Characteristics
CharTotalRollCostNotes
STR1813-16Damage 3 ½d6, Lift 303.1kg
DEX1612-18OCV 5 DCV 5
CON1813-16
BODY1011-0
INT1913-9PER Roll 13-
EGO1612-12ECV: 5
PRE1712-7PRE Attack: 3d6
COM1813-4
PD404 PD (0 rPD)
ED404 ED (0 rED)
SPD414Phases: 3, 6, 9, 12
REC80
END360
STUN280
Movement
6"Running12" Non-combat Running (7/14 km/h)
2"Swimming4" Non-combat Swimming (2/5 km/h)
3 ½"Leaping3 ½" Horizontal, 1 ½" Vertical
Combat Information
OCV: 5DCV: 5ECV: 5
Combat Skill Levels:
Combat Skill: +7 with All Combat
Shield - Active: +4 with Block with magic shield
Shield - Passive: +2 with DCV (10 Active Points); OAF (magic shield; -1)
Longsword Attack Bonus: +2 with HTH Combat (10 Active Points); OAF (magic longsword; -1)
Dagger Attack Bonus: +2 with HTH Combat (10 Active Points); OAF (magic dagger; -1)
DEFENSES PD: 4 (4) rPD: 0/0 Mental Def: 8
ED: 4 (4) rED: 0/0 Power Def: 20
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

Zosia

Total Points: 370
Base Pts: 100
Disads: 50
Characteristics: 96
Abilities: 274

XP earned: 220
XP spent: 220
XP remaining: 0

Appearance

Zosia is a petite and beautiful Grey Elf, only 4'6" tall, but perfectly formed. She habitually wears a shimmering suit of fine elvish chain, and fancy silks that need to be replaced on a fairly regular basis as they become ragged and soaked in gore.

Personality & Motivation

Zosia is good, honest and true, always willing to uphold the weak against the strong and to do What's Right. She is also rather avaricious when it comes to accumulating treasure, which can come as a bit of a surprise to those who have only experienced her more accommodating nature where money or magical goodies aren't involved.

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.

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

15 Psychological Limitation: Lawful Good (Common, Strong)

Notes: The good of the one is outweighed by the good of the many. Always defend the weak against the unjust strong. Never tell a lie, or commit a dishonest act. Always grant mercy when it is asked. Never leave a fallen comrade. Give alms to the needy. And so on, and so on.

5 Psychological Limitation: Avaricious (Uncommon, Moderate)

Notes: Zosia has an unfortunate greedy streak when it comes to the acquisition of wealth and magical goodies.

10 Psychological Limitation: Afraid of giant bugs (Uncommon, Strong)

5 Dependent NPC: Arvhran (daughter) 8- (Slightly Less Powerful than the PC)

5 Reputation: Lawful Good Adventurer, 8-

Notes: Zosia's reputation for honesty, fair dealing and defence of the weak and helpless is also known to Bad Guys, who may attempt to take advantage of her uprightness if they can.

Abilities

Skills

3 Magic: Power (INT-based) 13-

16 Magic: +8 with Magic roll

10 +2 with DEX-based skills

56 Combat Skill: +7 with All Combat

10 Two-Weapon Fighting (HTH)
Note: -2 DCV; may attack one or two opponents; when using Sweep, no OCV penalty for the first two attacks when using two weapons.

4 Weapon Skills: WF: Common Melee Weapons, Common Missile Weapons

7 Puzzle Out Magicians' Encrypted Spells: Cryptography 15-
Note: With this skill you can, with time, puzzle out the idiosyncratic notation used by other wizards to obfuscate their spellbooks, thus allowing you to add any such spells you can find to your own repertoire. As a by-product, the skill will also allow you to crack other codes and ciphers, assuming you're good enough.

