Kelly Greene
Character Name: Kelly Greene
Alternate Identities: Druid Greene
Player Name: NPC
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 3 13 12- HTH Damage 2 1/2d6 END [3]
15 DEX 10 15 15 12- OCV 5 DCV 5
15 CON 10 10 15 12-
10 BODY 10 0 10 11-
23 INT 10 13 23 14- PER Roll 14-/18-
15 EGO 10 10 15 12- ECV: 5
18 PRE 10 8 18 13- PRE Attack: 3 1/2d6
20 COM 10 5 20 13-
4 PD 3 1 4/5 4/5 PD (0/1 rPD)
3 ED 3 0 3/4 3/4 ED (0/1 rED)
4 SPD 2.5 15 4 Phases: 3, 6, 9, 12
6 REC 6 0 6
30 END 30 0 30
25 STUN 25 0 25
8" Running 6 4 8"
2" Swimming 2 0 2"
2" Leaping 3 0 2 1/2" 84 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Nature is stronger."
EXPERIENCE POINTS
Total earned: 270
Spent: 270
Unspent: 0
Base Points: 100
Disad Points: 90
Total Points: 460
MOVEMENT
Type Total
Run 8"
Swim 2"
H. Leap 2 1/2"
V. Leap 1"
DEFENSES
Type Amount
Physical Defense 4/5
Res. Phys. Defense 0/1
Energy Defense 3/4
Res. Energy Defense 0/1
Mental Defense 0
Res. Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels: +2 with Bows , +1 with Swords, Staves, Spears
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
All-Out 1/2 +1 -2 Weapon +4 DC Strike
Attack 1/2 +0 +2 Weapon +2 DC Strike
Charge 1/2 +0 -2 Weapon +2 DC +v/5 Strike, FMove
Defend 1/2 +2 +2 Block, Abort
Probe 1/2 +1 +3 Weapon Strike
Resist 1/2 +0 +0 28 STR to resist Shove; Block, Abort
Shove 1/2 +0 +0 28 STR to Shove
Basic Shot 1/2 +0 +0 Strike, +2 DC
Defensive Shot 1/2 -1 +2 Strike
Distance Shot 1+1 +0 -2 Strike , +1 Segment
Far Shot 1/2 +1 -1 Strike
Quick Shot 1/2 +1 +0 Strike, +2 DC
Ranged Disarm 1/2 +0 +0 Disarm, 28 STR
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 Psychological Limitation: Claustrophobia (Uncommon, Strong)
10 Psychological Limitation: Dislikes Cities/Towns/Villages/Hamlets/Hovels (Uncommon, Strong)
25 Psychological Limitation: Protective of Nature (Very Common, Total)
Notes: This 'protection' does not extend to sentient creatures. They are supposed to be smart enought to know better though she will commonly heal someone/thing that is injured.
10 Reputation: Druid, 11-
5 Watched: Anyone attracted to females 11- (As Pow, Watching)
10 Watching: Druid's Grove (Coven) 8- (Mo Pow, NCI, Watching)
10 Watching: Wizard's Guild 8- (Mo Pow, NCI, Watching)
90 Total Disadvantages Cost

Character Name: Kelly Greene
Alternate Identities: Druid Greene
Player Name: NPC
SKILLS
Cost  Name
4 +2 with Bows
3 +1 with Swords, Staves, Spears
3 Acrobatics 12-
3 Acting 13-
20 Animal Handler (Birds, Canines, Dragons, Equines, Felines, Reptiles & Amphibians, Ursines) 19-
3 Breakfall 12-
3 Climbing 12-
3 Concealment 14-
3 Contortionist 12-
3 Conversation 13-
3 Deduction 14-
4 Language: Common (completely fluent; literate)
0 Language: Sindarin (idiomatic; literate)
17 Magic Skill 21-
2 Musical Instrument Familiarity (Chordophones) 11-
2 Navigation (Land) 14-
3 Oratory 13-
3 PS: Druid 14-
3 PS: Play Lute 14-
3 PS: Singing 14-
5 PS: Woodcarver 14-
3 Paramedics 14-
3 Persuasion 13-
3 Riding 12-
3 Scholar
2
1) KS: Cookery 14-
2
2) KS: Druidic Doctrine 14-
2
3) KS: Fauna 14-
2
4) KS: Flora 14-
2
5) KS: Herbalism and Healing Lore 14-
3 Shadowing 14-
13 Stealth 17-
4 Survival (Temperate/Subtropical, Mountain) 14-
2 TF: Riding Animals
9 Tracking 17-
3 Traveler
2
1) AK: Celadon Forest 14-
2
2) AK: Gnarley Forest 14-
2
3) AK: Suss Forest 14-
2
4) AK: Vesve Forest 14-
2
5) AK: Welkwood 14-
5 WF: Axes, Maces, Hammers, and Picks, Blades, Bows, Clubs, Javelins and Thrown Spears, Staffs, Thrown Knives, Axes, and Darts, Thrown Rocks
3 Weaponsmith (Arrows, Bolts, And Darts, Bows) 14-
167 Total Skills Cost
PERKS
Cost  Name
30 Follower: (Beast Master) eight followers at 75 Base Points each
Notes: She has a miniature dragon, a hawk, a kodiak bear, a cougar and a small pack of four wolves.
