Character Name: Brother Night Hunting Lion
Alternate Identities:
Player Name: Jordwyrm Wylder
CHARACTERISTICS
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2]
15 DEX 10 15 15 12- OCV 5 DCV 5
15 CON 10 10 15 12-
18 BODY 10 16 18 13-
13 INT 10 3 13 12- PER Roll 12-
13 EGO 10 6 13 12- ECV: 4
10 PRE 10 0 10 11- PRE Attack: 2d6
10 COM 10 0 10 11-
7 PD 4 3 7 7 PD (0 rPD)
7 ED 3 4 7 7 ED (0 rED)
4 SPD 2.5 15 4 Phases: 3, 6, 9, 12
7 REC 7 0 7
30 END 30 0 30
35 STUN 35 0 35
6" Running 6 0 6"
2" Swimming 2 0 2"
3" Leaping 4 0 3 1/2" 80 Total Characteristics Points
CHARACTER IMAGE
QUOTE
God has many names
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 120
Disad Points: 100
Total Points: 220
MOVEMENT
Type Total
Run (6) 6"
Swim (2) 2"
H. Leap (4") 3 1/2"
V. Leap (2") 1 1/2"
DEFENSES
Type Amount
Physical Defense 7
Res. Phys. Defense 0
Energy Defense 7
Res. Energy Defense 0
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Martial Block 1/2 +2 +2 Block, Abort
Martial Dodge 1/2 -- +5 Dodge, Affects All Attacks, Abort
Flying Kick 1/2 +1 -2 7 1/2d6 Strike
Joint Lock (Kattaram) 1/2 +0 -1 Grab One Limb, + 18 STR for Holding on
Marman Strike 1/2 -1 +1 2d6 NND
Punch/Elbow Strike 1/2 +0 +2 5 1/2d6 Strike
Straight Kick/Roundhouse kick 1/2 -2 +1 7 1/2d6 Strike
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
20 Normal Characteristic Maxima
10 Rivalry: Professional (Teg Bahadur), Rival is As Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry
15 Psychological Limitation: Code of Honor (Common; Strong)
15 Psychological Limitation: Atoning for past (Common; Strong)
25 Social Limitation: Second Class citizen (Punjabi) (Very Frequently; Severe)
10 Social Limitation: Sihk Religeous Observances (Frequently; Minor)
5 Distinctive Features: indian sihk (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)
100 Total Disadvantages Cost

Character Name: Brother Night Hunting Lion
Alternate Identities:
Player Name: Jordwyrm Wylder
SKILLS
Cost  Name
Martial Arts: Kalaripayit
3
1) Breakfall 12-
3
2) Contortionist 12-
2
3) KS: Indian Healing 11-
2
4) KS: Kalaripayit 11-
2
5) KS: Yoga 11-
3
6) WF: Common Melee Weapons, Kirpan
2 Language: English (fluent conversation)
3 Shadowing 12-
5 Stealth 13-
3 Streetwise 11-
3 Acrobatics 12-
Everyman Skill: Punjabi
0
1) Language: Punjabi (basic conversation; literate) (2 Active Points)
0
2) AK: India 8-
0
3) Climbing 8-
0
4) Concealment 8-
0
5) Deduction 8-
31 Total Skills Cost
TALENTS
Cost  Name
6 Combat Luck (3 PD/3 ED)
2 Trackless Stride
3 Simulate Death
11 Total Talents Cost
 
POWERS
Cost  Power END
16 Shadow walking: Invisibility to Sight Group (20 Active Points); Visible (as a sadow) (-1/4)2
26 Shadow Step: Teleportation 3", No Relative Velocity, Position Shift, x4 Noncombat3
7 Kirpin (sword): Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR) (15 Active Points); OAF (-1)1
20 Shadow Blade: Killing Attack - Hand-To-Hand 2d6 (2 1/2d6 w/STR), Affects Desolidified Any form of Desolidification (+1/2) (45 Active Points); OAF Expendable (Easy to obtain new Focus; -1), Linked (Kirpin (sword); -1/4)4
69 Total Powers Cost
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Martial Arts: Kalaripayit
4
1) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
5
3) Flying Kick: 1/2 Phase, +1 OCV, -2 DCV, 7 1/2d6 Strike
3
4) Joint Lock (Kattaram): 1/2 Phase, +0 OCV, -1 DCV, Grab One Limb, + 18 STR for Holding on
4
5) Marman Strike: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND
4
6) Punch/Elbow Strike: 1/2 Phase, +0 OCV, +2 DCV, 5 1/2d6 Strike
5
7) Straight Kick/Roundhouse kick: 1/2 Phase, -2 OCV, +1 DCV, 7 1/2d6 Strike
29 Total Martial Arts Cost

