Dûnir Vedan

Player Name: Shayne Patrick

CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
14 DEX 10 12 14 12- OCV 5 DCV 5
12 CON 10 4 12 11-
12 BODY 10 4 12 11-
13 INT 10 3 13 12- PER Roll 12-
14 EGO 10 8 14 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
13 COM 10 2 13 12-
4 PD 2 2 4 4 PD (0 rPD)
4 ED 2 2 4 4 ED (0 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
4 REC 4 0 4
31 END 24 4 31
23 STUN 23 0 23
6" Running 6 0 6"
1" Swimming 2 -1 1"
1" Leaping 2 -1 26" 49 Total Characteristics Points
OCV: 5 DCV: 5
Combat Skill Levels: +1 with DCV (5 Active Points); Independent (-2), OAF Durable (-1)
DEFENSES
Type Amount
PD 4
rPD 0
ED 4
rED 0
MD 0
PwrD 0
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 1" [2" NC]
H. Leap (2") 26"
V. Leap (1") 13"
EXPERIENCE POINTS
Total Earned: 0 Base Points: 75
Spent: 0 Disad Points: 75
Unspent: 0 Total Points: 150

SKILLS
Cost Name
1 WF: Blades
1 KS: Rapterans 8-
1 Language: Rapteran (basic conversation)
1 Bureaucratics 8-
1 Criminology 8-
7 High Society 14-
7 Tactics 14-
5 Acrobatics 13-
7 Analyze: Agility Skills 14-
7 Deduction 14-
7 Body Chi : Power 13-
1 Spiritual Chi: Power 8-
46 Total Skills Cost
PERKS
Cost Name
1 Well-known as an advisor and an ascetic: Reputation (A large group) 8-, +1/+1d6
2 Jarl of Thônmont: Favor
3 Total Perks Cost
TALENTS
Cost Name
3 Duar Resolve: Resistance (3 points)
2 Bump Of Direction (3 Active Points); Limited Power Power loses about a fourth of its effectiveness (Underground Only; -1/4)
5 Total Talents Cost
POWERS
Cost  Power END
Duar Species: Underground Adaptations
Notes: As a species evolved underground, they have several modifications specific to their evolution
5
1) Nightvision
0
5
2) Thin Breath: Life Support (Expanded Breathing)
0
6
3) Duar Musk/Pheramonal Communication: (Total: 10 Active Cost, 6 Real Cost) +2 PER with Smell/Taste Group (Real Cost: 4)plus Change Environment 1" radius, Varying Effect Very Limited Group (Musk Smell can Vary per emission depending on mood; +1/4) (6 Active Points); No Conscious Control (Only Effects cannot be controlled; Only Effects cannot be controlled; Scent and Emission of Musk are linked to emotional stimula; -1), 1 Recoverable Continuing Charge lasting 1 Minute (-1/2) (Real Cost: 2)
[1 rc]
2
4) Forest Dweller: +2 with Stealth (4 Active Points); Limited Power: Only in Woodlands (-1)
2
5) Forest Dweller: +2 with Concealment (4 Active Points); Limited Power: Only in Woodlands (-1), Self Only (-1/2)
4 Channelling Physical Chi: Aid Str, Dex, Con, Bod, or Spd 3d6, any Physical Characteristic one at a time (+1/4) (37 Active Points); Restrainable ((Mystic Tattoos must be visible and touchable to activate effect); -1/2), Requires A Body Chi Roll (-1/2), Costs Endurance (Only Costs END to Activate; -1/2), Gestures (Ritual Martial Arts Posture; -1/4) (x0.33 Cost) 4
3 Restore Physical Chi: Healing BODY 3d6 (30 Active Points); Self Only (-1/2), Extra Time (Full Phase, -1/2), Restrainable (Mystic Tattoos must be visible and touchable to activate effect; -1/2), Requires A Body Chi Roll (-1/2), Gestures (Ritual Martial Arts Posture; -1/4) (x0.33 Cost) 3
3 Impossible Leap: Leaping +25" (26" forward, 13" upward) (25 Active Points); Requires A Body Chi Roll And An Acrobatics Roll (-3/4), Restrainable (Mystic Tattoos must be visible and touchable to activate the effect; -1/2), Gestures (Ritual Martial Arts Posture; -1/4) (x0.33 Cost) 2
30 Total Powers Cost
EQUIPMENT
Equipment END
Metal Spiked Buckler: (Total: 20 Active Cost, 4 Real Cost) EB 1d6 (5 Active Points); Independent (-2), OAF Durable (-1), STR Minimum 6 (-1/4), Real Weapon (-1/4) (Real Cost: 1) plus +1 with DCV (5 Active Points); Independent (-2), OAF Durable (-1) (Real Cost: 1) plus HKA 1/2d6 (10 Active Points); Independent (-2), OAF Durable (-1), STR Minimum 6 (-1/2), Real Weapon (-1/4) (Real Cost: 2) 2
Sword, Short: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (-1), STR Minimum 10 (-1/2), Real Weapon (-1/4) 0
MARTIAL ARTS MANEUVERS
Cost Maneuver
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 25 STR vs. Grabs
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 4d6 Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Killing Strike: 1/2 Phase, -2 OCV, +0 DCV, HKA 1d6 +1
1 Weapon Element: Blades
17 Total Martial Arts Cost

