ND/Attivi Valar

***Name:*** Attivi Valar

***Player:*** Emily Smirle

***Race:*** Human

***Languages:***  Common.

Conditionals: +1 from 'Compulsive Carousing' when from like-minded extroverts, -1 from 'Compulsive Carousing' when from sober-minded citizens (upto -4).

### Advantages [184]

***\_Deed Points*** [0]

***\_Armor Deed Enchantments*** [27]
***Hard to Kill 2*** (2) [4]
***Hard to Subdue 3*** (3) [6]
***Obscure 3*** (Clouded Vision; 3; Area Effect (4 yd) 4 yd, +50%; Extended, Infravision (+1) +1, +20%; Glamour (Will-4) Will-4, -10%; Selective Effect, +20%; Sorcery, -15%; Stealthy, +100%) [16]
***Self-Cleaning Armor*** [1]
***\_Weapon Deed Enchantments*** [39]
***Affliction 1*** (Forget 34 pts.; 1; Accessibility, Language Based (+1) +1, -10%; Alternative Attack, \*1/5; Disadvantage, Partial Amnesia (+10) +10, +10%; Extended Duration (x1000) x1000, +120%; Fixed Duration, +0%; Malediction (Uses Speed/Range Table) Uses Speed/Range Table, +150%; Sense-Based, with Malediction (One sense) One sense, -20%; Sorcery, -15%) [7] Bonuses: +1 skillscore from 'Sorcery Talent', +5 skillscore from 'Sorcery Talent';
***Burning Attack 2*** (Spontaneous Combustion; 30 pts; 2; Alternative Attack, \*1/5; Damage Modifier: Incendiary (+1) +1, +10%; Malediction (Uses Speed/Range Table) Uses Speed/Range Table, +150%; Partial Dice (+1) +1, +2; Sorcery, -15%) [6] Bonuses: +1 skillscore from 'Sorcery Talent', +5 skillscore from 'Sorcery Talent';
***Modified ST-Based Damage 1*** (Mind Sword; 7pt; 1; Affects Insubstantial, +20%; Armor Divisor (+50%; Accessibility, Only against creatures with minds, +2, -20%) (2) 2, +40%; Base Points, -11; Partial Dice, +6) [7]
***Modular Abilities*** (Area Power; Focus Limited: Specialized to add Selective Area and Area Effect, -15%; Level (+1) +1, +70; Limited Use (1/day) 1/day, -40%; Trait Limited: Affliction, -50%) [14]
***Sorcery Talent 1*** (1; Gives bonus to Affliction, Innate Attack, +0%) [5]
***Charisma 2*** (2) [10]

***Danger Sense*** [15]

***Destiny Point 3*** (3) [15]

***Night Vision 3*** (3) [3]

***Sorcery*** [97]

***Affliction 1*** (Armour; 1; Advantage, Armor (+3) +3, +330%; Fixed Duration, +0%; Melee Attack: Cannot Parry, -5%; Melee Attack: Reach C, -30%; Sorcery, -15%) [38] Bonuses: +1 skillscore from 'Sorcery Talent', +5 skillscore from 'Sorcery Talent';
***Affliction 1*** (Iron Mind; 1; Advantage, Iron Mind (+4) +4, +320%; Fixed Duration, +0%; Melee Attack: Cannot Parry, -5%; Melee Attack: Reach C, -30%; Sorcery, -15%) [37] Bonuses: +1 skillscore from 'Sorcery Talent', +5 skillscore from 'Sorcery Talent';
***Affliction 1*** (Mind-Shape; 1; Advantage, Mind Shape, +200%; Extended Duration (x10) x10, +40%; Fixed Duration, +0%; Melee Attack: Cannot Parry, -5%; Melee Attack: Reach C, -30%; Sorcery, -15%) [29] Bonuses: +1 skillscore from 'Sorcery Talent', +5 skillscore from 'Sorcery Talent';
***Affliction 1*** (Sleep 39 pts; 1; Extended Duration (x10) x10, +40%; Fixed Duration, +0%; Incapacitation: Sleep, +150%; Limited Use (1/day) 1/day, -40%; Malediction (Uses Speed/Range Table) Uses Speed/Range Table, +150%; Sorcery, -15%) [39] Bonuses: +1 skillscore from 'Sorcery Talent', +5 skillscore from 'Sorcery Talent';
***Affliction 1*** (Stun; 1; Incapacitation: Daze (+50%; Secondary, \*1/5), +10%; Malediction (Uses Speed/Range Table) Uses Speed/Range Table, +150%; Sorcery, -15%) [25] Bonuses: +1 skillscore from 'Sorcery Talent', +5 skillscore from 'Sorcery Talent';
***Iron Arm*** [12]
***Enhanced Parry 3*** (Bare Hands; 3; Accessibility, Striker Only (+2) +2, -20%; Magical, Sorcery, -10%) [11]
***Striker Iron Arm*** (Crushing; Iron Arm; Cannot Attack, -80%; Limb, Arm, -20%; Magical, Sorcery, -10%) [1]
***Sorcerous Empowerment 5*** (Protection, Fire, Mind Control, Communication; 5; Limited Colleges (4 colleges) 4 colleges, -10%) [54]
***Strategic Communication*** [22]
***Sorcery Improvised Spellbook*** (\_Free, \*0) [0]

