Characteristics
CharTotalRollCostNotes
STR1813-16Damage 3 ½d6, Lift 303.1kg
DEX1813-24OCV 6 DCV 6
CON1813-16
BODY1312-6
INT1813-8PER Roll 13-
EGO1312-6ECV: 4
PRE1512-5PRE Attack: 3d6
COM1011-0
PD404/12 PD (0/8 rPD)
ED404/12 ED (0/8 rED)
SPD32Phases: 4, 8, 12
REC80
END360
STUN310
Movement
6"Running12" Non-combat Running (5/11 km/h)
2"Swimming4" Non-combat Swimming (2/4 km/h)
3 ½"Leaping3 ½" Horizontal, 1 ½" Vertical
Encumbrance
Equipment Carried:
20.51 kg
Total Weight CarriedDCV/DEX RollMoveEND/Turn
Up to 30 kg-00
30 - 76 kg-10
76 - 152 kg-2-1"1
152 - 227 kg-3-2"2
227 - 273 kg-4-4"3
273 - 303.1kg-5-8"4
Combat Information
OCV: 6DCV: 6ECV: 4
Combat Skill Levels:
• +1 Overall
• +5 with Martial Maneuvers
Quarterstaff: +1 OCV (5 Active Points); OAF (-1)
DEFENSES
PD:4 (4/12)
rPD: 0/8
ED:4 (4/12)
rED: 0/8
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"

Karlof
Karlof al'Kruz al'Komani

Total Points: 194
Base Pts: 100
Disads: 65
Characteristics: 83
Abilities: 111

XP earned: 39
XP spent: 29
XP remaining: 10

Last updated
Fri, 13 Apr 2007 12:54:20

Disadvantages

Cost Disadvantage

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.

0 Normal Characteristic Maxima

10 Distinctive Features: large facial scar (Concealable; Noticed and Recognizable)

15 Psychological Limitation: Code against Killing (Very Common, Moderate)

15 Psychological Limitation: Truthful (Common, Strong)

15 Psychological Limitation: Honourable (Common, Strong)

Abilities

Skills

10 +1 Overall

15 +5 with Martial Maneuvers

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

3 Animal Handler 12-

3 High Society 12-

3 Tracking 13-

3 Survival 13-

Everyman Skills

0 1) Common Tongue: Language: Native language (Idiomatic, native accent) (4 Active Points)

0 2) PS: Player's Choice 8-

0 3) Acrobatics 8-

0 4) Acting 8-

0 5) AK: World Geopolitics 8-

0 6) KS: Monsters of the World 8-

3 7) Breakfall 13-

3 8) Climbing 13-

3 9) Concealment 13-

0 10) Conversation 8-

0 11) Deduction 8-

0 12) First Aid: Paramedics 8-

0 13) Persuasion 8-

3 14) Shadowing 13-

0 15) Sleight Of Hand 8-

0 16) Stealth 8-

0 17) Trading 8-

Talents

12 Combat Luck (6 PD/6 ED)

2 Bump Of Direction (3 Active Points); Requires A Survival Skill Roll (-½)

Notes: A character with this Talent has an innate sense of direction. He can always tell direction without reference to visual clues, and can also tell if he is above or below the local ground level.

5 Rapid Healing

Notes: Recover at 1 BODY per hour of complete rest (has no cosmetic effect -- you still look as though you've had the shit kicked out of you even though you're no longer as damaged as you appear.)