3 Arcane Lore: KS: Magic, Magicians and Magical Beasts (INT-based) 13-

3 Monsters of the World: KS: Monsters - their habits, capabilities and propensities (INT-based) 13-

3 Riding 12-

3

Linguist

3 1) Common Tongue: Language (completely fluent; literate) (4 Active Points)

1 2) Draconic: Language (fluent conversation) (2 Active Points)

0 3) Elvish: Language (Idiomatic, native accent; literate) (5 Active Points)

1 4) Goblin: Language (fluent conversation) (2 Active Points)

1 5) Orcish: Language (fluent conversation) (2 Active Points)

Everyman Skills

3 1) Balance: Acrobatics 12-

0 2) Bluff: Acting 8-

3 3) AK: World Geography (INT-based) 13-

0 4) Breakfall 8-

3 5) Climbing 12-

0 6) Deduction 8-

0 7) Gather Information: Conversation 8-

0 8) Hiding things (and yourself): Concealment 8-

0 9) Fishing: PS: Fishing (line or net) (INT-based) 13-

5 10) First Aid: Paramedics 14-
Note: Roll is at -1 per BODY below 0.

0 11) Persuasion 8-

0 12) Shadowing 8-

0 13) Sleight Of Hand 8-

0 14) Sneakiness on the move: Stealth 8-

Perks

3 Fame: Reputation: Powerful lawful good adventurer (just about everywhere) 8-, +3/+3d6

Notes: Zosia is known to be an honest, brave, fair-dealing straight-shooter. When she is recognised, her reputation goes a long way to mitigating the suspicion, fear and hostility with which most people most people react to adventurers (+3 to interaction rolls such as Persuasion, Trading etc). She's also known to be pretty good in a fight, and that can be useful when trying to overawe a bunch of thugs or to inspire a bunch of yokels (+3d6 to PRE attacks in appropriate circumstances).

Talents

9 Ambidexterity (no Off Hand penalty)

3 Absolute Range Sense

8 Combat Luck (6 PD/6 ED) (12 Active Points); Only when not wearing physical armour heavier than soft leather (-½)

17 Danger Sense (self only, out of combat, Function as a Sense, Intuitional) 13-

18 Evasive

Notes: The character has a special knack for dodging blows, deadly traps, and sometimes even spells at the last second. Must ABORT, requires a DEX roll. Does not work vs AoE attacks.

10 Follow-Through Attack

Notes: If a blow in hand-to-hand combat drops an opponenet, you get an immediate attack against another opponent within reach. If that blow drops the other opponent, you get another, and so on.

3 Lightsleep

Powers

21 Mana Pool: Endurance Reserve (60 END, 60 REC) Reserve: (66 Active Points); REC: (60 Active Points); Slow Recovery 1 Day (-3)

Notes: This pool represents the amount of magical power you can expend in a single day without penalty. Spells can be powered from your own personal END, but they cost triple their normal END cost.

5 Elf-life: Life Support (Longevity: Immortal)

5 Keen are the eyes of the Elves: Nightvision

8 Keen are the eyes of the Elves: +5 versus Range Modifier for Sight Group

12 Immunity to Sleep Magic: Power Defense (20 points), Inherent (+¼) (25 Active Points); Only Works Against Sleep Magic (-1)

5 Resistance to Enchantment: Mental Defense (8 points total), Inherent (+¼) (7 Active Points); Only Works Against Mind-Affecting Magic (-½)

9 Regeneration: Healing BODY 1 point, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +½), Persistent (+½) (56 Active Points); Extra Time (1 Hour, -3), Side Effects, Side Effect occurs automatically whenever Power is used (Immune to any other type of magical healing; -1), Self Only (-½), Does not work against damage causing complete cellular destruction e.g. Fire or Acid (-½), Restrainable (Only by means other than Grabs and Entangles; Can be suppressed by Anti-Magic effects; -¼)

Notes: At one time Zosia owned a Ring of Regeneration that, by means of a powerful Wish spell, she caused to be merged with her own being. The regeneration will even bring her back from death, but will not work against damage which causes complete cellular destruction such as fire or acid. The down-side to the effect is that Zosia can no longer get any benefit from any other magical healing.

