Val CHA Cost Roll Notes 9 STR -1 11- Lift 87.1 kg; 1 ½d6 HTH Damage  16 DEX 12 12- 13 CON 3 12- 16 INT 6 12- PER Roll 12-/13- 13 EGO 3 12- 18 PRE 8 13- PRE Attack: 3 ½d6 5 OCV 10 5 DCV 10 3 OMCV 0 4 DMCV 3 3 SPD 10 Phases: 4, 8, 12 4 PD 2 Total: 4 PD (0 rPD) 4 ED 2 Total: 4 ED (0 rED) 5 REC 1 26 END 2 9 BODY -1 22 STUN 1 Total Characteristics Cost: 71 Movement: Running: 20m/40m Leaping: 8m/16m Swimming: 2m/4m Cost Powers & Skills Spells Notes: Sakina uses spells from the HERO System Grimoire. However, she doesn't need foci to cast her spells and the cost of all her spells reflect that. 5 1) Deft Fingers: HSG page 211 8 2) Entertaining Illusions: HSG page 258, END 2 10 3) Illusions Of The Eye: HSG page 258-259, END 2 5 4) Impersonation: HSG page 212 8 5) Invisibility: HSG page 264 (note: this spell has the Limitation of Chameleon), END 2 1 6) Roguish Footfall: HSG page 212, END 1 5 7) Silver Tongue: HSG 212 9 8) Trickster's Hand: HSG page 213, END 2 2 Elvish Swiftness: Running +2m (14m total),END 1 2 Elven Eyes: +1 PER with Sight Group 5 Elven Eyes: UV Perception (Sight Group) 4 Elven Longevity: LS (Longevity 1600 Years) Perks 6 Contacts (6 points' worth among people in Dayvania; player's choice) 8- Talents 2 Nimble Fingers: Ambidexterity (-1 Off Hand penalty) 3 Elven Sleep: Lightsleep 3 +1/+1d6 Striking Appearance (vs. all characters) Skills 2 AK: Trader’s Square 11- 3 Acting 13- 2 CK: Dayvania 11- 3 Charm 13- 3 Concealment 12- 3 Conversation 13- 3 Forgery 12- 10 Gambling (Board Games, Card Games, Dice Games) 14- 3 Inventor (Spell Research) 12- 3 KS: Arcane And Occult Lore 12- 3 KS: Games Of Chance (and how to cheat at them) 12- 3 KS: Sorcery 12- 1 Literacy 3 Lockpicking 12- 3 Mimicry 12- 2 Navigation (City) 12- 3 Persuasion 13- 11 Sorcery: Magic 16- 3 Sleight Of Hand 12- 3 Stealth 12- 3 Streetwise 13- 2 Survival (Urban) 12- 1 WF: Blades Total Powers & Skill Cost: 155 Total Cost: 225 175+ Matching Complications (50) 5 Distinctive Features: Sorceress (Not Concealable; Noticed and Recognizable; Detectable Only By Detect Magic) 10 Hunted: the City Guard (they don't trust her... with good reason) Infrequently (Mo Pow; NCI; Watching) 10 Negative Reputation: free-roaming agent of chaos, Frequently 10 Psychological Complication: Bored Now (Common; Moderate) 15 Psychological Complication: Highly Curious About Anything New (Common; Strong) Total Complications Points: 50 Experience Points: 50 Equipment Weapon OCV RMod DMG STUN STR Notes Dagger +0 -- 1d6-1 +0 6 S, RBS Knife +0 -- 1/2d6 +0 4 S, RBS
Background/History: Sakina was found, while still an infant, among the wreckage of a plundered caravan. The bandits responsible were a mixed bunch of humans, goblins, and orcs, and had apparently killed or enslaved everyone else. Her discoverer was the noted hedge-wizard and conman Landon Dafalla, who initially had approached the burning wagons to see if the raiders had let anything of value. While he normally had no use for children, especially ones as young as Sakina, he felt his heart go out to her when the tiny elf babe grasped his finger in her hands and uttered something that sounded like “da-da.” Deciding to raise her as the daughter he never had (especially since his last wife had left him) and probably never would (considering his age,) he wrapped the infant elf up in her swaddling clothes and made haste to return to his home city of Dayvania.