Powers

30

Martial Arts: Multipower, 30-point reserve

1u 1) Martial Blade Strike: Killing Attack - Hand-To-Hand ½d6 (vs. PD) (10 Active Points); OAF (Damage adds to existing blade weapon damage; -1), No STR Bonus (-½) END: 1

1u 2) Martial Blade Block: +2 OCV, +2 DCV when Blocking (9 Active Points); OAF (Blade weapon; -1)

1u 3) Martial Quarterstaff Strike: Hand-To-Hand Attack +2d6 (10 Active Points); OAF (Quarterstaff; -1), Hand-To-Hand Attack (-½) END: 1

1u 4) Martial Quarterstaff Block: +2 OCV, +2 DCV when Blocking (9 Active Points); OAF (Quarterstaff; -1)

1u 5) Quarterstaff Long Strike: Stretching 2" (10 Active Points); OAF (Quarterstaff; -1), Side Effects, -2 OCV, -2 DCV (-½), no Noncombat Stretching (-¼) END: 1

Notes: With this maneuver, you take the staff by its extreme end with one hand and stab out with it. The strike is not as controlled as a normal staff strike, and the extension leaves you somewhat vulnerable to counterattack. (Note that this maneuver can be used in conjunction with another up to 20 Active Pts.)

1u 6) Quarterstaff Trip: +15 STR (30 Active Points); Only to make opponent fall in STR vs STR contest (-1), OAF (Quarterstaff; -1), No Figured Characteristics (-½), Must be targeted at opponent's legs (-½), Restrainable (DEX roll negates; -¼) END: 3

Notes: This maneuver, successfully directed at your opponent's legs, can make them trip and fall, doing your normal STR damage. If they are moving fast, they may take extra damage as if from a Move By (+ Velocity/5 d6)

1u 7) Martial Dodge: +2 DCV when Dodging (5 Active Points)

1u 8) Martial Escape: +15 STR (30 Active Points); Only to escape Grabs (-2), No Figured Characteristics (-½) END: 3

Equipment and other Assets Total Weight Carried: 20.51 kg

Leather: Armor (2 PD/2 ED) (6 Active Points); Real Armor (-¼) Weight: 5.00kg
Notes: Full leathers, including light helmet, gauntlets and boots. Covers HitLocs 5-18

Weapons Weight:

1) Dagger: Killing Attack - Hand-To-Hand 1d6-1 (1d6 w/STR) (vs. PD), Reduced Endurance (0 END; +½), Ranged (+½) (20 Active Points); STR Minimum 6 (-½), Real Weapon (-¼) Weight: 0.80kg
Notes: Can Be Thrown Str Min 6__Body 3__Def 5__Length S

2) Sword, Bastard: Killing Attack - Hand-To-Hand 1 ½d6 (2d6 w/STR) (vs. PD), Reduced Endurance (0 END; +½) (37 Active Points); STR Minimum 13 (-½), Required Hands One-And-A-Half-Handed (-¼), Real Weapon (-¼) Weight: 1.70kg
Notes: Body 6, Def 5. This sword can be used one-handed, but its STR Minimum then rises to 18 (i.e. no extra damage from STR)

3) Quarterstaff: (Total: 35 Active Cost, 15 Real Cost) HA +4d6, Reduced Endurance (0 END; +½) (30 Active Points); Hand-To-Hand Attack (-½), Required Hands Two-Handed (-½), Real Weapon (-¼) (Real Cost: 13)
plus +1 OCV (5 Active Points); OAF (-1) (Real Cost: 2) Weight: 1.00kg
Notes: Body 4_Def 3_Length M

4) Bow, Heavy: RKA 1 ½d6 (vs. PD), 10 Recoverable Charges (+¼) (31 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 ¼), OAF (-1), Required Hands Two-Handed (-½), Concentration (½ DCV; -¼), Real Weapon (-¼) Weight: 1.10kg END: [10 rc]
Notes: Body 2 Def 3_Range 155"

Quiver, small: holds one dozen arrows or bolts Weight: 0.50kg

Waterskin: 2-litre capacity Weight: 2.20kg

Backpack (leather, unframed) Weight: 1.50kg

1) War Arrows, heavy: 1 ½d6 RKA (0 Active Points) Weight: 0.10kg
Notes: (x30 number of items)

2) Heavy Cape: thick, hard-wearing woollen material Weight: 1.50kg

3) Bedroll: Oilskin groundsheet, wool blanket Weight: 2.00kg

Money and Other Goodies Weight:

1) Coin Purse: 21sp Weight: 0.21kg