Beyond crisis ABF:Reika
Reika Kragsdotyr
Bio
Age: XX years
Gender: F
Home region: Helenia
Social Status: Middle Class
Description
Reika is from a homestead in northern Helenia. Her immediate family was killed by raiders a number of years ago, and she barely escaped, tearing herself from a knife pinning hand to tree with a burst of more strength than her childish frame could generate. An uncle in 'the south' (ie the area around Farna) reluctantly took her in, but the relationship was always strained due to disapproval of her mother's choice of husband, Reika's diminished ability to contribute to the farm due to injury, and the weird stuff that 'just happened' around her, especially when upset. When the pox swept through the village, her cousin's death and her recovery made things worse. Reika went out hunting small game a lot to get away and progressively built up her control over her unusual abilities.
Reika is determined to get revenge and start building a life for herself away from her abusive relatives, and sees joining up with mercenaries flocking to the province as a good way to do both, despite its risk. Life on Candy Planet isn't for the faint of heart.
Sheet
Quick reference
Current
LP:115
AT:
Ki Reserve:
Unspent PP: 4
Type/Class/Level
Type: Human Class: Mentalist Level: 1
Stats
STR: 3 DEX: 5 AGI: 8 CON: 8 INT: 6 POW: 4 WP: 12 PER: 8
Appearance: 5
Traits
Universal Abilities
Move: 6 (70 ft active, 17 ft passive)
Size: 10
Fatigue: 8
Life Point: 115
Initiative: 30 or +50 unarmed or dagger Regeneration: 2: (20/rest day, 10/active, -5 penalties/day)
Resistances
Physical Resistance: 40
Disease Resistance: 20
Poison Resistance: 40
Magic Resistance: 25
Psychic Resistance: 50
Martial Abilities
Attack: 1
Block: xx
Dodge: 10
Wear Armor: -10
Psychic Powers
PP: 18
Free PP: 4
Psychic Projection: 90
Psychic Potential base +80 3 points -> +100
Ki Abilities
Ki: 56
Ki Accumulation: 1, WP 2
Martial knowledge: 10/10
Advantages/Disadvantages
Advantages
Free Access to Any Psychic Discipline 2, Add One Point to a Characteristic x2: WP, Psychic Inclination": "Psychokinesis"
Disadvantages
Atrophied Limb: Right arm, Deduct Two Points from a Characteristic: "DEX", Sickly: 1
Secondary Abilities
Athletics
Acrobatics:
Athleticism: 1 (-9)
Ride: 0 (-20)
Swim: 8 (+23) NL1
Jump: 1 (-9)
Climb: 3 (-7, but often taking limb penalty)
Vigor
Composure: 0 -10
Feats of Strength: 0 -40
Withstand Pain: 20 (+70 BM, NL1)
Perception
Notice: 15 +35 NL1
Search: 5 +15
Track: 15 +35 NL1
Intellectual
Animals: 5 +10
Sciences (Trained only): x
Herbal Lore: 5 +10
History (Trained only): x
Law (Trained only): x
Medicine (Trained only): x
Memorize: 0 -25
Navigation: 0 -25
Occult: 0 -25
Tactic (Trained only): x
Appraisal (Trained only): x
Magic Appraisal (Trained only): x
Social
Trade:
Streetwise:
Style: 0 -35
Etiquette:
Intimidate: 0 (-10)
Leadership: 0 -35
Persuasion: 5 (+10)
Subterfuge
Lock Picking:
Disguise:
Hide: 15 +45 NL1 MB
Theft:
Stealth:
Trap Lore:
Poisons (Trained only):
Creative
Alchemy:
Animism:
Art:
Dance (Trained only):
Ritual Caligraphy:
Forging (Trained only):
Music (Trained only):
Runes (Trained only):
Sleight of Hand:
Psychic Disciplines
Telepathy 1
1: Mind Reading
Psychokinesis 5
1: Shield, Minor Psychokinesis
2: Ballistics, Organic Psychokinesis
3: Ground Control
Energy 2
1: Create Energy
2: Control Energy
Innate Slots 1 (2 point
Equipment
A pair of stylish clothes, food for a week, a knapsack with various equipment, gray sheepdog: Misty
Decent walking Boots 5. Second set of low quality clothing looks like around 3. Coat+gloves 7. Low quality dagger 25. Blanket 1, Small bag 2.
5 Silver Crowns
18 Coppers