In due time Sakina grew up, and never really worried about why her father looked nothing like her (or whatever happened to her mother for that matter.) She was for too interested in learning all “Papa” Landon had to teach her. Aside from an assortment of useful spells, she also became proficient in the art of pulling cons, the playing of assorted of games of chance (unless she was playing them, of course), and other such skills useful for those who intended to part the gullible from their coin in a variety of creative ways. An apt student, Sakina found a certain thrill in the art of the con as well as using her magical skills to pull various tricks and pranks (usually on those she thought were ‘stuffy’ of ‘full of themselves.’) With the passing of Landon, Sakina’s temperament calmed somewhat, and she grew less inclined to simply cheat others and more interested in finding creative uses for her skills. And better yet? People will actually pay her to do so!
Personality/Motivation: In a far more modern (and scientifically-minded) world, Sakina would be diagnosed with Attention Deficit Disorder. As it is, most people consider her ‘flighty’ and chalk up her tendency to switch subjects and interests at the drop of a hat to the generally capricious nature of elves. That said, Sakina can remain on topic for more than five minutes—if the topic is something she finds interesting (magic is one, gambling is another.) At the same time, she’s a glutton for new experiences, be it new foods, new fashions, new games of chance, or even new sexual partners. She’s been warned more than once that such curiosity has killed more than one cat, but Sakina really can’t help herself. She gets bored easily and when bored will do just about anything to liven things up. This will almost certainly get her in a great deal of trouble some day (if it hasn’t already.)
Quote: “It’s like Papa Landon always told me—you never want to let them know you’ve conned them. You need to keep up the play even after you take his coin. Which is why I’ll see you, with the money, a day after the job is over.”
Powers/Tactics: Sakina isn’t a fighter and she knows it. She prefers to use her spells to confuse, misdirect, and otherwise confound any possible foes. Sakina also likes to talk her way out of trouble, especially since one of Papa Landon’s most important lessons in life was “always keep them guessing,” and thus, the less she uses her magic, the less others know what she can do. However, if the situation calls for it, she’ll use her spells as needed, and likes to work with Illusions Of The Eye, Impersonation, Invisibility, and Roguish Footfall. She’ll use these spells to avoid guards and patrols, and/or to simply bluff her way into a secure area (and then use the same spells to get back out again.) If confronted, she’ll do her best to escape, drawing her dagger only as a last resort.
Appearance: Sakina has dark taupe skin, white hair, and burgundy eyes—a common combination among dark elves. She also has a curvaceous build and tends to dress in outfits that emphasize this. She prefers sturdy boots and gloves, along with tunics cut low in the front and high over the hip. Sashes around the waist, scarves around the neck, and broad-brimmed hats are required to finish the look.
Designer's Notes: You can use Sakina in any number of ways. Those who want to run a fantasy version of The Sting now have the perfect NPC to help pull things off. Sakina could work with the PCs, to help them pull a fast one on an NPC foe, or try to con the PCs themselves out of some of their hard-earned coin (especially if they are throwing a lot of money around.) If she works with the PCs, she’ll be ‘loyal’ until the job is over. To act otherwise is counterproductive to getting paid. If she is working against the PCs, she’ll do her best to vanish as soon as the con is pulled.
To make Sakina more powerful, up her DEX, give her a 4 SPD, a high spell-casting roll, some Combat Skill Levels, some light leather armor, and possibly a few magical trinkets. To make her less powerful, consider making her a pure conman and remove all of her spells. But give her a few Skill Levels with either Interaction or Agility Skills in exchange.
(Character sheet created by Michael Surbrook)
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