[code
Name: Michelle Grey Player:Phunbaba Point total 306 Unspent 0 Destiny Points 0 Stats 149, Advantages/Perks 116, Disadvantages/Quirks -40, Skills 41, Spells 40 = 276
Ht. 5'8" Wt. 120 SM 0 Age 23 TL 3
Appearance Pale from lack of sun, on the skinny side, average height and features (except for her funny looking legs,) and sporting long white hair that comes down to her elbows. Wears a tall pointed hat with a wide brim and leather armor. Carries a fine looking walking staff and a rather large looking backpack.
[149] Move Dodge
BL/None 20 6 9
ST 10 HP 10 Light 40 4.8 8
Dx 12 Will 15 M 60 3.6 7
IQ 15 Per 12[-15]H 120 2.4 6
HT 11 FP 14[9]X-H 200 1.2 5
Damage Th d-2 Sw d Basic Speed 6[5]
0
Language(s) Spoken Written pts.
English - native 0
Cultures
Western
[116]
Advantage/Perks
Fearlessness [4] 2 levels
Luck [15]
Magery [65]
Reawakened [10]
Unusual Backgroung (secret magic) [1]
Wild Talent [21] -20% focused (magical) +25% retention
Disadvages/Quirks [-40]
Frightens Animals -10
Oblivious -5
SoD -5 (Adventuring Companions)
Weirdness Magnet -15
Bowlegged -1
Careful -1
Distinctice Feature -1 Long shockingly white (especialy for a 23 year old) hair
Horrible Hangovers -1
Imaginative -1
[41]
Skills D S P N
Alchemy ivh 15 8
Body Sense dh 10 1
Diplomacy ih 12 1 10 -1 oblivious
First Aid ie 15 1
Gesture ie 15 1
Hazardous Mat ia
Magical 14 1
Hidden Lore ia
Demons 15 2
Magic Items 14 1
Magical Writings 14 1
Spirits 14 1
Hiking ha 10 1
Meditation wh 14 2
Occultism ia 15 2
Research ia 14 1
Sling dh 12 4
Speed Reading ia 14 1
Staff da 14 8 37
Stealth de 11 1
Teaching ia 14 1
Thaumatology ivh 18 1 +6 magery
Writing ia 14 1 41
35
Spell Skills 1 gets 19 or 18 vh 6 magery
Body 8 Skill Points Notes
Itch 19 1 Reg, R by HT, 2(1,) -2 to dx until a second is taken to scratch, more if armor is in the way
Spasm 19 1 Reg, R by HT, 2(1,) causes a spasm, example use spasm hand to drop weapon
clumsiness 19 1 Reg, R by HT, 1~6(-1) half maintain, Duration 1 min, -1 per to DX and DX skill per energy spent
Tanglefoot 20 2 Reg, R by HT, 2(0,) Subject trips and falls down
Hinder 20 2 Reg, R by HT, 1~6(-2) same maintain, Duration 1 min, -1 to move and dodge per energy spent
Rooted Feet 19 1 Reg, R by ST, 3(2), Rooted to ground for a min. Can resist again at -5 against original roll every turn, melee weapon skill -2, halves dodge
Healing 2
Lend Energy 19 1 Reg, 1~6, restores 1~6 FP to target
Recover Energy 20 2 Recover 1 FP every 2 min. of rest, can maintain ordinary spells not ones needing concentration
L&D 9
InfraVision 19 1 Reg, 3/1(2/0,) Duration 1 min, Grants Infravision pg B60
Dark Vision 20 2 Reg, 5/2(3.0,) Duration 1 min, Grants Darkvision pg B47
Darkness 19 1 Area, base 2/1(-1,) Creates area if magical darkness, can see out normally can't see other stuff in area without darkvision
Light 19 1 Reg, 1/1(0/0,) Duration 1 min, creates a candle's worth of light can concentrate and move 5 yards
Continual Light 19 1 Reg, 2,4, or 6(-1), Duration 2d days, moonlight, torchlight, or day
Flash 19 1 Reg, 4(3,) easier to say see spell pg M112
Blur 20 2 Reg, 1~6(-2) same maintain, Duration 1 min, -1 to attacks against subject per energy spent
Hide 19 1 Reg, 1~6(-1) same maintain, Duration 1 hour, -1 to sense rolls against subject per energy spent, only applies while still, can hide in plain sight
Meta 3
Delay 19 1 easier to say see spell pg M130
Link 19 1 easier to say see spell pg M131
Maintain Spell vh 18 1 Special, easier to say see spell pg M128
Mind Control 5
Foolishness 19 1 Reg, R by Will, 1~6(-1) half maintain, Duration 1 min, -1 per to IQ and IQ skill per energy spent
Drunkenness 19 1 Reg, R by Will, 1~6(-1) half maintain, Duration 1 min, 2 sec cast -1 per to IQ/DX and IQ/DX skill per energy spent
Daze 19 1 Reg, R by HT, 3/2(2/1,) Duration 1 min, Acts normal but doesn't notice anything, auto ends with injury or succesful spell resistance
Sleep 19 1 Reg, R by HT, 4(3,) 3 sec cast, subject falls asleep for 8 hours, can be awakened by, blow, loud noise, etc, but will be mentally stunned.
