Val	CHA	Cost	Roll	Notes
20	STR	10	13-	Lift 400 kg; 4d6 HTH Damage [4]
16	DEX	12	12-
20	CON	10	13-
15	INT	5	12-	PER Roll 12-/15-
18	EGO	8	13-
20	PRE	10	13-	PRE Attack:  4d6

5	OCV	10	
6	DCV	15	
8	OMCV	15	
8	DMCV	15	
4	SPD	20		Phases:  3, 6, 9, 12

6	PD	4		Total:  6 PD (0 rPD)
6	ED	4		Total:  6 ED (0 rED)
8	REC	4
40	END	4
12	BODY	2
32	STUN	6		Total Characteristics Cost:  154

Movement:	Running:	16m/32m 
		Leaping:	6m/12m
		Swimming:	4m/8m

Cost	Powers & Skills
	Eladrin Racial Abilities and Powers
4	1)  Fey Swiftness:  Running +4m (16m total), END 1
21	2)  Fey Step:  Teleportation 32m; Increased Endurance Cost (x2 END; -½), END 6
6	3)  Eladrin Eyes:  +3 PER with Sight Group
5	4)  Eladrin Eyes:  UV Perception (Sight Group)
4	5)  Eladrin Lifespan:  LS  (Longevity: 1600 Years)
1	6)  Rarely Sleeps:  LS  (Sleeping: Character only has to sleep 8 hours per week)

	Paladin Abilities and Powers
3	1)  Divine Mettle:  Aid EGO 2d6; 1 Charge (-2), One Use At A Time (-1), Only to Aid Others (-½), [1]
1	2)  Divine Strength:  Aid STR 1d6; 1 Charge (-2), One Use At A Time (-1), Only to Aid Others (-½), [1]
5	3)  Righteous Smite:  Aid BODY 1d6, Trigger (Activating the Trigger is an Action that takes no time, 
	Trigger requires a Turn or more to reset; Trigger is striking an enemy in combat; +¼), Area Of Effect 
	(8m Radius; +½), Selective (+¼); One Use At A Time (-1), Increased Endurance Cost (x2 END; -½), END 2
12	4)  Turn The Tide:  Aid STR, DEX, CON, BODY 2d6, Area Of Effect (3m Radius; +¼), Selective (+¼), 
	Expanded Effect (x4 Characteristics simultaneously) (+1 ½); One Use At A Time (-1), Only to Aid 
	Others (-½), Increased Endurance Cost (x2 END; -½), END 8
14	5)  Wrath Of The Gods:  Aid HKA 3d6, Area Of Effect (3m Radius; +¼), Selective (+¼), any bladed 
	weapon (+½); One Use At A Time (-1), Increased Endurance Cost (x2 END; -½), END 8
17	6)  Valiant Strike:  HKA 1d6+1 (2 ½d6 w/STR), Reduced Endurance (0 END; +½); +1 DC Per Adjacent 
	Enemy (max of 4 enemies) (-½), Cannot Be Used With Sweep (-¼)
21	7)  Unrelenting Punishment:  RKA ½d6, Trigger (Activating the Trigger is an Action that takes no 
	time, Trigger requires a Turn or more to reset; striking an enemy in combat; +¼), Constant (+½), 
	Penetrating (+½), Reduced Endurance (0 END; +½), Time Limit (1 Minute; +½); No Range (-½)
11	8)  Knights In Shining Armor:  +2 DCV, Usable Simultaneously (up to 4 people at once; +¾), Recipient 
	must remain close to Grantor, Grantor pays the END whenever the power is used, Grantor controls 
	the power totally, Recipient must be within Limited Range of the Grantor for power to be granted; 
	Costs Endurance (-½), END 2
20	9)  Righteous Courage:  Power Defense (20 points); Only To Protect Against Fear-Based Presence 
	Drains And Like Attacks (-2) plus Usable Nearby (+1) for 20 Points of Power Defense; Increased 
	Endurance Cost (x2 END; -½), END 4
22	10)  Bless Weapon:  Change Environment (Make Weapon Holy), Reduced Endurance (0 END; +½), Time 
	Limit (1 Hour; +1 ¼); No Range (-½) plus Deadly Blow:  +1d6 (versus Evil Beings); Linked 
	(Change Environment; -¼)
16	11)  Lay on Hands:  Simplified Healing BODY 4d6; 4 Charges (-1), Extra Time (Full Phase, -½), [4]
9	12)  Call Forth Light:  Sight Group Images, +4 to PER Rolls; Only to Create Light (-1), No 
	Range (-½), END 2

