----------------------------------------------------------------------------------------- Name: Gender: Point Total: Player: Height: Unspent Points: Race: Weight: Size: Hair: Hand: Eyes: TL: Age: ----------------------------------------------------------------------------------------- BASIC ATTRIBUTES SECONDARY CHARACTERISTICS Thrust Damage: ST: 10 [+00] HP: 10 (10) [+0] Swing Damage: DX: 10 [+00] Will: 10 [+0] IQ: 10 [+00] Per: 10 [+0] Basic Speed: 5 [+0] HT: 10 [+00] FP: 10 (10) [+0] Basic Move : 5 [+0] ENCUMBRANCE MOVE DODGE None (0) = BL : 20 BM: 5 Dodge : 8 Light (1) = 2*BL : 40 0.8*BM: 4 Dodge-1: 7 Medium (2) = 3*BL : 60 0.6*BM: 3 Dodge-2: 6 Heavy (3) = 6*BL : 120 0.4*BM: 2 Dodge-3: 5 X-Heavy (4) = 10*BL: 200 0.2*BM: 1 Dodge-4: 4 ----------------------------------------------------------------------------------------- CULTURAL FAMILIARITIES ----------------------------------------------------------------------------------------- LANGUAGES Language Spoken Written Cost Taldan Native Native [+0] ----------------------------------------------------------------------------------------- REACTION MODIFIERS Appearance: Average [+0] Status: 0 [+0] Reputations: None [+0] ----------------------------------------------------------------------------------------- ADVANTAGES AND PERKS Social Chameleon [+5] ----------------------------------------------------------------------------------------- DISADVANTAGES AND QUIRKS Kleptomania (12) [-15] ----------------------------------------------------------------------------------------- SKILLS NAME Lvl RSL Cost Animal Handling (IQ/A) 10 IQ+0 [+2] ----------------------------------------------------------------------------------------- MELEE WEAPONS Weapon Skill Damage Reach Parry ST Weight Notes Light Club sw+1 cr 1 10 3.0 thr+1 cr ----------------------------------------------------------------------------------------- RANGED WEAPONS Weapon Damage Acc Range RoF Shots ST Bulk Rcl Notes Crossbow thr+4 imp 4 x20/x25 1 1(4) 7 -6 0 [3] [3] Ammunition is $2 per bolt. ----------------------------------------------------------------------------------------- ARMOR Armor Location DR Notes Fur Tunic Torso 1* [1] [1] Concealable ----------------------------------------------------------------------------------------- POSSESSIONS Item Cost Weight Location Notes --- 0.00 0.00 -- -- --- -- -- -- -- --- -- -- -- -- Totals: -- -- Combat Weight: -- -- Current Load: None (0) Combat Load: None (0) CURRENCY Qty Value Pence ($1) : 0 $0 Farthings ($4) : 0 $0 Crowns ($20) : 0 $0 Total Cash Value: $0 Total Weight (Coins/250): 0.00 pounds ----------------------------------------------------------------------------------------- APPEARANCE - - - ----------------------------------------------------------------------------------------- CHARACTER NOTES - - -
Raleigh Delegeane | 100 | ||||||
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Strength | 10 | Race: Human | Gender: Male | Player: Krusher | |||
Dexterity | 10 | Hair: Black, Wavy, Short | Eyes: Grey | Campaign: | |||
Intelligence | 10 | Skin: Pale | Hand: Right | ||||
Health | 10 | Size: +0 | Age: 22 | Basic HP | 10 | ||
Height: 5' 9" | TL: 4 | Current HP | |||||
Will | 10 | Weight: 128 lb | Birth Date: May 5 | Reeling | 3 | ||
