Val CHA Cost Roll Notes 13 STR 3 12- Lift 151.6 kg; 2 ½d6 HTH Damage [3] 19 DEX 18 13- 14 CON 4 12- 13 INT 3 12- PER Roll 12-/13- 10 EGO 0 11- 15 PRE 5 12- PRE Attack: 3d6 6 OCV 15 6 DCV 15 3 OMCV 0 3 DMCV 0 5 SPD 30 Phases: 3, 5, 8, 10, 12 5+6 PD 3 Total: 5/11 PD (0/6 rPD) 4+6 ED 2 Total: 4/10 ED (0/6 rED) 6 REC 2 28 END 2 9 BODY -1 23 STUN 2 Total Characteristics Cost: 102 Movement: Running: 20m/40m Leaping: 8m/16m Swimming: 2m/4m Cost Powers & Skills 4 Claws: HKA 1 point (1d6 w/STR); Reduced Penetration (-¼), END 1 2 Pouncing: Leaping +4m (8m forward, 4m upward), END 1 8 Dumawe Swiftness: Running +8m (20m total), END 1 -1 Poor Swimmer: Swimming -2m 5 Dumawe Eyes: Nightvision 2 Dumawe Nose: +1 PER with Smell/Taste Group 5 Tail: Extra Limb (1), Inherent (+¼); Limited Manipulation (-¼) Talents 8 Agile As A Cat: Combat Luck (6 PD/6 ED); Not When Wearing Heavy Armor (-½) 6 Pass Without A Trace: Trackless Stride Notes: Fantasy Hero 6E, page 143 6 Exotic Beauty: +2/+2d6 Striking Appearance (vs. all characters) Skills 8 +1 with HTH Combat 6 +2 with Javelins and Spears 3 Agile As A Cat: Acrobatics 13- 5 Agile As A Cat: Breakfall 14- 3 Agile As A Cat: Climbing 13- 2 Concealment 12-; Self Only (-½) 1 KS: Caravans Of The Makari Plains 8- 2 KS: Flora And Fauna Of The Makari Plains 11- 0 Language: Malegy (idiomatic) 4 Language: Rarshas (idiomatic) 4 Navigation (Land) 13- 2 PS: Caravan Guard/Scout 11- 3 Stealth 13- 2 Survival (Tropical Plains) 12- 1 TF: Carts & Carriages, Equines 3 Tracking 12- 4 WF: Blades, Javelins and Thrown Spears, Spears, Thrown Knives and Darts 3 Traveler 2 1) AK: Malegyon 12- 2 2) AK: The Makari Plains 12- 2 3) CK: Mah-Makasra 12- 2 4) CK: Mah-Rahash 12- 2 5) CuK: Makari Plains Leomachi/Pakasa Tribal Customs 12- Total Powers & Skill Cost: 111 Total Cost: 203 175+ Matching Complications (50) 15 Distinctive Features: Human/Dumawe Halfbreed (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 0 Psychological Limitation: Fascinated/Repelled By Large Cities (Common; Moderate) 15 Psychological Limitation: Loyal To Her Employer(s) (Common; Strong) 10 Psychological Limitation: Strong Streak Of Curiosity (Common; Strong) 5 Social Limitation: Human/Dumawe Halfbreed (Occasionally; Minor) Total Complications Points: 50 Experience Points: 28 Equipment Weapon OCV RMod DMG STUN STR Notes Fighting Knife +0 -- 1d6 +0 10 M Javelin -1 -- 1d6+1 +0 10 L, RBS Thrusting Spear +0 -- 1 1/2d6 +0 12 L, Set, RBS Shield Name DCV HA STR BODY DEF Large Hide +3 2d6 13 6 2
Background: Sanura is a half-Dumawe/half-human crossbreed, born in the city of Mah-Rahash to a human mother and a Dumawe father. Her rather unique parentage (she may be the only Dumawe-human in the world) resulted in her never being fully accepted by either the Pakasa or humanity (although living in the sprawling trading city of Mah-Rahash helped). Fortunately, she inherited her father's speed and her mother's strength, so she wasn't entirely helpless, and her parents supplemented her natural physical skills with instruction in the spear and long knife.