4	Positive Reputation:  paladin, defender of the defenseless, she who stands alone against evil 
	(A large group) 11-, +2/+2d6

3	Barely Sleeps:  Lightsleep
6	Fey Beauty:  +2/+2d6 Striking Appearance (vs. all characters)

12	One Stands Alone:  +3 Overall; Only When Frost Is The Last Of Her Allies Standing (-2)
6	Eladrin Solider:  +2 with Spears and Swords
8	Knightly Bearing:  +2 all Interaction Skills

3	Conversation 13-
10	Eladrin War Skill:  Defense Maneuver I-IV 
3	High Society 13-
3	KS: Arcana and Occult Lore 12-
3	KS: Religious Doctrine 12-
0	Language (idiomatic; literate)
3	Oratory 13-
3	Healing:  Paramedics 12-
3	Persuasion 13-
3	Riding 12-
1	Streetwise 8-
3	Tactics 12-
0	TF:  Equines
5	WF:  Common Melee Weapons, Common Missile Weapons, Lances

Total Powers & Skill Cost:  274
Total Cost:  428

300+	Matching Complications (60)
10	Distinctive Features:  Aura Of The Divine (Not Concealable; Noticed and Recognizable; Detectable 
	By Uncommonly-Used Senses)
5	Negative Reputation:  slayer of fellow paladins, Infrequently
20	Psychological Complication:  Adheres To A Strong Code Of Honor And Behavioral Ideals (Very Common; 
15	Psychological Complication:  Deeds, Not Words (Common; Strong)
5	Psychological Complication:  Occasionally Plagued By Nightmares (Uncommon; Moderate)

Total Complications Points:  50
Experience Points: 40

Weapon		OCV	RMod	DMG	STUN	STR	Notes
Broad Sword	+0	—	1D6+1	+0	12	M
Short Sword	+0	—	1d6	+0	10	M

Name		DEF	Location	Notes
Arming Jacket	2	7-14		Quilted coat worn under armor
Hauberk		7	7-17		Mail with plate reinforcements
Leggings	7	14-17		Mail with plate reinforcements, includes Cuisse, Poleyn, and Greaves
Brassards	8	7		Mail with plate reinforcements, includes Rerebraces, Couters, and Vambraces
Sabaton		8	17-18		Plate ‘shoes’
Sallet		8	4-5		Helmet

Large Wooden	+3	3d6N	15	6	3
Sirius Frost

Background/History: The exact origins of the knightly warrior and holy paladin who calls herself Sirius Frost are obscure and lost to the passage of time. Frost herself claims to hail from the far north, her home a land as cold as her name and chilly as her ice blue eyes, where the struggle to survive has made her people strong warriors, who value self-sufficiency and proper hospitality in equal measures. However, precious little else is known about her past, as unlike most of her race, Frost is a woman of few words and without the flowery pronunciations most Eladrin are known for. Instead, she lets her deeds speak for her and scarcely anyone can doubt she’s a stalwart defender of all that is good and light and a dedicated foe against evil and the dark it brings.

Despite (or perhaps because) of her reputation and closed-mouth habits, many are the rumors about Frost. Some say she’s an outcast from her homelands, exiled for some heinous crime. Others say she used to be a war-leader for a great host of brigands, pillaging and slaughtering her way across the land before something happened to turn her towards the path of light. Those who have seen her undressed remark at the scars on her back and wonder how they came to be. What is known is that her dedication to a high moral standard has put her in conflict with other paladins and priests more than once. She has fought (and killed) several of her fellow paladins who she felt were abusing their station and responsibilities by engaging in activities unbecoming those who have dedicated themselves to divine justice. While this has done little to win her acceptance among certain holy orders, others have lauded her efforts, pointing out her continued blessing from the gods as proof of the righteousness of her actions.

Personality/Motivation: A wanderer, like most paladins, Sirius Frost goes where she feels she is most needed, and often has no idea where she’s actually headed, or what she’ll find there. However, her faith in divine providence is unwavering, and she trusts that wherever she ends up, it will be someplace that she can put her skills to best use. While somewhat intimidating when dressed in full armor, Frost tries to treat all those she encounters (even prisoners of war and those condemned to die for their crimes) with the same degree of courtesy, fairness, and respect. She also strongly feels that everyone deserves a chance at redemption (an attitude many point to as proof of her past as a brigand) no matter what evil they may have done. However, she’s no fool, and recognizes that absolution may only come in death or that some people (and beings) may be beyond saving. But, if the will is there, she will do her best to help a person find the path of light and stay on it.

