Character Name: Va'retha of Moonwind Tribe
Alternate Identities: Varetha, Shamaness Va'retha
Player Name: Erin
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [2]
14 DEX 10 12 14 12- OCV 5 DCV 5
14 CON 10 8 14 12-
10 BODY 10 0 10 11-
13 INT 10 3 13 12- PER Roll 12-
17 EGO 10 14 17 12- ECV: 6
15 PRE 10 5 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
2 PD 2 0 2/6 2/6 PD (0/4 rPD)
3 ED 3 0 3/7 3/7 ED (0/4 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
5 REC 5 0 5
28 END 28 0 28
22 STUN 22 0 22
7" Running 6 2 7"
2" Swimming 2 0 2"
2" Leaping 2 0 2" 50 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 105
Spent: 104
Unspent: 1
Base Points: 155
Disad Points: 25
Total Points: 284
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
DEFENSES
Type Amount
Physical Defense 2/6
Res. Phys. Defense 0/4
Energy Defense 3/7
Res. Energy Defense 0/4
Mental Defense 0
Power Defense 5
 
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +2 with Magic , +1 OCV
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Atemi Strike (Nerve Strike) 1/2 -1 +1 2d6 NND
Block (Martial Block) 1/2 +2 +2 Block, Abort
Far Shot 1/2 +1 -1 Strike
Thrust (Martial Strike) 1/2 +0 +2 Weapon +2 DC Strike
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: Va'retha of Moonwind Tribe
Alternate Identities: Varetha, Shamaness Va'retha
Player Name: Erin
SKILLS
Cost  Name
10 Battle-Tested: +2 with Magic
4 Born in the Saddle: Penalty Skill Levels: +2 vs. Riding penalties with All Attacks (6 Active Points); Conditional Power Power only works when mounted (-1/2)
2 Tribeswoman: CuK: Kring Nomad 11-
0 Acting 8-
5 Animal Handler (Birds, Equines) 14-
Notes: +10 for Chocobos due to Shaman of the Great Chocobo
3 AK: Plains of Kring (Home Region) 12-
0 Climbing 8-
0 Concealment 8-
3 Conversation 13-
1 Courtier: High Society 8-
0 Deduction 8-
5 Faith: Power 13-
3 Healing: Paramedics 12-
2 Languages: Nomad, Common w/literacy, Uruk w/literacy ()
3 Oratory 13-
2 Orienteering: Navigation (Land) 12-
3 Persuasion 13-
0 PS: Healer 11-
3 PS: Shaman 12-
3 Riding 12-
3 Scholar
2
1) KS: Combat Casting (3 Active Points) 12-
1
2) KS: Flora and Fauna (2 Active Points) 11-
1
3) KS: Herbalism and Healing (2 Active Points) 11-
2
4) KS: Shamanism and Spirit Lore (3 Active Points) 12-
1
5) KS: Spear Fighting (2 Active Points) 11-
2
6) KS: Spirit World (3 Active Points) 12-
0 Shadowing 8-
3 Stealth 12-
0 Survival (Desert) 8-
2 Survival (Temperate/Subtropical) 12-
1 TF: Carts & Carriages, Chocobos, Custom Adder, Equines
3 WF: Common Melee Weapons, Staffs
73 Total Skills Cost
PERKS
Cost  Name
1 Fringe Benefit: Mercenary Guild: Membership
1 Fringe Benefit: Novice Shaman
2 Total Perks Cost
TALENTS
Cost  Name
7 Mark of the Great Chocobo Spirit: Animal Friendship (20 Active Points); Conditional Power Only Vs. Chocobos (-2)
2 Skeptic: Resistance to Persuasion (+2 to roll)
8 Spirits' Blessing: Combat Luck (6 PD/6 ED) (12 Active Points); Conditional Power Non-Resistant (-1/2)
17 Total Talents Cost
 
POWERS
Cost  Power END
0 Spirit Sense (Passive): Detect Power (Spirit Sense base) A Class Of Things 12- (Unusual Group), Custom Adder, Sense0
5 Shaman: Elemental Control, 10-point powers
3
1) Shaman of the Great Chocobo: +10 PRE (10 Active Points); Only vs Chocobos and Spirits (-1/2)
4
2) Shamanic Defenses: (Total: 10 Active Cost, 7 Real Cost) +5 PRE (5 Active Points); Defensive Only (-1) (Real Cost: 2) plus Power Defense (5 points) (Real Cost: 5)
0
5
3) Spirit Sense (Active): (Total: 10 Active Cost, 10 Real Cost) Discriminatory with Detect Power (Spirit Sense base) A Class Of Things (Real Cost: 5) plus Range with Detect Power (Spirit sense base) A Class Of Things (Real Cost: 5)
0
50 Shamanic Magic: Multipower, 75-point reserve, (75 Active Points); all slots Gestures (-1/4), Incantations (-1/4)
1m
1) Shamanic Magic: Blessing of the Blue Chocobo: Swimming 6", Usable By Other (+1/4) (7 Active Points); Limited Power Chocobos Only (-1), Limited Power Only Across Surface (-1/2), Gestures (-1/4), Incantations (-1/4)
1
1m
2) Shamanic Magic: Blessing of the Red Chocobo: Clinging (25 STR), Usable By Other (+1/4) (19 Active Points); Limited Power Chocobos Only (-1), Limited Power No Steeper than Vertical Surfaces (-1/4), Gestures (-1/4), Incantations (-1/4)
