Shapup Dao 
 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [1]
12 DEX 10 6 12 11- OCV 4 DCV 4
15 CON 10 10 15 12-
15 BODY 10 10 15 12-
15 INT 10 5 15 12- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
15 PRE 10 5 15 12- PRE Attack: 3d6
8 COM 10 -1 8 11-
3 PD 3 0 3 3 PD (0 rPD)
3 ED 3 0 3 3 ED (0 rED)
3 SPD 2.2 8 3 Phases: 4, 8, 12
7 REC 6 2 7
40 END 30 5 40
40 STUN 30 10 40
6" Running 6 0 6"
0" Swimming 2 -2 0"
1 1/2"/0 1/2"" Leaping 3 -1 1 1/2" 70 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 0" [ NC]
H. Leap (3") 1 1/2"
V. Leap (1") 0 1/2"
EXPERIENCE POINTS
Total earned: 300
Spent: 296
Unspent: 4
Base Points: 50
Disad Points: 100
Total Points: 446
APPEARANCE
Hair Color:  Black
Eye Color:  Black
Height:  5' 11"
Weight:  270 lbs
Description:
Shapup is a heavy set man of dark mein, jowled and stubbled, with a dark and brooding aspect. He tends towards heavy black robes and scowls a lot.

Shapup Dao 
 
DEFENSES
Type Amount Notes
Physical Defense 3 Current BODY:
Res. Phys. Defense 0 (15)
Energy Defense 3 Current END:
Res. Energy Defense 0 (40)
Mental Defense 15 Current STUN:
Power Defense 15 (40)
TACTICS
Shapup is an extremely potent Metruvian with a broad array of both Famillia and Facillia. He has an excellent selection of base effects, and very utilitarian Naked Power Advantages to apply to them.

Shapup always sees to his defense first and will always keep Glorious Glacis running, usually activating it with one of the Effortless Facillia. He usually combines Fortified as well. Occult Obscuration is also a favorite, often activated off of Contingency but sometimes off of Willed. Flitting Flight is often on, usually off of one of the Effortless Facillia.

For attacks Shapup doesn't mess around and usually goes for a fast victory. Maximized is his favorite Facillia in this regard, but his Autofire and AoE options are used as well to take down groups. He can also use Partially Effortless with Chain for a barrage of attacks that don't tire him unduly. Agonizing Shot, Occult Orbs, and Mental Mallet are his primary attacks.

Girding Globe, Blinding Blast, Eldritch Darkness, Psychic Puppetry, and Occult Unweaving are all used when circumstances seem to favor and or require them. Maximized is used for the attacks, while one of the END reducing Facillia are used for the others, or Fortified for Girding Globe (if it's not already being used for Glorious Glacis).

When forced to do open battle, Shapup prefers to be flying or invisible or both and to finish the fight quickly before his END reserve becomes too depleted. He does not mess around, in other words. Also, he is not at all adverse to fleeing to attack another day if necessary.
COMBAT INFORMATION
OCV: 4 DCV: 4
Combat Skill Levels:
+1 with DCV
+3 with Magic
+1 Overall
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

