| Val |
Characteristic |
Base |
Cost |
Total |
| 20 |
Strength |
10 |
10 |
20 |
| 14 |
Dexterity |
10 |
12 |
14 |
| 18 |
Constitution |
10 |
16 |
18 |
| 12 |
Body |
10 |
4 |
12 |
| 10 |
Intelligence |
10 |
0 |
10 |
| 11 |
Ego |
10 |
2 |
11 |
| 20 |
Presence |
10 |
10 |
20 |
| 10 |
Comeliness |
10 |
0 |
10 |
| |
|
|
| 4 |
Physical Defense |
4 |
0 |
4/16 |
| 4 |
Energy Defense |
4 |
0 |
4/16 |
| 3 |
Speed |
2.4 |
6 |
3 |
| 8 |
Recovery |
8 |
0 |
8 |
| 36 |
Endurance |
36 |
0 |
36 |
| 31 |
Stun |
31 |
0 |
31 |
| |
|
|
| 7 |
Running |
6 |
2 |
7" |
| 2 |
Swimming |
2 |
0 |
2" |
| 4 |
Leaping |
4 |
0 |
4"/14" |
|
| Pts. |
Disadvantages |
| 5 |
Distinctive Features: Gnoll, Noticed and Recognizable, Detectable By Commonly-Used Senses |
| 10 |
Psychological Limitation: Oath of the Shoushou Knight (Common; Moderate) |
| 5 |
Psychological Limitation: Inattentive: Demon weapon is distracting (Uncommon; Moderate) |
| 1 |
Quirk: Incompetence- Deduction |
| 1 |
Quirk: |
| 1 |
Quirk: |
| 1 |
Quirk: |
| 1 |
Quirk: |
|
| Pts. |
Skill/Perk/Talent |
| 0 |
Acting 8- |
| 0 |
Concealment 8- |
| 0 |
Conversation 8- |
| 0 |
AK: Southern Hazad 8- |
| 0 |
Language: Common Tongue (basic conversation; literate) (2 Active Points) |
| 0 |
Language: Fang Imperial (basic conversation) |
| 0 |
Paramedics 8- |
| 0 |
PS: Teamster 11- |
| 0 |
Shadowing 8- |
| 0 |
Stealth 8- |
| 0 |
Survival (Tropical Coasts/Pelagic Environments) 8- |
| 0 |
TF: Cats & Carriages |
| |
|
| 3 |
Breakfall 12- |
| 3 |
Climbing 12- |
| 7 |
Defense Maneuver I II IV |
| 1 |
Gambling 8- |
| 2 |
KS: Infernal Lore 11- |
| 2 |
KS: Polearm Mastery 11- |
| 3 |
Persuasion 13- |
| 3 |
Power 11- |
| 3 |
Streetwise 13- |
| 1 |
Tactics 8- |
| 1 |
Trading 8- |
| 4 |
WF: Common Melee Weapons, Common Missile Weapons |
| |
|
| 2 |
Fringe Benefit: Mercenaries Guild Membership, Rank: Order of the Shoushou Knights Novitiate |
| |
|
| 3 |
+2 vs Darkness Sight Penalties |
| 8 |
Combat Luck (6 PD/6 ED) (12 Active Points); Nonresistant (-1/2) |
| 0 |
(Custom Adder) |
| 3 |
Resistance (+3 to roll) |
|
| Pts. |
Powers and Martial Arts |
| 40 |
Shoushou Wielder: Multipower, 40-point reserve |
| 1u |
1) Challenge: Change Environment 2" radius (-2 to Ego Roll to attack others, -2 to Tactics Roll), Hemisphere (Double radius, 180 arc in front of character; +0) (19 Active Points); No Range (-1/2), Incantations (-1/4) |
| 1u |
2) Power Cleave: Hand-To-Hand Attack +2d6, Armor Piercing (+1/2) (15 Active Points); OAF (Priscilla; -1), Hand-To-Hand Attack (-1/2) |
| 2u |
3) Priscilla's Ire: Energy Blast 5d6, Area Of Effect Accurate (One Hex; +1/2) (37 Active Points); OAF (Priscilla; -1) |
| 1u |
4) Wardcutter: Dispel 10d6, any non-instant Magic power one at a time (+1/4) (37 Active Points); OAF (Priscilla; -1), No Range (-1/2) |
| 1u |
5) Block Projectiles: Missile Deflection (Arrows, Slings, Etc.) (10 Active Points); Variable OAF (-1/2) |
| 2u |
6) Your Rage Excites Me: Absorption 2d6 (physical, End), Absorption As A Defense (x2) (20 Active Points) |
| 2u |
7) Priscilla's Grudging Support: Healing Simplified Healing 4d6 (40 Active Points); OAF (Priscilla; -1), Self Only (-1/2) |
| 1u |
8) Detect Demonkind: Detect A Class Of Things 14- (Mental Group), Increased Arc Of Perception (360 Degrees) (13 Active Points) |
| 1u |
9) Vault: Leaping +10" (4"/14" forward, 2"/7" upward) (10 Active Points); Variable OAF- Polearms (-1/2) |
| 3u |
10) Partial Possession: (Total: 40 Active Cost, 30 Real Cost) Growth (+10 STR, +2 BODY, +2 STUN, -2" KB, 399 kg, +0 DCV, +0 PER Rolls to perceive character, 2 m tall, 1 m wide) (10 Active Points); Side Effects (Enraged 11- in combat; -1/4) (Real Cost: 8) plus +10 PRE (10 Active Points); Side Effects (Enraged 11- in combat; -1/4) (Real Cost: 8) plus +5 PD (5 Active Points); Side Effects (Enraged 11- in combat; -1/4) (Real Cost: 4) plus +5 ED (5 Active Points); Side Effects (Enraged 11- in combat; -1/4) (Real Cost: 4) plus Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/2), Side Effects (Enraged 11- in combat; -1/4) (Real Cost: 6) |
| |
|
| 4 |
Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike |
| 5 |
Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 4d6 +v/5; FMove |
| 4 |
Root: 1/2 Phase, +0 OCV, +0 DCV, 35 STR to resist Shove; Block, Abort |
| 1 |
Weapon Element: Empty Hand, Polearms and Spears |
|