Fright | 10 | Collapse | 0 | ||||
Perception | 10 | Basic Speed | 5 | Basic FP | 10 | Check #1 | -10 |
Vision | 10 | Basic Move | 5 | Current FP | Check #2 | -20 | |
Hearing | 10 | Tired | 3 | Check #3 | -30 | ||
Taste & Smell | 10 | Thrust | 1d-2 | Collapse | 0 | Check #4 | -40 |
Touch | 10 | Swing | 1d | Unconscious | -10 | Dead | -50 |
ENCUMBRANCE, MOVE, DODGE | |||
---|---|---|---|
Level | Max Load | Move | Dodge |
None (0) | 20 lb | 5 | 8 |
Light (1) | 40 lb | 4 | 7 |
Medium (2) | 60 lb | 3 | 6 |
Heavy (3) | 120 lb | 2 | 5 |
X-Heavy (4) | 200 lb | 1 | 4 |
HIT LOCATION | |||
---|---|---|---|
Roll | Location | DR | Penalty |
- | Eye | 0 | -9 |
3-4 | Skull | 2 | -7 |
5 | Face | 0 | -5 |
6-7 | R. Leg | 0 | -2 |
8 | R. Arm | 0 | -2 |
9-10 | Torso | 0 | 0 |
11 | Groin | 0 | -3 |
12 | L. Arm | 0 | -2 |
13-14 | L. Leg | 0 | -2 |
15 | Hand | 0 | -4 |
16 | Foot | 0 | -4 |
17-18 | Neck | 0 | -5 |
- | Vitals | 0 | -3 |
ADVANTAGES | |||||||
---|---|---|---|---|---|---|---|
Advantage | Pts |
SKILLS | |||||||
---|---|---|---|---|---|---|---|
Skill | Level | RSL | Pts | Ref |
SPELLS | |||||||
---|---|---|---|---|---|---|---|
Spell | College/Class | Cast/Maintain | Time/Duration | Skill | RSL | Pts | Ref |
EQUIPMENT | |||||||
---|---|---|---|---|---|---|---|
Item | Qty | Cost | Weight | Ref |
Attributes: 0 | Advantages: 0 | Disadvantages: 0 | Skills: 0 | Spells: 0 | Unspent: 100 | Total: 100 |
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Pamela Stanganelli | 100 | ||||||
---|---|---|---|---|---|---|---|
Strength | 10 | Race: Human | Gender: Female | Player: Mark | |||
Dexterity | 10 | Hair: Black, Straight, Medium | Eyes: Grey | Campaign: | |||
Intelligence | 10 | Skin: Pale | Hand: Left | ||||
Health | 10 | Size: +0 | Age: 21 | Basic HP | 10 | ||
Height: 5' 9" | TL: 4 | Current HP | |||||
Will | 10 | Weight: 140 lb | Birth Date: April 20 | Reeling | 3 | ||
Fright | 10 | Collapse | 0 | ||||
Perception | 10 | Basic Speed | 5 | Basic FP | 10 | Check #1 | -10 |
Vision | 10 | Basic Move | 5 | Current FP | Check #2 | -20 | |
Hearing | 10 | Tired | 3 | Check #3 | -30 | ||
Taste & Smell | 10 | Thrust | 1d-2 | Collapse | 0 | Check #4 | -40 |
Touch | 10 | Swing | 1d | Unconscious | -10 | Dead | -50 |
ENCUMBRANCE, MOVE, DODGE | |||
---|---|---|---|
Level | Max Load | Move | Dodge |
None (0) | 20 lb | 5 | 8 |
Light (1) | 40 lb | 4 | 7 |
Medium (2) | 60 lb | 3 | 6 |
Heavy (3) | 120 lb | 2 | 5 |
X-Heavy (4) | 200 lb | 1 | 4 |
HIT LOCATION | |||
---|---|---|---|
Roll | Location | DR | Penalty |
- | Eye | 0 | -9 |
3-4 | Skull | 2 | -7 |
5 | Face | 0 | -5 |
6-7 | R. Leg | 0 | -2 |
8 | R. Arm | 0 | -2 |
9-10 | Torso | 0 | 0 |
11 | Groin | 0 | -3 |
12 | L. Arm | 0 | -2 |
13-14 | L. Leg | 0 | -2 |
15 | Hand | 0 | -4 |
16 | Foot | 0 | -4 |
17-18 | Neck | 0 | -5 |
- | Vitals | 0 | -3 |
ADVANTAGES | |||||||
---|---|---|---|---|---|---|---|
Advantage | Pts |
SKILLS | |||||||
---|---|---|---|---|---|---|---|
Skill | Level | RSL | Pts | Ref |
SPELLS | |||||||
---|---|---|---|---|---|---|---|
Spell | College/Class | Cast/Maintain | Time/Duration | Skill | RSL | Pts | Ref |
EQUIPMENT | |||||||
---|---|---|---|---|---|---|---|
Item | Qty | Cost | Weight | Ref |
Attributes: 0 | Advantages: 0 | Disadvantages: 0 | Skills: 0 | Spells: 0 | Unspent: 100 | Total: 100 |
