Character Name: Jourdan GreyStalk
Alias: GhostWalker
Race: Elf
O.C.C.: Battle Magus
Occupation: Wandering Mage / Adventurer
Alignment: Unprincipled
XP Level: 4
XP Points: 15,041 ((Jaeger 3/27/10))
Next Level @ XP: 16,961
Sentiments/Non-Humans: Everybody is worthy of respect, trust must be earned.
Sentiments/Coalition: People are good but have been kept ignorant by the government.
Disposition: Easy going; tends to be layed back, unflappable and accepting of others, trusts most anyone until they prove themselves unworthy of it, easily drawn to new experiences.
Insanity: Obsession: Money (hates it, feels material wealth and possessions are the doom of all races)
ATTRIBUTES
I.Q.: 14
M.E.: 17
M.A.: 20
P.S.: 26
P.P.: 25
P.E.: 22
P.B.: 27
Spd: 32
PHYSICAL DATA
PPE: 121 (+2D6 per level)
ISP: 39 (+1D6+1 per level)
HP: 38
SDC: 75
Age: 24
Sex: Male
Height: 6’3”
Weight: 230 lbs.
Description: Thick white hair down to the middle of his back in a braid, almond shaped purple eyes, pointy ears and jet black skin.
Racial Abilities
Superior physical prowess and beauty
High intelligence
Nightvision: 90' (can see in total darkness)
Natural aptitude and eons of tradition in the arts of:
***Archery
***Wilderness Skills
Natural Abilities
Invoke Trust/intimidate: 50%
Charm/Impress: 83%
Max. Carrying Capacity: 460 lbs.
Max. Lifting Capacity: 920 lbs.
Jumping: 23' long & 6' high
Psionics - Minor
Sixth Sense
Alter Aura
Special Skills
One with the body
The character knows his body; every muscle, nerve and scar.
keenly aware of injuries, illness, and fatigue, and the full extent of any problem they represent.
Every ache, twinge, and impulse tells the Battle Magus about himself.
can more accurately gauge how long he can perform,
what distance he can run,
what amount of injury/damage he has sustained,
how serious an injury or illness is,
how it will affect him, and
how soon he needs medical treatment before it becomes life threatening
Fatigues at one third the normal rate,
Can hold his breath twice as long (about 4 minutes)
Can leap 10% farther than normal.
Master of Weapons
(Bonuses already included under Weapon Proficiencies)
One with the mind
Alert and able to concentrate and stay focused even when all hell is breaking loose around him.
It also enables the character to keep his calm, ignore insults
One with magic
Ley Line: Being at/on a ley line OR one mile from a nexus point doubles the range, duration, and damage of magic spells.
The Mage can also draw an additional 10 P.P.E. (Double for LLW & LLR) every 15 seconds.
Magic spells and effects (damage, range and duration) are doubled.
Plus his own P.P.E. recovers at the increased rate of 10 P.P.E. per 1/2 hour, without meditation.
Nexus: Being at a ley line nexus point or within 200 feet of a nexus point triples the range, duration, and damage of magic spells.
The Mage can draw upon 20 P.P.E. (Double for LLW & LLR) every 15 seconds.
P.P.E. Recovery Rate is 20 per 1/2 hour without meditation.
Periods of Increased energy at a nexus point. IAW RUE.
