- Elyse, Grand Crusade Paladin Initiate
- Strength: 4
- Health: 5
- Dexterity: 4
- Intelligence: 4
- Willpower: 5
- Perception: 5
- Charisma: 3
- Mag Charge: 5/10
- Wounds/HP: 5(8) Current: 6 (+3 Wounds From Crusader Armor)
- Max:6
- Spells: 8/9
- Techs: 4/4
- Skills:
- Investigation: 2
- Hand to Hand: 2
- Melee: 8
- Lore: 9
- First Aid/Medicine: 4
- Spellcasting: 10
- Traits:
- Fast Learner: Newmans learn new skills extremely fast. When Elyse uses a skill and rolls a 100, she gains a new Trait.
- A Light Shining in the Darkness: Elyse doubles damage against unholy foes such as undead and demons.
- PallyDar: Elyse can Detect Evil as a 3.5 Paladin.
- Newman: Elyse has exceptional hearing, gaining a +10 bonus to anything related to it.
- Divine Magic: Elyse can cast a small number of spells each session. A Spellcasting check is required for each, with the result determining the degree of success. More difficult feats of magic require higher rolls. Elyse can currently produce moderate effects with her level of skill. Elyse's Intelligence + Willpower determines the number of castings that can be attempted each session.
- Techniques: Elyse can use the specialized low power magics known as 'Techniques'. She can use Shift to grant the party an additional +10 to offensive combat rolls, Deban to grant the same to defensive rolls, Res to heal one Wound, or Foi to deal one Wound of Fire damage. She can use four Techniques per 24 hours.
- Sometimes Sight Is The Weakness: Combining Grand Crusade Paladin training and her own enhanced hearing and perceptions, Elyse is able to detect hidden enemies and ambushes with preternatural skill, and reflexively react to them.
- Iron Rabbit: Elyse is able to move very fast, evading groups of enemies with her fast footwork, making enemies look like a bunch of mooks from a Hong Kong action film.
- Increased defense in melee and able to weave through enemy groups with ease.
- "Practice Makes Perfect"
- Through gaining experience in combat casting, Elyse is able to cast spells that she has experience with much easier.
- Spell types (fireball, healing, scrying) which Elyse has used at least 3 times previously can be cast at an additional bonus of +25 on top of Spellcasting skill.
- Dispell Magic/Remove Curse: 2
- Healing: 4
- Divination: 2
- Defense: 5
- Illusion/Mind-Enchanting: 4
- *NEW SKILL*
- Gear:
- Belt of Giant Strength: Elyse gains a +10 to Strength rolls.
- Crusade Photon Sword: A high quality sword with an energy blade. Blessed to break through magical defenses.
- Dragon Slayer Sword: Dragon-slaying sword from the arcade game D&D: Shadow over Mystara
- Crusader Novice Armor: From a combination of health magic and slow-working armor repair nanites, this high grade set of plate armor grants Elyse an additional 3 Wounds.
- Cape of Comfort: Elyse's cape is enchanted to keep her temperature pleasant no matter the climate. As a side effect, it bestows a +3 to rolls resisting temperature based effects.
- Mag: Though it has a few other minor bonuses, the primary ability of this Mag grants Elyse the capability to use a powerful Photon Blast when she takes enough damage. Every time Elyse takes a Wound, the Mag gains a point of Charge. When the Mag reaches 10 Charge, Elyse can use the Estilla Photon Blast, summoning a fish-like construct to blast all enemies in a line with four Wounds of damage.
- Charges: 5/10
- USCM Tactical Helmet: A standard-issue United States Colonial Marine tactical helmet with built-in comm-link headset and IR lens. The comm-link also includes an IFF transponder identifying the wearer as a Colonial Marine/San Drad PD officer.
- TNR Shoulder Lamp: A should-mounted lamp that can also be attached to a USCM Tactical Helmet.
- [ http://alienanthology.wikia.com/wiki/TNR_Shoulder_Lamp ]
- Belt with Ammunition Pouch
- Pistol [lasersight]
- 24x rounds of pistol ammo
- FMA Disguise (Amestrian Civilian Clothes)
- Flintlock Pistol, with Powder and Shot