Nekoru
Character Name: Nekoru
Alternate Identities: Neko Firestar
Player Name: Jessica
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
15 CON 10 10 15 12-
12 BODY 10 4 12 11-
15 INT 10 5 15 12- PER Roll 15-
14 EGO 10 8 14 12- ECV: 5
10 PRE 10 0 10 11- PRE Attack: 2d6
20 COM 10 5 20 13-
4 PD 2 2 4/9 4/9 PD (0/5 rPD)
3 ED 3 0 3/8 3/8 ED (0/5 rED)
4 SPD 2.8 12 4 Phases: 3, 6, 9, 12
9 REC 5 8 9
30 END 30 0 30
25 STUN 25 0 25
6" Running 6 0 6"
2" Swimming 2 0 2"
2" Leaping 2 0 2" 78 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Narel, put that book down..."
EXPERIENCE POINTS
Total earned: 87
Spent: 87
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 437
MOVEMENT
Type Total
Run 6"
Swim 2"
H. Leap 2"
V. Leap 1"
Flight 10"
Teleport 15"
DEFENSES
Type Amount
Physical Defense 4/9
Res. Phys. Defense 0/5
Energy Defense 3/8
Res. Energy Defense 0/5
Mental Defense 0
Res. Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels:
+3 with Magic
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
10 Distinctive Features: Very Good Looking (Concealable; Noticed/approached/hit on; Detectable By Commonly-Used Senses)
10 Distinctive Features: Faery/Elf (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 DNPC: Blaze, son 14- (Frequently) (Incompetent)
15 Hunted: Faery Hunters 8- (Occasionally), More Powerful, Harshly Punish
25 Psychological Limitation: Overprotective of Family Very Common, Total
20 Psychological Limitation: In Love with Narel Common, Total
15 Psychological Limitation: Fear of Cold Iron Uncommon, Total
5 Reputation: Magical Faery, Sometimes (8-)
10 Vulnerability: 2x STUN Cold Iron Weapons Uncommon
10 Vulnerability: 2x BODY Cold Iron Weapons Uncommon
5 Watched: Anyone attracted to females 11- (As Pow, Watching)
150 Total Disadvantages Cost

Character Name: Nekoru
Alternate Identities: Neko Firestar
Player Name: Jessica
SKILLS
Cost  Name
3 Acrobatics 13-
3 Acting 11-
4 Animal Handler (Birds, Camels, Felines) 11-
3 Breakfall 13-
3 Climbing 13-
3 Concealment 12- (18-)
3 Contortionist 13-
3 Conversation 11-
3 Deduction 12-
3 Linguist
2
1) Language: Ancient Egyptian (completely fluent; literate)
2
2) Language: Arabic (completely fluent)
2
3) Language: Aramaic (completely fluent)
1
4) Language: English (completely fluent)
0
5) Language: Faery (idiomatic)
3
6) Language: Latin (completely fluent)
21 Magic Skill 21-
3 Mimicry 12-
3 Navigation 12-
3 Persuasion 11-
3 Scholar
4
1) KS: Ancient Egyptian History 14-
4
2) KS: Faery Lore 14-
4
3) KS: Faery Magic 14-
3 Shadowing 12-
3 Sleight Of Hand 13-
3 Stealth 13- (19-)
6 Survival (Temperate/Subtropical, Tropical, Desert) 12-
3 Tracking 12-
3 Traveler
2
1) AK: Ancient Egypt 12-
2
2) AK: Ancient Greece 12-
2
3) AK: Eastern Mediterranean 12-
4
4) AK: The Valley of the Wild Hunt 14-
2
5) CuK: Ancient Egyptian Culture 12-
1 Weapon Familiarity: Swords
9 +3 with Magic
129 Total Skills Cost
TALENTS
Cost  Name
55 Danger Sense (within the Valley, any danger, Function as a Sense), Also Works On Blaze (+1/2) 15-/12-
3 Bump Of Direction To Blaze
Notes: Call it 'mother's instinct' but she always knows where to locate Blaze.
