Nova versao mais proximo do final eu acho..
Atrib 20 + Qual 15 + Desvantagem 1 + Habilidades 38 + Dons
35+1
Atributos 20/20 limite(25)
Strength 2
Dexterity 5
Constitution 3
Intelligence 4
Perception 3
Willpower 3
Life Points: 30
Speed: 8
Iniciativa: 9
Mana: 140 (recupera 6 a cada 10 minutos)
Qualidades 15/15 limite(25)
LITERATE
1-point Quality
Your character knows how to read and write, a skill that is not very common in the world.
AMBIDEXTROUS
2-point Quality
Ambidextrous characters can use either hand with equal proficiency and can often coordinate two separate tasks with each hand. This Quality eliminates the -3 penalty for using your off hand.
FAST REACTION TIME
2-point Physical Quality
Most people freeze when something bad is about to happen, but not someone with this Quality. In combat (magical or mundane) or other physical confrontations, characters with this Quality gain a +5 bonus for Initiative purposes unless they are caught completely unawares, such as being surprised or asleep. Because they are fairly immune to the “freeze” factor in dangerous situations, Fast Reaction Time chaps also gain a +1 bonus on Willpower Tests to resist fear.
GUARDA REAL DE ALDORIN
4-point Quality
O personagem é um membro da Guarda Real de Aldorin. Ele é um sobrenatural ou uma pessoa comum com acesso a artefatos místicos. Um guarda real jura defender o rei de Aldorin e seus domínios, mesmo que para isso tenha que dar sua vida. Guardas reais ganham Status 2; +1 nível nas habilidades Brawling, Dodge, Hand Weapons (Swords) e Riding (Horse). Além disso, possui uma Obligation de 2 pontos para com a coroa de Aldarin. Guardas reais recebem símbolos de sua autoridade: uma capa verde e um broche com um manalito que armazena 5 pontos de mana.
SOBRENATURAL
3-point Quality
O personagem nasceu com a capacidade de acessar e utilizar seu mana pessoal para energizar seus Dons. Ele também pode usar seu mana pessoal para energizar itens mágicos. Só humanos possuem esta Qualidade, que é um pré-requisito para a compra de Dons e é incompatível com Mago.
INCREASED MANA POOL Rank 3
1-point/level Quality
For every level in this Quality, you gain 20 extra points in your Mana Pool. The GM may limit the number of levels that can be bought.
INTENSIVE TRAINING Rank 2
3-point/level Quality
A character with this Quality has dedicated a large amount of time into perfecting herself. Each level grants one point per level of INT to put into skills, to a maximum of 4 per level. The GM may define a cap for the number of Intensive Training levels that can be bought, such as the character’s WILL.
ATTRACTIVE Rank 1
1-point/level Quality or Drawback
Despite its, this Quality does not reflect physical attractiveness only, but rather charisma, personality, etc. The average being has an Attractive of 0, with it typically ranges from -3 to +3 in humans.
Desvantagens 1/10
HUMORLESS
1-point Drawback
Some people just lack the ability to laugh at life and take everything with the utmost seriousness. This individual would find other people’s attempts at humor wasteful or annoying. Most people find this facet of his personality to be unattractive or bothersome. In cases where humor or a light-hearted tone would work best, the Humorless character gets a -1 on any roll for social skills (such as influence) or qualities (such as Attractiveness or Charisma).
Habilidade 38/38 limite (40)
Acrobatics: 4(7 pontos 1 free do dodge)
Acting 0
Animal Handling (Type): 0
Art (Type): 0
Athletics (Type): 0
Brawling: 1 (free)
Craft (Type): 0
Crime (Lockpick): 0
Dodge: 0
Engineering (Type): 0
First Aid: 0
Hand Weapons (swords): 5 (1 free) espec (Scimitar - 7)
Hand Weapons (arco): 2
Investigation: 1
Instruction: 1
Influence (persuasão): 2
Knowledge(Herbalism): 2
Medicine: 2(4)
Notice: 5
Outdoor (Sobrevivencia): 3
Piloting (carroça): 0
Quick Draw (swords): 1
Riding (cavalo): 1 (free)
Stealth: 5
Thaumatology: 0
Warfare (tática): 0
Idiomas(Manês) 2 (free)
Dons 36/35
Shadowstep: Teleport 5 [Accurate, Change Direction, Change Velocity, Increased Mass 3, Precise, Medium(Shadows) 2 points per rank + 6] 16 pontos (8 mana por uso)
The basic teleport power:You can move instantly from place to place without crossing the distance in between. You can teleport yourself and carry up to 200 kg. of additional mass a distance of 300m as a move action. You can “double teleport” as two move actions on your turn (materializing briefly in between), or make an extended teleport if you have the Extended modifier. See the Teleport effect description (Hero’s Handbook, page 130) for details. The descriptors associated with your Teleport are up to you, but unless it is Subtle, it must have some noticeable effect: flash of light, bang or popping noise, puff of smoke, or the like. - Engulfed in shadows to telepert is the visual effect of the teleport.
