Dice



Levels


Base Level: 23

    Magic

    Arcane Paths

    Elemental Paths

    Limited Paths

    Inborn Powers

    Necromancy: 28

    Path of Shadows: 12

    Mental Tower: 34

    Telepathy: 31

    Sorcery: 29

    Lunar Elements: 17

    Quantum Weaver Aspects: 26

    Domination: 24

    XXX

    XXX

    Machine Aspects: 32

    Presence: 33

    XXX

    XXX

    XXX

    Possession: 30

    XXX

    XXX

    XXX

    Telekinesis: 35

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    Combat

    Two Handed Martial Sword: 23
    Archery: 24
    Treshai Martial: 30

    Bonuses

    Specialization: +1 HB, 2 weapons only
    Moving Target and Obstacle Precision: no penalties in archery for moving target or obstacle
    Treshai Martial Discipline: +3 mental checks, reflexes, strength, stamina, and dexterity while practicing Treshai (Trecouri) Martial.
    Magic Skill Bonuses: +1 HB missiled, +1 HB or +2 d6 on any roll.

Kai's Weapons :: links to large image :: graphics by Sparky

Damage

Weapons

Trecouri Martial Swords: +40 damage each (2 swords)
Trecouri Compound Bow: +52 damage
Trecouri Knife: +16

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Martial Hand to Hand Attacks

Add strength to all attacks
Snap Kick: +12 damage
Spin Kick: + damage
Sweep Kick: tripping kick
Pouncing Tiger: +1 init on surprise attacks, trip, tackle and pin, dex and strength vs. same for breaking free, uses 3 AR.
Deadly Tiger: +50 damage, same as pouncing tiger but with throat tear added, deadly to mortals on a crit, torps vampires.
Echo Snap Kick: +12 damage each, +5 added damage progressively repeating snap kick.
: + damage
Blade Hand: +18 damage, stabs throat or body with fingers, concentrated force tears skin
Stabbing Paw: +12 damage bruising fist jab, +25 to throat or chest
Spearing Shark: +14 damage head spear
Wounding Claw: +25 aggravated damage, fingers tear open a major artery
Open Hand of Death: +50 damage or death blow, heel of palm shoves septum of nose into brain, deadly to mortals, paralyzes or trans death to immortals.
Grip of Death: + strength damage per AR spent, choking and squeezing death grip.
Death Grip: + strength damage per turn if called, otherwise holds, strength vs. strength to break hold
Guarded Punch: Punch and block use 1 AR, +8 damage, +1 d6 blocking
Spring Fist: rapid succession of punches, +18 damage extreme force
Lightning Defense: +1 d6 defense, rapid succession of blocks vs. blows, even melee blows as arms block arms, legs block or trip, body evades, etc.
Counter Attack: get +1 free attack per defense turn
Combination Attack: +1 AR, multiple attack manuevers.
Combination Defense: +1 AR, multiple defense manuevers.
Matrial Riposte: +1 damage per level on successful blocks or defense.

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Martial Sword Attacks

Add strength to all attacks
Spin Blade: +1 AR, +1 HB vs blocks with swords.
Cross Blades: +10 damage momentum, two bladed scissored beheading blow
Sting Blades-Riposte: Martial level = damage on successful blocks
Victory Blow: +20 impact damage, leaping hew; powerful stroke of two swords out of high guard air hike, +1 attack advantage, -1 defense.
Dire Press: +5 damage momentum, two blades; rapid; step-pivot and slash, step-pivot and slash, direction can parry or change forward, back, left or right, +1 defense.
Martial Feint Combination: +1 confusion vs. focus per attack, AR = max combined attacks
Herioc Blade Zephyr: uses all AR, +30 damage per blow, +1 AR and 2 free rerolls, 0 HB and saves on defensive.
Hammer Blades: +10 damage, air hike and quick hew of blades
Shuffle Blades: body guard multiple attacks and blocks, maneuver with upright or angled hand over hand blades. High precision (dex) vs. reflexes and quickness vs, movement, +3 martial bonus applies.
Internal Force: +10 damage to sword blows.
Air Hike Blows: +5 damage, +1 advantage, -1 rival defense

Character Checks
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    Physical Checks
  • Strength: 30/36
  • Stamina: 33
  • Movement: 16, +15 Haste
  • Stealth: 19
  • Dexterity: 18
  • Reflexes: 18
  • Fortitude: 50

    Sensory Checks
  • Vision: 22
  • Night Vision: 18
  • Olfactory: 16
  • Hearing: 17
  • Taste: 16
  • Touch: 17
  • Danger Sense: 12

    Mental Checks
  • Willpower: 32
  • Intelligence: 21
  • Perception: 20
  • Wisdom: 18
  • Charisma: 19
  • Instincts: 15
  • Logic: 17

Health

  • HP: 1256
  • Regeneration: level 20, +1 per inborn level.
  • MR: 50%
  • Resist Mental Probes: 80% (mental tower)
  • Sun Damage: -1 d6 HP per hour exposed to direct sunlight, -1 HP per hour exposed to indirect sunlight, white skin penalty.

ITEMS

  • Building a steam powered Airship in his barn.
  • Pair of Wedding Rings - Fixed Gate Rings: allows he and Schae to gate to each other, to any of their homes, or to Noctmaire even if gate powers are negated in an area by dead zones or gate blocking wards. These rings are the gateways and are linked to other fixed gates. These rings have a contingency whereby wearing these rings completely fogs the memory of anyone not selected to wear them. They can be given or loaned by Schae or Kai. They can bring one person each with them as long as contact is maintained (hold hand or arm, etc.)
  • Pair of Regeneration Amulets: allows he and Schae to heal and renew stamina whenever wounded by +50 HP, and +5 stamina per turn.

Experience Points (XP)

  • XP Earned: 15300
  • XP Spent: NPC XXX, PC: 0
Skills

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Horsemanship, Hunting, Tracking, Hide in Shadows, Scouting, Swimming, Subterfuge, Performance, Deception, Self-discipline, Sleight of Hand, Breaking and Entering, Sneak, Pick Locks, Find Hidden Doors, Escape Artist, Evasive Action, Move Silently, Move Unseen, Scale Buildings and Walls, Climbing, Rope Climbing, Hook and Line, Jumping, Air Hike, Far Leap, Set Snares and Traps, Find Hidden Doors, Find Traps, Quick Reflexes (+1).


Someone once asked me if I ever get bored. I never understood the concept. Learning is infinite and I love to learn, so how can boredom enter my life? Besides, I find almost everything holds some fascination if I just study it.

Knowledge


Animal Kinship, Demon Occult, Arcane Occult, Mechanical Engineering, Airpilot, Airship and Fighter Mechanics and operation procedures, Aerial Navigation, Quantum Physics, Quantum Mechanics and Technology, Quantum Theory, Chaos Mathmathics, Advanced Mathmatical Science, Chaos Theory. Etiquette, Diplomacy, Court Customs, Trecouri Law, Standards and Customs. Trecouri Rites and Rituals.

Languages:

Cenys, Esurian, Trecouru, limited Gruag and Otso Eurokai


"I am afraid all the time; but I am never afraid to fight for what I believe in." Kai