Portrait
Identity
Name
Rhysand
Title
Organization
Miscellaneous
Created
Jul 19, 2026, 9:23 AM
Modified
Aug 1, 2026, 3:42 PM
Player
Dana
Description
Gender
Age
Birthday
Religion
Height
6'2"
Weight
200 lb
Size
0
TL
4
Hair
Black
Eyes
Green
Skin
Pale
Hand
Right
150 Points
0
Unspent
0
Race
100
Attributes
49
Advantages
-22
Disadvantages
-1
Quirks
24
Skills
0
Spells
Primary Attributes
[20]
12
Strength (ST)
[60]
13
Dexterity (DX)
[20]
11
Intelligence (IQ)
[0]
10
Health (HT)
[0]
0
Threshold (Thresh)
[0]
0
Recharge Rate (RR)
Basic Damage
[20]
1d-1
Basic Thrust
[20]
1d+2
Basic Swing
Secondary Attributes
[0]
11
Will
[0]
13
Fright Check
[0]
11
Perception (Per)
[0]
11
Vision
[0]
11
Hearing
[0]
11
Taste & Smell
[0]
11
Touch
[0]
5.75
Basic Speed
[0]
5
Basic Move
Point Pools
[0]
10
of
10
Fatigue Points (FP)
[0]
12
of
12
Hit Points (HP)
[0]
0
of
0
Power Tally (PT)
Humanoid
Roll
Location
DR
-
Eyes
-9
0
1-3
Right Eye
-9
0
4-6
Left Eye
-9
0
3-4
Skull
-7
2
5
Face
-5
0
6-7
Arm
-2
2
1-3
Right Arm
-2
2
4-6
Left Arm
-2
2
8-9
Hand
-4
0
1-3
Right Hand
-4
0
4-6
Left Hand
-4
0
10-11
Torso
0
2
12
Groin
-3
2
13-14
Leg
-2
2
1-3
Right Leg
-2
2
4-6
Left Leg
-2
2
15-16
Foot
-4
2
1-3
Right Foot
-4
2
4-6
Left Foot
-4
2
17-18
Neck
-5
0
-
Vitals
-3
2
Encumbrance, Move & Dodge
Level
Max Load
Move
Dodge
0
None
29 lb
5
9
1
Light
58 lb
4
8
2
Medium
87 lb
3
7
3
Heavy
174 lb
2
6
4
X-Heavy
290 lb
1
5
Lifting & Moving Things
29 lb
Basic Lift
58 lb
One-Handed Lift
232 lb
Two-Handed Lift
348 lb
Shove & Knock Over
696 lb
Running Shove & Knock Over
435 lb
Carry on Back
1,450 lb
Shift Slightly
±
Reaction
-1
from formal authority figures (town guard, high-ranking Sect members, etc)
+3
Tel Bahast citizens/agents (when you identify yourself to them)
±
Condition
+6
on all IQ rolls to wake up or to recover from surprise or mental stun
+1
to all HT rolls to stay conscious, avoid death, resist disease, or resist poison
+1
to initiative rolls for your side (+2 if you are the leader)
Melee Weapon
Usage
SL
Parry
Block
Damage
Reach
ST
Natural Attacks
Bite
13
No
No
1d-2 cr
C
Natural Attacks
Kick
13
No
No
1d+1 cr
C,1
Natural Attacks
Punch
15
11
No
1d cr
C
Small Knife
Swung
13
9
No
1d-1 cut
C,1
5
Small Knife
Thrust
13
9
No
1d-2 imp
C
5
Ranged Weapon
Usage
SL
Acc
Range
Damage
RoF
Shots
Bulk
Recoil
ST
Small Knife
Thrown
9
0
6/12
1d-2 imp
1
T
-1
5
Trait
Pts
Fit
Recover FP at twice the normal rate (but not FP spent for spells or psi powers)
5
B55
Natural Attacks
0
B271
Cultural Familiarity (The Stilt)
Native
Do not suffer the normal -3 penalty for unfamiliarity
0
B23
Language: Common
Native; Spoken (Native); Written (Native)
0
B24
Sense of Duty
Friends and Companions
-5
B153
Combat Reflexes
Never freeze
15
B43
Talent (Tel Bahast Agent) 3
+1 per level to Karate, Explosives (all), Chemistry, Climbing, Esoteric Medicine, and Acrobatics
18
B89, PU3:25
Unusual Background
Tel Bahast Agent. You know the town's process: ignore the -5 for impure ingredients when making black powder from raw saltpeter (LT85), and cut a shaped charge with no roll to remember the effect, only the -5 to build one (HT182-183).
10
B96, LT85
Style Familiarity (Tel Bahast Martial Arts)
1
MA49
Intolerance (Formal Authority)
Scope: Common
-5
B140
Duty (Tel Bahast)
Quite rarely (6-)
-2
B133
Secret (Knows the Tel Bahast process, including how to cut a shaped charge)
Utter Rejection
-10
B152
Careful
You are naturally cautious, always on the lookout for danger. You dedicate extra time and money to preparations before venturing into a dangerous situation.
