Dalzagley Hillhole
  Val      Characteristic      Points     Roll      Notes  
10 STRENGTH 0 60 % Strength Damage:   2d6    —  Lift:   100.0kg  
12 DEXTERITY 2 64 % Strength Endurance:   1  
14 REACTION 4 68 % Initiative:   14  
12 CONSTITUTION 2 64 % Stun Threshold:   12  
14 INTELLIGENCE 4 68 %
10 PERCEPTION 0 60 %
16 EGO 6 72 %
14 | 34 PRESENCE 4 68 % Presence Attack:   2½d6 | 6½d6  
 
3 OCV 0 90 %
4 DCV 5 40 %
5 OMCV 6 110 %
6 DMCV 9 60 %
 
4 SPD 20      Phases: 3, 6, 9, 12     
 
4/6 PD 2    4/6 PD • 0/2 Res. PD  
4/6 ED 2    4/6 ED • 0/2 Res. ED  
 
8 REC 4
35 END 3
20 BODY 10
30 STUN 5
 
15m Running 3
2m Swimming -1
8m Leaping 2
 
    92         Total Cost    
• COMPLICATIONS
  Cost     Complication  
5 Distinctive Features: Belfry Goblin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
 
20 Distinctive Features: Sharing Body with a Dark Passenger (Not Concealable; Extreme Reaction; Detectable By Uncommonly-Used Senses)
 
5 Bh'dell's Gaze - Unluck: 1d6
 
15 Negative Reputation: Known to be a bit... "off", Very Frequently
 
    45         Total Complications Cost    
• EXPERIENCE POINTS
Base Complications Unspent XP Total
175 45 0 175

Dalzagley Hillhole
• DEFENSES
  Physical Energy Mental Power
⚪ NONRESISTANT 4/6 4/6 4 4
⚫ RESISTANT 0/2 0/2    
Notes:
• MOVEMENT
  Type     Total     Maximum Travel Velocity  
Run 15m [30m NC] 22MPH / 36KPH
Swim 2m [4m NC] 3MPH / 5KPH
H. Leap 8m [16m NC]
V. Leap 4m [8m NC]
• COMBAT SKILL LEVELS
• ADDITIONAL COMBAT MANEUVERS
Maneuver  Phase  OCV  DCV  Effect 
• RANGE MODIFIERS  
Range (m) 0-8 9-12 13-16 17-24 25-32 33-48 49-64 65-96 97-125 126-188 189-250
RMOD 0% -10% -20% -30% -40% -50% -60% -70% -80% -90% -100%
• FLASH/DARKNESS EFFECTS ON CV • GRAB EFFECTS ON CV
WITHOUT nontargeting PER Roll
HTH Combat: ½ OCV and ½ DCV.
Ranged Combat: 0 OCV and ½ DCV.

WITH nontargeting PER Roll
(Half Phase Action, works vs. one individual until next Phase)
HTH Combat: ½ OCV and -10% DCV
Ranged Combat: ½ OCV and full DCV

Grabber
½ DCV against all attackers
Full OCV against the Grabbed character
½ OCV against other targets (if possible)

Grabber (if STR 20 pts greater than Grabbed)
-20% DCV against all attackers
Full OCV against the Grabbed character
-10% OCV against other targets (if possible)

Grabbed
½ DCV against all attackers
-30% OCV against the Grabber (if possible)
½ OCV against other targets (if possible)


Dalzagley Hillhole
Bh'dell, the Dark Passenger —  Multipower
14 Multipower, 35-point reserve, (35 Active Points); all slots Lockout (-1/2), Perceivable (-1/2), Concentration (1/2 DCV; -1/4), Requires A Roll (PS roll, -10% per 20 Active Points modifier; -1/4)
1f   1)   Nightmare Tap Mental Blast 2d6 (Sophont class of minds), Indirect (Source Point can vary from use to use, path is from Source Point to target; +1/2) (30 Active Points); Cannot Use Targeting (-1/2), Lockout (-1/2), Perceivable (-1/2), Concentration (1/2 DCV; -1/4), Requires A Roll (PS roll, -1 per 20 Active Points modifier; -1/4) 3
1f   2)   Dread Revelation Entangle 4d6, 2 PD/2 ED (30 Active Points); Lockout (-1/2), Perceivable (-1/2), Concentration (1/2 DCV; -1/4), Requires A Roll (PS roll, -1 per 20 Active Points modifier; -1/4) 3
1f   3)   Ominous Presence Drain PRE 2d6 (20 Active Points); Lockout (-1/2), Perceivable (-1/2), Concentration (1/2 DCV; -1/4), Requires A Roll (PS roll, -1 per 20 Active Points modifier; -1/4) 2
1f   4)   Frightening Realizations +20 PRE (20 Active Points); Only To Make Fear/Intimidation-Based Presence Attacks and Skill Rolls (-1), Lockout (-1/2), Perceivable (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 DCV; -1/4), Requires A Roll (PS roll, -1 per 20 Active Points modifier; -1/4) 2
1f   5)   Manifest Catatonic Fear Darkness to Sight Group 4m radius (20 Active Points); Lockout (-1/2), Perceivable (-1/2), Concentration (1/2 DCV; -1/4), Requires A Roll (PS roll, -1 per 20 Active Points modifier; -1/4) 2
1f   6)   Bh'dell Spies Clairsentience (Hearing And Sight Groups), Mobile Perception Point (can move up to 12m per Phase) (35 Active Points); Lockout (-1/2), Perceivable (-1/2), Concentration (1/2 DCV; -1/4), Requires A Roll (PS roll, -1 per 20 Active Points modifier; -1/4) 3
12 Nightmare Origin Resistant Protection (2 PD/2 ED/4 Mental Defense/4 Power Defense) (18 Active Points); Costs Endurance (-1/2) 2
3 Visitor to the Waking World Lightsleep
3 Escape to the Dreamscape Simulate Death
  38   Total Powers Cost

Dalzagley Hillhole
• SKILLS
  Cost   Name  
Everyman Skills
0 1) Allspeak : Language (idiomatic; everyman, literate)
0 2) Chiselwick : Language: Chiselwick (idiomatic; literate)
0 3) Acting - 25%
0 4) Climbing - 25%
3 5) Conversation - 68%
0 6) Deduction - 25%
3 7) Healing - 68%
5 8) Persuasion - 73%
4 9) Profession Skill: Nocnitsa - 78%
0 10) Shadowing - 25%
3 11) Stealth - 64%
1 Heavy Leather : Armor Familiarity
2 Cestus, Warhammer : Weapon Familiarity
5 Defense Maneuver I-II
3 Streetwise - 68%
3 Criminology - 68%
3 Lockpicking - 64%
1 Power: Sleep Walker - 25%
3 Knowledge Skill: The Dreamscape - 68%
2 Cultural Knowledge: The Ghost Sculptor Gangclave - 60%
4 Area Knowledege: Borough of Golemcopse - 88%
  45   Total Skills Cost
• PERKS
  Cost   Name  
0 Contact: Bh'dell, a Nightmare of Unknowable Darkness (Contact has significant Contacts of his own, Contact has useful Skills or resources, Nocnitsa Requirement) 8-
  0     Total Perks Cost