Characteristics
CharTotalRollCostNotes
STR1011-0Damage 2d6, Lift 100.0kg
DEX1011-0OCV 3 DCV 3
CON1011-0
BODY1011-0
INT2514-20PER Roll 14-
EGO1011-0ECV: 3
PRE1011-0PRE Attack: 2d6
COM1011-0
PD202 PD (0 rPD)
ED202 ED (0 rED)
SPD540Phases: 3, 5, 8, 10, 12
REC40
END200
STUN200
Movement
6"Running12" Non-combat Running (9/18 km/h)
2"Swimming4" Non-combat Swimming (3/6 km/h)
2"Leaping2" Horizontal, 1" Vertical
Encumbrance
Equipment Carried:
0.00 kg
Total Weight CarriedDCV/DEX RollMoveEND/Turn
Up to 10 kg-00
10 - 25 kg-10
25 - 50 kg-2-1"1
50 - 75 kg-3-2"2
75 - 90 kg-4-4"3
90 - 100.0kg-5-8"4
Combat Information
OCV: 3DCV: 3ECV: 3
Combat Skill Levels:
Magic Targeting: +7 with Magic
DEFENSES
PD:2 (2)
rPD: 0/0
ED:2 (2)
rED: 0/0
Mental Def: 0
Power Def: 0
HitLocAreaBODYxSTUNx/nSTUN
3-5Headx2x5/x2
6Handx1/x½
7-8Forearmx2/x½
9Upper Armx1x3/x1
10-11Chestx1x3/x1
12Stomachx1x4/x1½
13Vitalsx1½x4/x1½
14Thighx1x2/x1
15-16Lower Legx2/x½
17-18Ankle/Footx1/x½
Range
Modifiers
Mod.-0-2-4-6-8-10-12
Range0-4"5-8"9-16"17-32"33-64"65-128"129-256"

Carnelian

Total Points: 182
Base Pts: 100
Disads: 95
Characteristics: 60
Abilities: 122

XP earned: 4

XP remaining: 4

Last updated
Fri, 13 Apr 2007 12:52:19

Disadvantages

Cost Disadvantage

0 Normal Characteristic Maxima No Age Restriction

10 Social Limitation: Adventurer (Frequently, Minor)

Notes: As an adventurer and person of no fixed abode, representatives of the law will tend to be suspicious of you, and it can be difficult to get credit. Innkeepers will want payment up front, for example, and substantial bonds will have to be posted to hire livestock. Persons of "good" society will tend to snub you (politely usually, depending on how dangerous you look), and those weaker than yourself will normally react with caution and even fear until they get to know you.

15 Psychological Limitation: Law Abiding (Common, Strong)

15 Distinctive Features: Aura of Power (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Social Limitation: Minority: Wizard (Very Frequently, Minor, Not Limiting In Some Cultures)

10 Psychological Limitation: Craves Magical Knowledge (Uncommon, Strong)

0 Distinctive Features: High Elven (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

10 Psychological Limitation: Paranoid about safety of Spellbook (Common, Moderate)

5 Physical Limitation: Heavy Sleeper (Infrequently, Slightly Impairing)

Notes: Character suffers additional -3 penalty to perceive intruders and wake up.

5 Psychological Limitation: Won't Touch Dead People (Uncommon, Moderate)

15 Hunted: Sword Brethren 8- (As Pow, NCI, Harshly Punish)

Abilities

Skills

31 Magic Skill: Power (INT-based) 28-

21 Magic Targeting: +7 with Magic

2 KS: Arcane And Occult Lore 11-

1 Speak Elven: Language (idiomatic; literate) (5 Active Points)

3 Speak Draconic: Language (fluent conversation; literate)

3 Speak Common: Language (fluent conversation; literate)

2 Gambling (Poker) 14-

2 WF: Blades, Clubs, Fist-Loads, Staffs, Unarmed Combat

0 Bureaucratics 8-

Everyman Skills

0 1) Acrobatics 8-

0 2) Acting 8-

0 3) AK: World Geopolitics 8-

0 4) KS: Monsters of the World 8-

0 5) Breakfall 8-

0 6) Climbing 8-

0 7) Concealment 8-

0 8) Conversation 8-

0 9) Deduction 8-

0 10) First Aid: Paramedics 8-

0 11) Persuasion 8-

0 12) Shadowing 8-

0 13) Sleight Of Hand 8-

0 14) Stealth 8-

0 15) Trading 8-

Powers

Elven Racial Abilities

5 1) Ultaviolet Elven Vision: Ultraviolet Perception (Sight Group)

5 2) Keen are the Eyes of the Elves: +3 versus Range Modifier for Sight Group

5 3) Elven Immortality: Life Support (Longevity: Immortal)

25 Mana Pool: Endurance Reserve (74 END, 74 REC) Reserve: (81 Active Points); REC: (74 Active Points); Slow Recovery 1 Day (-3)

5 Magesight

Notes: With a successful PER roll you can determine whether an object you can inspect closely has a magical aura. It does not reveal the nature of that aura.

12 Combat Luck (6 PD/6 ED)