***Burning Attack 1*** (Ignite 5 pts; 1; Damage Limitation: No Wounding 0, +0%; Damage Modifier: Incendiary, +10%; Melee Attack: Cannot Parry, -5%; Melee Attack: Reach C, -30%; Partial Dice (+4) +4, +6; Partial Dice, Does only 1 pt, \*0.25; Sorcery, -15%) [0] Bonuses: +1 skillscore from 'Sorcery Talent', +5 skillscore from 'Sorcery Talent';
***Mind Control*** (Command; 23 pts; Fixed Duration, +0%; Reduced Duration, 1/180, -40%; Reflexive, +40%; Sorcery, -15%; Suggestion, -40%) [0] Bonuses: +1 skillscore from 'Sorcery Talent', +5 skillscore from 'Sorcery Talent';
***Mind Control*** (Suggestion; 23 pts; Sorcery, -15%; Suggestion, -40%) [0] Bonuses: +1 skillscore from 'Sorcery Talent', +5 skillscore from 'Sorcery Talent';
***Sorcery Talent 5*** (5; Gives bonus to Affliction, Innate Attack, +0%) [25]

***Talker 3*** (3) [15]

***Telecommunication*** (Magical Radio 4pts; Reduced Range (x1/10) x1/10, -30%; Requires Concentrate, -15%; Sorcery, -15%) [4]

### Disadvantages [-45]

***Code of Honor*** (Xia) [-10]

***Compulsive Carousing*** (You resist on a roll of 12 or less, quite often, \*1) [-5]

***Curious*** (You resist on a roll of 12 or less, quite often, \*1) [-5]

***Dread 1 yard*** (Mirrors; 1 yard; Rarity: Occasional, \*1) [-10]

***Intolerance One group*** (Orcs; One group) [-5]

***Light Sleeper*** [-5]

***Selfless*** (You resist on a roll of 12 or less, quite often, \*1) [-5]

### Quirks [-5]

***Congenial*** [-1]

***Distinctive Feature*** (Giant beard) [-1]

***Dorky*** [-1]

***Packrat*** (But I might \*need\* that later!) [-1]

***Verbal Tic*** (Curses with elaborate oaths) [-1]

### Equipment [$86,762.00]

***Backpack, Small*** 25 lbs $812.00

***Blanket*** 4 lbs $20.00
***Formal Wear*** (Status +0) 2 lbs $240.00
***Lantern*** 2 lbs $20.00
***Oil*** (per pint) 1 lbs $2.00
***Ordinary Clothes*** (Status +0) 2 lbs, $120.00 ×2 = 4 lbs $240.00
***Tent, 1-Man*** 5 lbs $50.00
***Winter Clothes*** (Status +0) 4 lbs $180.00
***Large Falchion*** (Equipment: Styling (+1) +1, +1 CF; Low-Tech Weapon Quality: Balanced, +4 CF; Low-Tech Weapon Quality: Very Fine, +19 CF) 4.5 lbs $15,625.00

***Medium Shield, Light*** (Shield: Lantern Hook, +20; Weapon Quality: Fine, Balance, \*5) 7.5 lbs $325.00

***Potion Belt 1*** 4.5 lbs $0.00

***Potion*** (Alchemical Antidote) 0.5 lbs $0.00
***Potion*** (Fire Guard) 0.5 lbs $0.00
***Potion*** (Healing) 0.5 lbs, $0.00 ×3 = 1.5 lbs $0.00
***Potion*** (Lightning Guard) 0.5 lbs $0.00
***Potion*** (Move Boost) 0.5 lbs $0.00
***Pouch*** 2 lbs $175.00

***Large Knife*** (Low-Tech Weapon Quality: Fine, +3 CF) 1 lbs $160.00
***Personal Basics*** 1 lbs $5.00
***Volundr's Spark Light Plate Harness*** (All; Armor DR (5) 5, \*5; Armor Quality: Fluted, +4 CF; Armor Quality: Reinforced Vitals, \*1.05; Armor Quality: Very Fine, +14 CF) 26.46 lbs $69,825.00

Total Weight: 69.96 lbs.

