Dice and Stats



Physical Checks

Strength: {37} Stamina: {38} Movement: {16 + Haste} Stealth: {35} Dexterity: {21}

Sensory Checks

Hearing: {30} Vision: {28} Scent: {31} Taste: {28} Touch: {14}

Mental Checks

Willpower: {21} Intelligence: {20} Charisma: {18} Perception: {25}

Vital Stats

  • HP: 1556
  • Base Level: 29
  • Combat AR: +3, Haste: +1, +1 per ace
  • Magic AR: +6 (+1 per 5 levels)
  • Regeneration: 60
  • Vampiric Fortitude: 32
  • Resist Holy and Light Powers: 90%
  • Winged Armor: +1 AC per success
  • Save Bonus: +2, vs. death and capture
  • Paths

  • Necromancy: 28
  • Abyssmancy: 30
  • Umbramancy: 32
  • Dark Guardian Weave: 28
  • Quantum Arcane: 32
  • Telekinesis: 29
  • Specialized Elements: 28
  • Pyromancy: 30
  • Electrical Elements: 28
  • Morph Elements: 28
  • Inborn: 32
  • Combat

  • Firearms: 38
  • Crossbow: 30
  • Sword: 32
  • Ju-Jitsu: 31
  • Martial Sword: 32
  • Thrown Weapons: 27 (daggers and shurikens)
  • Elven Martial: 30
  • Bestial Style Martial: 33
  • Special Abilities

  • Devour Life: drain -1 stamina per 5 levels, and -1 called level
  • Master Assassin: bonus +2 HB with any owned handgun, rifle, crossbow, or bow during assassination.
  • Sharpshooter: +2 on any missiled weapon
  • Excellerated Combat: +2 HB, haste attacks, +1 AR, +1 per ace.
  • Precise Aim: +2 on any thrown or missiled weapon
  • Weapons

  • Sig Sauer: +45, +50 - hollowpoint, Magic Phasing bullets, Auto-reload Enchantment. (conjuration and arcane haste power)
  • Rem 700m rifle: +50
  • Crossbow: +50
  • Broadsword: +36, + Hellfire, 25% HP loss per day, antidote specific.
  • Samurai Sword: +30, Electrical, aggravated damage and stuns +1 turn per ace.
  • Shurikens: +12, Hellfire, 25% HP loss per day, antidote specific
  • Hunting Knife: +14
  • Long Dagger: +18 (featured pic), disease blade, aggressive damage, -1 AR, -1 per ace per turn until disease is cured.
  • Throwing Daggers: +40, enhanced damage, 6 beautiful throwing daggers with black marble handles and blue, star sapphire crowned pommels. Includes belt quiver.
  • Claws: +27, Inflict Hellfire on command.
  • Enchant Weapons: adds magic effect and damage at level used.
  • Imbue with Poison: 31, various poisons which cause; Sleep-(-1 turn, -1 per ace), Paralysis-(-1 mvm per success), Stagger-(-1, -1 AR per ace), Death-(damage each turn until cured), Stupor-(-1 turn, -1 per ace)
  • Recall Weapon: a command which allows him to recall any of his weapons to his hand, sheath, or holster as called.
  • Martial Combat

    Arrow Punch: +17
    Body Slam: +12-Stuns
    Head Butt: +17-Stuns
    Round-house kick: +27, +50 to Head/Throat
    Nose Splinter: +32-Death with crit
    Flying Arrow Kick: +22, +50 to Head/Throat
    Pressure Point Jabs: +17-stuns.
    Snap Kicks: +27
    Flip Slam with Windpipe Jab: +67
    Windpipe Jab: +50-Ruptures Windpipe
    Spleen Jab: +12 causes nausia, dizziness
    Sleeping Tiger: strength damage only, strength=level, causes immediately K/O on a crit, two handed pinch to base of neck, lasts +1 turn per success or until revived.
    Begging Pinch: pressure point grappling pinch which brings rival to their knees
    Howling Monkey: swing kick off of a branch, rope, or pole, strength + movement = damage.
    Monkey Fist: use whatever is handy for a weapon, weight + 10 + strength = damage, +5 edged.
    Elbow Jab: +7 none vital, +12 Pressure point, stuns with Aces, +50 Vital blow, stuns with aces.
    Leaping Tiger: Knee Slam with Chopping Snap jabs to windpipe and knuckle punches to chest, hand for hand blocking technique +27
    Spearing Knuckle Jab: +17,+50 to Vital area
    Tiger Claw: pinch or tear: +22 on Pinch, +50 Vital Tear to heart, windpipe, kidneys, vital organs. Death on crit if called.
    Ju-jitsu and Martial Sword: see weapons and combat Death Grips: Scissor leg Hold (holds w/o damage), Python Arm Hold (holds w/o damage), Choking Python (damages), Choking Scissors (damages), strength = damage per turn gripped.