Tira Alternate Identities:
Player Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
11 STR 10 2 11 11- HTH Damage 2d6 END [4]
14 DEX 10 12 14 12- OCV 5 DCV 5
13 CON 10 6 13 12-
11 BODY 10 2 11 11-
18 INT 10 8 18 13- PER Roll 13-
18 EGO 10 16 18 13- ECV: 6
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
14 COM 10 2 14 12-
5 PD 2 3 5 5 PD (0 rPD)
5 ED 3 2 5 5 ED (0 rED)
4 SPD 2.4 16 4 Phases: 3, 6, 9, 12
8 REC 5 6 8
24 END 26 -1 24
24 STUN 24 0 24
11 MORPHIA 11 0 11
15 ANIMA 15 0 15
18 PSYCHE 18 0 18
9" Running 6 6 9"
4" Swimming 2 2 4"
2" Leaping 2 0 2" 90 Total Characteristics Points
MOVEMENT
Type Total
Run ( 6 ) 9" [ 18" NC]
Swim ( 2 ) 4" [ 8" NC]
H. Leap ( 2" ) 2"
V. Leap ( 1" ) 1"

 

EXPERIENCE POINTS
Total earned: 127
Spent: 118
Unspent: 9
Base Points: 75
Disad Points: 75
Total Points: 268
 
CHARACTER IMAGE
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels:
+2 with DCV
DEFENSES
Type Amount
Physical Defense 5
Res. Phys. Defense 0
Energy Defense 5
Res. Energy Defense 0
Mental Defense 0
Power Defense 0

 


Character Name: Tira
Alternate Identities:
Player Name:
SKILLS
Cost  Name
0 Conversation (Everyman) 13-
0 Deduction 8-
0 Shadowing 8-
5 Stealth 13-
0 Concealment (Everyman) 13-
0 Climbing (Everyman) 12-
3 Scholar
1
1) KS: Animism 11-
1
2) KS: Foreign Devotions 11-
1
3) KS: History of Tallon 11-
1
4) KS: Morphistry 11-
1
5) KS: Psychistry 11-
3 Traveler
2
1) AK: Kabek 13-
2
2) AK: Merikia 13-
2
3) AK: Nunavut Jungle 13-
2
4) AK: Ontar 13-
2
5) AK: Ungava 13-
2
6) CK: Tallon 13-
2
7) CuK: Gator Culture 13-
2
8) CuK: Rat Culture 13-
2
9) CuK: Ungavan Wolf Tribe Culture 13-
3 PS: Researcher 13-
3 Survival (Tropical, Temperate/Subtropical Plains) 13-
3 Disguise 13-
3 Mimicry 13-
3 Trading 13-
2 Animal Handler (Other Wild Animals) 13-
3 Paramedics 13-
Notes: Specialized for Wolves
1 Language: Merikian (basic conversation; literate)
10 +2 with DCV
65 Total Skills Cost
PERKS
Cost  Name
55 Adept Pool: Custom Perk
68 Devotions: See Equipment for list
123 Total Perks Cost
 
POWERS
Cost  Power END
-10 Grandfathered Points: (-10 Active Points)0
-10 Total Powers Cost
EQUIPMENT
Equipment END
Devotions
1) Spirit Sight: 14-, Discriminatory, Targeting
2) Detect Psychic Danger: 13-
Notes: Danger Sense (immediate vicinity, out of combat) (25 Active Points); thought-based only (-1/2)
3) Anticipate Movement: +3 with All Combat, END [4]
Notes: Usable By Other (+1/4), Ranged (+1/2) (42 Active Points); Costs Endurance (-1/2)
4) Read Psyche: Telepathy 8d6, Emotions only, END [4]
Notes: (40 Active Points); Empathy All Emotions (-1/2)
5) Psychometry : Telepathy 8d6, Impressions only, END [4]
Notes: Telepathy 8d6 (Human class of minds) (40 Active Points); Limited Power Impressions Only (-1)
6) Best Defense: Aid +5 PD / +4 ED, END [3]
Notes: Aid PD/ED, distrbuted evenly (+5/+4) 3d6 (standard effect: 9 points) (30 Active Points); Maximum is half again original value (-3/4), Self Only (-1/2), Costs Endurance (-1/2)
7) Shock Morphia: Drain Body 2d6, END [4]
Notes: Causes stun as per Killing attack (Body lost x 1d6-1) (+1) (40 Active Points)
8) Efficient Movement: +5" running for 3 Turns, END[4]
Notes: Aid Movement (+5" running for 3 Turns) 3d6 (standard effect: 9 points), Any Non-Combat Movement (+1/4) (37 Active Points); Costs Endurance (-1/2), Self Only (-1/2)
9) Shock Anima: Drain 1 pt of Speed, END [3]
Notes: Drain (Speed -1) 3d6 (standard effect: 9 points)
10) Divine: Retrocognitive Clairsentience, Hearing Only, Sympath Ability, Long Term END [12]
Notes: Retrocognitive Clairsentience (Hearing Group) (40 Active Points); Only works on sources of high spirit manipulation (-2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), No Conscious Control (Only Effects cannot be controlled; -1), Increased Endurance Cost (x3 END; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Long Term Endurance (-1/2)
Weapon Name
OCV
Damage
Str Min
Notes
0
Dagger1d6-1
6
Can be Thrown
0
Broad Sword1d6+1
13
0
Dagger1d6-1
6
Can be Thrown
0
Broad Sword1d6+1
13
0

