Re: Dwarves, Elves and Hobbits Need Not Apply!
Here is one I use. I hope you all like them.
Character Urisk Archer
Point Breakdown
Base 200 171 Characteristics
Complications 45 104 Skills
Experience 191 116 Powers
Total 391 391 Total
Characteristics
Val Char Base Cost Pts Roll Notes
15 STR 10 1 5 12- * Lift: 200.0kg * HTH Damage 3d6 END [1]
18 DEX 10 2 16 13- * Initiative: 18 *
17 CON 10 1 7 12- * Stun Threshold: 17 *
15 INT 10 1 5 12- * PER Roll 12-
17 EGO 10 1 7 12- *
12 PRE 10 1 2 11- * PRE Attack: 2d6
7 OCV 3 5 20 *
7 DCV 3 5 20 *
7 OMCV 3 3 12 *
7 DMCV 3 3 12 *
5/7 PD 2 1 3 * Resistant: 0/2 * Total: 5/7
5/7 ED 2 1 3 * Resistant: 0/2 * Total: 5/7
5 SPD 2.0 10 30 * Phases: 3, 5, 8, 10, 12
10 REC 4 1 6 * Recover 1 BODY every 3 days *
60 END 20 1/5 8 * 1⁄3: 20 * 1⁄2: 30 * 2⁄3: 40 * 1: 60 *
20 BODY 10 1 10 * 1⁄3: 7 * 1⁄2: 10 * 2⁄3: 13 * 1: 20 *
30 STUN 20 1/2 5 * 1⁄3: 10 * 1⁄2: 15 * 2⁄3: 20 * 1: 30 *
12m Run 12 m 1 0 * Total: 12m * END [1]
4m Swim 4 m 1/2 0 * Total: 4m * END [1]
16m Leap 4 m 1/2 0 * Total: 16m * 16m forward, 8m upward
171 Total Characteristics Cost
Hit
Senses
PER Roll: 12-
Sense Effect END
Device Effect END
Movement Effect END
Leaping 1
Equipment Effect END
Complications
Complication Points
Social Complication: Must follow orders of Military Superiors Frequently, Major 15
Hunted: By Military Superiors Frequently (Mo Pow; NCI; Watching) 15
Alt Hunted: Local Sheriff Frequently (As Pow; NCI; Limited Geographical Area; Harshly Punish) 15
Total Complication Points 45
Fantasy Hero Everyman Skill List
40 +5 with Ranged Combat
6 Human Culture: CuK 15- 15-
2 Human Common: Language (fluent conversation)
6 TF: Carts & Carriages, Chariots, Equines, Large Rowed Boats, Rafts, Small Rowed Boats
4 WF: Axes, Maces, Hammers, and Picks, Blades, Clubs, Common Melee Weapons, Common Missile Weapons, Unarmed Combat
9 Bowyer: PS 18- 18-
9 Fletcher: PS 18- 18-
3 Shadowing 12- 12-
4 Survival (Temperate/Subtropical, Mountain) 12- 12-
11 Magic: Power 16- 16-
1 11) Language: Native / Racial Language (Idiomatic, native accent; literate) (5 Active Points)
3 12) Climbing 13- 13-
3 13) Stealth 13- 13-
0 14) Concealment 8- 8-
0 15) Deduction 8- 8-
0 16) Disguise 8- 8-
0 17) Paramedics 8- 8-
0 18) Acting 8- 8-
3 Absolute Range Sense
104 Total Cost
Powers
Points Power Range END
11 Leaping +12m (16m forward, 8m upward) (Accurate) 1
105 Variable Power Pool, 45 base + 120 control cost; all slots: Common Adder, (105 Active Points)
0 1) Concussive Shot: Blast 12d6 (standard effect: 36 STUN), STUN Only (+0), Reduced Endurance (1/2 END; +1/4), Area Of Effect (1m Radius Explosion; +1/4), Variable Special Effects (Any SFX; +1/2) (120 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (Arrow; -1/4), Incantations (-1/4), No Knockback (-1/4), Requires A Magic Roll (Magic Skill roll, -1 per 20 Active Points modifier; -1/4) Real Cost: 34 600m 5
0 2) Explosive Shot: Explosive Shot: Killing Attack - Ranged 4d6, Reduced Endurance (1/2 END; +1/4), Area Of Effect (2m Radius Explosion; +0), Selective (+1/4), Variable Special Effects (Any SFX; +1/2) (120 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (Arrow; -1/4), Incantations (-1/4), Requires A Magic Roll (Magic Skill roll, -1 per 20 Active Points modifier; -1/4) Real Cost: 37 600m 5
0 3) Silencing shot: Darkness to Hearing Group 30m radius, Alterable Size, Reduced Endurance (1/2 END; +1/4) (112 Active Points); OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (Arrow; -1/4), Incantations (-1/4), Requires A Magic Roll (Magic Skill roll, -1 per 20 Active Points modifier; -1/4) Real Cost: 34 850m 4
116 Total Power Cost
Equipment
Weight Equipment Range END
0.50kg Long Bow, Heavy: Killing Attack - Ranged 2d6, Reduced Endurance (0 END; +1/2) (45 Active Points); OAF (-1), STR Minimum 14-18 (15 Str; -3/4), Required Hands Two-Handed (-1/2), Beam (-1/4), Real Weapon (-1/4), Concentration (1/2 DCV; -1/4), 12 Recoverable Charges (-0) 300m [12 rc]
0.25kg Spear, Short: Killing Attack - Hand-To-Hand 1d6+1, Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); OAF (-1), STR Minimum 9-13 (12 STR; -1/2), Real Weapon (-1/4)
Notes: Can be thrown, carries three spears
var. 0
5.00kg Leather Armor: Resistant Protection (2 PD/2 ED) (6 Active Points); Normal Mass (-1), OIF (-1/2), Real Armor (-1/4) 0
General Non Magical Equipment: 15-
Notes: Chance to have the correct peice of equipment with Urisk Archer. or the "I was smart enough to pack what I need before I left Skill"
APPEARANCE Hair Color: Brown Eye Color: Brown Height: 1.50 m Weight: 44.00 kg Description:
The Urisk is a satyr-like creature with a goat like head with four curved ram horns. they are usually wear light to medium leather armor and clothing.
BACKGROUND Urisk live in rugged and mountainous regions. Most are simple hunters/gathers or farmers. A few do hire out as mercenary / soldier work or work as bandits if they have been expeled from society. PERSONALITY Normal soldier / mercenary or bandit movitation QUOTE POWERS/TACTICS Urisk archers act as Archer / Artillery CAMPAIGN_USE Urisk Archer act as back up / support. They will hire out in ones and twos for small groups, larger groups have been know to support militarty companies and full compaines of Urisk have been seen in major military battles. Urisk Archer can use any arrow with any bow to work their magick. If an Urisk Archer is trapped and beleives he is going to tortured and/or killed he has the ability to use his arrow magic and strike the arrow on the ground to take him and his closing enemy with him. Character created with Hero Designer (version 20100110)