Shapup Dao 
 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
Facillia
18
1) Chained: Naked Modifier: Autofire (5 shots; +1/2) for up to 90 Active Points (45 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Requires A Metruvian Lore Skill Roll (-1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
4
20
2) Cone: Naked Modifier: Area Of Effect (up to 13" Cone; +1) for up to 60 Active Points (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Requires A Metruvian Lore Skill Roll (-1/2), Increased Endurance Cost (x2 END; -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
12
27
3) Contingency: Naked Modifier: Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Zero Phase Action to reset; +3/4) for up to 90 Active Points (67 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration (0 DCV; -1/2), Requires A Metruvian Lore Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) (uses END Reserve)
7
22
4) Effortless: Naked Modifier: Reduced Endurance (0 END; +1/2) for up to 90 Active Points (45 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Requires A Metruvian Lore Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
0
22
5) Effortless: Naked Modifier: Reduced Endurance (0 END; +1/2) for up to 90 Active Points (45 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Requires A Metruvian Lore Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
0
24
6) Englobe: Naked Modifier: Area Of Effect (up to 6" Radius; +1) for up to 60 Active Points (60 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), Requires A Metruvian Lore Skill Roll (-1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
6
10
7) Fortified: Naked Modifier: Hardened (+1/4) for up to 90 Active Points (22 Active Points); Requires A Metruvian Lore Skill Roll (-1/2), Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4) (uses END Reserve)
2
27
8) Maximized: Naked Modifier: Maximimum Damage (+1) for up to 60 Active Points (60 Active Points); Extra Time (Extra Phase, -3/4), Concentration (1/2 DCV; -1/4), Requires A Metruvian Lore Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4) (uses END Reserve)
6
26
9) Partially Effortless (w/ Autofire Premium): Naked Modifier: Reduced Endurance (1/2 END w/ Autofire Premium; +1/2) for up to 105 Active Points (52 Active Points); Extra Time (Full Phase, Only to Activate, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4), Requires A Metruvian Lore Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; -1/4)
0
11
10) Willed: Naked Modifier: Power Can Draw END from Character or END Reserve (+1/4) for up to 90 Active Points (22 Active Points); Requires A Metruvian Lore Skill Roll (-1/2), Increased Endurance Cost (x2 END; -1/2)
4
Metruvian
2
1) Long Lived: Life Support (Longevity: 400 Years)
0
16
2) Mana Reserve: Endurance Reserve (120 END, 4 REC) (16 Active Points)
0
12
3) Mystic Sight: Magesight, Discriminatory, Sense
0
237 Total Powers Cost
BELONGINGS
Equipment END
Facillia
1) Agonizing Shot: Killing Attack - Ranged 4d6 (vs. PD) (uses END Reserve)
6
2) Blinding Blast: Sight Group Flash 12d6 (uses END Reserve)
6
3) Eldritch Darkness: Darkness to Sight, Hearing, Mental and Mystic Groups 4" radius, Alterable Size (uses END Reserve)
6
4) Flitting Flight: Flight 25", Position Shift, x4 Noncombat (uses END Reserve)
6
5) Girding Globe: Force Wall (17 PD/17 ED; 2" long and 2" tall) (uses END Reserve)
9
6) Glorious Glacis: Force Field (15 PD/15 ED/15 Mental Defense/15 Power Defense) (uses END Reserve)
6
7) Mental Mallet: Ego Attack 6d6 (uses END Reserve)
6
8) Mystic Mending: Healing BODY 6d6 (uses END Reserve)
6
9) Occult Obscuration: Invisibility to Sight, Hearing and Smell/Taste Groups and Spatial Awareness , No Fringe (uses END Reserve)
4
10) Occult Orbs: Energy Blast 12d6 (vs. ED) (uses END Reserve)
6
11) Occult Unweaving: Dispel Arcane Magic 20d6 (uses END Reserve)
6
12) Psychic Puppetry: Mind Control 12d6 (Human class of minds) (uses END Reserve)
6

