Val CHA Cost Roll Notes 35 STR 25 16- Lift 3200 kg; 7d6 HTH Damage  18 DEX 16 13- 21 CON 11 13- 16 INT 6 12- PER Roll 12- 14 EGO 4 12- 21 PRE 11 13- PRE Attack: 4d6 6 OCV 15 6 DCV 15 3 OMCV 0 5 DMCV 6 4 SPD 20 Phases: 3, 6, 9, 12 9+11 PD 7 Total: 9/20 PD (0/11 rPD) 7+11 ED 5 Total: 7/18 ED (0/11 rED) 11 REC 7 42 END 5 13 BODY 3 42 STUN 11 Total Characteristics Cost: 167 Movement: Running: 16m/32m Leaping: 34m/68m Swimming: 8m/16m Cost Powers & Skills Martial Arts: Spearfighting Maneuver OCV DCV Damage 4 Charge +0 -2 Weapon +2 DC +v/5 Strike, FMove 4 Evade -- +5 Dodge, Affects All Attacks, Abort 5 Jab +1 +3 Weapon Strike 3 Legsweep +2 -1 Weapon +1 DC Strike, Target Falls 5 Parry +1 +3 Block, Abort 4 Shaft Strike -1 +1 2d6 NND 5 Slashing Strike/Strong Thrust -2 +1 Weapon +4 DC Strike 4 Thrust +0 +2 Weapon +2 DC Strike 1 Weapon Element: Spears, Staffs (for using the weapon's shaft) 75 Sebahattin, The Falling Star Halberd: Multipower, 120-point reserve, all slots Difficult To Dispel (x2 Active Points; +¼); all slots OAF (-1) 3f 1) Blade Edge: HKA 2 ½d6 (4d6 w/STR), Armor Piercing (+¼), Reduced Endurance (0 END; +½) 3f 2) Blade Point: HKA 2d6 (3d6 w/STR), Armor Piercing (+¼), Penetrating (+½), Reduced Endurance (0 END; +½) 2f 3) Shaft: HA +5d6, Reduced Endurance (0 END; +½); Hand-To-Hand Attack (-¼) 1f 4) Shaft: Stretching 4m, Reduced Endurance (0 END; +½); Only To Cause Damage (-½), Always Direct (-¼), No Noncombat Stretching (-¼), No Velocity Damage (-¼) 6f 5) Echoes Of A Falling Star: Blast 12d6, Area Of Effect (24m Radius Explosion; +½), Indirect (always comes from below; +½), END 12 6 Inspire: Aid PRE 1d6, Area Of Effect (17m Radius; +1), Selective (+¼); Extra Time (Full Phase, -½), Concentration (½ DCV; -¼), Incantations (voice range; -¼), END 1 14 Fearless: +20 Mental Defense (20 points total); Only To Resist Fear (-2) plus Power Defense (20 points); Only To Resist Fear (-2) 12 Vambraces and Greaves: Resistant Protection (8 PD/8 ED); OIF (-½), Requires A Roll (11- roll; Locations 7 and 15-18; -½) 15 Salmon-Leap Feat: Leaping +30m (34m forward, 17m upward), END 1 4 Racing The Deer Feat: Running +4m (16m total), END 1 2 Racing The Salmon Feat: Swimming +4m (8m total), END 1 39 Bound To The Land: Multipower, 39-point reserve 3f 1) Sense The Health Of Her Lands: Detect The General State Of Her Realm 12- (no Sense Group), Increased Arc Of Perception (360 Degrees), Range, MegaScale (1m = 10 km; 1" covers all of her realm; +1 ¼), Cannot alter scale (-¼) 2f 2) Knows If Her Realm Is In Peril: Danger Sense (general area, any danger, Function as a Sense); Only Perceives General Threats To The Realm As A Whole (-1) 14- 6 Descended From The Gods Of Air And Sky: LS (Immunity All terrestrial diseases; Longevity: 200 Years) Perks 0 Bases (household demesne) 10 Fringe Benefit: Princess 10 Money: Wealthy 3 Reputation: fearless and unstoppable warrior (A small to medium sized group) 14-, +3/+3d6 Talents 6 Combat Luck (3 PD/3 ED) 6 Beautiful: +2/+2d6 Striking Appearance (vs. all characters) Skills 32 +4 with HTH Combat 8 Feat Of Cuar: +4 with Sweep with weapons 3 AK: Karadag 12- 3 Breakfall 13- 3 Climbing 13- 3 Concealment 12- 3 Sweet Speech: Conversation 13- 10 Swim A Sea Of Foes Feat: Defense Maneuver I-IV 2 Gambling (Board Games) 12- 3 High Society 13- 3 KS: Legends and Lore 12- 2 KS: Spearfighting Styles And Techniques 11- 2 KS: Warriors Of Note 11- 3 KS: Who's Who In Karadag 12- 1 Language: Karadagish (idiomatic; literate) 2 Navigation (Land) 12- 3 Oratory 13- 3 Paramedics 12- 3 Sweet Speech: Persuasion 13- 2 PS: Princess 