Ssarsa 
 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
8 STR 10 -2 8 11- HTH Damage 1 1/2d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
15 CON 10 10 15 12-
8 BODY 10 -4 8 11-
10 INT 10 0 10 11- PER Roll 11-
18 EGO 10 16 18 13- ECV: 6
8 PRE 10 -2 8 11- PRE Attack: 1 1/2d6
10 COM 10 0 10 11-
2 PD 2 0 2/10 2/10 PD (0/8 rPD)
3 ED 3 0 3/11 3/11 ED (0/8 rED)
5 SPD 2.8 22 5 Phases: 3, 5, 8, 10, 12
3 REC 5 -4 3
30 END 30 0 30
20 STUN 20 0 20
8" Running 6 4 8"
6" Swimming 2 5 6"
1 1/2"/0 1/2" Leaping 2 0 1 1/2" 69 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 8" [16" NC]
Swim (2) 6" [12" NC]
H. Leap (2") 1 1/2"
V. Leap (1") 0 1/2"
Flight 0"/8" [0"/16" NC]
Teleport 10" [20" NC]
EXPERIENCE POINTS
Total earned: 50
Spent: 50
Unspent: 0
Base Points: 50
Disad Points: 136
Total Points: 236
APPEARANCE
Hair Color:  None
Eye Color:  Green
Height:  4' 11"
Weight:  120 lbs
Description:
Most of the Lss'Rss of the southern continent have evolved to have tannish scales that blend in with their desert environment, but Ssarsa is a throwback to the way the Lss'Rss looked before the Great Cataclysm caused their lands to be scorched, having greenish scales.

Ssarsa is somewhat frail looking, but is actually sturdier than most of his race tanks to the years of good eating on embezzled funds. He moves with a confident and graceful air.

Ssarsa 
 
DEFENSES
Type Amount Notes
Physical Defense 2/10 Current BODY:
Res. Phys. Defense 0/8 (8)
Energy Defense 3/11 Current END:
Res. Energy Defense 0/8 (30)
Mental Defense 14 Current STUN:
Power Defense 0 (20)
TACTICS
Ssarsa is a moderately skilled Psion with Psychokinesis and Psychoportation abilities. Extremely frail and not really a fighter, he almost always sees to his own defense first, and tries to maintain his distances second. His Dimensional Burst abilities are LOS, and he takes advantage of this face heavily.
COMBAT INFORMATION
OCV: 6 DCV: 6
Combat Skill Levels:
+1 with DCV
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Ssarsa 
 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
Lss'Rss Package
5
1) Varanoidean Senses: Fully Discriminatory with Normal Smell
0
10
2) Varanoidean Senses: Targeting with Normal Smell
0
8
3) Reptilian Regeneration: Healing (Regeneration) 1 BODY, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (30 Active Points); Extra Time (Regeneration-Only) 1 Hour (-2 1/4), Self Only (-1/2)
0
5
4) Quick: +1 with DCV
5
5) Sharp Teeth: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR) (vs. ED) (uses Personal END)
1
10
6) Reptilian Mind: Mental Defense (14 points total)
0
4
7) Amphibian: Life Support (Extended Breathing: 1 END per Minute; Safe in Intense Heat)
0
3
8) Amphibian: Reduced Endurance (0 END; +1/2) (3 Active Points) applied to Swimming
5
9) Amphibian: Ultraviolet Perception (Sight Group)
0
9
10) Reptilian Reflexes: Ambidexterity (no Off Hand penalty)
2
11) Tail: Extra Limb (1), Inherent (+1/4) (6 Active Points); One Limb (-2), Limited Manipulation (-1/2)
0
60 Psionicist: Multipower, 60-point reserve, all slots Power Can Draw END from Character or END Reserve (+1/4) (75 Active Points); all slots Requires An Appropriate Psionic Skill Roll (Variable RSR; -1/4)
2u
1) Kinetic Aura: Force Field (8 PD/8 ED), Reduced Endurance (1/2 END; +1/4) (20 Active Points); Requires A Psychokinesis Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
1
2u
2) Psychokinetic Flight: Flight 8", Costs END Only To Activate (+1/4) (20 Active Points); Requires A Psychokinesis Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
2
2u
3) Regulate Temperature: Offset For Cold Susceptibility (30 Active Points); Costs Endurance (Only Costs END to Activate; -1/4), Requires An Appropriate Psionic Skill Roll (Variable RSR; -1/4)
3
4u
4) Superior Psychokinetic Manipulation: Telekinesis (33 STR), Fine Manipulation (60 Active Points); Requires A Psychokinesis Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4), Extra Time (Full Phase, Only to Activate, -1/4)
6
2u
5) Combat Psychoportation: Teleportation 10" (20 Active Points); Requires A Psychoportation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
2
4u
6) Dimensional Burst: Energy Blast 3d6 (vs. Power Defense), Line Of Sight (+1/2), Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (60 Active Points); Extra Time (Delayed Phase, -1/4), Requires A Psychoportation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
6
2u
7) Lesser Dimensional Burst: Energy Blast 1d6 (vs. Power Defense), Line Of Sight (+1/2), Does BODY (+1), Attack Versus Limited Defense (Power Defense; +1 1/2) (20 Active Points); Requires A Psychoportation Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
2
5 Endurance Reserve (40 END, 1 REC) (5 Active Points)0
149 Total Powers Cost