Shapup Dao 
 
TRADE LORE
Cost  Name
5 +1 with DCV
9 +3 with Magic
15 Metruvian Lore: Power 17-
Facillia
6
1) FAM: Agonizing Shot
6
2) FAM: Blinding Blast
6
3) FAM: Eldritch Darkness
6
4) FAM: Flitting Flight
9
5) FAM: Girding Globe
6
6) FAM: Glorious Glacis
6
7) FAM: Mental Mallet
6
8) FAM: Mystic Mending
6
9) FAM: Occult Obscuration
6
10) FAM: Occult Orbs
6
11) FAM: Occult Unweaving
6
12) FAM: Psychic Puppetry
Human
10
1) +1 Overall
5
2) AK: Hortashic Islands (INT-based) 14-
5
3) PS: Researcher (INT-based) 14-
1 Language: Sorathortashic (idiomatic; literate) (5 Active Points)
125 Total Skills Cost
INFLUENCE AND CLOUT
Cost  Name
3 Fringe Benefit: Inner Council Member of the Court of House Harusp
3 Money: Well Off
3 Reputation: Metruvian Archmaster (A small to medium sized group) 11-, +3/+3d6
2 Reputation: Very Bad Man To Cross (A medium-sized group) 11-, +2/+2d6
11 Total Perks Cost
FLAIR AND APTITUDE
Cost  Name
Human
3
1) Eidetic Memory (5 Active Points); Requires An INT Roll (-3/4)
3 Total Talents Cost
CHALLENGES
Cost  Disadvantage
5 DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
5 DF: Metruvian (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
5 Distinctive Features: Heavyset and Saturnine (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
15 Hunted: Various Enemies Made Over Time 8- (As Pow, Group, Various (Harsh being most typical))
20 Normal Characteristic Maxima No Age Restriction
10 Psychological Limitation: Moody (Common, Moderate)
15 Psychological Limitation: Trust Issues (Common, Strong)
5 Reputation: Mindbender, 8- (Extreme; Known Only To A Small Group)
10 Rivalry: Professional (Metruvians; Rival is More Powerful; Rival is a Group; Seek to Outdo; Rival Unaware of Rivalry)
5 Social Limitation: Anachronistic (Occasionally, Minor)
5 Unluck: 1d6
100 Total Disadvantages Cost

Shapup Dao 
 
BEARING AND DEEDS
Height: 5' 11" Hair: Black
Weight: 270 lbs Eyes: Black
Appearance: Shapup is a heavy set man of dark mein, jowled and stubbled, with a dark and brooding aspect. He tends towards heavy black robes and scowls a lot.
Personality: Shapup plays up the dark, mysterious, and distant master of mystic might. He keeps no confidants or lackeys, lives a solitary existance, and trusts no one. He has had a few apprentices over the years, but he has proven to be a difficult master and none lasted more than a year or so save one, Thia Halamodavis who is the only person still living that Shapup holds any fondness for. In many ways Shapup views Thia as a surrogate son and takes a certain interest in his exploits feeling pride for his successes and paternal criticism for his failures, though he would never openly admit to anything of the sort.

Shapup knows very little other than Magic, but believes it is better to remain silent on most things speaking only when he can impart some grand wisdom, and otherwise look impassive and faintly bored and or contemptuous. He's seen and done enough in his three centuries and has enough natural intelligence, willpower, and presense that he pulls this off fairly easily on most people. And when all else fails a periodic display of POWER goes a long way towards keeping the rabble in fear of him.
Quote:"Perhaps when you have lived longer than a mere few decades your opinion will be worth something. Until then I'll keep my own counsel, yes?"
Background: Shapup Dao is a approaching his three hundreth year and is both a powerful and experienced Metruvian. He has been a potent and capable mover in many schemes, intrigues, and plots. While he is not an evil man, neither is he a paragon of virtue, and he has done a few dark deeds in his day to get where he is.

Currently he is the mystical "adviser" of House Harusp on the southern coast of Hargeth, one of the Hortashic splinter nations. Harusp's star is currently on the rise, in no small part due to the machinations and influence of Shapup and he has a good deal of "pull" within that House.

Few have crossed his path and come away unscathed, and fewer still have gotten one over on him. You don't get to be three hundred in his line of work by being a chump, afterall.

However for all of his experience, Shapup has seldom left the Hortashic Islands, and his knowledge of the rest of the world is slim. Being a practical man, Shapup doesn't see this as a concern -- as he sees it if he needed such knowledge he would acquire it in due course. He does know the Hortashic Islands, particularly anything pertaining to things that have occured in the last several centuries, like the back of his hand however.
Campaign Use: Shapup Dao is an example of a very powerful Spellcaster that has acheived legendary status in the San'Dora setting. There are only a handful of Metruvians as broadly powerful as he currently extant, and he is at the top of his craft. He is capable of single handedly slaying entire units of average troops, had taking on most threats though he is not by anymeans unstoppable or indefeatable.
Character created with Hero Designer (version 2006091002)