Player Name: Timmy
Google Handle: MyDogIsAnEquestrian
Kharis D’lasse
Rank: Novice (16 xp) Advances Left: 0
Race: Va’roni (Palladium Elf)
Iconic Framework: Helka Ohtar (retrapped Burster)
Attributes: Agility d8 (2), Smarts d8 (2), Spirit d8 (2), Strength d6, d8 in armor (1), Vigor d6, d8 with shield bracer (1)
Charisma: +3 (or -1 with dwarves and those who don’t like elves); Pace: 6 (d6 run); Parry: 10, 13 w/shield; Toughness: 13(6), 14(6) w/bracer; Strain: 0
Skills:
- Climbing (St) d4 (1)
- Fighting (Ag) d12 (7)
- Knowledge (Arcana) (Sm) d6 (2)
- Notice (Sm) d8 (3)
- Persuasion (Sp) d6 (2)
- Piloting (Ag) d4 (1)
- Spellcasting (Sm) d10 (2)
- Stealth (Ag) d6 (2)
Hindrances
- Vow (Major) - Serve Va’ronor: This is his reason for adventuring; members of the Helka Ohtar are sent out into the Megaverse to gain experience and renown and bring resources back to their homeland. Va’ronor has gained a reputation for supplying warriors of the highest quality to patrons with deep pockets, and traveling Helka Ohtar like Kharis serve only to increase that reputation.
- Loyal (Minor): Having been raised and trained as part of an elite cadre of warriors, Kharis cannot help but form bonds with his fellow adventurers.
- FTL Sickness (Minor): This Hindrance may only be taken in campaigns where FTL (Faster Than Light) travel is common. Something about the spacer doesn’t sit right with the bizarre warping effects of hyperspace. After each use of FTL travel, he suffers a level of Fatigue that takes 24 hours to fade. FTL Sickness can cause Incapacitation but not death.
Edges
- Improved Icy Aura (from Hindrances): Icy Aura does d8s instead of d6 and may affect a MBT centered on the user.
- Acrobat (from 5xp Advance): +2 to Agility rolls made for acrobatic maneuvers (including Trick rolls) and +1 Parry while unencumbered.
- Dirty Fighter (from HJ): +2 to Trick maneuvers.
- Tricky Fighter (from HJ): No multi-action penalty when using a Trick in the same round as a Fighting attack. This Edge applies to Agility Tricks (and can be taken again if he wants to apply it to Smarts Tricks).
- Adept (from HJ and approved by GM): As a free action, an adept can spend 1 Power Point to gain AP 2 with all of his unarmed attacks until his next action. In addition, upon taking this Edge and at each new Rank, they may choose to change the trappings of one of the following powers to work only on themselves but be activated as a free action: boost/lower trait, deflection, healing, smite, or speed.
- Power Points (N2 Advance): +5 PPE.
Racial Features
- Distinctive D-Bee: Other than their pointed ears and fine features, elves are easily mistaken for humans. If recognized as D-Bees, they suffer a -4 Charisma with CS citizens.
- Limber: Elves start with Agility d6 and can raise Agility as high as d12+1.
- Low Light Vision: Elves have superior night vision and ignore penalties for bad lighting in all but pitch darkness.
- Old Grudges: Elves and dwarves don't get along. They have -4 Charisma with each other and often look for an excuse to take a cheap shot.
- Blood Feud: While the dwarves hold grudges, other monstrous humanoid races (particularly orcs and other goblinoids) view elves with outright hostility; they may not hunt the Elves down, but are initially Hostile to any group with an Elf, and in combat will target the long-ears first. This is considered a Minor Enemy Hindrance.
- Aloof: Elves from Palladium tend to be aloof and self assured, believing their own opinion is the one that matters. This can rub some the wrong way. This counts as the Stubborn Hindrance.
- Unearthly Beauty: Elven beauty and physical presence is legendary. They start with the Attractive Edge. In addition, they gain +1 to Charisma generally that stacks with Edges that increase Charisma.
Personal PPE 1, Bracer PPE 4, Silverspike PPE 0
Bennies 3
0 Wounds, 1 Fatigue