3 Fringe Benefit: Druid
1 Fringe Benefit: Right to Marry: Can perform the marriage ceremony
34 Total Perks Cost
TALENTS
Cost  Name
20 Animal Friendship
3 Bump Of Direction
3 Lightsleep
26 Total Talents Cost
 
POWERS
Cost  Power END
68 Druidic Magic: Variable Power Pool, 57 base + 11 control cost, all slots Spell (-1/2), Gestures (-1/4), Incantations (-1/4), IIF (Various Natural Components; -1/4), Only Where Plants Can Grow (-1/4)
0
1) Paths of Confusion: Change Environment 4" radius, -5 all INT Skill Rolls, Long-Lasting 6 Hours, MegaScale (1" = 1 km; +1/4) (57 Active Points) Real Cost: 23
6
0
2) Wood's Grasp: Entangle 2d6, 3 DEF, Area Of Effect (One Hex; +1/2), Indirect (Any origin, any direction; +3/4) (56 Active Points) Real Cost: 22
Notes: At the caster's command, the woods come alive and grab everything in the hex of the caster's choice.
6
0
3) Wood Speak: Retrocognitive Clairsentience (Sight And Hearing Groups), x2 Range (500") (55 Active Points); Extra Time (5 Minutes, -2), Retrocognition Only (-1), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) Real Cost: 8
Notes: The caster speaks to the wood and plants to find out the events that have occurred in the past. These conversations take a great deal of time because plants and trees tend to be slow speakers.
5
0
4) Visions of the Forest: Clairsentience (Sight Group And Normal Hearing), Discriminatory, Increased Arc Of Perception (360 Degrees), Telescopic: +18 (44 Active Points); Extra Time (5 Minutes, -2), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; -1) Real Cost: 8
Notes: The caster contacts the tree spirits and talks to them. From them he can find out who is in the wood, and what they are doing.
4
0
5) Protective Circle of Ash: Force Wall (4 PD/4 ED; 2" long and 1" tall) (Opaque Sight Group), Costs END Only To Activate (+1/4) (40 Active Points) Real Cost: 16
Notes: Forms a dome of branches and leaves that covers 2 meters. It protects against the weather, but not temperature, as well as some attacks. Because of the construction, it is not possible to see into or out of the dome.
3
0
6) Storm of Thorns: Killing Attack - Ranged 1/2d6, Indirect (Same origin, always fired away from attacker; +1/4), Explosion (+1/2), Autofire (5 shots; +1 1/2) (32 Active Points); Requires A Thorn-bearing Plant (-1) Real Cost: 9
Notes: The caster calls on the thorns in the target hex to fly out and attack nearby targets. In addition to hitting anyone in the target hex, the thorns will fly outward, although they will get weaker the farther they are from the target hex.
3
0
7) Wood Speech : Telepathy (plant class) 6d6 (30 Active Points); Extra Time (5 Minutes, -2) Real Cost: 7
Notes: The caster is able to communicate with any one plant. These conversations take a great deal of time because plants and tree tend to be slow speakers.
3
0
8) Ironwood Bolt: Killing Attack - Ranged 1 1/2d6 (25 Active Points) Real Cost: 10
Notes: Fires a sliver of wood like an arrow.
2
0
9) Bark Skin: Armor (8 PD/8 ED) (24 Active Points); Ablative: per location BODY Only (-1/2), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 7
Notes: Causes bark, that does not not hinder movement in any way, to cover the caster. Damage taken through Ablative is tracked per Hit Location.
2
0
10) Olive's Renewal: Healing BODY 2d6 (20 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4) Real Cost: 5
Notes: With the use of the proper herbs the caster is able to heal others.
