Dijanirhean Katarin

Name: Dijanirhean Katarin
Player: dijani_k

Kindred: Human
Class: Wizard-Warrior
Level: 8
Adventure Points:

  70,000, 8th level [Start]
+     32
+     02
+    125
+         1 level
-------------------
 100,000, 9th level [End]
Sex: Female
Height: 5' 8"; Weight: 170 lbs
Hair: Black; Eyes: Violet

Current CON: 02 (out of 16)
Current ESS: 10 (out of 18)
-- Note: Dijani absorbed a large quantity
    of essence from Silkervish, but
expended it in the final move of this game.

"Dijani powering her short sword" by Shrsholn
(Click image for full size.)
colored version

APPEARANCE:

Creamy cinnamon skin; Raven hair (worn long); Indigo eyes.

When uncloaked, Dijani's developed musculature seems somewhat a contrast to her otherwise unblemished feminine curves and softness.

Her clothing tends to be simple, utilitarian affairs; cloaked tunics, almost exclusively in black, though she does on occasion wear purples and reds of the same basic sort. Her cloak-clasp is a strange, vaguely like a silver sun, emanating wavy, tentacle-like rays. Her gloves are custom tailored - gifts of her employer - exhibiting a sort of thin mesh bonded to the soft, kid leather of the interior. Her soft, calf-high boots are waterproofed and brass-toed.

Her armor (under her clothing) is a bone and sinew lamellar from the uncivilized isles to the east of Ralph. She employs a small leather and shell shield.

Dijani is usually armed with a hidden half-dozen daggers and knives, as well as clearly displaying her trusty shortsword, sheathed in a fine scabbard.

Skill Points: 13 (INT:13)
Stat. Points: 14 (14 possible)

Prime Abilities:
CON: 16 SPD: 12 INT: 14 ESS: 18
STR: 19 DEX: 17 CHR: 14 LCK: 22

14 Improvement points (02 per level) were spent in the following manner:

02 pts. @ L 02: LCK
02 pts. @ L 03: CON
02 pts. @ L 04: INT
02 pts. @ L 05: CON
02 pts. @ L 06: DEX
02 pts. @ L 07: LCK
02 pts. @ L 08: STR
02 pts. @ L 09: LCK

Editor's Note: Shrsholn's house rules specify 2 improvement points per level, instead of using one of the options on 5th edition page 2.14.

Melee Modifiers : +22 [Str/7 + Dex/5 + Lck/10]
Ranged Modifiers : +12
Magickal Modifiers : +14

Combat Bonus : +12

Weight Possible : 3100
Weight Carried : 1701

Kindred Ability : Acute Senses of Hearing and Smell +02

Languages (02 Slots Rolled)
· Common (+Literacy)
· Elvish
· 'Pidgin'-Dwarf

Skills-
-----------------
[05] Academic...: Astronomy R 01; Forensics R 01; Kemistry R 01; Psychology R 01; Toxicology R 01
[03] Arcane.....: Alkemy R 01; Projection R 01; Veiled Truths R 01;
[01] Athletic...: Climbing R 01
[03] Combat.....: Bladed Combat: Swords R 01; Danger Sense R 01; Street Fighting R 01
[02] Communication: Conversation R 01; Disguise R 01
[12] Covert: Black Market Contacts R 01; Concealment R 01; Cryptograph R 01; Disguise R 01; Forgery R 01; Gambling R 01; Lock Manipulation R 01; Lip Reading R 01; Observation R 01; Secret Identity / Double Agent R 01; Shadowing R 01; Sleight of Hand R 01
[02] General: Defeat Trap R 01; Detection R 01
[03] Wilderness: Stealth R 01; Survival R 01; Tracking R 01
================================
NATIONALITY & PLACE OF RESIDENCE: No fixed residence

ARMOR:
* Lamellar type armor

SHIELD:
* Small shield

WEAPONS:
* Short sword and scabbard
* Four small daggers
* One large dagger w/scabbard

EQUIPMENT: Hooded cloak, Tunic, Gloves, Coin purse (hanging from belt), Travel bag containing: Rope, Flint, Dry clothes, dry cloak, Comestibles, Water bottle, Blankets (2), Perfumed soaps, Pencil & paper, Journal, Compass

TREASURE: 70 Platinum Plates, 12 Gold Gears, 05 Silver Stars

Editor's note: Following is excerpt of Shrsholn's house rules concerning wizard-warriors.

WIZARD-WARRIORS

Characters who have all eight prime ability scores of 12 or higher before any kindred modifiers are the only ones who qualify as 'Wiz-Wars'.

Wiz-Wars enjoy great latitude in their mode of operation; taking the best of both the melee and magickal training they received. They have no weapon restrictions, and they receive a bonus of +01 with the armor and shields they employ.

They receive a combat bonus equal to half-again their character experience level versus both material, and immaterial opponents.

Wizard-Warriors are able to cast magicks without restriction, and are nearly as potent in this field, as true Wizards.

They are able to employ foci, and are able to benefit a lesser degree from the rote usage of magicks, reducing the ESS cost of spells by one-half their level.

However, even these individuals are unable to devise new magicks.

Players wishing to play a Wizard -Warrior may solicit the GM prior to rolling their prime ability scores, and with the GM's permission, add and re-roll triples on the dice, thus increasing the likelihood of generating such a superior creature.

However, if the rolls should fail to generate a Wizard-Warrior, the player must play a Rogue instead.

Wiz-Wars beset by damaging magickal effects add half-again their ESS score as magickal resistance to the damage.


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