Vigil vh 18 1 Reg, 8(7,) Skip a nights sleep with no ill effects, -3 to skill per successive castiing
Necromancy 5
Death Vision 19 1 Reg, 2(1,) 1 sec duration, 3 sec cast time, Mentally stuns target by showing them a vision of their death, most roll vs IQ to come out of Stun.
Summon Spirit 19 1 Info, R by Will, 20/10(19/9,) Duration 1 min, talk to the spirit of a dead person, they only know about things up to their death, one try a year, many modifiers
Materialize 19 1 Spec. R by ST or IQ, 5/5(4/4,) Duration 1 min, Causes spirit to become visible to normal vision.
Solidify 19 1 Spec. R by ST or IQ, 50/10(49/9,) Duration 1 min, Solidifies incorporeal subject so normal things can affect it.
Affect Spirits 19 1 Reg, 4/2(3/1,) Duration 1 min, Allows subjet to interact with incorporeal spirits as if they were solid
Movement 2
Haste 20 2 Reg, 2 per lvl half maintain(-2,) Duration 1 min, grants +1 to move and dodge per 2 energy spent
P&W 4
Shield 20 2 Reg, 2 per lvl half maintain(-2,) Duration 1 min, grants +1 to DB to front hexs per two energy spent
Missile Shield 20 2 Reg, 5/2(3/0,) Subject effectively immune to projectiles that would hit them
Melee Weapons Damage Reach Parry cost Wt. St Notes
Mage's fine quarterstaff d+2 cr 1, 2 10+2 320 4 7 Extends spell reach by up to two yards ornate *25 cost, power item 4 FP
Ranged Weapons Damage Acc Range Wt cost St bulk notes
Staff Sling d+1+1 pi 1 100/150*2 2/.05 20 7 -6 Lead bullets cost $.1 and add +1 damage and double range own 20/20 lead bullets
Armor Areas DR Cost Wt
Leather Armor Torso Groin 2 100 10
Hv Leather Leg Leg 2 60 4
Hv Leather Arm Arm 2 50 2
Leather Helm Skull Face 2 20 .5
Leather Gloves hands 2* 30 neg
Boots Feet 2* 80 3
Gear $1000 -70-100-60-50-20-30-80=590 -100-20-5-50-10 = 405-20-22-10 = 253 -250 fancy staff
Frame Backpack $100 10 lbs Holds 100 lbs
Blanket $20 4 lbs
Personal Basics 5 1
1 man tent 50 5
Wine Skin 10 .25 holds a gallon of liquid 8 lbs if water
Rations per meal 2 .5 10 meals 5lbs
Pouch 10 .2 holds 3 lbs of stuff
carrying 59.95 lbs - backpack = 26.7 light encumbrance
Background
Was just getting ready to complete her first fetch quest
after reciveing her diploma from wizards' college when
all of a sudden the item in question, which one of her
companions was carrying, emitted an ear-splitting sound
and she woke up next to some randome people in some
weird place.[/code]