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Technique Boxing Brawling Karate Judo Wrestling Sumo Aggressive Parry -1 -1 -1 - - - do thr-4 against attacking weapon or body part Arm or Wrist Lock - - - 0 0 - follow up unarmed parry or grapple Axe Kick - - -4 - - - bonus dmg, reduces defenses Back Kick/Strike -2 -2 -2 - - - Attack behind you. -2 more for kicks. Breakfall - - - 0 0 - Less damage when thrown or falling Choke Hold - - - -2 -3 - Choke a guy. Counterattack -5 -5 -5 -5 -5 -5 Followup a defense; penalize defense Disarming 0 0 0 0 0 0 Drop Kick - -1 - - -2 -1 A type of slam attack. Ear Clap -3 -3 -3 - - - Can deafen your foe. Elbow drop - -4 - - -5 - -2 to defend against. Elbow Strike - -2 -2 - - - thr-1 cr, targets people behind you. Evade - - - 0 - - Run through enemy hexes (replaces DX) Exotic Hand Strike - - -1 - - - does +1 damage but you can hurt yourself Eye Gouging - -5 - -5 -5 - Thumbs into the eyes. Hammer Fist - -1 -1 - - - less damage but less likely to hurt self Head Butt - -1 -1 - - - Head Lock - - - -3 -3 - Used after a grapple to the neck. Jam - -1 -1 - - - Aggressive Parry but with a kick Judo Throw - - - 0 - - Flip someone after parry or grapple Jump Kick - - -4 - - - showy. Dangerous. Kicking - -2 -2 - - - Knee Drop - -3 - - -4 - Knee Strike - -1 -1 - - - only close combat. thr cr damage Leg Grapple - - - 0 0 - catch the leg of a kicking foe after parry. Leg Lock - - - 0 0 - followup to leg grapple Neck Snap - - - - - - Defaults to ST-4. Must have neck grapple. Push Kick - -3 -3 - - - shove with a kick. Sacrifice Throw - - - 0 - - Like judo throw, but you fall too. Scissor Hold - - - - -2 - grapple legs with your legs Spinning Attack - - -2 - - - -3 for a kick. Stamp Kick - -3 -3 - - - Stomp. Sweep - - -3 - -3 -3 Take down foe in single action Trip - - - -1 -1 -1 Trip foe who is slamming or running past you Two-Handed Punch - -2 - - - - thr+1 dmg Uppercut -1 -1 -1 - - - Wrench Limb - - - - - - Defaults from ST Wrench spine - - - -4 - - or default from ST.Again, if you don't care, ignore this; when you attack someone I'll choose whatever is closest to what you've described.
Technique Default Notes Arm Lock 0 With a weapon after a parry or armed grapple. Armed Grapple -2 With a cloak no penalty; one handed weapons must be Readied in 2 hands first Back Strike -2 Attack behind you. Bind Weapon -3 Lock weapons. Jitte/Sai or Fencing weapons. Choke Hold -3 cutting weapons do cutting damage Counterattack -5 Harder to defend against Crack -4 Whips. Bonus damage. Disarming 0 Entangle -4 Kusari or Whip. Wraps around foe. Hook -5 Using a weapon with a hook to pull foe off balance. Most weapons can't. Return Strike -5 Flail or Kusari. Swing around foe to hit them. Reverse Grip -6 instantly switch to underhand grip. -4 for two-handed weapons. Spinning Attack -2 Sweep -3 Use with any two-handed weapon with reach 2+There are also a few other techniques that you can try if you have Acrobatics.
Technique Default Effect Acrobatic Stand Acrobatics -6 Go from lying to standing in a single action Breakfall Acrobatics Less damage from falling or being thrown Evade Acrobatics flip over/tumble under when passing through foe's hexThis message was last edited by the player at 17:12, Thu 10 Oct 2019.
