Kiel
Best god damn guard in the guild
Description:
1 cp 6 ap
Status: [Alive]; Loyalties/Groups: Handy Mans Guild, Bannerman group,
Presence
Concept: Rogue Archetype, Thief using the guise of a professional bodyguard as a sanctuary.
- Purpose:* Survive
Description: Human, Male, [height], [weight], [color] skin, [color] hair, [color] eyes, Right handed
Size: 10 / Size Factor (SF) = 1
Markings: None
Looks: Normal (no adjustment on social abilities with attractable targets)
Essence: 20-6= 14 (good luck 1, Memorys lock 1, Land of the dead 2, Strikers life 1, Conviction 1)
Mannerisms: Quiet, reserved, prefers the background
Social Standing: Banner-man, Corporal
Aptitude
Kinetic 5
Attributes
Charisma = 4
Intuition = 6
Perception = 5
Reactions = 5
Reason = 4
Sanity = 5 +1cs (Cerebral Disposition)
Strength = 4
Vigor = 4
Traits
Chi Channeler, Good Luck, Sly, Danger Sense, Urban Experience, Mild Nightmares, conviction annamus 1(LS), fast learner, poison resistance (hestig drug flowers),
Familiarity: Tumble, Elude, Dodge, Urban, Shadows, Pickpocket, Trap Bending, Bluff, Crossbow, Coin Shaving, Blades, Spears, Thrown, +1 to Hestig, +1 to defensive actions, blades, Arid-Lowland, Mountains, axes,
Physical:
Mental:
Other:
Skills
Athletics: Evade 4, Run 2, Jump 2, Swim 2, Climb 2, Shoot 5, melee 1, propel 2, ride 1, soak 1, tracking 1+1
Communications: Gladnorean 4/2 1, Persuade 21, team tactics,
Knowledge: Streetwise 3+1, Appraise 1, Meditation 1, Lore: Hestig 2+1, Lore: Handymans’ Guild 1+1, ‘lore’ defective action 1, lore 1, military lore 1, Survival 2
Stalking: Camouflage 2+1, Evade 2, Sleight of Hand 3+1, Lock Breaking 2,
Special Abilities
Divine
Synergy Pool (0) = 9
Occult
Mana Pool (0) = 6
Kinetic
Chi Pool (0) = 92
Fighting Fortune
Scoring hits and dealing damage
> STR (4) in increasing the quality of a result enough to get through armor and do damage (min. +1); includes turning a miss into a simple hit.
Psychic
Focus Pool (0) = 15
Ancestral Nightmares: As long as they succeed the SAN check against this trait they gain either a skill at lvl 1or 3 familiarity for the day. Failure results in the normal nightmares penalty. No skill or familiarity can be used this way within the same 10 day cycle.
Ancestral Focus: For 10 focus the character gains +1 cs to Skill checks withing a group set (Ie stalking, combat, athletics…..) for one hour, or the character can spend 1 Ap to gain this bonus for 24 hours. Spending AP on re-rolls for these skills within the time frame also gain high criticality
Combat
Health = 39
CON: 4
> Endurance Threshold (ET) = CON + Toughness Levels + Survival Proficiency Level
Familiarities: Crossbows, Blades, All evade,
Tactics: Avoid combat, fire careful shots through allies.
Equipment
Armor/Defenses: Courbouilli 10 pv 80 pr
> Feet:
> Hands:
> Head: Leather cap (offers nor protection, just looks heavy)
Weapons/Offense:
Dagger 3 damage, 2 Am, +1 ms
2 light crossbow 12 Damage, AP, 1 Am fire 8 AM load, +2 ms
Medium Crossbow 16 damage, AP, 1 AM fire 10 AM load, +2 ms
Medium Spear 10 damage, 3 am, +1 ms
Stiletto: 3 dam, 2 am, AP
15 Medium bolts +1 base damage, Aggravating.
Typical Clothes:
Encounter: [for casual, low threat, about town type situation or stripped for full combat] Day: [for day trip, where sustenance and hydration is important and always having min supplied for single night] Travel: [pathfinding, multi-day trips]
Dark Suit, Guild Blueprints, blocking gauntlets, extremely comfortable boots, memorys lock , Lockpicks +1, small crowbar, scroll of the red hand, back pack, 10 pt healing potion, 5312 shaved silver coins, 531.2 silvers of shavings.
Mounts/Vehicle/Carry Assistance
Bio:
History
Created: 1/1/2014 (orig)/System: 5.x > Revision (version # or milestone)
[What happened After After Character Creation]
Background
[What Happened Before Character Creation]
Activity Record
Character Points