Area Knowledge Bow Karate Saber Diplomacy Code of Honor, Extra Attack, Stealth

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Kaldun You've been in the city of Cynosure for about 8 years now, ever since you and three other members of your patrol were swept up by a snowball dimension and stranded in the city. You were soldiers and stuck together at first, but eventually it became clear your home dimension wouldn't be returning anytime soon and you slowly began building a new life in Cynosure. To survive, you hire yourself out from The Pit as a bodyguard. You have never yet lost a client, and have a reputation for being fair and honorable, so you often have more job offers than you can handle. Two years ago, you killed an assassin attacking your client. A week later, six of his thugs ambushed you. You were the last being standing -- but only barely. Badly wounded and in an unfamiliar area of the city (The Pit), you passed out in front of Munden's Bar. When the bartender, Gordon, asked GrimJack what he should do with you, GrimJack told him to put you in an empty booth and call Iffri. He let you recuperate at Munden's for a few days until you were able to walk on your own, and since then you've become a regular. You owe him one. Around Munden's you've really hit it off with Tekta, a Nissifer mercenary with whom you spend a lot of time discussing the finer points of hand-to-hand combat. You're also on friendly terms with Tex (a robot merc) and Iffri (the Estalli psi who healed you). To see what you know about anyone or anything in the city, use Area Knowledge To hurt people from afar, use Bow to shoot them with your composite longbow To hurt people close up, use Karate or Saber if you'd rather not shoot them To influence people, use Diplomacy to cajole them Other notable traits: Code of Honor, Extra Attack, Stealth Questions about anything else on your character sheet? Just ask!

: ST DX IQ HT HP Will Per FP Description: Damage Resistance Eyes Neck Skull Face Torso Move: Speed: Dodge: Parry: Block: Arms Hands Legs Feet Groin Advantages Disadvantages Hand Weapons/Attacks Weapon Skill Damage Reach Parry Skills Level Level Ranged Weapons/Attacks Weapon Skill Damage Acc Range RoF Shots Bulk Rcl Possessions

: Kaldun Player: Spent: 250 Race: Dirdin Ht: 6' 2" Wt: 185 lbs. Age: 42 Unspent: 0 Appearance: Ex-soldier and current bodyguard. CHARACTER SHEET ST 14 * [ 40 ] DX 15 [ 100 ] IQ 11 [ 20 ] HT 13 [ 30 ] HP 14 [ 0 ] Will 11 [ 0 ] Per 12 [ 5 ] FP 11 [ -6 ] Basic [ ] Speed 7 0 Basic [ ] Move 7 0 BL * Conditional: +2 from 'Striking ST', -2 from 'Skinny' when you resist knockback Thr 39 lb Sw (ST ST)/5 1d+1 2d+2 TL 9 [ 0 ] SM +0 Vision 12 Taste/Smell 12 Death Check 13 Hearing 12 Fright Check 13 * High Jump 2.67 ft Touch 12 Consciousness 13 Broad Jump 3.67 yd * Includes: +2 from 'Combat Reflexes' HP PARRY 12 * Saber PARRY 4, 0, -14, -28, -42, -56, -70 FP 3, 0, -11 BLOCK 11 * Shield DODGE 11 * None OTHER Loc. HP # Eyes 2 Neck Skull Face Torso Groin Arms 8 Hands 5 Legs 8 Feet 5 Bonus DR: 0 Bonus DB: 2 Notes: ADVANTAGES Combat Reflexes {p. B43} [ 15 ] Extra Attack 1 {p. B54} [ 25 ] Reputation +1 (Never lost a client; 10 or less; Small class) [ 0 ] {p. B27} Striking ST 2 {p. B89, P78} [ 10 ] Teeth (Sharp Teeth) {p. B91, P81} [ 1 ] DISADVANTAGES Code of Honor (Soldier's) {p. B127} [ -10 ] Skinny {p. B18} [ -5 ] Workaholic {p. B162} [ -5 ] SKILLS Level Relative Area Knowledge (Cynosure) {p. B176} 11 IQ+0 [ 8 ] Bow {p. B182} 15 DX+0 [ 2 ] Climbing {p. B183} 14 DX-1 [ 1 ] Diplomacy {p. B187} 11 IQ+0 [ 4 ] Fast-Draw (Arrow) {p. B194} 16 * DX+1 [ 1 ] Fast-Draw (Sword) {p. B194} 16 * DX+1 [ 1 ] First Aid/TL9 (Cynosure) {p. B195} 12 IQ+1 [ 2 ] Karate {p. B203} 15 DX+0 [ 4 ] Parry: 11 Knife {p. B208} 15 DX+0 [ 1 ] Parry: 10 Saber {p. B208} 16 DX+1 [ 4 ] Parry: 12 Shield {p. B220} 15 DX+0 [ 1 ] Block: 11 Stealth {p. B222} 14 DX-1 [ 1 ] dthrown Weapon (Knife) {p. B226} 11 DX-4 [ 0 ] * Includes: +1 from 'Combat Reflexes' * Includes: +1 from 'Combat Reflexes' MELEE ATTACKS Non-Equipment based Skill Parry Damage Reach ST LC Notes Bite 15 1d cut C Skill used: DX Karate: Punch 15 11 1d+1 cr C Skill used: Karate Karate: Kick 13 1d+2 cr C,1 Skill used: Karate-2 Equipment based Skill Parry Damage Reach ST LC Notes Force Shield: Bash 11 1d+1 cr 1 3 [3,5] Skill used: DX-4 Force Shield: Rush 11 slam+3 cr 1 3 [3,5] Skill used: DX-4 Large Knife: Swing 15 10 2d cut C, 1 6 4 Skill used: Knife Large Knife: Thrust 15 10 1d+1 imp C 6 4 [1] Skill used: Knife Saber: Swing 16 12F 2d+3 cut 1 8 4 Skill used: Saber Saber: Thrust 16 12F 1d+4 imp 1 8 4 Skill used: Saber Parry "F": The weapon is a fencing weapon (see: Fencing Weapons, p. B404). Phoenix: r59 (2012-10-25) / GCA: 4.0.423 Printed: 2/12/2013 Pg: 1

Kaldun Dirdin RANGED ATTACKS Skill Damage Acc Range RoF Shots ST Bulk Rcl LC Notes Composite Bow (ST 14): Barbed-head 15 2d+1 (2) imp 3 336 yd / 420 yd 1 1(2) 10-7 4 [3] Skill used: Bow Large Knife: Thrown 11 1d+1 imp 13 yd / 24 yd 1 T(1) 6-2 4 Skill used: Thrown Weapon (Knife) ST " ": The weapon requires two hands. If you have at least 1.5 times the listed ST (round up), you can use a weapon like this in one hand, but it becomes unready after you attack with it. If you have at least twice the listed ST, you can wield it one-handed with no readiness penalty. But if it requires one hand to hold it and another to operate a moving part, like a bow or a pump shotgun, it always requires two hands, regardless of ST. Shots "T": The weapon is a thrown weapon. EQUIPMENT Qty Item Cost Weight 1 Composite Bow (ST 14; TL1; Compound; Fine Quality) 7200 4 lb Description: TL:1 LC:4, Dam:thr+ imp Acc:3 Range:ST*20/ST*25 RoF:1 Shots:1(2) ST:10 Bulk:-7 Skill:Bow Notes: [3] 1 Dirdin Armor (TL9) 1200 4 lb Location: limbs, torso 1 Force Shield (TL^) 1500 8 oz Description: TL:^ LC:3 DB:3 Dam:thr cr Reach:1 Parry:No ST:-- DR:100 HP:-- Skill:Shield (Force) Notes: [3,5] Also available as a buckler. You can ready a buckler in one turn and drop it as a free action, just like a weapon - but it always occupies one hand, and it does not allow a shield rush. Use Shield (Buckler) instead of regular shield skill. No effect on statistics. Worn on the wrist, leaving the hand free. DR is hardened (treat as Hardened enhancement, p. B47). 