Shal-nam 
 
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
13 STR 10 3 13/43 12- / 18- HTH Damage 2 1/2d6/8 1/2d6 END [1]
17 DEX 10 21 17/23 12- / 14- OCV 6/8 DCV 6/8
23 CON 10 32 23/33 14- / 16-
13 BODY 10 6 13 12-
13 INT 10 3 13 12- PER Roll 12-
18 EGO 10 16 18 13- ECV: 6
13 PRE 10 3 13/23 12- / 14- PRE Attack: 2 1/2d6 / 4 1/2d6
14 COM 10 2 14 12-
3 PD 3 0 3/11 3/11 PD (0/8 rPD)
3 ED 5 -2 3/11 3/11 ED (0/8 rED)
3 SPD 2.7 3 3/4 Phases: 4, 8, 12/3, 6, 9, 12
8 REC 8 0 8
45 END 46 0 45
32 STUN 32 0 32
7" Running 6 2 7"/12"
2" Swimming 2 0 2"
3 1/2"/1 1/2" Leaping 3 1 3 1/2"/9 1/2" 90 Total Characteristics Points
MOVEMENT
Type Total
Run (6) 7"/12" [28"/48" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 3 1/2"/9 1/2"
V. Leap (1") 1 1/2"/4 1/2"
Flight 0"/10" [0"/80" NC]
EXPERIENCE POINTS
Total earned: 40
Spent: 40
Unspent: 0
Base Points: 50
Disad Points: 100
Total Points: 190
APPEARANCE
Hair Color:  Black
Eye Color:  Black
Height:  5' 9"
Weight:  130 lbs
Description:
An attractive dusky skinned woman with raven black hair, black eyes, and dressed mostly in natural animal hides with a few carved beads as accent.

Shal-nam 
 
DEFENSES
Type Amount Notes
Physical Defense 3/11 Current BODY:
Res. Phys. Defense 0/8 (13)
Energy Defense 3/11 Current END:
Res. Energy Defense 0/8 (45)
Mental Defense 0 Current STUN:
Power Defense 0 (32)
TACTICS
Totemic Shaman
COMBAT INFORMATION
OCV: 6/8 DCV: 6/8
Combat Skill Levels:
+1 with All Combat
+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

Shal-nam 
 
SPELLS, GIFTS, AND HEROIC KNACKS
Cost  Power END
19 Beastforms: Multiform (190 Character Points in the most expensive form) (x5 Number Of Forms (Bear Totem, Boar Totem, Hawk Totem, Weasel Totem, Wolf Totem)) (53 Active Points); Extra Time (1 Turn (Post-Segment 12), Only to Activate, -3/4), Concentration (0 DCV; -1/2), Nonpersistent (-1/4), Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points; Totem Lore; -1/4)0
19 Total Powers Cost
BELONGINGS
Equipment END
Smallsword: MEDIUM (3d6 w/ Mightyness; 1 1/2D6 Base), 13 STR MIN, -4 to Conceal, 1 handed, Slicing: +3 DC vs Opponents with no Resistant Defense or wearing Leather Armors; -2 damage per die vs Plate Armors, Balanced: +1 OCV with Disarm, Block0
Recurve Bow: MEDIUM (1 1/2D6 Base), 2 handed, -4 to Conceal, Piercing: +1 OCV to hit; +1 damage per die vs Chain Armors (up to the total DEF of the armor); -1 OCV to Block with, Rapid: +3 Lightning Reflexes with self, Launcher (75")0
Totem Powers
1) Advanced Agility: (Total: 28 Active Cost, 15 Real Cost) +6 DEX (18 Active Points); No Figured Characteristics (-1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 9) plus +1 SPD (10 Active Points); Costs END (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, -1/4) (Real Cost: 6)
Notes: Totemic Shamanism
1
2) Advanced Flight: Flight 10", x8 Noncombat (30 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4)
Notes: Totemic Shamanism
3
3) Advanced Frenzy: (Total: 30 Active Cost, 15 Real Cost) +10 STR (10 Active Points); No Figured Characteristics (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 5) plus +10 CON (20 Active Points); No Figured Characteristics (-1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) (Real Cost: 10)
Notes: Totemic Shamanism
1
4) Advanced Mightiness: (Total: 30 Active Cost, 16 Real Cost) +20 STR (20 Active Points); No Figured Characteristics (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 10) plus +10 PRE (10 Active Points); Costs END (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 6)
Notes: Totemic Shamanism
3
5) Advanced Senses: (Total: 29 Active Cost, 14 Real Cost) +8 PER with all Sense Groups (24 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 12) plus Nightvision (5 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4) (Real Cost: 2)
Notes: Totemic Shamanism
3
6) Advanced Stealth: Invisibility to Sight, Smell/Taste and Hearing Groups (30 Active Points); Concentration (0 DCV; -1/2), Extra Time (Delayed Phase, Only to Activate, -1/4), Gestures (-1/4)
Notes: Totemic Shamanism
3
7) Advanced Toughness: Armor (8 PD/8 ED), Hardened (+1/4) (30 Active Points); Concentration (0 DCV; -1/2), Costs END (Only Costs END to Activate; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4)
Notes: Totemic Shamanism
3
8) Basic Ramming: HA +2d6, Lingering up to 1 Turn (+1/2) (15 Active Points); HA (-1/2), Concentration (1/2 DCV; -1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Incantations (-1/4), Gestures (-1/4)
Notes: Totemic Shamanism
1
9) Basic Running: Running +5" (7"/12" total), x4 Noncombat (15 Active Points); Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4), Incantations (-1/4), Gestures (-1/4)
Notes: Totemic Shamanism
1
10) Basic Tooth and Claw: HKA 1/2d6 (1d6 / 1d6+1 w/STR) (vs. PD), Lingering up to 1 Turn (+1/2) (15 Active Points); Incantations (-1/4), Gestures (-1/4), Extra Time (Delayed Phase, Only to Activate, -1/4), Concentration (1/2 DCV; -1/4)
Notes: Totemic Shamanism
1