Although normally a quiet individual who seems in full control of her emotions, Frost has been known, while sleeping, to cry out suddenly and weep. No one is sure as to the nature of these nightmares that occasionally plague her (Frost refuses to speak of them,) but it is generally thought they are related to the marks of torture and imprisonment she bears. It is also thought this is why Frost herself dislikes the use of torture, will argue against its use, and will leave chambers where its performed.

Quote: “Who do I fight for? I fight for those who cannot fight for themselves. I fight to defend the weak, the helpless, and those who have no other hope. I fight to prove to the world that even during the darkest of times all hope is not lost.”

Powers/Tactics: A veteran of countless fights and battles, Sirius prefers to lead by example, using her actions, not words, to prove the strength of her position. Thus, she tends to be the first into any conflict, and will not shirk a confrontation with evil. At the same time, she’s loathe to retreat (unless there is no other option) and will never leave a friend or ally behind. If at all possible, she’ll see all others out of danger first, then bring up the rear to ensure anyone with her survives the day. This attitude is responsible for what may be her greatest feat or arms—

When the town of Jayanama was under attack by a force of goblinoid brigands and their allies, she helped man the walls, acting as one of the commanders of the defense. When the wall near the main gate was breached, Sirius leaped down to hold the gap, telling the other defenders to erect a second wall behind her. She then held the broken wall for over four hours, slaying so many that later the people of the town claimed she built a wall of dead before her to match the one behind her. It was only after the temporary wall was put in place did Sirius leave the line, her shield shattered, sword notched and almost blunt, and her armor hacked into ruin.

As a front line warrior, Sirius Frost tends to use her powers to ensure those fighting with her can keep doing so. Thus, she tends to use her various Aid powers to assist her allies and keep them healthy and on their feet. If fighting in a line, she’ll use Knights in Shining Armor to keep enemy attacks from connecting. If alone and outnumbered, she’ll use her Valiant Strike (which starts out at 1 DC if she’s faced by one foe, and goes up by 1 DC for each foe after that.) When fighting especially durable foes, she’ll try to use Wrath of the Gods when it can do the most damage. Unrelenting Punishment is saved for those whose deeds deserve just such an attack. As it leaves targets wreathed in white flames, they often attract the attention of other warriors, meaning the attack normally lives up to its name in more ways than one.

Appearance: Standing just over six feet in height, with golden-tan skin, Sirius has a decidedly heavier build then most Eladrin. Her long silken hair is the color of spun gold, while her eyes are a pure ice blue. She tends to dress in dark red clothing with gold trim and highlights when out of armor. In armor she wears Eladrin-made mail with plated reinforcements for the neck, arms, legs, shoulders, and hips. If ever seen undressed, Sirius’s body is scarred at neck, wrist, and ankle, a sure sign of time spent in manacles, while her back, buttocks, and thighs are criss-crossed with thin white lines—the results of being lashed.

Designer's Notes: Sirius Frost was originally created for a D&D 4E game that was intended to be a fantasy version of The Expendables. Thus, the GM requested that everyone have an over-the-top punny 80s action movie name. The first PC was a minotaur monk named “Marriott Sweets.” Wondering how to top that I first found the illustration of the Eladrin warrior and decided “this was my PC.” Then came class and name. Since we were supposed to be the good guys, I opted for paladin, and apparently channeled Harry Potter to come up with “Sirius Frost.” As of this writing, the third PC is named “Stone Chapel.”

Sirius is a 10th level D&D 4E paladin, thus her HERO character sheet contains a lot of unusual and interesting powers. She’s certainly not suited for certain fantasy campaigns, I’m not even sure she’d fit into the Turakain Age. However, she’s perfect for those games that feature high magic and heros with near superhuman powers (such as is found in the world of Tuala Morn.) Her background is pretty much up in the air, but like many action heroes from the 80s, contains a lot of dark incidents you can use as plot seeds (I’ll admit to going for certain clichés when creating her origin story.)

While Sirius’s character sheet doesn’t contain any magic weapons, odds are such as character actually would have enchanted arms and armor. Feel free to add such gear as you see fit, if you so desire.

(Character sheet created by Michael Surbrook)

Sirius Frost's Hero Designer File

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