Captured P.P.E. Limit: 3x Normal P.P.E. Time Limit: PE in hrs + 1 hr every two lvls. (24 hrs)
Spell Knowledge
Spell Strength: 13
Level 1:
Globe of Daylight (2)
Lantern Light (1)
Death Trance (1)
Level 2:
Throwing Stones (5)
(2) Manipulate Objects (2+)
(2) Shatter (5)
(3) Cloak of Darkness (6)
(3) Befuddle (6)
(4) Fear (5)
Level 3:
Armor of Ithan (10)
Paralysis: Lesser (5)
Light Target (6)
Breathe Without Air (5)
Magic Shield (6)
Energy Bolt (5)
Orb of Cold (6)
(3) Light healing (6)
(4) Wave of Frost (6)
Level 4:
Fire Bolt (7)
Fireblast (8 )
Deflect (10)
Ricochet Strike (12)
Fist of Fury (10 or 50)
(2) Magic Net (7)
(2) Carpet of Adhesion (10)
(3) Blind (6)
(4) Watchguard (10)
Level 5:
Escape (8)
Circle of Flame (10)
Electric Arc (8 )
Level 8:
Power Weapon (35)
Level 9:
(4) Familiar Link (55) (used)
Racial Skills
Language:
Elven 98%
Dragonese 98%
Literacy:
Elven 98%
Dragonese 98%
O.C.C. Skills
Lore: Demons & Monsters 85% +5%
Language: American 98% +5%
Language: Spanish 98% +5%
Language: Gobblely 98% +5%
Literacy: American 98% +5%
Basic Math 85% +5%
Boxing
Wrestling
Intelligence 78% +4%
Tracking Animals 60% +5%
Land Navigation 67% +4%
Horsemanship: General 56% / 46% +4%
Wilderness Survival 70% +5%
Tracking (people) 65% +5%
Trap Construction 56% +4%
Trap/Mine Detection 60% +5%
Prowl 50%
Juicer Football 58% +4%
Pilot Jump Bike 45% +5%
O.C.C. Related Skills
W.P. Deadball
Seduction 42% +3%
Lore: Magic 45% +5%
Lore: Psychics & Psionics 45% +5%
Find Contraband 42% +4%
Rope Works 35% +5% (3rd Level)
Cooking 35% +5% (1st Level)
Secondary Skills
Radio: Basic 65%+5%
Basic Mechanics 50%+5%
Identify Plants & Fruits 45%+5%
Carpentry 30%+5%
First Aid 50% +5%
Whittling & Sculpting 35%+5%
Skin & Prepare Animal Hides - 35%+5% (1st Level)
Brewing - 30%/35%+5% (1st Level)
Capoeira
www.youtube.com/watch?v=t9lc-vckVnA&feature=relatedEntrance Requirements: P.S. 10, P.P. 14, M.A. 13.
Skill Cost: 7 years
Attacks per Melee: 7 (8 with archery / spells)
Modifiers to Attacks:
Pull Punch +2
Critical Strike on a natural 20 or from behind
Initiative Bonus: +6
Strike Bonus: +7 hands / +8 kicks / +8 gouge or other illegal move.
Disarm Bonus: +7
HTH Damage Bonus: +8
Pull Punch: +9
Defenses:
Roll +8 (+1 at lvl 5, 10, 15)
Auto-Roll +8
Backflip +8
Dodge +11
Parry +10
Auto-Parry +10
Multi-Dodge +11
Somersault, +8
Maintain Balance +3
Handstand (Attack and Defense) +8
Cartwheel (offensive and defensive) +8
Hand Attacks:
Strike - 1d4
Slap - 1 point of damage
Foot Attacks:
Kick - 2D4 / +8s
Snap Kick - 1d6 / +8s
Axe Kick - 1d10 / +8s
Flying Reverse Turning Kick - 2d6 / +8s
Backward Sweep - knockdown / +8s
Trip/Hook - knockdown / +8s
Drop Kick (combination dodge/kick) / +8s
Amada: 1D10 / +8s /Spinning Crescent Kick, does and may be done as many times as desired in a row, but may not parry
Queixada: 1D10 / +8s / Crescent Kick
Au-Bachido: 2D6+2 / +8s / involves standing up on one hand, swinging the back foot forward over the body and striking down on the opponent / may only be done once per melee round / requires a P.S. of at least 16 to perform
Rasteira: 1D6 / +8s / full sweep with both legs, using the hands as a pivot / opponent loses one attack and initiative
Queddaderins: 2D10+2 / +8s / the martial artist balances on his palms, elbows tucked into his chest, face side onto the ground, and mule kicks up into the opponent's face / uses 2 att to do
Meia-Luadecompass: 1D10 / +8s / keeping one hand on the ground and using one grounded leg as a pivot, the free leg swings through the air and catches the opponent on the side of the face / may be done as many times as desired in a round, but parrying is not permitted;
Double-Foot Kick: 2D6+2 / +8s / leaping up, both feet thrust forward at once; may only be done once per melee round / sometimes the kick lands in a handstand, or is used to Backflip away from an opponent
Special Attacks:
Tesouras Rastiera: 1D6 damage / +8s / scissor take-down / launching at the opponent, the martial artist locks his legs around the opponent and takes him down / opponent loses init and 1 att
Lunging Head-Butt: 1D6 / +6s / opponent loses initiative / dive at his opponent and Head-Butts him in the gut;
Pin/Incapacitate on a roll of 17+ at 4th level
Crush/Squeeze does 1D6 damage or can for pain so victim will have to save vs pain.
