Sookie

Game: 
Turning Tides
Player: 
Bill

XP: 0 [2012-05-12] - 464 points

Attributes: ST 9 (12) [-10], DX 12 (16) [40], IQ 10 [0], HT 12 [20]

Secondary Characteristics: HP 10 [2], Will 10 [0], Per 12 (14) [10], FP 12 [0], Basic Speed 6.0 (7.0) [0], Move 6 (10) [0], Water Move 1

Damage: 1d-2 th, 1d-1 sw (1d-1 th, 1d+2 sw).  Basic Lift 16 (29).

Description: 5'6", 125 lbs, 17 or 18 years old, long blonde hair, blue eyes

Languages: Kalimag (native); Orcish (accented) [4]; Common (fluent) [6]

Advantages: Appearance (Very Beautiful) [16]; Hard to Kill 4 [8]; Talent: Storm Elemental Powers 4 [20]. (Combat Reflexes, Perfect Balance, Voice)

Perks: Hydrokinesis; Off-Hand Weapons Training (Force Sword); Umbrella

Disadvantages: Berserk, 9- (Battle Rage, +50%; Mitigator: elemental control bracers, -50%) [-15]; Reprogrammable [-10]; Shyness (mild) [-5]; Supernatural features (elemental traits manifest when using powers) [-5]; Wealth (dead broke) [-25]; Workaholic [-5]

Quirks:

  • Mistaken Identity: strongly resembles a noblewoman of Alterac
  • Fond of bright red or yellow colors, flowing ribbons and other accoutrements
  • Alternates between savagery and cowardice when confused, frightened or challenged
  • Mildly jealous of anyone else paying attention to her current "master"
  • Easily distracted, especially by food

Skills:

  • Acrobatics (DX/H)-17 (DX+0) [4] *† - includes +1 for Perfect Balance
  • Area Knowledge (greater Hillsbrad region) (IQ/E)-11 [2]
  • Brawling (DX/E)-18 (DX+2) [4] † - +1 damage per die
  • Dancing (DX/A)-15 (DX-1) [1] †
  • Force Sword (DX/A)-20 [2] *†
  • Innate Attack (Projectile) (DX/A)-23 [8] *†
  • Leatherworking (DX/E)-16 [1] †
  • Parry Missile Weapons (DX/H)-16 [4] *†
  • Power (Create Water) (IQ/H)-12 [1] *
  • Power (Telekinesis) (DX/H))-20 (DX+0) [4] *†
  • Savoir-Faire (High Society) (IQ/E)-11 (IQ+1) [2]
  • Stealth (DX/A)-18 (DX+2) [8] †
  • Sumo Wrestling (DX/A)-15 (DX-1) [1] †
  • Survival (Plains) (Per/A)-12 [2]
  • Theology (Old Gods) (IQ/H)-10 (IQ+0) [4]
  • Traps/TL0 (IQ/A)-10 (IQ+0) [2]
  • Weather Sense/TL0 (IQ/E)-14 (IQ+0) [1] *
  • Wrestling (DX/A)-18 (DX+2) [8] † - +2 to ST

* = includes +4 for Talent
† = includes +4 for Darkmoon Card: Hurricane

Techniques:

  • Arm Lock (Wrestling/A)-18 [0]; see MA65 for rules
  • Choke Hold (Wrestling/H)-15 [0]; see MA69 for rules
  • Counterattack (Force Sword/H)-15 [0]; use after a parry, foe is at -2 to Parry, -1 to Block/Dodge
  • Disarming (Force Sword/H)-20 [0]; see B401 for rules
  • Elbow Strike (Brawling/A)-16 [0]; does 1d-1 cr
  • Feint (Force Sword/H)-20 [0]; see B365 for rules
  • Jam (Brawling/H)-15 [0]; see MA75 for rules. Does 1d-3 cr
  • Kicking (Brawling/H)-16 [0]; does 1d cr, roll vs. Kicking to avoid falling if you miss
  • Knee Strike (Brawling/A)-17 [0]; does 1d cr, enemy defends at -2 if grappled, no penalty to attack groin if facing
  • Reverse Grip (Force Sword/A)-14 [0]
  • Scissors Hold (Wrestling/H)-16 [0]; grapple opponent's legs from ground
  • Stamp Kick (Brawling/H)-15 [0]; does 1d+1 cr, enemy must be on ground
  • Sweep (Sumo Wrestling/H)-12 [0]; on hit, roll your Sweep or ST vs. his ST, DX, Acrobatics, or best grappling skill.
  • Two-Handed Punch (Brawling/A)-16 [0]; does 1d+1 cr
  • Uppercut (Brawling/A)-17 [0]; does 1d cr from close combat to upper body

Add +4 for Talent when using techniques with TK.

Powers: Sookie's power is control over the elemental forces of the storm (wind, water and lightning), and the adoption of related minor powers from her elemental kin.

  • Compartmentalized Mind 1 (No Mental Separation, -10%) [40]
  • Storm Resistance: Damage Resistance 5 (Force Field +20%; Limited: Physical, -20%; Elemental Power, -10%) [23]
  • Shamanic Sense: Detect, Elemental Power (Long-Range, +50%; Reflexive, +40%; Elemental Power -10%) [9]
  • Storm Attack: conjuring the elements of the storm as a direct attack.
    • Lightning Blast: Innate Attack, 9d burn (Guided, +50%; Increased Range, 1/2D Only x5, +10%; Elemental Power, -10%; Only vs. Targets Grabbed by TK, -20%) [59]
    • Lightning Blast: Innate Attack, 6d burn (Increased Range, 1/2D Only x5, +10%, Elemental Power, -10%) [30; 6A]
    • Storm Blade: Innate Attack, 4d corrosive (Armor Piercing (2) +50%, Melee Attack 1,2, Destructive Parry, Dual Weapons -0%, Elemental Power -10%) [59; 12A]
  • Storm Runes: Modular Abilities: Chip Slots [10] (Physical Only, +50%; Focus-Limited, elemental air and water, -10%; Costs Fatigue 2, -10%; Elemental Power, -10%) [42]
  • Storm Grip: Telekinesis 30 (Increased Range x5, +20%; Elemental Power, -10%) [165]

Features: Affected by spells or effects which target elementals.

Storm Runes:

  • Rune of the Water Serpent: Amphibious [10]
  • Rune of the Well: Create Water 2 [10]
  • Rune of Unending Breath: Doesn't Breathe (Gills, -50%) [10]
  • Rune of the Grail: Healing (Xenohealing +20%; Disease Only -40%; Preparation Required: 1 minute -20%; Tide-Touched Only -25%) [10]
  • Rune of the Abyssal Depths: Pressure Support 2 [10]
  • Rune of Erosion: Tunneling (Slow), 10 yards/minute (Environmental: large supply of water -10%) [9]
  • Rune of the Whispering Water: Vibration Sense (Water) [10]

Notes for the GM:

  1. After much time, Sookie is a lot more manageable. However, damage, destruction or removal of her bracers will cause her to Berserk in any conflict situation.
  2. Anyone who can dispel or suppress elemental magic can negate her abilities to some extent.  This includes Kagarn.
  3. She has to obey Kagarn and do what he says, and he can tell her to obey others.  She'll obey the letter of the law with people she doesn't like, and the spirit of it with people she does.
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