10 13- Lift 400.0kg; 4d6 [2]
20 DEX 30 13- OCV: 7/DCV: 7
18 CON 16 13-
15 BODY 10 12-
18 INT 8 13- PER Roll 13-
11 EGO 2 11- ECV: 4
18 PRE 8 13- PRE Attack: 3 ½d6
14 COM 2 12-
8 PD 4 Total: 8 PD (0 rPD)
6 ED 2 Total: 6 ED (0 rED)
4 SPD 10 Phases: 3, 6, 9, 12
10 REC 4
36 END 0
35 STUN 1 Total Characteristic Cost: 107
Movement: Running: 6"/12"
Leaping: 4"/8"
Swimming: 2"/4"
Talents
3 Bump Of Direction
18 Evasive
2 Trackless Stride
Skills
A New Dawn Everyman
0 1) Acting 8-
0 2) KS: Flora and Fauna (Everyman) 11-
0 3) KS: Herbalism 8-
0 4) AK (Native Area) 11-
0 5) Language: Kymrian (idiomatic) (4 Active Points)
0 6) Paramedics 8-
0 7) Persuasion 8-
0 8) PS: Blacksmith (Everyman) 13-
0 9) PS: Appraise (Everyman) 11-
3 Acrobatics 13-
4 Animal Handler (Canines, Equines, Felines) 13-
3 Breakfall 13-
3 Bugging 13-
3 Climbing 13-
10 +2 with Ranged Combat
3 Concealment 13-
3 Cryptography 13-
3 Deduction 13-
3 Forgery 13-
3 Gambling 13-
3 Language: Enochian (completely fluent)
3 Language: Pidgin (completely fluent)
3 Lipreading 13-
3 Lockpicking 13-
3 Mechanics 13-
3 Mimicry 13-
3 Navigation (Land, Marine) 13-
3 Riding 13-
3 Security Systems 13-
3 Shadowing 13-
16 +2 with all non-combat Skills
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 13-
8 Survival (Temperate/Subtropical, Desert, Mountain, Urban) 13-
3 Tracking 13-
3 TF: Riding Animals, Carts & Carriages
3 Ventriloquism 13-
4 WF: Common Melee Weapons, Common Missile Weapons
3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 13-
Total Powers & Skill Cost: 143
Total Cost: 250
150+ Disadvantages
20 Normal Characteristic Maxima No Age Restriction
15 Social Limitation: Subject to Orders: A New Dawn (Frequently; Major)
10 Psychological Limitation: Cannot Stand Organized People (Uncommon; Strong)
5 Unluck: 1d6
10 Hunted: A New Dawn 11- (Mo Pow; Watching)
30 Vulnerability: 2 x Effect Diseases (Very Common)
10 Social Limitation: Androgynous (Frequently; Minor)
Total Disadvantage Points: 250
Background/History: Cires was born in a thieves den with live only getting worse from there. He was raised by the group when his mother "disappeared" one day. He was brought up on the ways of stealth and deception. His life changed when he was 8. A local wealthy family caught him picking pockets. Instead of calling the authorities, they decided to take the orphan in and raise him as one of their own. This was more difficult than that had thought. Breaking old habits was not only difficult, it was almost impossible. When he was 11, a friend of the family began telling old war stories and re-ignited the adventurious spirit within him. In order to help him focus, they arranged for him to become an apprentice to a blacksmith, Bart. Bart's almost obssession with organization grated Cires nerves in ways that nothing else had.
Just a year after beginning his apprenticeship, Cires fell ill with a disease sweeping the land. He nearly died from the disease. Cires recovered but he was left with a weakened immune system, an affliction that plagues him today.
After coming of age, Cires began hearing voices. The voices called him to religion. He sought out and found the temple after a lengthy pilmage to affirm his faith. His faith carries him forward today.
Personality/Motivation: Cires lives for the moment. His is confident in his abilities and remains calm even in difficult situations. He strives to remain faithful to his religion.
Quote: "I found this door open."
Powers/Tactics: Cires avoids direct confrontation. He prefers to rely on stealth and intelligence rather than brute force. Cires leaves the fighting up to the fighter types.
Campaign Use:
Appearance: His appearance confuses most due to his androgynous features. People, especially other races, often have problems determining whether he is male or female. Despite this, he has a odd beauty that people find attractive.