2 Trackless Stride
60 Total Talents Cost
 
POWERS
Cost  Power END
60 Faery Magic: VPP, 50 base + 10 control cost, all slots OAF: Faery Wand (-1), Gestures (-1/4), Incantations (-1/4)
0
1) Animal Tongues: Telepathy 5d6 (Animal class of minds) Real Cost: 10
2
0
2) Charm: Infaturation with one person: Mind Control 8d6 (Human class of minds), Telepathic (+1/4); Only to charm (-1/2) Real Cost: 17
5
0
3) Dispel Magic: Dispel 13d6+1, any [special effect] power one at a time (+1/4) Real Cost: 20
5
0
4) Faery Dart: RKA 3d6 Real Cost: 18
4
0
5) Faery Food: Life Support (Eating: Character only has to eat once per week), Usable Simultaneously (up to 32 people at once; +1 1/2) Real Cost: 1
Notes: Creates tiny little packets of food that will sustain a normal person for a week.
0
0
6) Fey Shield: Force Field (5 PD/5 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2) Real Cost: 8
0
0
7) Friendly Meeting: Mind Control 5d6 (Animal class of minds); Only to make animals friendly (-1/2) Real Cost: 8
2
0
8) Glamor: Sight, Hearing and Smell/Taste Groups Images Increased Size (4" radius; +1/2), +/-4 to PER Rolls Real Cost: 19
5
0
9) Invisibility Spell: Invisibility to Sight Group Real Cost: 8
2
0
10) Knowing: Detect Any animal 19-/16- (Smell/Taste Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Targeting, Telescopic: +1, Tracking Real Cost: 20
0
0
11) Living Wood: Telekinesis (19 STR), Indirect (Any origin, any direction; +3/4); Only where plants can grow (-1/4) Real Cost: 18
5
0
12) Noises: Hearing Group Images 1" radius, +/-4 to PER Rolls Real Cost: 7
2
0
13) Pinch: Energy Blast 2d6, No Normal Defense (Crossed Fingers) (+1) Real Cost: 8
2
0
14) Poke: RKA 1d6, Penetrating (+1/2) Real Cost: 9
2
0
15) Sense Magic: Detect Magic 18-/15- (Sight Group), Increased Arc Of Perception (360 Degrees) Real Cost: 4
0
0
16) Swarm Bolt: Energy Blast 3d6, Autofire (5 shots; +1/2), Reduced Endurance (1/2 END; +1/2), Penetrating (x2; +1) Real Cost: 18
2
0
17) Swirling Leaves: Darkness to Sight and Hearing Groups 4" radius; Only where plants can grow (-1/4) Real Cost: 16
4
0
18) The Olive's Renewal: Aid BODY 4d6; Only to make plants grow/heal (-1), Only where plants can grow (-1/4) Real Cost: 11
0
0
19) Thorn Darts: RKA 2d6, Area Of Effect (One Hex; +1/2); Only where plants can grow (-1/4) Real Cost: 16
4
0
20) Time Stop: Microspeed SPD 4: 1 Extra phases: Extra-dimensional Movement into the Speed Zone, 0 Phase to Enter (+1/2) Real Cost: 14
Notes: This Spell effectively allows her to act twice in a single Phase.
4
0
21) Vanish: Teleportation 15", No Relative Velocity, Position Shift, x4 Noncombat Real Cost: 20
5
0
22) Will o' the Wisp: Mind Control 6d6+1, Telepathic (+1/4); Only to make target follow the light (-1/2) plus Sight Group Images 1" radius; Only To Create Light (-1) Real Cost: 16
5
0
23) Wood Shaping: Minor Transform 5d6 (wood into any shape) Real Cost: 20
5
0
24) Wood's Grasp: Entangle 4d6, 4 DEF; Only where plants can grow (-1/4) Real Cost: 14
4
81 Faery Size: Shrinking (0.2159 m tall, 0.0975 kg mass, -6 PER Rolls to perceive character, +6 DCV, takes +9" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) plus Faery Wings: Flight 10"; Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -3/4), Restrainable (-1/2) plus Hard to Perceive: +6 to Stealth ; Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -3/4) plus Easily Hidden: +6 to Concealment ; Linked (Shrinking; Lesser Power can only be used when character uses greater Power at full value; -3/4), Self Only (-1/2)
Notes: She is 8 1/2" tall when Faery Size.