Manuever Active Defense Movement Description Aim Any* Step | None Aim a ranged weapon to get its Acc bonus (+1 for bracing, +1 for 2 turns, +2 for 3+ turns, the combined bonus from all targeting systems cannot exceed the weapon’s base Accuracy) | You get no step if your two-handed weapon is braced All-Out Attack - Melee Determined None 1/2 forward +4 to hit Double None 1/2 forward 2 attacks on same foe with ready weapon (-4 to off-hand without Ambidexterity) Feint None 1/2 forward Make one feint and one attack on the same foe Long None 1/2 forward Increase reach by 1 yard (Swing attacks at -2 dmg or -1 per die), may end in crouch (MA87) Strong None 1/2 forward +2 to damage (or +1 per damage die) All-Out Attack - Ranged (for optional ranged feints, see MA121) Determined None 1/2 forward +1 to hit Suppression None 1/2 forward RoF 5+ targets 2 yard zone - RoF 10+ suppress multiple, adjacent 2 yard zones with 5+ Shots/zone All-Out Defense Increased Any Step (1/2) +2 to one Active Defense until next turn (Increased Dodge allows up to Half Move) Double Any Step Two different Defenses against one attack Mental Def. Any Step +2 to all resistance rolls against magic, psi, and anything similar. This bonus persists until your next turn Attack Any Step Attack unarmed or with a ready weapon, you make take a step before or after you attack Change Posture Any None Standing, sitting, kneeling, crawling, prone, lying face up (see B364/MA98). Prone to standing takes two turns (Exception Acrobatic Stand) Concentrate Any Step Focus on mental task. All-Out Concentrate (DF14:34) gives +1 to roll but lose active defenses. Must make Will-2 if injured or distracted Committed Attack - Melee (MA100) Determined Special Step +2 to hit, or take two steps at -2 to hit for a total modifier of 0, may move before or after an attack Strong Special Step +1 to damage (or +1 per two full damage dice), ST-based attacks only, may take 2 steps at -2 to skill, may move before or after an attack Defensv Attack Any Step** Balanced weapon: +1 Parry/Block, Unbalanced weapon: +1 Parry/Block with different weapon or Parry with the same weapon, Kick: +2 to avoid Leg Grapple and DX rolls to avoid falling. -2 to damage (or -1 per die if worse), foe gets +1 to defend against a grab or grapple Do Nothing Any None Take no action (Active Defenses at -4 if taking Do Nothing due to Stun; roll vs HT/IQ) Evaluate Any Step Study a foe prior to a melee attack (+1 per turn to subsequent attacks or feints, max. +3); may also use the Evaluate Bonus to cancel out penalties from Deceptive Attacks or feints Feint - Melee (May use the highest melee weapon or unarmed combat skill to resist a feint) Beat Any Step Contest of ST-based combat skill vs foe’s ST- or DX-based skill Defensive Any Step Apply the penalty from a successful Beat, Feint or Ruse to foe’s attacks roll instead of defense Feint Any Step Contest of combat skill (melee or ranged) vs. combat skill, cloak/shield or DX Ruse Any Step Contest of IQ-based combat skill vs. foe’s Per-based skill, DX-based skill or Tactics (MA101) Move & Attack Special § Full Move Move and attack at a penalty (Ranged: -2 or weapon’s bulk; non-slam Melee: -4, max. skill 9). For thrusting attacks, may use slam damage (HP x velocity/100). Not compatible with Flurry of Blows, Mighty Blow, Giant Step, Combos, Rapid Strike or Deceptive Attack (except slams or cinematic techniques which require final effective skill of at least 10) Move Any Full Move Do nothing but move Ready Any Step Ready or reload a weapon, adjust reach (B269), change grip, change hands Wait Any Varies Hold your action, then take an Attack, All-Out Attack, Committed Attack, Defensive Attack, Feint, Ready or Stop Hit. Specify exactly what your action will be and what will trigger it. You may also perform a Step and Wait, loosing your Step in the proceeding Maneuver * Taking an active defense spoils your Aim; if you are injured, make a Will roll