Ssarsa 
 
TRADE LORE
Cost  Name
Psionicist
6
1) +2 with Psionic Skills
3
2) Psychokinesis : Power (EGO-based) 13-
3
3) Psychoportation : Power (INT-based) 11-
1 Language: Ullu (idiomatic; literate) (5 Active Points)
3 Language: Travenspenova (completely fluent)
2 Survival (Desert) 11-
18 Total Skills Cost
CHALLENGES
Cost  Disadvantage
Dark Past / Fugitive From Justice
15
1) Hunted: Lrss'ur'a Govt 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)
5
2) Money: Poor
10
3) Psychological Limitation: Bitter and Angry About Past As A Shastor Of Lrss'ur'a (Uncommon, Strong)
10
4) Social Limitation: Exile (Occasionally, Severe, Not Limiting In Some Cultures)
Lss'Rss
6
1) -3 PER Hearing
5
2) Distinctive Features: Lss'Rss Ullu (Concealable w/ Magic; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
30
3) Susceptibility: to cold weather (sub 60 degrees) 1d6 damage per Segment (Very Common)
20 Lss'Rss Characteristic Maxima
15 Psychological Limitation: Greedy (Common, Strong)
10 Unluck: 2d6
10 Vulnerability: 2 x Effect Mental Powers (Uncommon)
136 Total Disadvantages Cost

Ssarsa 
 
BEARING AND DEEDS
Height: 4' 11" Hair: None
Weight: 120 lbs Eyes: Green
Appearance: Most of the Lss'Rss of the southern continent have evolved to have tannish scales that blend in with their desert environment, but Ssarsa is a throwback to the way the Lss'Rss looked before the Great Cataclysm caused their lands to be scorched, having greenish scales.

Ssarsa is somewhat frail looking, but is actually sturdier than most of his race tanks to the years of good eating on embezzled funds. He moves with a confident and graceful air.
Personality: Ssarsa is stubborn and somewhat short sighted, never really thinking through the long term consequences of his actions. He is somewhat self centered and selfish, but isn't an overtly bad person.


His motivation is to find some niche to fill so that he can continue to live now that he's lost everything and been cast out of his own lands.
Quote:"What's in it for me?"
Background: Ssarsa was once of the ruling caste of Lrss'ur'a and held a position of authority administering the nations finances, but his greed drove him to embezzle funds, which he used to live beyond his means. Eventually he was found out and a death edict was made against him. He barely escaped the country with his life and was forced to cross the High Desert alone, with no supplies.

Ssarsa managed to figure out how to survive, and eventually found his way out of that forsaken dryland. While in the High Desert however he had stumbled across a ruin in the middle of nowhere, and had taken shelter in it for an evening. However he was soon assaulted by strange undead creatures and was forced to flee for his life.

Ssarsa finally made his way to Alut, the capital (and only significant settlement )of Tinsha where he prepared to figure out some way to make a living in the world of men. However he wasn't in Alut two weeks before a man of the northern continent accompanied by several thuggish sorts found him. The strange little man somehow knew that Ssarsa had seen some ruin in the desert and wanted Ssarsa to guide them back to it.

Though Ssarsa had no wish to return to the desolate wasteland he had barely survived with his life, the shine of a fistful of gold changed his mind and he took the commission...
Campaign Use: 
Character created with Hero Designer (version 2007121308)