2
10 Faery Immunity To Nature: Life Support (Immunity: All terrestrial diseases and biowarfare agents)0
5 Faery Immortality: Life Support (Longevity: Immortal)0
9 Faery's Keen Senses: +3 PER with all Sense Groups0
5 Faery Eyes: Nightvision0
170 Total Powers Cost
EQUIPMENT
Equipment END
Dagger: Killing Attack - Hand-To-Hand 1d6-1, Reduced Endurance (0 END; +1/2), Ranged (+1/2); OAF (-1), STR Minimum (-1/2), Real Weapon (-1/4)
Notes: Can Be Thrown
0
The Wild Hunt Comm Unit: SpockNET: Encrypted: Mind Link , Anyone With A Comm Unit, Any distance, No LOS Needed, Number of Minds (x32); Only With Others Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Does Not Provide Mental Awareness (-1/4) plus SpockINFONET: Contact: Spock (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 18-  plus Teleporter Locator: Teleportation: Floating Fixed Location (1 Locations); IIF (-1/4)
Notes: This All-in-One unit provides communications between team mambers, provides access to Spock, and provides Location beacon for Teleporter use. It has been 'paid' for by the Wild Hunt Base.
0

Character Name: Nekoru
Alternate Identities: Neko Firestar
Player Name: Jessica
APPEARANCE
Hair Color: Golden Blonde
Eye Color: Blue
Height: 5' 8"
Weight: 110 lbs
Description:
Neko is an ethereal beauty with delicate features, perfect body, cascades of long golden hair and mischiveous blue eyes. Her wings are a gossomer in sunlight and a pale lace under a moon's glow. There is no hiding her fey features no matter her size.
BACKGROUND
Nekoru was born over 5000 years ago in the Nile Valley, at the birth of the Eygptian 1st Dynasty. It was the beginnings of mankind's rise to dominance of the Earth. It was the time of the End of Legends. When the Last King and Queen sent forth their envoys to gather all the creatures of Legend, a tiny faery was overlooked. For thirty centuries she sat on the shoulders of Pharaoh giving saged advice and became one of the symbols of godhood for the Egyptian rulers. It all ended abruptly with the suicide of Cleopatra VII and the fall of Egpyt to the Romans. The gods of her world were finally and totally replaced by a new Pantheon. She was at a loss.
Just after the advent of Christianity, a new and terrible threat appeared, the Opus Dei. Opus Dei is a far right wing sect of the Catholic Church that had taken upon themselves the total iratication of all traces of the Time of Legends. They became hunters and killers of everything from the far past. She, being a minority of one, became a prime target.
Two thousand years of hiding came to a sudden end when she met Ghost Archer in a seedy bar in Cairo. He was of Legend himself and something told her she would be safe with him. She came to live in his Valley, a place divorced of the modern world and found the peace she had been seeking for five thousand years. It was there she met a traveler from a very different world, the powerful firemage Narel. He was somber, caught up in his study of magic but she woke something in him and disturbed his solitude. After many months of courtship, they were married and Neko stopped running.
POWERS/TACTICS
As a faery, Neko has a complete command of Faery Magic no matter her form. While her power is nowhere near that of her husband, she does have a very large repertoire to call on. She does not engage in direct assaults but prefers to use hit and run tactics. Her tiny size, while making her almost impossible to hit, leaves her vulnerable and she will stay as far away for combat as possible. In her human form she is somewhat more durable but will still stay away from direct combat. Her size is no longer an asset as a human nor do her faery's wings provide enough lift for her to fly, in fact her wings are the one thing that does not increase in size with her change.
PERSONALITY/MOTIVATION
For someone that has been hunted for thousands of years, Neko is a surprisingly sweet and gentle woman. Where most would become hard hearted and paranoid she maintains a delightful demeanor and is a loving mother and wife. She is fiercely independant, fiercely protective and fiercely self-reliant. One of her bad habits is refusing help, even from those she loves, this worries her husband, Narel and her friend Ghost Archer to no end. Both men had to argue with her to allow Lauresul to attend the birth of Blaze.
CAMPAIGN USE
DESIGN NOTES
Created: Wed, 25 Sep 2019 09:36:41

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