Shal-nam 
 
TRADE LORE
Cost  Name
8 +1 with All Combat
7 Totem Lore: Power (EGO-based) 15-
5 Animal Handler (Canines, Other Boars, Other Weasel, Raptors, Ursines) 8-
3 Fast Draw 12- (14-)
Human
10
1) Human Adaptability: +1 Overall
3
2) Human Diversity: AK: Kaer-Na (INT-based) 12-
2
3) Human Diversity: CuK: Kaer-Nese People 11-
5
4) Human Work Ethic: PS: Hunter (INT-based) 14-
1 Language: ELD SPEECH (idiomatic; literate) (5 Active Points)
1 Language: HAELFIRI (fluent conversation; literate) (3 Active Points)
1 Paramedics 8-
3 Stealth 12- (14-)
2 Survival (Temperate/Subtropical Forests, Temperate/Subtropical Plains) 12-
20 Totems (Bear Totem, Boar Totem, Hawk Totem, Weasel Totem, Wolf Totem)
3 Tracking 12-
4 WF: Common Melee Weapons, Common Missile Weapons
78 Total Skills Cost
FLAIR AND APTITUDE
Cost  Name
3 Ambidexterity (-2 Off Hand penalty)
0 Beast Speech (Bear Totem, Boar Totem, Hawk Totem, Weasel Totem, Wolf Totem)
3 Total Talents Cost
CHALLENGES
Cost  Disadvantage
10 DF: Totemic Shaman (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Unusual Senses)
15 Enraged: When Goaded (Uncommon), go 11-, recover 11-
Human
5
1) DF: Human (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
20
2) Normal Characteristic Maxima
20 Psych. Lim.: Aggressive/Feral (Very Common, Strong)
20 Rivalry: Professional (Neighboring Nations; Rival is More Powerful; Rival is a Group; Seek to Harm or Kill Rival; Rival Aware of Rivalry)
10 Soc. Lim.: Barbarian (Frequently, Major, Not Limiting In Some Cultures)
100 Total Disadvantages Cost

Shal-nam 
 
BEARING AND DEEDS
Height: 5' 9" Hair: Black
Weight: 130 lbs Eyes: Black
Appearance: An attractive dusky skinned woman with raven black hair, black eyes, and dressed mostly in natural animal hides with a few carved beads as accent.
Personality: Spirtual but stalwart.
Quote:"Uano hau a'shi lanoe sukee Panosa kae sano wei." (roughly translated: "I smell your treachery and will hunt you like mice in the field, Nordmanner.") -- the Kaer-Na call the Nordmanner "Panosa" (pawn-OH-sa; roughly "big robbers").
Background: Shal-nam is a child of the ancient nation of Kaer-Na, which is the last remnant of the Eld-folk, which has survived, though dwindling, since the Age of Legends. One of the groups of Humans that remained loyal to the Haelfinan during the great wars of many millennia past, they were sorely set upon and driven into the northlands along with the Haelfinan predecessors of those that reside in Eardrelin still today. The Kaer-Na had the run of the hilly plainsland until about 3000 years ago a tall blonde haired people from Runorshorvas crossed over via a landbridge and slowly but surely started dominating the northlands, cutting the Kaer-Na off from their distant Haelfinan allies in Eardrelin, and spreading into the interior. The Kaer-Na were able to hold a pocket of land towards the east as the Nordmanner seemed determined to push inward and left them behind.

Since that time the Kaer-Na, who always had a martial tradition due to their past, have had to be ready to defend their borders at all times to discourage any sudden aggression from the Nordmanner. The Kaer-Na have relied on their ancient shamanisitic traditions to protect them, and though their magics seem primative to many in the modern day, they still have enough simple potency to be formidable.

Shalnam is a Totem Warrior among her people, blessed by several Totems in various spirit quests over her life, and she uses the blessings of the Totems to stand ready to defend her nation from all comers.
Campaign Use: Sample Totemic Shaman, useful "beast master" type character
Character created with Hero Designer (version 2006111006)