Jump/Leap Attack.
+20% to Conceal Illegal Move. +30%, with an additional +4% per level of experience (use with the M.A. roll for trust).
Arm Hold
Feign Illegal Injury. +30%, with an additional +4% per level of experience (use with the M.A. roll for trust).
Body Hold
Leg Hold
Neck Hold
Body Flip/Throw (1d4)
Body Block/Tackle (1d6)
Weapon Skills:
W.P. Paired,
W.P. Club (pair or single)
W.P. Short Sword (pair or single)
W.P. Knife (Special! This represents a straight-razor used in the toes; full bonuses apply to using the weapon in the feet, but may not be used to parry / pair or single)
Special Katas:
When entering combat, the martial artist must choose between Angola and Regional styles.
If he chooses the Angola, he automatically loses initiative in the first round of combat only, but has +2 to initiative for every round thereafter.
Special:
When set to rhythm, Capoeira becomes energized +2 to all the flashier moves - Cartwheel, Back-Flip, Handstand and most of the more impressive kicks
This includes use of the paired fighting weapons, which when used correctly should even set a rhythm in the way they strike!
Martial Arts Powers:
Demon Wrestling.
Like the standard wrestling skill, except tougher and filled with lots and lots of dirty tricks.
Gouging, biting, and illegal strikes all take place in Demon Wrestling
The character learns to surreptitiously deliver a gouge, jab, poke, or otherwise attack a pain sensitive area (victim must save vs pain). Also includes practice of acting innocent when accused ("who? me?").
The character learns to convincingly act like a foul blow did grievous pain and damage, complete with wincing, moans and groans
Control Revulsion.
The character's training consists of being exposed to the most horrible, graphic, and disgusting sights, sounds, smells, tastes, and textures that the trainer can imagine.
For example, not only would the character have to visit a morgue (preferably, immediately after it's been filled with several victims from a disaster like an airplane crash), but the character would be expected to sleep in a pile of bodies.
The character develops a certain, shall we say, resistance, to horror factor.
Skills:
Dance 45%
Singing 45%
Musical Instrument (all three are covered by the one skill) 45%
Berimbau — stringed instrument that is fanned with a pluck
Panderio — tambourine;
Atabaque — big congo drum
Gymnastics
• Sense of Balance 80% +5%
• Work Parallel Bars & Rings 92% +3%
• Climb Rope 96% +2%
• Back Flip 98%
• Climb 45%
Languages:
Spanish 45%
Weapon Proficiencies +1 to all aimed and “called shots” regardless of weapon type.
W.P. Sword: +2 Strike / +2 Parry
W.P. Trident: +2 Strike / +2 Parry +1 Pin/Disarm / Throw 50 ft/30 ft in water / +1 Dmg
W.P. Knife: +2 Strike / +2 Parry / +2 Thrown
W.P. Archery/Targeting: +80' Rng / +2 Strike / +2 Parry / RoF: 4 (+1 for sharpshooting)
W.P. Energy Pistol: +2 to Strike
W.P. Energy Rifle: +1 to Strike
W.P. Deadball: -1 per ricochet needed to strike the target, the victim is at -2 to dodge, and an additional -1 for every additional ricochet beyond the first
Saving Throw Bonuses
Anything which causes confusion, dizziness or dulls the senses is 1/2 as effective.
Base save vs. Psionics: 12+
+1 vs. Mind Control
+3 vs. Possession
+10 vs. HF
+30% vs. Coma/Death
+2 vs. Disease
+5 vs. Magic
+5 vs. Toxins
+1 vs. pain.
Equipment
Worn on Person
Traveling Clothes
SPU-5 Sonic Pulsar Unit (around neck)
Light adjusting Goggles(on forehead when not in use)
Portable Language Translator with European languages programmed, including Russian (around neck)
Dog boy spikes (gloves +1d6+1 sdc, +1p sdc weapons / knee pads +1d6 sdc / boot spikes +1d6 sdc)
Personal weapons
Weapons
TX-5 Pump Pistol (holstered right thigh)
• Range: 800'
• Damage: 4D6 MD
• Rate of fire: Single shots only
• Payload: 5 rounds, loaded manually
Vibro-knife
1d6
right boot
Knife Survival
2d4 sdc
saw wood
Left boot
Knife throwing
1d6 sdc
x7 (2 wrists / 2 upper arms / 4 sml of back)
Cobalt Blue Longsword: (slung across back under jacket / like blade))
Damage 2D6 M.D.