2
0
11) Nature's Bounty: LS (Eating: Character only has to eat once per week), Usable Simultaneously (up to 8 people at once; +1) (2 Active Points); Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 1
1
6 Whisper of Nature: +3 PER with Hearing Group0
5 Elven Eyes: Ultraviolet Perception (Sight Group)0
5 Phytotoxic Immunity: LS (Immunity: Phytotoxins)0
4 Evlen Longevity: Life Support (Longevity: 1600 Years)0
3 Thicket Master: Environmental Movement (Undergrowth)
2 Elvan Eyes: +1 PER with Sight Group0
93 Total Powers Cost
EQUIPMENT
Equipment END
Soft Leather: Armor (1 PD/1 ED); Independent (-2), OIF Durable (-1/2), Real Armor (-1/4)0
Longbow, Medium: Killing Attack - Ranged (3 DEF, 3 BODY, Weight 1.2, **Cost: 25.0**) 1 1/2d6, Max Range 340m (+0), +1 RMod (+1/4), 30 Recoverable Charges (+3/4); OAF (-1), STR Minimum 1-5 (STR Min. Cannot Add/Subtract Damage; -3/4), Required Hands Two-Handed (-1/2), Real Weapon (-1/4), Concentration (1/2 DCV; -1/4), Cannot use on Horse (-1/4), Beam (-1/4)[30 rc]
Sword, Broad/Long: HKA 1d6+1, Required Hands One-Handed (+0), Reduced Endurance (0 END; +1/2); OAF (-1), STR Minimum 1-5 (-1/2), Real Weapon (-1/4) plus Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); OAF (-1), Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4)
Notes: $245 PD, 5 ED, 5 BODY
0
Quarterstaff: Hand-To-Hand Attack (3 PD, 3 ED, 4 BODY, Weight 1.0, **Cost: 2.0**) +4d6 (Length M), Side Effect, +1 OCV; Always On (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Required Hands Two-Handed (-1/2), Hand-To-Hand Attack (-1/4), STR Minimum 1-5 (-1/4), Real Weapon (-1/4)0
Knife: HKA 1/2d6, Required Hands One-Handed (+0), Range Based On STR (+1/4), Reduced Endurance (0 END; +1/2); OAF (-1), Real Weapon (-1/4), STR Minimum 1-5 (-1/4)
Notes: $45 PD, 5 ED, 4 BODY, +1 DC per 6.25 STR
0
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Weapons Combat
5
1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4
2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4
3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove
4
4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4
6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 28 STR to resist Shove; Block, Abort
4
7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 28 STR to Shove
0
8) Weapon Element: Staff
1
9) Weapon Element: Blades
Mastery of the Bow
4
1) Basic Shot: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Strike, +2 DC
3
2) Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
5
3) Distance Shot: 1+1 Phase, +0 OCV, -2 DCV, Range +6, Strike , +1 Segment
5
4) Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike
4
5) Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
4
6) Ranged Disarm: 1/2 Phase, +0 OCV, +0 DCV, Range +0, Disarm, 28 STR
0
7) Weapon Element: Bows
56 Total Martial Arts Cost

Character Name: Kelly Greene
Alternate Identities: Druid Greene
Player Name: NPC
APPEARANCE
Hair Color: Varies
Eye Color: Varies
Height: 5' 10"
Weight: 115 lbs
Description:
Kelly is elvish, slim, actually slight, with the long legs of a newborn foal. She is tall, 5'10" but very light, only 115 pounds. Her hair changes with the seasons, beautiful sable brown in the summer, russet red in the fall, the palest white in the winter and golden blonde in the spring. Even her eyes change with the seasons, hazel in the summer, chocolate brown in the fall, pale icy blue in the winter and brilliant green in the spring. She dresses in greens and mottle, allowing her to blend into the forest with ease.
BACKGROUND
Kelly Greene danced nude across the forest glade, her hips swaying to a song none but she heard, the songs of nature. Birds sang, the wind whistle through the leaves, the nearby brook ripped over the smooth stones of its bed. All was peaceful, perfect, almost. In the brush two orcs watched, their eyes taking in the fair, soft skin of the girl. Both had one thing on their minds and they rushed from hiding, to ravish this lone girl and then roast her for dinner.
When a tall, dark figure appeared from nowhere, the two villains crashing into his chest, causing him to barely move. Angered they looked up into the face of the black haired man and saw death peering back at them through jade green eyes. Two strokes of the katana later, the orcs lay in a heap, their fouled blood desecrating the hallowed ground of the forest. The girl never heard a sound.
Nearly an hour later the girl came back to the real world and was startled to find the man sitting beside a great oak, his back against the bole, sound asleep. Moving with the swiftness of the deer of the wood, she took up her druid staff and stood over the man, the butt of the staff against his throat. He woke instantly, a hand gripping the wood before his eyes opened. With a twitch of powerful muscles he ripped the girl's weapon from her hands then smiled up at her.
"I am sorry to disturb your dance," he said in Sindarin. "But I was very tired."
Beyond him lay the corpses of the two orcs and her eyes widened at the sight. He used the staff to help himself rise, his body stiff from his sleep, then handed the staff back to the girl.
"Forgive me," he said, turning toward the forest.
"Who are you?" she called to his broad back.
He turned and regarded her for a moment.
"I have no idea."
It took four years for him to remember, to recall who and what he was. During that four years he traveled with Kelly, protected her, learned from her and loved her like a brother. She was to him something he missed, his two sisters. And he was to her something she had never had, family. He took the name Fletch Walker and though he now knows he is Ghost Archer, to Kelly he will always be Fletch.
POWERS/TACTICS
Druid magic is of Nature and Kelly uses it only if necessary. She is one with her world and regrets using spells that call for Nature to be damaged, but does not hesitate. Preferring to avoid combat, she will use her skills and powers to slip off quietly.
PERSONALITY/MOTIVATION
Kelly is fey, that's the only word for it. She is airy, light, sweet, gentle, other worldly. She dances often in the forest, her personal music calling and directing her movements. Animals of all kinds come to her for help as well as just for play. She can be as quiet as the growing flowers, as still as a windless meadow or as hectic as a hive of ants. Kelly changes with the season, warm in the summer, cold in the winter, gloomy in the fall and bright and happy in the spring. She is many things and yet, unique.
CAMPAIGN USE
DESIGN NOTES
Created: Mon, 13 Jul 2020 16:31:09

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