Characteristics
CharTotalRollCostNotes
STR610--8Damage 1d6, Lift 57.4kg
DEX1312-9OCV 4 DCV 4
CON1011-0
BODY1011-0
INT1512-5PER Roll 12-
EGO2013-20ECV: 7
PRE1011-0PRE Attack: 2d6
COM1011-0
PD101 PD (0 rPD)
ED202 ED (0 rED)
SPD37Phases: 4, 8, 12
REC30
END200
STUN180
Movement
6"Running12" Non-combat Running (5/11 km/h)
2"Swimming4" Non-combat Swimming (2/4 km/h)
1"Leaping1" Horizontal, 0 ½" Vertical
Encumbrance
Equipment Carried:
20.10 kg
Total Weight CarriedDCV/DEX RollMoveEND/Turn
Up to 6 kg-00
6 kg to 14 kg-10
14 kg to 29 kg-2-1"1
29 kg to 43 kg-3-2"2
43 kg to 52 kg-4-4"3
52 kg to 57.4kg-5-8"4
Combat Information
OCV: 4DCV: 4ECV: 7
Combat Skill Levels:
• +2 with thrown weapons
DEFENSES PD: 1 (1) rPD: 0 / 0 Mental Def: 0
ED: 2 (2) rED: 0 / 0 Power Def: 0
HitLocAreaBODYxSTUNx/
nSTUN
Armour TyperPDrED
3Facex2x5/x2
4Neckx2x5/x2
5Skullx2x5/x2
6Handx1/x½
7Forearmx2/x½
8Elbowx2/x½
9Upper Armx1x3/x1
10-11Chestx1x3/x1
12Stomachx1x4/x1½
13Vitalsx1½x4/x1½
14Thighx1x2/x1
15Kneex2/x½
16Shinx2/x½
17Anklex1/x½
18Footx1/x½

Mephisto
Human male (wizard and mountebank)

Total Points: 127
Base Pts: 100
Disads: 25
Characteristics: 33
Abilities: 94

XP earned: 7
XP spent: 2
XP remaining: 5

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), and those weaker than yourself will normally react with caution and even fear until they get to know you.

15 Psychological Limitation: Thinks he can do anything and is good at everything (Very Common, Moderate)

Abilities

Skills

3 Magic: Power (EGO-based) 13-

12 Magic Skill Levels: +6 with Power: Magic

Combat Skills

2 1) Weapon Familiarities: Blades, Thrown Knives, Axes, and Darts, Thrown Rocks, Unarmed Combat

6 2) +2 with thrown weapons

Everyman Skills

1 1) Common Tongue: Language: Native language (Idiomatic, native accent; literate) (5 Active Points)

0 2) Old Job Skills: PS: Mountebank 8-

3 3) Acrobatics 12-

3 4) Acting 11-

0 5) AK: Home County 8-

3 6) Breakfall 12-

3 7) Climbing 12-

0 8) Concealment 8-

0 9) Conversation 8-

0 10) Deduction 8-

0 11) Paramedics 8-

3 12) Persuasion 11-

0 13) Shadowing 8-

3 14) Sleight Of Hand 12-

0 15) Stealth 8-

Talents

12 Slippery Customer: Combat Luck (6 PD/6 ED)

Notes: This defence doesn't activate if you are surprised, or if you are unable to dodge about for any reason. It does not stack with any physical armour heavier than soft leather.

20 Something's not right here...: Danger Sense (immediate vicinity, out of combat, Intuitional) 12-

Powers

20 Magical Mana Pool: Endurance Reserve (58 END, 58 REC) Reserve: (64 Active Points); REC: (58 Active Points); Slow Recovery 1 Day (-3)

Notes: All END for spells comes first from this pool. Once it is expended, spells can be cast from personal END, but at triple their normal cost.

Equipment and other Assets Total Weight Carried: 20.10 kg

Spellbook: This large, heavy book (approx. 35 x 25 x 10cm) contains the notes and procedures needed to learn your spells. You need to spend about an hour a day studying it to keep the contents fresh in mind; if unable to do this study, your Magic Roll degrades over time. Weight: 6.00kg

Writing Kit: includes sheets of parchment, ink, sand, quills, and a pen-knife in a stiff leather portfolio that folds out into a small desk. Weight: 2.50kg

Bedroll: Oilskin groundsheet, down sleeping bag, oilskin oversheet Weight: 6.00kg

Flint, Steel and Tinder: contained in small waterproof metal box Weight: 0.10kg

Mirror: glass, small (10cm square) Weight: 0.10kg

Backpack: leather, unframed, approx 50 litres capacity Weight: 1.80kg

Cinquedea (short): Killing Attack - Hand-To-Hand 1d6 (vs. PD), Range Based On STR (thrown attack is at -3 OCV; +¼), Reduced Endurance (0 END; +½) (26 Active Points); OAF (-1), STR Minimum 11 (-½), Real Weapon (-¼) Weight: 1.20kg
Notes: Body 5, Def 5. This is a very sturdy, heavy, broad-bladed, double-edged fighting dagger. It is poorly balanced for throwing (-3 OCV)

Handaxe (hatchet, tomahawk): Killing Attack - Hand-To-Hand 1d6 (vs. PD), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (26 Active Points); OAF (-1), STR Minimum 6 (-½), Real Weapon (-¼) Weight: 0.60kg
Notes: Can Be Thrown at -2 modifier to Range, Str Min 6, Body 3, Def 4, A/R cost 26/9, Lenghth S

Another handaxe: Both handaxes worn in the belt Weight: 0.60kg

Special Throwing Knives: Killing Attack - Hand-To-Hand ½d6 (vs. PD), Range Based On STR (+¼), 12 Recoverable Charges (+¼), Autofire (3 shots; +¼) (17 Active Points); STR Minimum 5 (-¼), Side Effects (-3 OCV in hand-to-hand combat; -¼) Weight: 1.20kg END: [12 rc]
Notes: These are a set of twelve specialized balanced throwing daggers, with point but no edge. They can be thrown up to 3 at a time. If used in hand-to-hand combat they are at -3 OCV because of their awkward construction. The knives can be recovered and reused, but they are relatively fragile (DEF 2, BODY 1). If broken, they cost about 10sp each to replace. They are carried in a bandolier.