-1
B163
Skill / Technique
SL
RSL
Pts
Tel Bahast Martial Arts
4
Disarming
Default: Karate
15
+0
0
B230,MA70
Karate
15
DX+3
4
B203,MA57
Knee Strike
Default: Karate-1
14
-1
0
B232,MA76
Elbow Strike
Default: Karate-2
13
-2
0
B230,MA71
Sweeping Kick
Default: Karate-3
12
-3
0
B232,MA81
Back Kick
Default: Karate-4
11
-4
0
B230,MA67
Jump Kick
Default: Karate-4
11
-4
0
B231,MA75
Acrobatics
15
DX+2
2
B174,MA54
Climbing
14
DX+2
1
B183
Knot-Tying
13
DX+0
1
B203,MA58
Explosives/TL4 (Fireworks)
13
IQ+2
1
B194
Knife
13
DX+0
1
B208
Explosives/TL4 (Demolition)
13
IQ+2
1
B194
Set Trap
Default: Explosives (Demolition)-2
12
-1
2
B233
Esoteric Medicine
12
Per+1
1
B192,MA56
Riding (Camel)
12
DX-1
1
B217
Throwing
12
DX-1
1
B226
Chemistry/TL4
12
IQ+1
1
B183
First Aid/TL4
Default: Esoteric Medicine
11
IQ+0
1
B195
Area Knowledge (Shantytown; Lived there)
All important businesses, streets, citizens, leaders, etc.
11
IQ+0
1
B176
Survival (Desert)
10
Per-1
1
B223
Survival (Plains)
Default: Survival (Desert)-3
10
Per-1
1
B223
Carousing
10
HT+0
1
B183
Search
10
Per-1
1
B219
Hiking
9
HT-1
1
B200
#
Carried Equipment (51.65 lb; $629.5)
Uses
TL
LC
1
Layered Leather, Light Torso Armor
Don: 20 secs; Holdout: -1; Reaction Pen.-1; Flexible and susceptible to blunt trauma (p. B379)
1
120
15 lb
120
15 lb
LTIA5
1
Layered Leather, Light Arm Armor
Don: 10 secs; Holdout: -1; Reaction Pen.-1; Flexible and susceptible to blunt trauma (p. B379)
1
60
7.5 lb
60
7.5 lb
LTIA7
1
Layered Leather, Light Leg Armor
Don: 20 secs; Holdout: -1; Reaction Pen.-1; Flexible and susceptible to blunt trauma (p. B379)
1
120
15 lb
120
15 lb
LTIA10
1
Boots, Leather
Don: 6 secs; Holdout: -4; Flexible and susceptible to blunt trauma (p. B379); -1 DR vs. impaling.
1
80
3 lb
80
3 lb
LTIA16
1
Ankle Scabbard, Small Knife
1
3
0.1 lb
33
0.6 lb
LT57,B270
1
Small Knife
0
30
0.5 lb
30
0.5 lb
LT58
1
Belt
10
0.3 lb
216.5
10.55 lb
1
Belt Hook
4
10
0.25 lb
31.5
6.25 lb
LT96
1
Dayer
Watertight vine-woven bottle, carried at the belt. Holds up to one Day of water.
1.5
1 lb
21.5
6 lb
1
Days of Water
20
5 lb
20
5 lb
1
Powder Case, Vine-woven
Tel Bahast ordnance container. Watertight vine-woven case laced to the belt, cut flatter and squarer than a Dayer but close enough to pass for one at a glance. Fleece-packed interior cradles 4 lbs. of ordnance. Retrieving an item takes a Ready maneuver or a Fast-Draw roll. Packing prevents accidental breakage if dropped and gives contents +2 DR against deliberate attacks. +2 to Holdout when passing the case off as a water bottle.
4
80
1 lb
175
4 lb
2
Cracker, Paper-Cased
Tel Bahast pocket charge. 0.25 lb. corned powder in string-wrapped paper. Damage 1d+2 cr ex. No fragmentation.
4
10
0.4 lb
20
0.8 lb
B415, LT85
1
Smoke Pot, Small
Tel Bahast smoke pot. Fills a 2-yard radius with smoke (-10 to Vision) for 5 seconds.
4
15
0.4 lb
15
0.4 lb
DF1:25, B194
1
Flash Charge
Tel Bahast flash charge. Everyone within 10 yards rolls vs. HT or suffers Blindness (a Vision-based affliction). Roll vs. HT to recover every turn.
4
25
0.4 lb
25
0.4 lb
DF1:25, B194
1
Half-Charge, Clay-Cased
Tel Bahast pocket charge. 0.5 lb. corned powder in a fired clay shell. Damage 5d+1 cr ex [1d]; fragmentation danger radius 5 yards.
4
35
1.4 lb
35
1.4 lb
B415, LT85