Prelin Grêt
Player Name: Don Burch
|
| CHARACTERISTICS |
| Val |
Char |
Base |
Points |
Total |
Roll |
Notes |
| 5 |
STR |
10 |
-5 |
5 |
10- |
HTH Damage 1d6 END [1] |
| 15 |
DEX |
10 |
15 |
15 |
12- |
OCV 5 DCV 5 |
| 15 |
CON |
10 |
10 |
15 |
12- |
|
| 10 |
BODY |
10 |
0 |
10 |
11- |
|
| 18 |
INT |
10 |
8 |
18 |
13- |
PER Roll 13- |
| 10 |
EGO |
10 |
0 |
10 |
11- |
ECV: 3 |
| 5 |
PRE |
10 |
-5 |
17 |
12- |
PRE Attack: 3d6 |
| 12 |
COM |
10 |
1 |
12 |
11- |
|
| 1 |
PD |
1 |
0 |
1/2 |
|
1/2 PD (0/1 rPD) |
| 3 |
ED |
3 |
0 |
3/4 |
|
3/4 ED (0/1 rED) |
| 3 |
SPD |
2.5 |
5 |
3 |
|
Phases: 4, 8, 12 |
| 4 |
REC |
4 |
0 |
4 |
|
|
| 30 |
END |
30 |
0 |
30 |
|
|
| 21 |
STUN |
21 |
0 |
21 |
|
|
| 6" |
Running |
6 |
0 |
6" |
|
|
| 3" |
Swimming |
2 |
1 |
3" |
|
|
| 2" |
Leaping |
1 |
1 |
2" |
31 |
Total Characteristics Points |
|
| OCV: |
5 |
DCV: |
5 |
|
Combat Skill Levels:
+2 with DCV |
| DEFENSES |
| Type |
Amount |
| PD |
1/2 |
| rPD |
0/1 |
| ED |
3/4 |
| rED |
0/1 |
| MD |
0 |
| PwrD |
0 |
| MOVEMENT |
| Type |
Total |
| Run (6) |
6" [12" NC] |
| Swim (2) |
3" [6" NC] |
| H. Leap (1") |
2" |
| V. Leap (1") |
1" |
| EXPERIENCE POINTS |
| Total Earned: |
0 |
Base Points: |
75 |
| Spent: |
0 |
Disad Points: |
75 |
| Unspent: |
0 |
Total Points: |
150 |
|
|
| Cost |
Name |
| 3 |
Acrobatics 12- |
| 3 |
Breakfall 12- |
| 3 |
Climbing 12- |
| 10 |
Hard to Hit: +2 with DCV |
| 3 |
Easily Hidden: +2 with Concealment (4 Active Points); Self Only (-1/2) |
| 3 |
Concealment 13- |
| 3 |
Contortionist 12- |
| 3 |
Conversation 12- |
| 3 |
Jack of All Trades |
| 1 |
1) PS: Lapidary (2 Active Points) 11-
|
| 1 |
2) PS: Ropecraft (2 Active Points) 11-
|
| 1 |
3) PS: Tailor (2 Active Points) 11-
|
| 3 |
Lockpicking 12- |
| 3 |
Persuasion 12- |
| 3 |
Scientist |
| 2 |
1) SS: Archeology 13- (3 Active Points)
|
| 2 |
2) SS: Gemology 13- (3 Active Points)
|
| 2 |
3) SS: Geology 13- (3 Active Points)
|
| 3 |
Security Systems 13- |
| 3 |
Seduction 12- |
| 6 |
Deft:: +2 with Sleight of Hand, Contortionist, and Lock Picking |
| 3 |
Sleight Of Hand 12- |
| 7 |
Hard to Perceive: Stealth 14- |
| 3 |
Streetwise 12- |
| 5 |
Survival (Mountain, Temperate/Subtropical Forests, Underground) 13- |
| 3 |
WF: Blades, Sling, Thrown Knives, Axes, and Darts |
| 85 |
Total Skills Cost |
| PERKS |
| Cost |
Name |
| 2 |
Reputation: Resourceful Archeologist/Historian (A small to medium sized group) 11-, +2/+2d6 |
| 2 |
Total Perks Cost |
|
| POWERS |
| Cost |
Power |
END |
| 6 |
Duar Musk: (Total: 10 Active Cost, 6 Real Cost) +2 PER with Smell/Taste Group (Real Cost: 4)plus Change Environment 1" radius, Varying Effect (Limited Group of SFX; Musk Smell can Vary per emission depending on mood; +1/4) (6 Active Points); 1 Recoverable Charge (-1 1/4), No Conscious Control (Only Effects cannot be controlled; Scent and Emission of Musk are linked to emotional stimula; -1) (Real Cost: 2) |
[1 rc] |
| 5 |
Underground Adaptation: LS: Thin Air/High-Altitude/Deep Earth Breathing (Expanded Breathing) |
0 |
| 10 |
Wild Coincidence In His Favor: Luck 2d6 |
0 |
| 5 |
Underground Adaptation: Nightvision |
0 |
| 6 |
Degree of Wilderness Experience: +12 PRE (12 Active Points); Limited Power Only to Defend against PRE Attacks (-1) |
|
| 32 |
Total Powers Cost |
| EQUIPMENT |
| Equipment |
END |
| Dagger: Killing Attack - Hand-To-Hand 1d6-1, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); OAF (-1), STR Minimum 6 (-1/2), Real Weapon (-1/4)
Notes: Can Be Thrown
|
0 |
| 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 |
| Studded Soft Leather: Armor (1 PD/1 ED) (3 Active Points); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4) |
0 |
| Sling: RKA 1d6+1, 12 Recoverable Charges (+1/4) (25 Active Points); Independent (-2), OAF (-1), Required Hands Two-Handed (-1/2), STR Minimum 6-14 (-1/2), Side Effects, Side Effect occurs automatically whenever Power is used (-1 to RMod; -1/2), Real Weapon (-1/4) |
[12 rc] |
|
| DISADVANTAGES |
| Cost |
Disadvantage |
| 5 |
Distinctive Features: Musky Smell (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) |