or lose your Aim. ** Before or after attack. Taking an active defense or being knocked down, injured, distracted etc. requires a Will-3 roll to maintain. The attacker cannot parry with the hand(s) he used to attack, block if he attacked with his shield or cloak, or dodge if he kicked. He can use any other defense, but at -2. He cannot retreat. § If you attacked using an arm, you cannot use that arm to parry (if the attack involved a fist, elbow, or weapon) or block (if you used a shield or cloak). If you used any other body part to attack, you cannot dodge. You can use any other defense, but you cannot retreat. Deceptive Attack Target suffers a -1 to active defense for every -2 taken to melee skill (min. skill of 10), or -1 to Dodge for every -2 taken to ranged skill (min. skill of 10). Pop-Up Attack (B390) Ranged attacks only, attacker suffers -2 to hit, no aim possible, may step. Not possible with bow or sling Rapid Strike (B370) Make two attacks, both at -6, to replace one normal attack. Can target seperate foes. Ranged Rapid Strikes if RoF 2+. Half penalty for Weaponmaster or Gunslinger Riposte (MA124) Take a penalty to your Parry (min. of 8), not including modifiers. If Parry succeeds and you attack using the parrying weapon next turn, apply the same penalty to your foes Parry (hand or weapon), Block (shield) or Dodge (non-hand unarmed strike) or half that penalty to all other defenses. Stop Hit (MA108) Take a Wait Maneuver and declare that you intend to attack. Both roll to hit. Both fail, nothing happens. If one hits, the other defends at -1 or -3 if Parry with same weapon. If both hit, larger margin of success defends normally, other at penalty above. If tied, both have above penalty. Possible with Unbalaced/Unready Weapon. Spraying Fire (B409) RoF 5+ weapon may attack multiple targets, must be within 30° angle, engaged in succession, +1 Rcl 2nd target +2 Rcl 3rd target and so on. RoF -16 looses 1 shot/yard, RoF 16+ looses 2 shot/yard. Attack roll for each target with effective RoF Telegraphic Attack +4 to hit, +2 to defend against. Not compatible with Deceptive Attack, Evaluate, Riposte or Feint. Does not affect critical chance. Tip Slash (MA113) Swing a thrusting, impaling weapon to do cutting damage equal to the weapons impaling damage -2 Extra Effort A critical failure on these rolls causes an additional 1 HP of injury to arm (block, parry, attack) or leg (dodge or kick), no DR (B357). May use no more than one offensive option (Flurry of Blows, Giant Step, Great Lunge, Heroic Charge, Mighty Blows) Flurry of Blows Spend 1 FP per attack to halve the penalty for Rapid Strike to -3 (B370, usually -6, if you spend 1 FP you half it to -3) Giant Step Spend 1 FP for one extra step (before or after your attack) during an Attack or Defensive Attack. Great Lunge Spend 1 FP to get the effects of All-Out Attack (Long) without losing defenses (incompatible with All-Out Attack, Defensive Attack, Defensive Grip). Heroic Charge Spend 1 FP during a Move and Attack to ignore the skill penalty and cap (except for Acrobatic Attack or Flying Attack). Mighty Blow Spend 1 FP per attack to get the All-Out Attack (Strong) damage bonus to an Attack without losing defenses.
Active Defense (B374+) Description Dodge and Drop / Dive +3 to Dodge - may take a step before drop, ranged attacks only Sacrificial If you make your dodge roll, you get hit - if you fail, original victim gets his defense roll Acrobatic -2/+2 to Dodge - once per turn, can be combined with retreat Parry (Weapon, all Parries against an attack coming from the back are at -2) Flail -4, fencing weapons can’t parry at all Thrown -1 if (Large, eg. spear), -2 if (Small, eg. knife) Consecutive -4 if you use the same hand in the same round -2 if you use fencing or with Weapon Master/Trained by a Master -1 if you use fencing with Weapon Master/Trained by a Master Cross Commit two ready melee weapons to a single Parry, using the better