Val CHA Cost Roll Notes 13 STR 3 12- Lift 151.6 kg; 2 ½d6 HTH Damage  22 DEX 24 13- 17 CON 7 12- 10 INT 0 11- PER Roll 11-/12- 13 EGO 3 12- 15 PRE 5 12- PRE Attack: 3d6 7 OCV 20 7 DCV 20 3 OMCV 0 4 DMCV 3 4 SPD 20 Phases: 3, 6, 9, 12 6 PD 4 Total: 6 PD (0 rPD) 6 ED 4 Total: 6 ED (0 rED) 7 REC 3 34 END 3 9 BODY -1 25 STUN 3 Total Characteristics Cost: 121 Movement: Running: 12m/24m Leaping: 4m/8m Swimming: 4m/8m Cost Powers & Skills Martial Arts: Swordsmanship Maneuver OCV DCV Damage 4 Cut +0 +2 Weapon +2 DC Strike 5 Parry +1 +3 Block, Abort 4 Riposte +2 +2 Weapon +2 DC Strike, Must Follow Block 5 Slash +1 -2 Weapon +4 DC Strike 5 Thrust +1 +3 Weapon Strike 2 Sharp Eyed: +1 PER with Sight Group 1 Divine Favor: LS (Longevity: 200 Years) Talents 4 A Mere Scratch Or Two: Combat Luck (3 PD/3 ED); Not When Wearing Heavy Armor (-½) 6 Divine Favor: +2/+2d6 Striking Appearance (vs. all characters) Skills 16 +2 with HTH Combat 4 +2 with Saif 6 +2 OCV versus Mounted Combat penalties with all attacks 3 Acrobatics 13- 2 Animal Handler (Equines) 12- 3 Breakfall 13- 3 Climbing 13- 2 Gambling (Dice Games) 11- 0 Language: Elothian (idiomatic) 3 Language: Valdorian (completely fluent) 2 KS: Assorted Trivia About Customs And Cultures Of Valdora And The Surrounding Lands 11- 2 Navigation (Land) 11- 3 Paramedics 11- 9 Riding 16- 3 Stealth 13- 3 Survival (Temperate/Subtropical Plains) 12- 0 TF: Equines 5 Tracking 12- 5 WF: Common Melee Weapons, Common Missile Weapons, Lances 3 Traveler 4 1) AK: Cynthian Plains 13- 1 2) AK: Nylsen Forest 11- 1 3) AK: Three Fingers 11- 1 4) AK: Valdoria 11- 2 5) CK: Elweir 12- 2 6) CuK: Valdorian Customs 12- Total Powers & Skill Cost: 110 Total Cost: 230 175+ Matching Complications (50) 10 Distinctive Features: Beautiful Outlander (from the Cynthian Plains) (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses) 15 Psychological Complication: Wanderlust, wishes to see the world and all it contains (Common; Strong) 10 Psychological Complication: Willing To Try Most Anything New And Unusual (Common; Moderate) 15 Social Complication: Woman In A Man's World (Very Frequently, Minor) Total Complications Points: 50 Experience Points: 70 EQUIPMENT Weapon OCV Rmod Damage STUN STR Min Notes Saif +0 — 1D6+1 +0 12 M Armor Name DEF Location Notes Halter 6 10 Frontal attacks only Vambraces 7 7 Greaves 7 17 Boots 2 16-18 Shield Name DCV HA STR BODY DEF Medium Metal +2 2d6N 13 4 5
Background/History: Growing up as a nomad on the Cynthian Plains, caring for her father‘s horses, Damini was constantly admonished for allowing her mind and gaze to wander from the duties at hand. But as she often retorted, she couldn’t help it. Watching over the horses was dull work, full of monotony and drudgery. It was far more interesting to look out across the vast sea of grass making up the Plains, and wonder what lay beyond the far horizon. And the resulting punishments from failing to properly look after the horse herds only reinforced her desire to venture past the borders of the Cynthian Plains.