Although the city of Mah-Rahash had much to offer, especially for someone as curious about new sights and experiences as Sanura, she found it wasn't enough. She also found it to be crowded, noisy, and on bad days, smelly, and she'd grown up there! So when she was old enough, she joined a caravan crossing the Makari Plains as a guard. Although at times the duty could be tedious, Sanura found enough to see and do to whet her appetite for more. Turning her back on the city of her birth, Sanura headed out to the Makari Plains, working as a caravan guide, guard, and scout.
Personality: Sanura is a woman who wants to see the world and everything in it. She left Mah-Rahash with the intent of discovering as much of Malegyon as she could, and so far she's covered most of it, even reaching the city of Raghada near the Serpent Mountains. She's also met dwarves, humans, Leomachi, Pakasa, Drakine, and even a few elves. Sanura has also visited Mah-Makasra, Tarkvar, Ghashura, and the capital of Ajmur. This has only whetted her appetite, leading her to consider trying to travel beyond the borders of Malegyon, hiring herself out as a sell-spear—either to a mercenary company or a long-range caravan.
Although she likes to see new places, Sanura still hasn't fully made up her mind about large cities. Initially she usually finds them fascinating—full of new people and places to see—but after a while she'll find the crowds too much for her, causing her to leave as quickly as she can (or at least, retreat to the caravan camp).
Quote: "Cities are fine, to a point, but out here on the plains? Here I can be free."
Powers/Tactics: Strong and quick, Sanura is deadly accurate with both hurled and hand-held spears. She tends to open any fight by throwing several javelins, usually aiming for the closest opponents, before switching to a long-bladed thrusting spear. If pressed in hand-to-hand combat, she will usually block with her shield and then follow-up with a quick spear thrust. If her spear breaks, becomes stuck, or is lost, she will draw her long Malegyon fighting knife (which is virtually a shortsword).
As a caravan guard and guide, Sanura is more interesting in discouraging raiders and bandits than in fighting any sort of extended engagement. Thus, she usually will ignore fleeing enemies and the like, but by the same token, isn't interested in taking captives, either.
Appearance: Sanura stands about 5' 8" tall with a well-toned svelte and supple build. Her body is covered with a fine coat of black fur and like all Dumawe, she has a long catlike tail. Her eyes are tawny yellow, while her thick black hair would fall nearly to her waist if she didn't keep it secured with a broad gold band. As the Makari Plains are located in the tropics, the heat precludes wearing any armor, and in fact, Sanura wears very little clothing. Her typical garments are breastplates of wrought gold and a simple loincloth, all held in place with chains of wrought gold and sliver. Additional golden ornaments adorn her arms, wrists, and ankles.
When geared for battle, Sanura will use a large hide shield, carry two to three javelins and a thrusting spear, and will sling a long fighting knife over one shoulder.
Designer's Notes: Sanura is my attempt to create a vaguely Valdorian/Hyboran Age swords-and-sorcery character. The painting by Joe Jusko (an illustration for the story Tarzan the Terrible) was too nice not to use, and lent itself to the swords-and-sorcery genre easily (mainly due to the character's lack of clothing). I will admit to setting Sanura in the Turakian Age only because I don't own the Valdorian Age and am unsure if Pakasa still exist in it (I have since discovered they don't). I also made Sanura a human/Pakasa cross in order to explain her obviously human features. Placing her in Malegyon helped rationalize her origins, while its tropical clime helped explain her (lack) of clothes (genre conventions aside). Oh, and Sanura is apparently a Swahili word meaning "kitten."
As a final note, I have learned that the character seen in the picture is named Pan-at-lee, and she's supposed to be a "Pithecanthropus," a form of highly-evolved "monkey-man," complete with prehensile tail. And her clothes are pretty much dead on for what Burroughs describes her as wearing.
(Character sheet created by Michael Surbrook)
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