Can be used once per day to cast Invisibility: Simple, at third level as per RUE P.203
knapsack
Standard Battler Body Armor (45 M.D.C.)
Gas Mask x1
set of clothes x3
uniform x2
ceremonial robes x1
2 pairs Insulated Socks
2 wool scarves
2 Wool Sweaters
2 pairs Denim Jeans
1 pair Thermal Arctic Boots
Utility Belt / Bandoleer
Canteen
Portable Computer PDA Size (with camera / scanner)
1x Compass
2 reloads in pouch
1x Magic Kulich (4 loafs remaining)
pouch for familiar
notebooks (1oo pgs / hard cover / x1)
Mech Pencils x1
4 flares
1 pair of handcuffs
a flashlight
a pocket knife
trail mix (dried fruits and nuts) x 2lb
Armor:
Mage Armor
Made of ceramic and plastic plates
Non-environmental.
Allows full spell-casting abilities
Mobility: Very good; -5% to Prowl and Swim only.
MDC by Location:
Main Body: 70
Arms: 25 each
Legs: 45 each
Head: Hood: 20 (Worn over helm)
Demon helmet (only worn out of town)
45 M.D.C.
has a pair of tiny horns and insect-looking eyes
"Plain Clothes" Armor,
Trench coat ((big enough to fit over mage armor))
D-Pockets:
Left –
bedroll
120 TX-5 Pump Pistol rounds
sleeping bag
Thermal Suit
3 weeks dried rations
2 winter survival kits
two man tent,
2 heavy blankets
30,800 credits in Gems and silver (in a pouch)
batteries (x12)
Right –
Thermal Jacket
ski mask: x2 (one black, one white)
Backpack (rolled up)
notebooks (1oo pgs / hard cover / x2)
Mech Pencils x3 / x6 packs of leads
Fishing line (x50 ft)
Grappling hook & 50 ft of strong rope
Standard first aid kit
2 pair of handcuffs
Familiar: Corzin Tree Runner
The Corzin Tree Runner resembles a large city rat in size and coloration, but with an additional, middle set of legs, and a long, prehensile tail.
The back legs are larger for leaping and running.
They are arboreal by nature, and are superb climbers and leapers in the trees with their long, clawed feet.
The middle set of limbs are used to enhance their climbing ability, using the extra set of claws for moving both quickly and securely up and down trees and bushes.
They also will use the extra limbs for a raking attack upon their prey, if given the opportunity.
They are a pack-oriented creature, with a vicious temperament.
They will attack anything intruding in their territory, threatening their young, or interrupting their hunt.
The Runners live high in the mature trees, using the limbs of the trees themselves as "tree roads" much like a game trail on the ground.
Experienced Rangers, Elves, foresters or anyone acquainted with fauna lore, may be able to spot the barren branches or worn bark on the main tree itself, used as the roads.
The Runners use the roads to track prey, or just to travel between tree tops, moving silently and swiftly among the leaves.
They are vicious carnivores by nature, and will also scavenge for food from abandoned corpses or drive off or kill other animals with food.
They are known to be unerring in their attacks, striking areas of the body that will bleed profusely, to bring down prey.
They are also able to track a blood scent for miles, and go into a blood frenzy if aroused by large quantities of blood.
They will also sometimes go into a frenzy if a large, powerful enemy attacks the communal nests, not giving up until dead.
Even a party of many well equipped, experienced adventurers is better off quietly slipping away when seeing a pack of Tree Runners in blood frenzy or realizing they are in the territory or homes of the Runners.
Limitations & Notes about the Familiar Spell:
This link is permanent, producing a rather impressive symbiotic relationship.
No matter how wild or mean the animal may have been, it will instantly consider the mage to be its friend, companion and master.
To him, the animal is always docile and submissive, because the two are now one; an extension of each other.
As such, both man and animal will understand each other completely.
For the mage, the familiar is now a sensory extension enabling him to see, hear, smell, taste and feel everything the animal experiences.
Thus, familiars make great spies, listening to conversations and prowling into areas not easily accessible to their masters.
Although the familiar understands and obeys the mage, it cannot actually speak to him.
Just as the mage knows what the familiar is feeling, so the familiar knows what its master is experiencing on an empathic and telepathic level.
If one is in danger the other will know it. The magical nature of the union also provides the mage and the familiar both with an additional six hit points.