Equipment and other Assets Total Weight Carried: 45.31 kg

Assets

Other Valuables

Large quantities of money, miscellaneous unidentified magical apparatus, and undeciphered spell books are locked safely away at Zosia's account in the vaults of the Inn of the Dancing Dog at Reic.

Adventurer's Pack Weight: 20.00kg
Notes: Containing rope, lamp oil, camping gear, first aid kit, fishing gear etc.

Armour

1) Helmet: Armor (8 PD/8 ED) (24 Active Points); Partial Armour Open helmet (Skull and Neck - HitLocs 4-5) (-3 ¼), OIF (-½) Weight: 1.00kg

2) Leather Gauntlets: Armor (2 PD/2 ED) (6 Active Points); Partial Armour Gauntlets (Hands and Forearms - HitLocs 6-7) (-2 ½), OIF (-½) Weight: 0.50kg

3) High Boots: Armor (2 PD/2 ED) (6 Active Points); Partial Armour High Boots (Lower legs - HitLocs 16-18) (-3), OIF (-½) Weight: 2.00kg

4) Magical Chain: Chainmail (8 PD/6 ED) (21 Active Points); Partial Armour Long Hauberk (HitLocs 8-15) (-1) Weight: 5.00kg
Notes: Body 18

5) Magical Shield: (Total: 29 Active Cost, 13 Real Cost) HA +2d6, (0 END; +½); OAF (-1), Hand-To-Hand Attack (-½), STR Minimum (-½), -OCV per DCV protection, (-½), Real Weapon (-¼) (Real Cost: 4)
plus +4 with Block with magic shield (Real Cost: 4)
plus +2 with DCV (10 Active Points); OAF (magic shield; -1) (Real Cost: 5) Weight: 2.00kg

Weapons

1) Magic Longsword: (Total: 55 Active Cost, 25 Real Cost) Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (vs. PD), Required Hands One-Handed (+0), Reduced Endurance (0 END; +½) (45 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 20)
plus +2 with HTH Combat (10 Active Points); OAF (magic longsword; -1) (Real Cost: 5) Weight: 1.50kg

2) Magic Dagger: (Total: 27 Active Cost, 12 Real Cost) Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR) (vs. PD), Required Hands One-Handed (+0), Range Based On STR (+¼), Reduced Endurance (0 END; +½) (17 Active Points); OAF (-1), Real Weapon (-¼) (Real Cost: 7)
plus +2 with HTH Combat (10 Active Points); OAF (magic dagger; -1) (Real Cost: 5) Weight: 1.00kg
Notes: Can be thrown

3) Heavy Bow: Killing Attack - Ranged 1 ½d6 (vs. PD), 12 Recoverable Charges (+¼) (31 Active Points); OAF (-1), Required Hands Two-Handed (-½), Beam (-¼), Real Weapon (-¼) Weight: 2.50kg END: [12 rc]
Notes: Maximum range is 250m (125")

Magic Items

1) Ring of Elemental Protection (Fire): Force Field (8 PD/8 ED) (Protect Carried Items), Reduced Endurance (0 END; +½), Persistent (+½), Invisible Power Effects, SFX Only (Fully Invisible; +½) (65 Active Points); Only works against Fire damage (-1), IIF (-¼) Weight: 0.05kg

Money

1) Coin : 676 gp Weight: 6.76kg

2) Gems and Jewellery: worth a total of 250 gp Weight: 3.00kg

Livestock and Followers

Pony: Cornflower

STR 20, DEX 15, CON 18, BODY 13, INT 8, EGO 5, PRE 10, COM 10

PD 5, ED 4, SPD 3, REC 8, END 36, STUN 32

OCV/DCV 5, ECV 2

Running: 13" (26" non-combat)

Leaping: 4"

Bite: ½d6 HKA (including STR)

Kick: 7d6 HA (including STR)

Hide: 1 rPD/1 rED (Damage Resistance)

+2 PER with Smell, Hearing (13-)

This beast isn't trained for war, and is timid and easily spooked by anything unusual or frightening.