| 15 |
Hunted: Liberated Artifacts of the Wrong Clan; Clan is seeking Retribution; Limited to Thônmont 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish) |
| 0 |
Normal Characteristic Maxima |
| 5 |
Physical Limitation: Small Size/Approximately Half Normal Size (Infrequently, Slightly Impairing) |
| 5 |
Psychological Limitation: Believes in Personal Responsibility and Direct Action (Uncommon, Moderate) |
| 15 |
Psychological Limitation: Honors Strâth, Incarna of Earth, History, Tradition (Common, Strong) |
| 15 |
Psychological Limitation: Curious to a Fault (Common, Strong) |
| 5 |
Reputation: As being wily, cunning, and difficult to trust, 8- |
| 10 |
Social Limitation: Treated as a Graverobber or Defilers (Frequently, Minor) |
| 75 |
Total Disadvantages Cost |
| APPEARANCE |
| Hair Color: |
Brown |
| Eye Color: |
Brown |
Height: |
1.25 m |
| Weight: |
40.00 kg |
| Description |
|
Skinny and wiry with lean muscle. He has soft brown hair cropped close to his brow and very dark, almost black eyes. He has a sweet smile and a glitter of mischief in his eyes. Smooth-faced, youthful, with round features. Looks like a little cherub with his fingers crossed behind his back. Dresses like a gypsy with a leather vest, billowing shirt, sash, slacks, and soft-soled boots. He dons specialized climbing gloves and wears jewelry, often recovered artifacts that he refurbished. He is never without his rubbing kit and spy lens. Though he is impeccably neat, he often smells like he has been crawling around in caves.
|
| BACKGROUND |
| Prelin's family was a band of nomadic traders who traveled during the summer months and wintered in the same valley in the mountains. He listened to Grandmother's stories as a child and then went out into the ruins near his home to play out his fantasies. One day he fell into a hole and found a broken statue garden. He recognized the statues from his Grandmother's stories and realized that they were real. From that moment on he had to explore the ruins and learn everything he could. He recovered bits of pottery and jewelry that were once beautiful but that had been worn or broken by time. He restored them and wore what he could as cherished memories. Others found out about his exploits and asked him to recover family heirlooms or locate lost tombs of ancestors. He discovered in time that whole communities were lost and he could find them. He learned the ancient languages, he studied the old maps, all in hopes of finding the lost ones and bringing them home. Some consider him an opportunistic grave robber but he considers himself a detective seeking out the past so it can be remembered in the future. |
| PERSONALITY |
| Curious to a fault, daring, and adventurous. Prelin isn't interested in glory but he loves shiny things and creature comforts. He is driven by a sincere desire to learn and he is quite chatty to anyone who shows an interest in what he knows. He is playful, full of energy, and intense once he has his mind set to a task. He is quick to anger and equally quick to laugh. He is free-spirited and independent, not above lying to see to it that an artifact gets where it belongs. He is honest until given clear cause to do otherwise. His abiding love is in being remembered. He sees a time when his people might disappear and it saddens him. He wants to be remembered fondly and he is always conscious of his legacy. |
| QUOTE |
| "Ooooooooooooooh... shiny!" *scampers down the rabbit hole...* |
| POWERS/TACTICS |
| Prelin is a slinky little acrobat. He uses his small size, speed, and terrain to his advantage. He can squeeze through very tight spots and slip out of grips like a greased otter. He much prefers to avoid danger when possible. |
| CAMPAIGN_USE |
| Historical expert and archeologist. Send him to get artifacts or recover lost lore. |
Character created with Hero Designer (version 2.42)
Original milieu material is © 2004-2006 Robert C. Fontenot. All Rights Reserved
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