Change Direction: You can change your direction or orientation after a teleport.
Change Velocity: You can teleport “at rest” to your destina tion. Among other things, this means you can teleport out of a fall and suffer no damage.
Increased Mass x3: You increase the mass you can carry with you when you teleport. Each additional time you take this stunt, it moves your maximum “cargo” one step up the Progression Table (x 2, x 5, x 10, etc.).
Precise: You normally teleport yourself and whatever you are wearing or carrying (within your mass limits). This extra allows you to precisely choose what does and does not come with you when you teleport. Among other things, it allows you to teleport out of your clothing (or just your outer layer of clothing, leaving a skintight costume on, for example), or out of a grab, bindings like ropes or handcuffs, and so forth. Your teleportation displacement is also precise enough for you to do something like teleport into a set of clothing that is laid out for you, or underneath a blanket or other covering, displacing it enough for your body to materialize there.
Accurate (+1): You don’t need to accurately sense your destination to teleport there, just be able to generally describe it, such as “inside the capitol building lobby” or “atop the Goodman Building’s roof.” If you can’t accurately describe your destination or have no idea where it is, you still can’t teleport there. At the GM’s discretion, Dazzle and Obscure (Accurate Teleport) can temporarily block this extra like any other mental sense. This allows, among other things, for sites “shielded” against Accurate teleporters.
Medium (-1): You require a medium for your teleportation, such as electrical or telephone wires, root structures, waterways, shadows, flames, mirrors, and so forth. You can only teleport from and to locations where your medium exists. –1 cost per rank.
AP:
Shadowstorm: Teleporting Flurry 2 [Ranged Shapeable Area on Strength Damage, Selective, Increased Area x4 7 points/rank] (14 pts) 1 ponto (7 mana por uso)
You rapidly teleport around an area, making attacks against the available targets there before teleporting back to your starting point.
AP:
Shadowdodge: Reaction Teleport (Imminent Attack) 2 [No mana 7 points/rank] (14 pts) 1 ponto (não custa mana)
You teleport reflexively in response to imminent danger, allowing you to avoid any attack you can detect so long as your teleport distance takes you out of the affected area. Surprise attacks can still catch you off-guard, including those so Subtle you cannot detect them. This power tends to be low ranked, just enough to clear most areas.
Shadowglobe: Shadow Shroud 2 [Burst Area Concealment Attack (normal sight) 3 points/rank] 6 pts (3 mana por round)
You create an inky cloud of darkness, blocking out all light (and therefore vision) in the area. If you can only create the darkness in a radius around you, remove the Ranged modifier. Apply different Area modifiers for things like a lingering dark mist (Cloud Area) or a spreading “black light beam” (Cone Area).
Shadowsense: Senses 1 [mental; Danger Sense; No mana; 1 ponto/rank] 1 ponto (não custa mana)
When you would normally be surprised in combat, make a PER check: one success means you’re not surprised, but can’t act during the surprise round (so you don’t suffer any conditions of being surprised), while two or more successes means you are not surprised and may act during the surprise round (if any). Failure means you are surprised. The GM may raise the difficulty of the Danger Sense check in some circumstances. Choose a sense type for your Danger Sense. Sensory effects targeting that sense also affect your Danger Sense ability and may “blind” it.
Shadowsight: Senses 2 [Darkvision; No mana; 3 pontos/rank] 6 pontos (não custa mana)
You can see in complete darkness as if it were normal day- light; darkness provides no concealment to your vision. This is essentially the same as Counters Concealment (Darkness).
Shadowarmor: Protection 5 [shadow aura; AV 25] 5 pontos (2 mana por minuto)
A shadowy aura around your body protects you from harm. Your Shadow Shield may be Impervious, although perhaps not against light-based attacks (see Power Loss under Darkness Complications).
Drama 5
This message was last edited by the GM at 21:44, Mon 13 Nov 2017.