0
1u
3) Shamanic Magic: Chocobo Spirit's Blessing: Running 5", Reduced Endurance (1/2 END; +1/4), Ranged (+1/2), Usable Simultaneously (up to 16 people at once; +1 1/4) (30 Active Points); Conditional Power Power does not work in Common Circumstances (Only vs. Mounts and Draft Animals) (-1/2), Gestures (-1/4), Incantations (-1/4)
1
3u
4) Shamanic Magic: Lesser Warding: Change Environment 4" radius (-5 to Characteristic Roll or Skill Roll, Long-Lasting 1 Day), Personal Immunity (+1/4) (59 Active Points); No Range (-1/2), Gestures (-1/4), Incantations (-1/4)
Notes: -5 to EGO Roll For Spirits To Enter; Special Effect: 1 Day = Until Sunrise. May formally invite spirits across the barrier, but must recast to revoke permission
6
2u
5) Shamanic Magic: Seance: (Total: 40 Active Cost, 19 Real Cost) Perceive into a single other dimension: Spiriit Realm with Normal Hearing and Normal Sight (10 Active Points); Gestures (-1/4), Incantations (-1/4) (Real Cost: 7) plus Sight and Hearing Groups Images Increased Size (4" radius; +1/2), Transdimensional (Single Dimension: Spirit Realm; +1/2) (30 Active Points); No Range (-1/2), Conditional Power Only to Expand Spirit Communication (-1/2), Gestures (-1/4), Incantations (-1/4) (Real Cost: 12)
3
2u
6) Shamanic Magic: Spirit Strike: Hand-To-Hand Attack +6d6, Affects Desolidified Any form of Desolidification (+1/2), Armor Piercing (+1/2) (60 Active Points); Limited Power Only Affects Spirits (-1), Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)
Notes: Does not harm a possessed being if used via the Witches' Spear.
6
2u
7) Shamanic Magic: Spirit Trap: Entangle 4d6, 4 DEF, Affects Desolidified Any form of Desolidification (+1/2) (60 Active Points); Spirits Only (-1), Gestures (-1/4), Incantations (-1/4)
6
4u
8) Shamanic Magic: Stupid Elemental Spirit Tricks: Minor Transform 3d6, Variable Special Effects (Limited Group of SFX; +1/4), any [special effect] power one at a time (+1/4*), Reduced Endurance (0 END; +1/2) (60 Active Points); Gestures (-1/4), Incantations (-1/4)
0
5u
9) Shamanic Magic: Summon Help From Above: Summon 215-point Spiritual Chocobo or Choco-Mog combo, Devoted (+3/4) (75 Active Points); Gestures (-1/4), Incantations (-1/4)
Notes: Second Limit Break power. Best used for Wave Motion Gun level problems
7
5u
10) Shamanic Magic: Summon Hydris: Summon 215-point Water Hound Spirit, Devoted (+3/4) (75 Active Points); Gestures (-1/4), Incantations (-1/4)
Notes: Spirit House: One of the stones of Ars, the Witch's Spear
7
5u
11) Shamanic Magic: Summon Ursul: Summon 215-point Earth Bear Spirit, Devoted (+3/4) (75 Active Points); Gestures (-1/4), Incantations (-1/4)
Notes: Spirit House: One of the stones of Ars, the Witch's Spear
7
1u
12) Black Magic: Elemental Blade: Hand-To-Hand Attack +4d6, Variable Special Effects (Fire -> Ice -> Wind -> Earth -> Thunder -> Water ->; +1/4), Reduced Endurance (0 END; +1/2) (35 Active Points); Hand-To-Hand Attack (-1/2), Variable OAF (-1/2), Gestures (-1/4), Incantations (-1/4)
0
1u
13) Black Magic: Elemental Blade Avalanche Strike: Hand-To-Hand Attack +4d6, Area Of Effect (One Hex; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)
Notes: Usage: Vs. pesky zippy people
3
2u
14) Black Magic: Elemental Blade Chilling Frost: Drain DEX 4d6 (40 Active Points); Conditional Power Must Be Used with Elemental Blade (-1/4), Gestures (-1/4), Incantations (-1/4)
Notes: Usage: Numb Reflexes and fine manipulation until warmed up
4
2u
15) Black Magic: Elemental Blade Inferno Blast: Hand-To-Hand Attack +4d6, Personal Immunity (+1/4), Explosion (+1/2) (35 Active Points); Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)
Notes: Usage: When swarmed
3
2u
16) Black Magic: Elemental Blade Shocking Blow: Hand-To-Hand Attack +4d6, No Normal Defense ([Standard]; +1) (40 Active Points); Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)
Notes: Usage: Non-lethal attack
4
2u
17) Black Magic: Elemental Blade Water Hammer: Hand-To-Hand Attack +4d6, Double Knockback (+3/4) (35 Active Points); Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)
Notes: Usage: "Get out of my face!"