### Loadout: Fighting

***Large Falchion*** (Equipment: Styling (+1) +1, +1 CF; Low-Tech Weapon Quality: Balanced, +4 CF; Low-Tech Weapon Quality: Very Fine, +19 CF) 4.5 lbs $15,625.00

***Medium Shield, Light*** (Shield: Lantern Hook, +20; Weapon Quality: Fine, Balance, \*5) 7.5 lbs $325.00

***Pouch*** 2 lbs $175.00

***Volundr's Spark Light Plate Harness*** (All; Armor DR (5) 5, \*5; Armor Quality: Fluted, +4 CF; Armor Quality: Reinforced Vitals, \*1.05; Armor Quality: Very Fine, +14 CF) 26.46 lbs $69,825.00

### Loadout: Marching

***Backpack, Small*** 25 lbs $812.00

***Large Falchion*** (Equipment: Styling (+1) +1, +1 CF; Low-Tech Weapon Quality: Balanced, +4 CF; Low-Tech Weapon Quality: Very Fine, +19 CF) 4.5 lbs $15,625.00

***Medium Shield, Light*** (Shield: Lantern Hook, +20; Weapon Quality: Fine, Balance, \*5) 7.5 lbs $325.00

***Pouch*** 2 lbs $175.00

***Volundr's Spark Light Plate Harness*** (All; Armor DR (5) 5, \*5; Armor Quality: Fluted, +4 CF; Armor Quality: Reinforced Vitals, \*1.05; Armor Quality: Very Fine, +14 CF) 26.46 lbs $69,825.00

### Description

A stout, blond man with a very long mustache and beard, and a lot of long hair hanging in his face. He looks a bit like Cousin It cosplaying a human.

In May 508, Attivi was appointed Count Dorget and given authority over the Black Library at Duzen Iken.

### Notes

Armor affliction: DR 2/level, forcefield, magical.

Iron Mind affliction: DR 1/level (only vs mental attacks, magical), Mind Shield 1/level (magical)

Mind-Shape affliction: Morph, cosmetic, Glamour Will -2, Magical (appearance is set at time of casting), duration 30 minutes.

Stun affliction: malediction, target loses contest = mentally stunned. Target loses contest by 5 or crit fails = dazed for 3 minutes.

Ignite "attack": does 5 "virtual" damage to things to set them on fire, things are treated as one flammability class more flammable than usual. Basic Page 433 for details.

* Super-Flammable (e.g., black powder, ether): Negligible damage (candle flame).
* Highly Flammable (e.g., alcohol, paper, tinder): 1 point.
* Flammable (e.g., dry wood, kindling, oil): 3 points.
* Resistant (e.g., seasoned wood, clothing, rope, leather): 10 points.
* Highly Resistant (e.g., green wood, flesh): 30 points.
* Nonflammable (e.g., brick, metal, rock, fireproof synthetics): N/A.

Forget: Provided by Sword. Speak to the subject, contest IQ+Talent against their Will, they forget about the $thing for 3,000 minutes (2 days and a trivial bit)
Affliction
Accessibility, Language Based -10%;
Disadvantage: Partial Amnesia +10%;
Extended Duration x1000 +120%;
Fixed Duration +0%;
Malediction (Speed/Range) +150%;
Sense-Based (Hearing) -20%;
Sorcery -15%.

Obscure 3 (Clouded Vision; provided by Armor): Concealing effect. Extended vs Infravision, Glamour Will -4.

Sleep: Provided by Sword. Simple but effective. Zap IQ+Talent vs Will, target takes a nap for at least 90 minutes (unless woken). Subject may sleep longer if they were already tired.
Affliction
Incapacitation: Sleep, +150%;
Extended Duration x30, +60%;
Fixed Duration +0%;
Maleditiction (Speed/Range) +150%;
Sorcery, -15%.

Mind Cutting Sword:
1d+4 cutting so base price 11 pts
Affects Insubstantial +20%;
Armor Divisor (2; Only against creatures with Minds, -20%) -40%.
Assumption is that things like plants, constructs, oozes, fungi, bugs, and various other IQ2 or less critters don't count as things with minds.

Sleep affliction: Requires hardcore improvisation. 3 FP to attempt, Will/Will based Tham roll + talent at -10, +1 per each additional FP. Then cast spell as per usual (additional FP...). So, a butt-ton of FP to cast.