Illustration by Nishio Nanora

Years ago, Alexa’s father (a minor baron) sent her to the capital to serve as squire to a somewhat eccentric knight. She returns to her home a knight in her own right, skilled with sword and spell, to find her ancestral lands at the edge of ruin. Against the wishes of her ailing father, Alexa sets forth to bring honor, glory, and wealth back to her family name.

Alexa is made using the spell-based Mystic Knight template from this blog, rather than the Imbuement-based official one. Her Weirdness Magnet is a perfect explanation for why the Odds and Sods party got together in the first place, making her their unnoficial leader.

Alexa, 245-point Human Mystic Knight

ST 14 {40}; DX 13 {60}; IQ 12 {40}; HT 13 {30}

Damage 1d/2d; BL 19.6kg; HP 14; Will 12; Per 12; FP 13; Basic Speed 6.25; Basic Move 6 {0}.

Advantages

  • Born War Leader 1 {5}
  • Magery 4 {45}
  • Weapon Channeling {1}

Disadvantages

  • Code of Honor (Chivalry) {-15}
  • Obsession (Restore My Family’s Holdings) {-5}
  • Sense of Duty (Adventuring Companions) {-5}
  • Weirdness Magnet {-15}
  • Impulsiveness (12) {-10}

Quirks

  • Dislikes entering water {-1}
  • Always carries the family sword {-1}
  • Writes letters to her departed mother {-1}
  • Stands at attention unless she makes a conscious effort not to {-1}
  • Hotter to the touch than usual due to fire magic affinity {-1}

Skills

  • Armory (Body Armor) (A) IQ+1 {4} - 13
  • Brawling (E) DX+1 {2} - 14
  • Broadsword (A) DX+4 {16} - 17
  • Connoisseur (Weapons) (A) IQ+1 {4} - 13
  • Diplomacy (H) IQ-2 {1} - 10
  • Fast-Draw (Sword) (E) DX {1} - 13
  • Forced Entry (E) DX {1} - 13
  • Heraldry (A) IQ-1 {1} - 11
  • Hidden Lore (Magic Items) (A) IQ {2} - 12
  • Innate Attack (Projectile) (E) DX+2 {4} - 15
  • Leadership (A) IQ {1}1 - 12
  • Occultism (A) IQ {2} - 12
  • Riding (Horse) (A) DX-1 {1} - 12
  • Savoir-Faire (High Society) (E) IQ {1} - 12
  • Shield (E) DX+3 {8} - 16
  • Stealth (A) DX-1 {1} - 12
  • Strategy (H) IQ {2}1 - 12
  • Tactics (H) IQ {2}1 - 12
  • Thaumathology (VH) IQ+1 {1}2 - 13
  • Wrestling (A) DX+1 {4} - 14

Spells

All have +4 from Magery.

  • Communication and Empathy
    • Sense Foes (H) IQ+2 {1} - 14
    • Sense Evil (H) IQ+2 {1} - 14
  • Fire
    • Ignite Fire (H) IQ+2 {1} - 14
    • Create Fire (H) IQ+2 {1} - 14
    • Shape Fire (H) IQ+2 {1} - 14
    • Heat (H) IQ+2 {1} - 14
    • Flaming Weapon (H) IQ+3 {2} - 15
    • Fireball (H) IQ+3 {2} - 15
    • Extinguish Fire (H) IQ+2 {1} - 14
    • Fireproof (H) IQ+2 {1} - 14
    • Resist Fire (H) IQ+2 {1} - 14
  • Healing
    • Lend Energy (H) IQ+2 {1} - 14
    • Recover Energy (H) IQ+3 {2} - 15
  • Protection and Warning
    • Shield (H) IQ+2 {1} - 14
    • Missile Shield (H) IQ+2 {2} - 15
    • Mystic Mist (H) IQ+2 {1} - 14

Loadout

  • Fine Medium Shield: DB 2. $600, 5.63kg.
  • Light Mail Suit: DR 3/1. 10 FP as a power item. $1500, 18kg.
  • Broadsword: Damage sw+1 cut or thr+2 imp. Enchanted with the Staff spell. $630, 1.5kg.
  • Quick-Release Backpack: Holds 20kg of gear. Dropping it is a free action. $300, 1.5kg.
    • Blanket: $20, 2kg.
    • Canteen: $10, 1.5kg.
    • Personal Basics: $5, 0.5kg.
    • Rope, 1cm, 10m: Supports 150kg; $5, 0.75kg.
    • $430 in coin.

Combat

Assumes Light encumbrance.

  • Defenses
    • Dodge 8 (10)
    • Parry 11 (13)
    • Block 11 (13)
    • DR 3/1.
  • Attacks
    • Broadsword (17): 2d+1 cut or 1d+2 imp, Reach 1.
    • Shield Bash (16): 1d cr, Reach 1.
    • Brawling Punch (14): 1d cr, due to mail gauntlets. Reach C.
    • Brawling Kick (12): 1d+1 cr. Reach C, 1.
    • Wrestling Grapple (14): 1d+1 control.
    • Fireball (15): 1d to 3d burn, Acc 1, Range 25/50. Cost 0 to 2.
      • Alexa doesn’t usually charge it for more than 1 turn.
  1. +1 from Born War Leader  2 3

  2. +4 from Magery