3
1u
18) Black Magic: Elemental Blade Wind Razor: Hand-To-Hand Attack +4d6, Armor Piercing (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Gestures (-1/4), Incantations (-1/4)
Notes: Usage: Vs. tough things
3
3u
19) Black Magic: Elemental Curse: Minor Transform 4d6 (Target into Target w/Vulnerability vs. specific element, Normally or via curse-breaking abilities), Variable Special Effects (Limited Group of SFX; Fire -> Ice -> Wind -> Earth -> Thunder -> Water ->; +1/4) (50 Active Points); Gestures (-1/4), Incantations (-1/4)
Notes: Limit Break power
5
5u
20) Black Magic: Six Elements: Energy Blast 10d6, Variable Special Effects (Fire -> Ice -> Wind -> Earth -> Thunder -> Water ->; +1/4), Reduced Endurance (1/2 END; +1/4) (75 Active Points); Gestures (-1/4), Incantations (-1/4)
3
3u
21) White Magic: Cure: Healing BODY 4d6 (40 Active Points); Gestures (-1/4), Incantations (-1/4)
4
4u
22) White Magic: Esuna: Dispel 11d6, any Status Effect power one at a time (+1/4), Cumulative (+1/2) (58 Active Points); Gestures (-1/4), Incantations (-1/4)
6
124 Total Powers Cost
EQUIPMENT
Equipment END
Spear: Hand-To-Hand Attack +2d6, Can Be Thrown (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4), Required Hands One-Handed (-0)
Notes: Signature Weapon
0
Spear: +1 OCV
Aelum Brigandine Armor: Armor (4 PD/4 ED) (12 Active Points); OIF (-1/2), Real Armor (-1/4)
Notes: Has comfort/mobility enchantment, 7kg
0
Dusty - Basic Riding Chocobo: Follower (0 Active Points)
Enchanted Braid Band: +2 COM
Notes: Also DEF 5, hair only. Found in Grandpear's Basement
MARTIAL ARTS MANEUVERS
Cost  Maneuver
4 Atemi Strike (Nerve Strike): 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
Notes: Represents strikes with the non-pointy end.
4 Block (Martial Block): 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
4 Thrust (Martial Strike): 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
1 Weapon Element: Spears, Staffs
Notes: +1 Use Art With Staff
18 Total Martial Arts Cost

Character Name: Va'retha of Moonwind Tribe
Alternate Identities: Varetha, Shamaness Va'retha
Player Name: Erin
DISADVANTAGES
Cost  Disadvantage
0 Normal Characteristic Maxima
5 Psychological Limitation: Curiosity (Uncommon; Moderate)
15 Psychological Limitation: Vow to Find New Spirit Allies for the Moonwind Tribe (Uncommon; Total)
1 Dislike of tight spaces
1 Likes brightly colored trim on her clothes and gear
1 Reliable, but a little excitable
1 Totem Creature: Chocobo
1 Treats spirits wiith respect and kindness
25 Total Disadvantages Cost
APPEARANCE
Hair Color: Dark Brown
Eye Color: Brown
Height: 1.70 m
Weight: 66.00 kg
Description:
Human female, age 22 at campaign start. Va'retha has an athletic build, is a bit taller than average, and has a golden tan skin tone. Her dark brown hair is worn in a long braid and decorated with chocobo feathers. She likes colorful trim on her clothes and gear. On first glance, she wouldn't be physically notable enough to pick her out from a group of her tribeswomen, but a more discerning eye might find her charisma and strength of will attractive.
BACKGROUND
Novice shaman of the Moonwind Tribe, nomads who raise riding beasts and travel throughout the Plains of Kring. As a child, Va'retha was placed under tutelage of a shamanic Wise Old Master. Twelve years later when her training was complete, it was determined the Moonwind Tribe had enough assistant shamans and sent her out into the world to learn about and ally with new spirits to strengthen the Tribe. But Va'retha knows her so-called Wise Old Master is tricky. The Ancient and Honorable Practice of Her People she's performing could be no such thing -- she's never heard of it in all the songs, stories, and history she's learned. Is her task really what it seems to be, or does her stereotypically mischievous and currently unhelpful Wise Old Master intend something more?
PERSONALITY
Curious and friendly; reliable but a little bit excitable. Loves chocobos.
POWERS/TACTICS
Spiritual magic, healing magic, elemental magic, spear combat, and riding. Favored by the Great Chocobo Spirit.
Character created with Hero Designer (version 20230715)