11- 3 PS: Harper 13- 5 Swooping Feat: Rapid Attack ; HTH Multiple Attacks Only (-1) 3 Riding 13- 3 Stealth 13- 2 Survival (Temperate/Subtropical) 12- 7 Tactics 14- 3 Tracking 12- 1 TF: Chariots, Equines 4 WF: Common Melee Weapons, Common Missile Weapons Total Powers & Skill Cost: 389 Total Cost: 555 400+ Matching Complications (75) 10 Distinctive Features: Blue-White Hair And Golden Eyes (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Hunted: assorted enemies of the royal family and the kingdom Infrequently (As Pow; PC has a Public ID or is otherwise very easy to find; Harshly Punish) 15 Physical Complication: Bound To The Land (Infrequently; Greatly Impairing) 20 Psychological Complication: Mivuntas-Geasa: Can't Refuse A Challenge (Common; Total) 15 Psychological Complication: Reckless In Battle (Common; Strong) 15 Negative Reputation: fearless warrior who won't back down from a challenge, Very Frequently 15 Social Complications: Royal Obligations (Frequently; Major) Total Complications Points: 75 Experience Points: 155
Background/History: When she was born Mihrimah's pale blue-white hair and golden eyes attracted immediate attention from the midwife and the attendant sorcerer-priests. They declared her to be one chosen of the gods, her hair a gift of the gods of the sky (since it was the color of the clouds), while her eyes were from the god of the sun (hence their golden color). She was destined for greatness, they said, and would bring great honor to the House of Bekir when she ascended the throne.
Since that time, Mihrimah has trained and studied to succeed her father as ruler of Karadag. She was schooled in the arts of combat by some of the greatest warriors in the land, while the sorcerer-priests taught her the way of lordship and nobility. She was an apt pupil, and soon was able to prove her worth both on the field and at the table. Her skill with the spear proved her right to be named warlord of House Bekir, and more than once she has led Karadag to victory over enemies both human and fell.
Currently, Mihrimah is content to lead the life of war-leader. She is more than willing to venture forth from the Bekir demesne to investigate tales of strange things from all corners of Karadag, and enjoys the freedom to come and go as she pleases. She realizes gaining the throne will being with it great prestige, but also great responsibilities and duties, and her old life will be no more. But she also knows that deep down she is Karadag, and its health is linked to her by a bond far greater than her personal desires. She will make a good Queen, but she certainly doesn't look forward to the day the throne is hers.
Personality/Motivation: Mihrimah is a warrior's warrior. She is brave, almost to the point of being foolhardy, and knows how to lead men in battle. At the same time, she's no roughhewn slayer, unlike some spearmen. She has grace, and wit, and is equally at home in the throne-hall as she is the battlefield. She enjoys games, usually of a tactical bent, as well as music, well-sung bardic tales, and all forms of the arts.
If Mihrimah can be said to have a flaw, it is her willingness to take risks. Even among the Karadag, who take to battle like a man to a holiday feast, Mihrimah shows almost unquenchable enthusiasm. More than once she has plunged into a host of enemies, ignoring their numbers. Time and time again, the sorcerer-priests have asked her to consider her station as heir, but she won't hear of it. As warlord, she refuses to let others take the risks, and prefers to lead by example.
