Val CHA Cost Roll Notes 8 STR -2 11- Lift 75.8 kg; 1 1/2d6 HTH Damage 25 DEX 45 14- OCV: 8/DCV: 8 18 CON 16 13- 10 BODY 0 11- 14 INT 4 12- PER Roll 12- 10 EGO 0 11- ECV: 3 10 PRE 0 11- PRE Attack: 2d6 16 COM 3 12- 6 PD 4 Total: 6 PD (0 rPD) 12 ED 8 Total: 12 ED (0 rED) 5 SPD 15 Phases: 3, 5, 8, 10, 12 6 REC 0 36 END 0 24 STUN 1 Total Characteristics Cost: 94 Movement: Running: 6"/12" Flight: 20"/40" Leaping: 1"/2" Swimming: 2"/4" Cost Powers & Skills 20 Wind Control: Elemental Control, 40-point powers 60 1) Wind Blast: EB 8d6, STUN Only (+0), Area Of Effect (9" Cone; +1), END 8 26 2) Wind Gust: Telekinesis (24 STR), Fine Manipulation, END 5 20 3) Wind Riding: Flight 20", END 4 10 Wind Gust: Missile Deflection (Arrows, Slings, Etc.) 15 Detect Air Currents 12- (Mystic Group), Increased Arc Of Perception (360 Degrees), Range 10 Luck 2d6 Talents 15 Detect Air Currents: Danger Sense (self only, in combat) 12- 4 Double Jointed Skills 3 AK: Luxembourg 12- 3 Acrobatics 14- 3 Breakfall 14- 3 Climbing 14- 3 Concealment 12- 3 Language: English (completely fluent) 0 Language: French (idiomatic; literate) 3 Language: German (completely fluent) 3 Lockpicking 14- 3 Sleight Of Hand 14- 3 Stealth 14- 9 Streetwise 14- Total Powers & Skill Cost: 219 Total Cost: 313 200+ Disadvantages 15 DNPC: Three Younger Brothers 8- (Normal; Group DNPC: x2 DNPCs) 20 Hunted: Luxembourg Police 11- (Mo Pow, NCI, Limited Geographical Area, Capture) 20 Psychological Limitation: Code Versus Killing (Common, Total) 15 Psychological Limitation: Fears Capture By The Authorities (Common, Strong) 5 Reputation: thief, 8- 15 Social Limitation: Secret ID (Frequently, Major) 23 Experience Points 311 Total Disadvantage Points
Designer's Notes:
1) Zephyr needs to pay 1 point to have a 24 STUN. I made the correction.
2) Zephyr's Elemental Control didn't require much rebuilding at all. Everything was constructed correctly, although changes in Telekinesis meant Slot 2 went up in price.
3) Rebuilt Zephyr's Detect for 5th Edition. I'm not sure if it's a Sense or not, although her origin (wind sprite) argues for it working in that manner.
4) Zephyr's Streetwise of 14- costs 9 points, not 7.
5) Fixed the point values for all Disadvantages. Zephyr was originally getting 45 points for her DNPC, which is fairly impossible, unless each one was bought separately or something. In addition, she has a Secret ID, but they don't really give her an alternate identity, unless you count the fact she is really a wind sprite to be her Secret ID.
6) The original version of Zephyr cost 301 points. She now costs 311, a 10-point increase.
7) Assessment: A fairly okay character, although her defenses are a bit low. I can only presume she has a lot more fairy powers that are not known to her (based on the text in the book). At the very least, she needs Life Support versus Aging.
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