Val Char Cost Roll Notes 15 STR 5 12- Lift 200 kg; 3d6 HTH Damage [3] 15 DEX 10 12- 15 CON 5 12- 13 INT 3 12- PER Roll 13- 11 EGO 1 11- 15 PRE 5 12- PRE Attack: 3d6 5 OCV 10 5 DCV 10 3 OMCV 0 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12 5+12 PD 3 Total: 5/17 PD (0/12 rPD) 5+12 ED 3 Total: 5/17 ED (0/12 rED) 6 REC 2 30 END 2 10 BODY 0 26 STUN 3 Total Characteristic Cost: 85 Movement: Running: 14m/28m Leaping: 4m/8m Swimming: 6m/12m Cost Powers and Skills 7 Not If I Can Help It!: +10 STR, Reduced Endurance (0 END; +½); Only To Lift Objects (-1) Martial Arts: Archery Maneuver OCV DCV Notes 4 Basic Shot +0 +0 Strike, +2 DC 3 Defensive Shot -1 +2 Strike 5 Distance Shot +0 -2 Strike, +1 Segment 5 Far Shot +1 -1 Strike 4 Quick Shot +1 +0 Strike, +2 DC 37 Archery Techniques: Multipower, 37-point reserve, all slots 20 Recoverable Charges (+¾); all slots OIF (bow of opportunity; -½), Concentration (½ DCV; -¼) 1f 1) Basic Shot: RKA 1 ½d6; OIF (bow of opportunity; -½), Concentration (½ DCV; -¼) 1f 2) Hitting The Weak Spot: RKA 1 ½d6, Armor Piercing (+¼); Extra Time (Full Phase, -½), OIF (bow of opportunity; -½), Concentration (½ DCV; -¼) 1f 3) Rapid Fire: RKA 1 ½d6, Autofire (3 shots; +¼); Extra Time (Full Phase, -½), OIF (bow of opportunity; -½), Concentration (½ DCV; -¼) 2f 4) Vitals Shot: RKA 1 ½d6, +2 Increased STUN Multiplier (+½); Extra Time (Full Phase, -½), OIF (bow of opportunity; -½), Concentration (½ DCV; -¼) 2f 5) Distance Shot: RKA 1 ½d6, No Range Modifier (+½); Extra Time (Full Phase, -½), OIF (bow of opportunity; -½), Concentration (½ DCV; -¼) 10 Come On! Get Up!: Aid STR, DEX, CON, END, or STUN 2d6, Characteristics (+½), Invisible Power Effects (Fully Invisible; +1); One Use At A Time (-1), Only to Aid Others (-½), Gestures (must help target character up, or pat them on the back, and so on; -¼), Incantations (must verbally encourage or admonish target character; -¼), END 3 10 Stands Fast In The Face Of Adversity: Energy Damage Reduction, Resistant, 25%; STUN Only (-½) 20 Enters A Burning Longhouse To Rescue Children: Resistant Protection (20 ED); Only Works Against Fire And Heat Damage (-½) 2 Move Soldier!: Running +2m (14m total), END 1 1 Excellent Swimmer: Swimming +2m (6m total), END 1 26 The Calming Touch Of The Healer: Healing END and STUN 2d6, Expanded Effect (+½), Invisible Power Effects (Fully Invisible; +1); One Use At A Time (-1), Extra Time (Full Phase, -½), Gestures (must touch and comfort target; -¼) plus Aid EGO and PRE 2d6, Expanded Effect (+½), Invisible Power Effects (Fully Invisible; +1); One Use At A Time (-1), Extra Time (Full Phase, -½), Only to Aid Others (-½), Linked (Healing; -½), Gestures (must touch and comfort target; -¼), END 8 5 Healing Poultice: Healing BODY 2d6, Reduced Endurance (0 END; +½); Extra Time (20 Minutes, Character May Take No Other Actions, to prepare and apply poultice; -2 ¾), OAF Expendable (Easy to obtain new Focus; assorted herbs and other medicinal plants; -1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) 3 Enters A Burning Longhouse To Rescue Children: LS (Self-Contained Breathing); Only To Save Those Who Are Trapped By Fire (-2) 3 