DISADVANTAGES
Cost Disadvantage
10 Distinctive Features: Dûnir's Height is not only uncommon but actually freakish to his people (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20 Enraged: Rapterans of the "Crimson Waters" Raider-Clan are his sworn enemy (Uncommon), go 14-, recover 11-
10 Psychological Limitation: Rapterans cause him great anxiety (Uncommon, Strong)
15 Hunted: Rapter Raider-Clan Crimson Waters seeks to get revenge for the slaughter of Sliss'Mauzz 8- (Mo Pow, Harshly Punish)
5 Distinctive Features: Foci Tattoos decorate his entire body and must be accessible (i.e.: little clothing) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 Physical Limitation: Being a foot taller than most of his people, nothing is constructed to fit or accomodate him (Infrequently, Slightly Impairing)
10 Social Limitation: Character is Gay (Frequently, Minor)
75 Total Disadvantages Cost
APPEARANCE
Hair Color: White
Eye Color: Amber
Height: 1.70 m
Weight: 67.00 kg
Description
BACKGROUND
Dunnir is the son of Torlen and Delra Vedan, a coupel of Druduar who specialized in "shaped-wood" constructs like furniture and boxes, literally grown on the trees that surrounded their home. It was a quiet and pastoral life, one he longs for even as an "old man" now.

He grew to puberty and had apprenticed to his Father to study the deep and slow magick of their particular Art, learning about the trees and how to move through them, his already drastic height giving him an edge in reaching for limbs and such.

And he would have done well had his home not been destroyed by a marauding band of Rapterans. His parents were fed upon, his home was destroyed and when he returned from the journey to the nearby settlement, he founds the wreckage of his home.

Nobody is sure what happened next, for Dunnir remembers only that he was overwhelmed by great anger and sadness and found himself at the edge of the settlement twenty years later wearing rapteran skins for clothing and in possession of the first of his tattoo foci.

Such testing as has been done can determine that memories have been altered and suppressed. Over the intervening years Dunnir has learned a bit of that missing time, remembering skills and abilities, remembering abilities he had not known he had. His introspection, his dedication and his understanding of tactics (whether conscious or not) have earned him opportunities.

He has worked for the Jarl of three Monts over the decades, gaining their trust though he was unorthodox, to say the least. His mind, some say, was warped because he seems to think like a Rapteran. His methods are often slow and deliberate, he seems to stalk his answers and to eventually find then, making quick decisions based on his conclusions.
PERSONALITY
"Methodical" is the first word that comes to mind when most people consider Dunnir and what he's like. It isn't that he's slow or stupid, indeed he's very bright. However, he believes there's two ways of doing a thing: right and wrong. He believes the "right" way is to make sure it's done to the best of ability and rushing about will most often cause mistakes to be made. He's right more often than not, which is infuriating ot the young.

It is also one of the reasons he's been asked to go on this mission as "advisor".
QUOTE
"Wisdom is the single most-useful tool for with enough, a single man may find a way"
POWERS/TACTICS
Dunnir is slow to act, initially. He will not enter a place he does not know, has not studied and does not know something of. He prefers to be able to anticipate challenges and be prepared for them, at least personally, when they appear. He will advise others, often giving them warning in a fashion he feels most appropriate, but only when asked or tasked to do so.
CAMPAIGN_USE

Character created with Hero Designer (version 2.42)