Kaepora O. Gaebora

Male, Spliced (Avian [Owl])

Description:

Seasoned 24

Spirit: d12
Smarts: d6
Agility: d6
Strength: d4
Vigor: d4

Charisma: 0 (0 Edges, 0 Hindrances)
Pace: 6"
Parry: 5 (2 base, 2 half of Fighting die, 1 spear bonus)
Toughness: 7 (2 base, 2 half of Vigor die, 3 armor)

Skills:
Boating (Agility): d4
Faith Miracles (Spirit): d10
Fighting (Agility): d4
Healing (Smarts): d6
Intimidation (Spirit): d4
Knowledge Religion (Smarts): d6
Persuasion (Spirit): d8
Taunt (Smarts): d4

Untrained:
Climbing (Strength)
Gambling (Smarts)
Investigation (Smarts)
Lockpicking (Agility)
Notice (Smarts) (+2 sight [racial], -2 hearing [hindrance])
Repair (Smarts)
Riding (Agility)
Shooting (Agility)
Stealth (Agility)
Survival (Smarts)
Swimming (Agility)
Throwing (Agility)
Tracking (Smarts)

Hindrances:
Outsider (Minor) (Racial) – Humans have a prejudice against the Spliced.
No Arcane Background (Magic) (Minor) (Racial) – Due to their heritage, Spliced are unable to use magic.
Curious (Major): Character wants to know about everything
Vow (Minor): The hero has a pledge to himself, a group, a deity, or a religion
Hard of Hearing (Minor): -2 to Notice sounds

Edges:
Flight ability (Racial)
Keen Sense: Sight (+2 to Notice when using sight) (Racial)
+4 bonus to resist cold environmental effects (it’s cold when you’re flying) (Racial)
Arcane Background [Miracles] (N): Allows access to supernatural powers
Holy Warrior (N, AB (Miracles), Sp d8, Faith d6): Spend 1 Power Point to make evil creatures make Spirit check or be Shaken; roll of 1 kills Extras, wounds Wild Cards
Power Points (N, AB): +5 Power Points, once per rank only (Novice)
Power Points (N, AB): +5 Power Points, once per rank only (Seasoned)
Luck (N): +1 benny per session

Powers:
Healing
Rank: Novice
Power Points: 3
Range: Touch
Duration: Permanent
Trappings: Laying on hands, touching the victim with a holy symbol, prayer.
Healing repairs recent bodily damage. It must be used within the “golden hour,” though, for it has no effect on wounds more than one hour old.
For Wild Cards, each use of the healing spell removes a wound with a success, and two wounds with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself).
For Extras, the GM must first determine if the ally is dead (a simple Vigor roll). If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken.
Healing can also cure poison and disease if used within 10 minutes of the event.

Boost/Lower Trait
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 3 (1/round)
Trappings: Physical change, glowing aura, potions.
This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. the affected Trait can exceed d12. Each step over d12 adds 1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power.
The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual.
>Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected.

Equipment:
Spear
Leather Armor +2
2 Scroll of Bolts
0 Firebreather’s Potion
2 Invigorating Tonic
1 Healing Potion
2 Liquid Lightning
2 Potion of Armor
1 Windwall Scroll
1 Spider’s Essence
600 PhantasyBux
Staff (stored in bedroom)

Future considerations:
Champion* (N, AB (Miracles), Sp d8, St d6, V d8, Faith d6, Fighting d8): +2 damage and Toughness vs. supernatural evil
Charismatic (N, Sp d8): Charisma +2
Common Bond (N, Wild Card, Sp d8): May give bennies to companions in communication
Connections (N): Call upon powerful friends with Persuasion roll
Healer (N, Sp d8): +2 to all Healing rolls and the healing power if applicable
Great Luck* (N, Luck): +2 bennies per session
New Power (N, AB): Character gains one new power

Bolt
Rank: Novice
Power Points: 1-6
Range: 12/24/48
Duration: Instant
Trappings: Fire, ice, light, darkness, colored bolts, swarm of insects.
Bolt is the standard attack power of wizards, and can also be used for ray guns, bursts of energy, streaks of holy light, and other ranged attacks. The damage of the bolt is 2d6.
Additional Bolts: The character may cast up to 3 bolts by spending a like amount of Power Points. This must be decided before the power is cast. The bolts may be spread among targets as the character chooses.
Additional Damage: The character may also increase the damage to 3d6 by doubling the Power Point cost per bolt. This may be combined with the additional bolts, so firing 3 bolts of 3d6 damage would cost 6 Power Points.

Bio:

Kaepora Owly Gaebora has spent his life in service to The Church of Setz, a sub-sect of The Church of Origin venerating mankind’s savior. It is here that disciples learn to live by Setz’s example, one of vigilance against the evil taint of the world and of self-sacrifice in service to mankind. Their numbers train to be warrior-monks dedicated to eradicating demons from the world.

Kaepora’s fervent devotion to his cause is so fiery and powerful that he is able to manifest it in the form of miracles, with the divine ability to heal wounds, bolster the abilities of his allies and to smite evil creatures with righteous fury. However, owing in part to his frail form, he has never been much of a warrior, despite having trained alongside his peers. Kaepora has a way with words, a persuasive personality, a practiced talent derived from religious discourse and sermon. He is a boundlessly optimistic learner, curious to a fault. He has a slight, strange obsession with boats.

Kaepora O. Gaebora

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