However, if the familiar is hurt or attacked, its master also takes the same amount of damage even if miles apart.
If the familiar is killed, the arcanist permanently loses 10 hit points'.
There is also a 50% chance he will suffer shock from the ordeal.
If he does, he will lapse into a coma for 1D6 hours; another familiar link cannot be tried again for at least 1D4 years.
Two-way telepathic and empathic communication;
maximum range: 600 ft
Beyond this range the two cannot communicate but each will know if the other is in danger or hurt regardless of the distance between them.
The animal will also understand spoken commands by its master on an almost human level.
The mage will have a keen understanding and perception of his animal companion's reactions, growls, noises and body language
Name: Maya
Sex: Female
Attributes:
I.Q.: 3 (high animal intelligence)
P.S.: 4
P.P.: 18
P.E.: 7
P.B.: 2
Spd: 7 on ground / 9 in trees.
Hit Points: 13
S.D.C.: 11
PPE: 7
Horror Factor: 10 (11 when in a frenzy)
Natural Abilities:
Climb 95%,
Acrobatics 90%,
Swim 50%,
Prowl 80%,
night vision 120 feet
camouflage 80%,
jump/leap up to 6 feet high and 10 feet across,
can jump from trees upon prey from 25 feet up with no harm to themselves
Track Blood Scent: can follow the scent of blood up to 200 feet away. 75%.
Combat: Attacks per Melee:
2 by bite or claw.
Special Attack:
The Runner has a special thermal vision that measures the heat from a humanoid or animal.
They attack the areas that are warmest, which are usually sources of blood near the surface of the body.
Equipped with long, chisel like teeth, they are guided by this sense and bite deeply at this point to slash open the vein or artery.
To make a called shot on the vital area, the Corzin needs a natural strike roll of 17-20.
If missed, the animal still bites, but does normal damage.
The bite itself is small, but deep, causing the victim to bleed profusely.
The victim, upon a successful hit to the area, will begin to lose 1D6+2 Hit Points per minute from the wound.
Any exertion or violent movement with double the rate of blood loss.
Each successful bite will bleed as profusely, until the victim bleeds out.
When the victim's Hit Points reach a loss of 75%, a save vs coma/death is needed to avoid falling unconscious due to loss of blood.
Even if successful, the victim is -4 to initiative, and -4 to strike, parry and dodge.
Speed and Attacks are cut in half, and skills are performed at -50% due to disorientation.
Areas to be hit are the Brachial and Ulnar arteries in the shoulder and forearm, the Carotid artery and Jugular vein in the neck, the Radial artery in the wrist, the Femoral artery and vein in the thigh, and the Saphenous vein and artery in the knee and calf.
Blood Frenzy:
if exposed to a large quantity of blood spilt by a large humanoid or animal, or if the colony or pack is fiercely threatened, Tree Runners can fall into a Blood Frenzy for 2D6 minutes,
Whenever any of these conditions are met, there is a 1-60% chance of a frenzy.
When affected by a frenzy, a Tree Runner gains +1 att, +2 dmg, +2 init and +2 strike.
In this frenzy, the Runners cannot dodge, only attack
Rake Attack:
Much like a cat may do a raking attack with its hind legs, the Runner is able to attack with both sets of middle and hind legs
The rake attack does 2D6+2 points of damage, but counts as two attacks
Damage:
Bite: 1D4 plus possible blood loss damage
claw attack: 1D6+2
rake attack: 2D6+2
Bonuses:
+3 Initiative
+3 Strike
+3 Dodge on the ground
+5 Dodge in the trees
+2 vs HF
Habitat:
Large, heavy forests, some less dense forests (rare), and dense undergrowth. They have occasionally been spotted in tall, old ruins in deep forests, with rumors of being spotted in villages or towns near the edge of forests.
Language:
Grunts, barks and growls.
Size:
14 inches long and a 12 inch prehensile tail.
Weighs 4 lbs
Notes:
The Corzin are pack oriented animals and will attack in tandem.
They will automatically go for the vulnerable areas of the prey, and are able to recognize when one vital area is hit, and shift to another attack location.
They are vicious in temperament, and in a blood frenzy are quite formidable.
Their mottled colorings of brown and black allow them to blend into dense foliage.
They have communal homes and nests, all of the colony caring for the young.
Females nest in hollow balls of woven leaves, grasses and twigs, giving birth to 9-12 babies, twice a year, in the spring and fall.
Gestation is 21 days and the young reach maturity in 6 months