And so, when she was old enough, Damini took her horse and set out to find the Face of Cynthia, wishing only to ask of the goddess a minor boon—to be allowed to leave the Plains and see the world. Much to Damini’s surprise, the goddess answered her plea in person, manifesting before the young nomad in all of her preternatural glory. Upon hearing Damini’s request, Cynthia made a bargain, she would grant Damini her wish (and a small measure of divine power), if Damini would return in due time and tell Cynthia what she had seen and experienced. For her part, Damini readily agreed. After spending the night with Cynthia, Damini mounted her horse, took up her saif and shield, and rode out across the Plains, leaving them, and her old way of life, behind.
Personality/Motivation: Damini’s desire, as expressed to the Face of Cynthia, is to see the world. Thus, she tends to keep on the move, only staying in an area for a short period of time before traveling to somewhere else. In order to keep the coin coming in, she often hires herself out as a courier, body- or caravan guard, scout, or something similar. It doesn’t matter to her what the job is (within reason), just as long as it allows her to continue her journey, finding new places to explore and experience.
Having vowed to see the world and everything in it has resulted in Damini expressing some odd habits. Not only does she like to see new places, but she also likes to try new foods, drink, customs, fashions, and so on (the goddess did ask for her to report everything she‘d seen and experienced after all). It also means she’s more willing to hire out as a freesword if it means getting the chance to explore some long-abandoned ruin and/or travel to some legendary areas she’s never seen before. On the other hand, trying to hire Damini to go somewhere she’s already been will be a tougher sale. Unless the money is very good (or her needs are great) she’ll be far less inclined to agree to go.
Quote: “I’m sorry, but I can’t stay. It’s time for me to move on, the unknown calls to me.”
Powers/Tactics: While growing up as a nomad on the Cynthian Plains made her fairly physically fit , the divine gifts imparted by Cynthia herself have made Damini into a near-model of physical perfection. First of all, she‘s exceedingly fast, and has yet to find anyone capable of matching her speed in combat. She’s also quite healthy and durable, and is aging at a greatly reduced rate (something Damini herself isn’t aware of). A highly competent and skilled swordswoman, Damini prefers to put her levels into OCV so she can hit early and often. However, if outnumbered or at a disadvantage, Damini will put her two HTH levels into increasing her damage, then put them into DCV if that doesn’t help.
Appearance: Tall, with sun-bronzed skin and thick reddish hair that falls past her shoulders, Damini’s athletic physique is displayed to good effect by her choice of garments (or lack there of...). She tends to wear knee-high leather boots with metal greaves, metal vambraces, a ‘loincloth’ of silk and metal, held in place with silver chains, and a silk-lined halter top of fine steel mesh and metal disks. More silver is used to make the ornaments she wears on her arms and collar-like around her neck. She normally carries a saif (a narrow-bladed scimitar-like weapon) and a triangular-shaped shield.
Campaign Use: After creating the character of Queen Jayanith of Natarajan (based on Boris Vallejo's Primeval Princess) I’ve come to the conclusion that Boris is the artist for the Valdorian Age. Conversely, I feel Frank Frazetta does a great job of capturing the feel of the Turakain Age (despite his tendency to paint more swords and sorcery imagery than anything else). Thus, Damini is now the second of a series of characters I’m developing based on Boris’s artwork (all of which will be set in the Valdorain Age). The painting itself was used as the cover to the novel Demon in the Mirror; I know nothing about the book, and picked an origin of the Cynthian Plains due to the presence of the horse in the painting.
Damini makes an excellent source of information for PCs, and could even be a GM PC, although her 22 DEX and OCV/DCV will probably overshadow most PCs. If you need to make her weaker, trying removing all of her Divine Favor powers and reduce her DEX, OCV, DCV, and CSLs as needed. To make her more powerful, increase her CSLs, add in a Damage Class (or two) to her Martial Arts, and give her some more Divine Favor powers.
(Character sheet created by Michael Surbrook)
Return to Original Champions Characters