Observant: +1 PER with all Sense Groups 10 Tell Me Where It Hurts: Detect Injuries 13-/12- (no Sense Group), Discriminatory, Sense Perks 4 Contacts (4 points' worth) 9 Contact: Captain Jiranee Jenvirava (Contact has very useful Skills or resources, Very Good relationship with Contact) 14- 4 Contact: Mother Gytha (Contact has useful Skills or resources, Good relationship with Contact) 11- 1 Fringe Benefit: Licensed EMT 1 Hero Of Fyrkat Village: Positive Reputation: hero of the battle versus the Giant People (people of Fyrkat) 14-, +1/+1d6 Talents 3 +1/+1d6 Striking Appearance (vs. all characters) 12 There May Be A Moment Of Slight Discomfort: Weapon Master: +1d6 (Heavy Bow) Skills 10 Trial By Fire: +1 with All Attacks 8 +4 with Heavy Bow 0 Acting 8- 0 AK: Maryland 8- 1 AK: Afghanistan 8- 2 Animal Handler (Equines) 12- 0 Climbing 8- 0 Concealment 8- 0 CuK: American Culture 8- 1 CuK: Fyrkat Village Society 8- 0 Deduction 8- 0 Language: English (idiomatic; literate) 5 Paramedics 13- 0 Persuasion 8- 3 PS: Emergency Medical Technician 12- 0 PS: ex-Army 11- 0 PS: Perform Basic Chores And Menial Tasks 11- 0 Shadowing 8- 0 Stealth 8- 5 TF: Common Motorized Ground Vehicles, Carts & Carriages, Equines, Wheeled Military Vehicles 6 WF: Small Arms, Axes, Maces, Hammers, and Picks, Blades, Bows, Polearms and Spears, Thrown Knives, Axes, and Darts 3 Scientist 2 1) SS: Anatomy 12- 2 2) SS: Biology 12- 2 3) SS: Chemistry 12- 2 4) SS: Medicine 12- 3 Scholar 0 1) KS: General Knowledge 11- 1 2) KS: Herbs And Herb Lore 10- 1 3) KS: Races Of The Well 8- 1 4) KS: The Military/Mercenary/Terrorist World 11- 1 5) KS: US Army History And Customs 11- 0 6) KS: Native American Cultures 8- 0 7) KS: Swimming Techniques And Instruction 8- Total Powers & Skill Cost: 255 Total Cost: 340 175+ Matching Complications (50) 5 Distinctive Features: Scars on arm and face, missing fingers (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: Serpent Men Infrequently (Mo Pow; Capture) 5 Physical Complication: Missing Two FIngers On Her Right Hand (Infrequently; Barely Impairing) 10 Psychological Complication: Struggling With The Death Of Her Husband (Common; Moderate) 20 Psychological Limitation: Hippocratic Oath Common, Total Total Complications Points: 50 Experience Points: 165
EQUIPMENT CARRIED
Knife: HKA 1d6-1 (1d6 w/STR), Reduced Endurance (0 END; +½); OAF (-1), Real Weapon (-¼), STR Minimum 6 (-¼) plus Range Based On STR (+¼) for 1d6-1 HKA; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (can't use HKA until Charge is recovered; -½), [1 rc]
Hatchet: HKA 1d6 (1d6+1 w/STR), Reduced Endurance (0 END; +½); OAF (-1), Real Weapon (-¼), STR Minimum 6 (-¼) plus Range Based On STR (+¼) for 1d6 HKA; 1 Recoverable Charge (-1 ¼), OAF (-1), Lockout (can't use HKA until Charge is recovered; -½), [1 rc]
Heavy Bow: RKA 1 ½d6; OAF (-1), Required Hands Two-Handed (-½), STR Minimum 10 (-½), Beam (-¼), Concentration (½ DCV; -¼), Real Weapon (-¼), 20 Recoverable Charges (+¾), [20 rc]
Bio-Plastic Combat Armor: Resistant Protection (12 PD/12 ED); OIF (-½), Real Armor (-¼), Requires A Roll (12- roll; -¼)
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