1 Large Knife (TL0) 40 1 lb Description: TL:0 LC:4, [Dam:sw-2 cut Reach:C, 1 Parry:-1 ST:6 Skill:Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3], [Dam:thr imp Reach:C Parry:-1 ST:6 Skill:Knife, DX-4, Force Sword-3, Main-Gauche-3, Shortsword-3 Notes: [1] Can be thrown. See Muscle-Powered Ranged Weapon Table (pp. LT75-78).], [Dam:thr imp ACC:0 Range:ST*0.8/ST*1.5 ROF:1 Shots:T(1) ST:6 Bulk:-2 Rcl:- Skill:Thrown Weapon (Knife), DX-4] 1 Saber (TL4; Very Fine Quality) 2800 2 lb Description: TL:4 LC:4, [Dam:sw-1 cut Reach:1 Parry:0F ST:8 Skill:Saber, DX-5, Broadsword-4, Main-Gauche-3, Rapier-3, Shortsword-4, Smallsword-3], [Dam:thr+1 imp Reach:1 Parry:0F ST:8 Skill:Saber, DX-5, Broadsword-4, Main-Gauche-3, Rapier-3, Shortsword-4, Smallsword-3] REACTION MODIFIERS Appearance: +0 Status: +0 Other: +0 * * Conditional: +1 from 'Workaholic', -1 from 'Workaholic', +1 from 'Reputation (Never lost a client)' ENCUMBRANCE TABLE «None» Light Med Hvy X-Hvy Basic 39 lb 78 lb 117 lb 234 lb 390 lb Ground 7 yd 5 yd 4 yd 2 yd 1 yd Water 1 yd 1 yd 1 yd 1 yd 1 yd Jump 7 yd 5 yd 4 yd 2 yd 1 yd Dodge 11 10 9 8 7 LIFTING FEATS 1-Hand 2-Hand Shove / Carry on Shift Lift * Lift Over Back Slightly Basic 78 lb 312 lb 468 lb 585 lb 1950 lb * Takes 2 seconds to complete Takes 4 seconds to complete Mvmt. Dmg. Mvmt. High Broad Rest 2.67 ft 3.67 yd 1 1d-3 1 1.06 yd 4.33 yd SLAM TABLE 2 3 1d-2 JUMP TABLE 2 3 1.22 yd 1.39 yd 5 yd 5.67 yd Double with a running start Lose 1 FP/sec while over X-Hvy enc. 4 7 1d-1 4 1.56 yd 6.33 yd 5 1.72 yd 7 yd 8 1d 6+ 1.78 yd 7.33 yd HUMANOID HIT LOCATION TABLE Roll Location Mod. Roll Location Mod. 3 4 Skull -7(f)/-5(b) Vitals -3 5 Face -5(f)/-7(b) Eye -9 6 7 Right Leg -2 Ear -7 8 Right Arm -2 Nose -7 9 10 Chest * Jaw -6 11 Abdomen * -1 Spine -8 12 Left Arm -2 Limb Vein/Artery -5 13 14 Left Leg -2 Neck Vein/Artery -8 15 Hand -4 Arm/Leg Joint ** -5 16 Foot -4 Hand/Foot Joint ** -7 17 18 Neck -5 Groin -3 * If striking with crushing, impaling, or piercing attacks, roll 1d: 1 is a vitals hit instead Only targetable by crushing, impaling, piercing, and tight-beam burning attacks Only targetable by impaling, piercing, and tight-beam burning attacks Only targetable by crushing, cutting, impaling, piercing, and tight-beam burning attacks Only targetable by cutting, impaling, piercing, and tight-beam burning attacks ** Only targetable by crushing, cutting, piercing, and tight-beam burning attacks See also: Hit Location, p. B398, Human and Humanoid Hit Location Table, p. B552, New Hit Locations, p. MA137, and Hit Locations, p. LT100. HUMANOID ARMOR GAPS TABLE Gap Location Mod. Gap Location Mod. Armpit * Vitals -8 Inside Elbow Arm Joint -8 Back of Knee Leg Joint -8 Neck Neck -8 Eyes Eyes -10 Open Palm Hand -6(u)/-8(a) Groin Groin -3 * Only targetable by impaling attacks; critical hit cripples arm See also: Harsh Realism Armor Gaps, p. LT101. SIZE AND SPEED/RANGE TABLE Spd/Rng Size Measure Spd/Rng Size Measure 0 0 2 yd -8 +8 50 yd -1 +1 3 yd -9 +9 70 yd -2 +2 5 yd -10 +10 100 yd -3 +3 7 yd -11 +11 150 yd -4 +4 10 yd -12 +12 200 yd -5 +5 15 yd -13 +13 300 yd -6 +6 20 yd -14 +14 500 yd -7 +7 30 yd -15 +15 700 yd See also: Size and Speed/Range Table, p. B550. POINTS SUMMARY Basic Attributes, Secondary Characteristics [ 189 ] Advantages, Perks [ 51 ] Disadvantages, Quirks [ -20 ] Skills, Techniques [ 30 ] Total Points Spent: 250 Unspent Points: 0 Phoenix: r59 (2012-10-25) / GCA: 4.0.423 Printed: 2/12/2013 Pg: 2