Part of Mihrimah's reckless nature can be traced to the Mivuntas-Geasa that was laid on her soon after her birth. A sorcerer-priest consulted the bones of a freshly killed deer and declared that the gods had decreed a test for Mihrimah. To prove her worth as Queen, she would have to accept any challenge put to her until she ascended the throne. Thus, she must agree to any challenge, no matter how trivial, or risk losing not only the throne, but her god-given gifts (and perhaps, her life). This Geasa isn't well known, but has given her a bit of a reputation as a warrior who simply won't back down from any request
Quote: "I fear neither man nor beast, no matter how fell. In battle, I am the first to greet the enemy and the last to give them leave. At the table, I claim the Hero's Portion as is my right, and can prove my worth at the game board or with the harp. Now, do you still wish to put this summons to me?"
Powers/Tactics: Mihrimah was truly blessed by the gods at her birth. She is tall and strong, and is rightly said to have the strength of 30 normal men. She is also agile and durable, and can be a virtual whirlwind in battle, using the Feat of Cuar to strike multiple foes at once. Like all Karadag warriors of the spear, she wears scant armor and counts on her agility to protect her in battle. She also carries the greatest weapon in her land, and one of the greatest of her age: Sebahattin, the "Falling Star Halberd." Forged from the heart of a fallen star, Sebahattin can easily cleave through shields, armor, and men, and has been known to splinter solid stone. Mihrimah bears with her at all times, and is almost never parted from it [see more below].
Appearance: Warrior Princess Mihrimah is a tall woman, with lightly-tanned skin, long rippling blue-white hair, and brilliant gold eyes. She has an athletic physique, but even so, her figure belies her ability to easily lift an entire war chariot, complete with driver and warrior. In battle she will done plate armor vambraces and greaves, and wear a very simple (and brief) tunic. At home she dresses far more fashionably, but still prefers practical clothing as opposed to anything "courtly."
Designer's Notes: Warrior Princess Mihrimah is an obvious play on Xena: Warrior Princess, mixed with a healthy dose of Tuala Morn. The model that inspired the character is called Januqua with Great Halberd, who apparently comes from something called Bible of Jaboughneer. No, I have no idea what that is. Anyway, working from the image, I built Sebahattin, using the idea the blade was found almost "as is" and simply sharpened, as opposed to being made that way (see the notes on Sebahattin below). With her scant armor (and clothes) I hit on the classic Celtic myth idea for Mihrimah's powers and skills, but stopped after only working up a few rough notes. Then I read Tuala Morn. Cribbing mercilessly from the book, I borrowed many elements, such as the Noble and Spearman packages, the Spearfighting martial art, as well as Bound To The Land Multipower and Physical Limitation, and the Mivuntas-Geasa.
At 555 points, Mihrimah is meant to be a superheroic-level warrior for High Fantasy games. She is akin in power to Beowulf (who also had the strength of 30 men in his hand) as well as some of the Greek heroes and the like. If you want to make her even more powerful, give a point of SPD and more feats relating to her running. For example, make her Running usable as Flight, so she can run along ridge poles, across narrow tree limbs, balance on spear shafts, and so on. To weaken her, simply take Sebahattin away and give her a normal (albeit powerful) spear.
Description: It is said the blade of Sebahattin came from the heart of a fallen star. When found, the star was a great mass of red-hot rock, laying smoking and hissing at the bottom of a deep crater blasted out of the living earth. Several brave warrior-sages approached the body of the star, the heat causing their hair and clothes to smolder and burn. As they came closer, the star groaned aloud before cracking down its length. Within the glowing-white core was found a twisted and bent length of purest celestial steel that resisted all attempts to reshape it. Resisting even their greatest spells, all the sorcerer-smiths could do was sharpen it, giving the wickedly-curved blade an edge like no other. They then forged a shaft of steel and set the blade onto one end, forming the weapon dubbed Sebahattin, the "Falling Star Halberd."
Measuring twelve feet in length from the rounded butt-end to the tip of its sinuously curving blade, Sebahattin is not a weapon for the weak or faint of heart. The edge is said to be able to cut through almost any armor, while the point can penetrate (or even shatter) stone blocks. The shaft is virtually unbreakable (although still flexible enough to be used in combat), while slamming the butt-end into the ground produces an explosion akin to that which originally brought the blade to earth.
(Character sheet created by Michael Surbrook)
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