Character Name: Tira
Alternate Identities:
Player Name:
DISADVANTAGES
Cost  Disadvantage
0 Normal Characteristic Maxima No Age Restriction
15 Psychological Limitation: Concerned for Safety (Common, Strong)
10 Physical Limitation: Unfamiliar with Human Culture (Frequently, Slightly Impairing)
15 Psychological Limitation: Overconfident (Very Common, Moderate)
10 Hunted: Garlok has placed a bounty upon her. Gators would love to collect. 8- (As Pow, Harshly Punish)
10 Hunted: Black Fang has placed a bounty upon her. Rats would love to collect. 8- (As Pow, Harshly Punish)
10 Reputation: Unpredictable Beast behavor, 11-
1 Quirk: Likes vegetables mostly
1 Quirk: Sweet tooth
1 Quirk: Scrupulously honest
1 Quirk:
1 Quirk:
75 Total Disadvantages Cost
APPEARANCE
Hair Color: Red
Eye Color: Green
Height: 5' 0"
Weight: 95 lbs
Description:
Tira is a nice-looking young girl with dark skin and dark red hair. She has a light, trim build, and exotic face with high cheek bones. While with the wolves of Ungava, she wore leather in their fashion. Now that she is in Tallonite society, she has learned to adopt their clothing.
BACKGROUND
Tira was raised by the Gators of Nunavut. She was an infant when her caravn was attacked. Gators slew and presumably ate her caretakers. She was spared because she was a young latent adept. The Gator chieftain Garlock inteded to eat her when she achieved adulthood in a superstitious attempt to gain her power. When she reached adolescence, she was stolen by a band of rats, leed by the ambitious captain Black Fang. She escaped from Black Fang after discovering the head of Hank Woodman, an animated manikin still miraculously posessed of awareness. Together they escaped and made their way through the Wilds to Ungava, home of the wolf tribes. After living with the wolf-folk for several years, Tira was formally adopted by Kor Longhunter, the leader of a large pack.

She eventually met humans when a party of explorers from the city of Tallon came seeking rumors of standing stones. Kor told Tira she should go with the humans and learn to use her gifts from the Masters of Tallon.

She has discovered a few things about her past from research in Tallon, and from a mysterious artifact return from the far off Demon King Court in Stone Roost, atop Niagara. She is a student at the Hall of Art and studies dilligently, particularly with Teacher Cho, a Psychometrist.

Eventually, Tira discovered that she was that rarest of adepts, a Sympath, uniquely suited to commune with the Standing Stones. Sympaths have the status of Prophets in Merikian society, and she has often found herself a political bargaining chip among the power elite of Tallon. Recently she had her Sympath abilities stripped by a Lineeater, a creature of the Celestial City that destorys ley lines and related abilities. She would have been able to live with the reduced attention from the great powers, but her good friend Hank Woodman was also apparently destroyed in the same attack. She fervently hopes that her Sympathic abilities can restore him. She undertook a perilous quest to the city to restore her abilities and was successful. Whether this means she can bring Hank Woodman back remains to be seen.
PERSONALITY
Tira has difficulty with human human society. She retains many characteristics of her various animal upbringings. This tends to make others underestimate the fact that she has a frighteningly quick and clever mind. She is not a combatant and obviously bears some emotional scars from her very traumatic childhood. In particular, she finds it frustrating to understand the emergence of her own womanhood. She has had no guides in human courtship or traditions.
QUOTE
"Are you going to eat me?"
POWERS/TACTICS
Tira has learned many skills at the Hall of Art. She uses these mostly to aid others in combat. She prefers to let others, better suited to fighting, handle the actual combat. Because she grew up in a brutal society in which she had very little physical power, she would far rather talk than fight.
CAMPAIGN_USE
Tira is a student and has many contacts. She is loath to use these, since she often finds it places her into one political camp or another. Nevertheless, her status as a Sympath allows the GM to have the characters noticed by the great and powerful.
Character created with Hero Designer (version 2007122807)