STR2013-20Damage 4d6, Lift 400.0kg
DEX1412-12OCV 5 DCV 5
INT1011-0PER Roll 11-/17-
EGO1011-0ECV: 3
PRE1913-9PRE Attack: 3 ½d6
PD626/13 PD (0/7 rPD)
ED525/12 ED (0/7 rED)
SPD526Phases: 3, 5, 8, 10, 12
5"Running10" Non-combat Running (8/15 km/h)
5"Swimming10" Non-combat Swimming (8/15 km/h)
2 ½"Leaping2 ½" Horizontal, 1" Vertical
Equipment Carried:
36.90 kg
Total Weight CarriedDCV/DEX RollMoveEND/Turn
Up to 40 kg-00
40 - 100 kg-10
100 - 200 kg-2-1"1
200 - 300 kg-3-2"2
300 - 360 kg-4-4"3
360 - 400.0kg-5-8"4
Combat Information
OCV: 5DCV: 5ECV: 3
Combat Skill Levels:
• +5 with Martial Maneuvers
Flail Maneuvre: +3 only to by-pass passive shield defence or similar obstruction
• +2 with morningstar Weapon Bind
PD:6 (6/13)
rPD: 0/7
ED:5 (5/12)
rED: 0/7
Mental Def: 0
Power Def: 0
9Upper Armx1x3/x1
15-16Lower Legx2/x½

Vallana Merja
Giant Killer

Total Points: 219
Base Pts: 100
Disads: 100
Characteristics: 99
Abilities: 121

XP earned: 31
XP spent: 19
XP remaining: 12

Last updated
Tue, 20 Mar 2007 18:16:14


Vallana comes from a wealthy merchant family with an interest in several ventures. After apprenticing with the Bailiffs office, her interests turned towards practising law. She achieved a law degree from a very respectable college and has handled many legal affairs for her family.
 Vallana has taken a year off to enjoy her wealth and trained for several months with the Beillic mercenaries. The ancestral armour she wears was an expensive gift she purchased for herself after her training was complete. She is particularly adept with the morningstar.


Vallana has long silky blonde hair, usually worn in braids and used to provide additional padding for her helmet. In less perilous moments she wears it loose or in a single braid down her back.
 She is usually found clad head to toe in ancestral Dwarven armour, with a sturdy metal shield on one arm and a vicious morningstar in her other hand.
 Pandora has blessed Vallana with a haunting beauty.


Cost Disadvantage

10 Social Limitation: Adventurer (Frequently, Minor)

5 Reputation: Miserly - dwarves are known to be tight with their cash, 8-

15 Psych. Limit.: Hatred of Orcs and Goblinoids (Common, Strong)

10 Psych. Limit.: Curious (Common, Moderate)

15 Psych. Limit.: Neutral Good: won't kill in cold blood, only steals from BAD people, etc. (Common, Strong)

20 Psych. Limit.: Truthful (Very Common, Strong)

10 Psych. Limit.: Blunt: Vallana has a habit of saying the wrong thing at the wrong time (Common, Moderate)

15 Psych. Limit.: Overconfident (Common, Strong)



15 +5 with Martial Maneuvers

6 Weapon Skills: WF: Common Melee Weapons, Common Missile Weapons, Flails, Shield

3 Dwarves make light of burdens: Penalty Skill Levels: +1 vs. Encumbrance penalties to DCV with All Attacks

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

3 Common Tongue: Language (fluent conversation; literate)

0 PS: Bailiff 8-

3 PS: Lawyer (INT-based) 11-

1 Nunnism: PS: Being a Little Sister of Carnage 8-

3 KS: Law (INT-based) 11-

0 Bureaucratics 8-

0 Acrobatics 8-

0 Acting 8-

0 AK: World Geopolitics 8-

0 KS: Monsters of the World 8-

0 Breakfall 8-

9 Climbing 14-

0 Concealment 8-

0 Conversation 8-

0 Deduction 8-

3 First Aid: Paramedics 11-

3 Persuasion 13-

0 Shadowing 8-

0 Sleight Of Hand 8-

3 Stealth 12-

3 Streetwise 13-

0 Trading 8-

0 Survival (Urban) 8-

2 TF: Equines, Large Wind-Powered Boats


3 Divine Intervention: XP spent to gain Divine Intervention

7 Money: Very Wealthy

Notes: 260,000sp invested in safe Funds returning 3%. This gives you an annual income of 7,800sp (150sp per week), which can be drawn against in any major city with access to international banking and financial institutions.

4 Fringe Benefit: License to practice law, Membership of a wealthy merchant family


7 Weapon-master: Morningstar: Deadly Blow: +1d6 (only with morningstar)

0 Rapid Healing (Regain your REC in BODY per week)


14 Heirloom Plate-mail: Points paid on character creation for this armour -- see Equipment for stats (14 Active Points)

5 Dwarvish Eyesight: +6 PER with Sight Group (12 Active Points); Limited Power Only to off-set Darkness modifiers (-1 ½)

2 Dwarvish Longevity: Life Support (Longevity: 400 Years)

0 Haunting Beauty: +14 COM (Fairy Gift from Pandora)

5 Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); OIF (Only with Large Shield; -½), Activation Roll 15- (-¼), Limited Coverage 180 Degrees (only vs attacks from front and left) (-¼)


Martial Arts: Multipower, 30-point reserve, Grandfathering bonus

1u 1) Martial Block: +2 OCV, +2 DCV when Blocking (9 Active Points)

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

1u 3) Martial Weapon Strike: Blades, Flails: Killing Attack - Hand-To-Hand ½d6 (vs. PD) (10 Active Points); OAF (Damage adds to existing [specific weapon type] damage; -1), No STR Bonus (-½) END: 1

Equipment and other Assets Total Weight Carried: 36.90 kg


260,000sp in Trust Fund (income of 7800sp per annum)

14,000sp stored in family vault

Own a 20% share in an inn (12,500sp)

4-armed yeti-skin rug, complete with head and claws (stored at home)

Magic Plate-mail: Multipower, 51-point reserve, (51 Active Points); Independent (-2), OIF (Beautifully-made dwarvish plate-mail; -½), Real Armor (-¼) Weight: 35.00kg

1) Plate-mail: Armor (7 PD/7 ED) (21 Active Points); Activation Roll 12- (-¾)
Notes: Missing the breastplate (hit locations 10-12) -- it has been replaced with a non-magical piece

2) Physical Damage Reduction, Resistant, 50% (30 Active Points); Not vs. damage that by-passes armour (-½)

Morningstar: (Total: 42 Active Cost, 17 Real Cost) Killing Attack - Hand-To-Hand 1 ½d6 (vs. PD), Reduced Endurance (0 END; +½) (37 Active Points); OAF (-1), STR Minimum 16 (-¾), Real Weapon (-¼) (Real Cost: 12)
plus +3 only to by-pass passive shield defence or similar obstruction (Real Cost: 3)
plus +2 with morningstar Weapon Bind (Real Cost: 2) Weight: 1.50kg
Notes: Body 4 [OOOO] Def 4. The morningstar can be swung around shields or similar defences, and can be used very effectively with the Weapon Bind maneuvre by wrapping its chain around an opponent's blade or haft, usually followed by a Disarm attempt.

Dagger/Dirk: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR) (vs. PD), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (17 Active Points); STR Minimum 6 (-½), Real Weapon (-¼) Weight: 0.40kg
Notes: Can Be Thrown Def 5, Body 3: [OOO]