Parry score +2 and combining their weights (for purposes of breaking). Neither hand can Parry again this turn Supported Use a ready (empty) hand to support a parrying weapon for +1 as if it were a two-handed weapon. Neither hand can parry again Parry (Unarmed - above rules apply as well) DX / Karate / Brawling Use highest to Parry with one free hand Boxing Parry two different attacks per turn, one with each hand Wrestling / Sumo Need to use two hands to Parry Weapon Swing Attack -3, 0 if you use Karate or Judo Parry (Unarmed with legs - above rules apply as well) Karate / Brawling Needs Karate / Brawling - can only parry attacks below the waist, can not retreat, once per Turn Block (You can not Block Bullets or Beam Weapons) Consecutive -5 Flail -2 Close Combat No block possible Retreat (Together with another active defense, only against melee attacks, counts against one foe for one turn, can only retreat once per turn, must take a step backwards) Dodge +3 Parry +1, +3 if using Fencing Weapon / Judo / Karate Block +1 Extra Effort A critical failure on these rolls causes an additional 1 HP of injury to arm (Block, Parry, Attack) or leg (Dodge or Kick), no DR (B357). May use no more than one defensive option (Feverish Defense or Rapid Recovery) Feverish Defense Spend 1 FP to add +2 to a single active defense roll (except when using All-Out Attack or Committed Attack) Rapid Recovery Spend 1 FP to Parry with an unbalanced weapon during an Attack, or any weapon during a Move and Attack
Random Body Part Penalty Notes 3 - 4 Skull -7(f)/-5(b) [1, 3] 5 Face -5(f)/-7(b) [1, 4] 6 - 7 Right Leg -2 [5] 8 Right Arm -2 [5, 6] 9 - 10 Torso 0 [18] 11 Abdomen -1 [20] 12 Left Arm -2 [5, 6] 13 - 14 Left Leg -2 [5] 15 Hand -4 [6, 8, 9] 16 Foot -4 [8, 9] 17 - 18 Neck -5 [1, 10] Vitals -3 [1, 11] Eye -9 [1, 2] Ear -7 [1, 12] Nose -7 [1, 15] Jaw -6 [1, 13] Spine -8 [1, 16] Limb vascular -5 [17] Neck vascular -8 [17] Arm/Leg Joint -5 [14] Hand/Foot Joint -7 [14] Groin -3 [1, 7] Pelvis -3 [19] Digestive Tract -2 [21] Heart -5 [1,11]
Pamela Stanganelli | 100 | ||||||
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Strength | 10 | Race: Human | Gender: Female | Player: Mark | |||
Dexterity | 10 | Hair: Black, Straight, Medium | Eyes: Grey | Campaign: | |||
Intelligence | 10 | Skin: Pale | Hand: Left | ||||
Health | 10 | Size: +0 | Age: 21 | Basic HP | 10 | ||
Height: 5' 9" | TL: 4 | Current HP | |||||
Will | 10 | Weight: 140 lb | Birth Date: April 20 | Reeling | 3 | ||
Fright | 10 | Collapse | 0 | ||||
Perception | 10 | Basic Speed | 5 | Basic FP | 10 | Check #1 | -10 |
Vision | 10 | Basic Move | 5 | Current FP | Check #2 | -20 | |
Hearing | 10 | Tired | 3 | Check #3 | -30 | ||
Taste & Smell | 10 | Thrust | 1d-2 | Collapse | 0 | Check #4 | -40 |
Touch | 10 | Swing | 1d | Unconscious | -10 | Dead | -50 |
ENCUMBRANCE, MOVE, DODGE | |||
---|---|---|---|
Level | Max Load | Move | Dodge |
� None (0) | 20 lb | 5 | 8 |
Light (1) | 40 lb | 4 | 7 |
Medium (2) | 60 lb | 3 | 6 |
Heavy (3) | 120 lb | 2 | 5 |
X-Heavy (4) | 200 lb | 1 | 4 |
HIT LOCATION | |||
---|---|---|---|
Roll | Location | DR | Penalty |
- | Eye | 0 | -9 |
3-4 | Skull | 2 | -7 |
5 | Face | 0 | -5 |
6-7 | R. Leg | 0 | -2 |
8 | R. Arm | 0 | -2 |
9-10 | Torso | 0 | 0 |
11 | Groin | 0 | -3 |
12 | L. Arm | 0 | -2 |
13-14 | L. Leg | 0 | -2 |
15 | Hand | 0 | -4 |
16 | Foot | 0 | -4 |
17-18 | Neck | 0 | -5 |
- | Vitals | 0 | -3 |
ADVANTAGES | |||||||
---|---|---|---|---|---|---|---|
Advantage | Pts |
SKILLS | |||||||
---|---|---|---|---|---|---|---|
Skill | Level | RSL | Pts | Ref |
SPELLS | |||||||
---|---|---|---|---|---|---|---|
Spell | College/Class | Cast/Maintain | Time/Duration | Skill | RSL | Pts | Ref |
EQUIPMENT | |||||||
---|---|---|---|---|---|---|---|
Item | Qty | Cost | Weight | Ref |
Attributes: 0 | Advantages: 0 | Disadvantages: 0 | Skills: 0 | Spells: 0 | Unspent: 100 | Total: 100 |
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