Characteristics | ||||
Char | Total | Roll | Cost | Notes |
---|---|---|---|---|
STR | 18 | 13- | 16 | Damage 3 ½d6, Lift 303.1kg |
DEX | 16 | 12- | 18 | OCV 5 DCV 5 |
CON | 18 | 13- | 16 | |
BODY | 10 | 11- | 0 | |
INT | 19 | 13- | 9 | PER Roll 13- |
EGO | 16 | 12- | 12 | ECV: 5 |
PRE | 17 | 12- | 7 | PRE Attack: 3d6 |
COM | 18 | 13- | 4 | |
PD | 4 | 0 | 4 PD (0 rPD) | |
ED | 4 | 0 | 4 ED (0 rED) | |
SPD | 4 | 14 | Phases: 3, 6, 9, 12 | |
REC | 8 | 0 | ||
END | 36 | 0 | ||
STUN | 28 | 0 |
Movement | ||
6" | Running | 12" Non-combat Running (7/14 km/h) |
2" | Swimming | 4" Non-combat Swimming (2/5 km/h) |
3 ½" | Leaping | 3 ½" Horizontal, 1 ½" Vertical |
Combat Information | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
OCV: 5 | DCV: 5 | ECV: 5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Total Points: 370
Base Pts: 100
Disads: 50
Characteristics: 96
Abilities: 274
XP earned: 220
XP spent: 220
XP remaining: 0
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.
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.
Cost Disadvantage
10 Social Limitation: Adventurer (Frequently, Minor)
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)
5 Psychological Limitation: Avaricious (Uncommon, Moderate)
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-
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-
3 Fame: Reputation: Powerful lawful good adventurer (just about everywhere) 8-, +3/+3d6
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
10 Follow-Through Attack
3 Lightsleep
21 Mana Pool: Endurance Reserve (60 END, 60 REC) Reserve: (66 Active Points); REC: (60 Active Points); Slow Recovery 1 Day (-3)
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)
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
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.