Character Name: Brother Night Hunting Lion
Alternate Identities:
Player Name: Jordwyrm Wylder
APPEARANCE
Hair Color: Brown
Eye Color: Brown
Height: 1.90 m
Weight: 85.00 kg
Description:
Tall man swarthy in appearance with a straight nose and wide set eyes. He wears a
Dastar turban and Gatra belt holding a Kirpan style sword at his waist
BACKGROUND
Mani was taken from his family by the Sainini (Leader of an Army) at the age of 10
because attacked the soldiers that were taking food from the village. He was one of five children
that the Sainini took that were to be trained to be his personal hunters. The Sainini employed a
noted warrior named Gobind Singh Ji, but unknown to the Sainini he was also a Sri Guru of the
Sikh. He taught the children in the ways of the Sikh. (These guys pretty cool and make great
Hero types http://en.wikipedia.org/wiki/Sikh). The Sri Guru training taught him how to hunt
down the enemies of the Sainini but he also taught them to seek the union of soul with God. That
a Sikh disciplines his thoughts and actions so that the five obstaclesÑlust, anger, greed,
attachment and egoÑare dispelled and the soul is united with God, and to believe that the cycle
of reincarnation is escaped by this union. The taught them that the basis of Sikh lifestyle are
Naam Japo, Kirat Karni, and Wand kay Shako, which means meditate on the holy name
(Wahguru), work diligently and honestly, and share one's fruits. The guiding principles of the
Sikh faith are Truth, Equality, Freedom, Justice, and Karma.
The Sainini however took over some of the training personally and taught them to use the
very shadows as weapons. He taught them the magic to become like a shadow on the wall, how
to travel through the shadows, how to trap someoneÕs mind in shadows, and finally how to kill
with a blade of shadow built upon an assassinÕs blade. Of all of the children only Teg Bahadur
was as good and a rivalry started between them. When Mani could he helped the SaininiÕs
enemies to escape, but often a token was required by the Rakshasa as proof of the deed. From his
teaching Mani knew that each death he cause would return to him in his karma and he struggled
to stay pure of thought and was often found in the company of Guru Gobind who gave him the
nick name Chote Singh (little lion). He grew to manhood under this life and was baptized by the
Sri Guru into the Khalsa Brotherhood (pure brotherhood) and gave him the five symbols or panj
kakaar/kakke, are five articles of faith that all baptized Sikhs (also called Khalsa Sikhs) are
typically obliged to wear at all times, as commanded by the tenth Sikh Guru in 1699. The
symbols are worn for identification and representation of the ideals of Sikhism, such as honesty,
equality, fidelity, militarism, meditating on God, and never bowing to tyranny.
The five symbols are:
Kesh (uncut hair, usually tied and wrapped in the Sikh Turban, Dastar.)
Kanga (wooden comb, usually worn under the Dastar.)
Kachchhera (characteristic shorts, usually white in color.)
Kara (iron bracelet, which is a symbol of eternity.)
Kirpan (curved sword, comes in different sizes, for example in the UK Sikhs would wear a
small sharp dagger whereas in the Punjab Sikhs would wear the traditional curved sword,
from one to three feet in length.)
Shortly after his baptism the Sainini was told by Teg Bahadur what the Guru Gobind was
teaching them. The Sainini was also told by Teg that Mani had let go some of his enemies go. He
brought before HaumaiÕs hand, as the children came to be called, Sri Guru Gobind bound and
beaten. He asked that each of the five prove their loyalty by cutting the Guru with their shadows.
The first three gave shallow cuts upon his legs and arms, but when TegÕs turn came he cut a deep
gash upon the GuruÕs face. Finally it came to be ManiÕs turn and the Sainini told him to kill his
mentor. He refused to do so, but then Guru Gobind told him that he must for a soldier is loyal to
his leader and always shows fidelity to his commander. So with tears in his eyes he gave his
teacher a quick death. The Sainini then sent him into a dark chamber and locked him in.
He ended up serving the Sainini for three more years under the cruel leadership of the
now elevated Teg who took great joy in his cruelty. Teg would give the worst bloodiest duties to
him, but he was freed when the Sainini crossed the Honourable East India Company and stole
some of their opium. The company sent out a battalion of the British army lead by an older man
called the ÒBaronÓ to deal with the Sainini. The HaumaiÕs Hand was ordered to kill this ÒBaronÓ
the first three failed and were killed (or maybe captured). Finally Teg sent Mani to slay the
ÒBaron,Ó but before he could get there the British army attacked the SaininiÕs stronghold and a
long struggle between the ÒBaronÓ and the Sainini ensued. During the combat Teg escaped
abandoning his lord. The ÒBaronÓ eventually won the conflict, while the blood of the now
revealed Rakshasa was flowing onto the stones of the courtyard Mani appeared to him and lay
down his sword and asked for a swift death. The ÒBaronÓ asked him his story and when he was
finished telling it the ÒBaronÓ refused to kill him instead told him that he should help those that
are in need and use what he has learned to build his dharma (good karma). That night he changed
his name to Ratri Sikars Singh Ji and vowed cleanse his karma before his death.
POWERS/TACTICS
Martial Artist with Shadow magic
PERSONALITY/MOTIVATION
Atoning for personal sins and to follow the beliefs of Sikhism
Character created with Hero Designer (version 2009040308)