QUOTE:"House; as in 'as big as a', or 'always wins'."
BACKGROUND
An ogre raised in Sharn, House (so nicknamed by his more diminutive compatriots) fell in with a rough crowd from a young age. Almost certainly destined for a life of criminal enforcement, House's size and strength was worth a fortune to mercenary companies during the Last War.
He saw and did horrible things during the intense battles, but he survived. Once the fighting was done, he vowed to never don armor, nor hold a weapon again. Using the lion's share of his mercenary income, he purchased a suit, tailored to his massive frame, the height of Sharn fashion.
Unfortunately, he soon found what little funds remained from his mercenary days quickly drying up. In need of cash (and a respite from Sharn after a dalliance gone wrong) one of his old war buddies told him about a job out near Elsir Vale...
ATTRIBUTES & DERIVED STATS
CORE
DERIVED
Agility:
Strength:
Pace: 6
Smarts: -1
Vigor:
Parry: 8 (2)
Spirit: *
Size: +3
Toughness: 11
SKILLS
Athletics
Language (Native)
Fighting
+3
Gambling
+1
Stealth
Persuasion
+1
C. Knowledge
-1
Notice
-1
Taunt
HINDRANCES
Vow (Major): Never hold a weapon or don armor again.
Quirk: Accidental Breakage.
Outsider (Major): Terrifying to most humanoids (Inverted by Dapper Suit).
Mild Mannered: Looks ridiculous to wild peoples of Eberron (Dapper Suit).
Illiterate: cannot read or write.
Overconfident:believes he can accomplish anything
EDGES
ANCESTRY ABILITIES (OGRE)
ADVANCES
Brawler: +1 Toughness, +d4 damage to unarmed strikes.
Frenzy: Roll second Fighting die in one melee attack.
Martial Artist: Unarmed Fighting +1, count as Natural Weapons.
Improved Trademark Weapon: Unarmed.
Mystic Powers: Barbarian.
Attractive: Dapper Suit.
Killer Instinct: Dapper Suit.
Big: -2 when using equipment designed for smaller beings. Cannot wear normal sized humanoid armor/clothing. Equip/food costs double.
Boneheaded: Smarts rolls are made at −1.
Clueless: Reduce Common Knowledge and Notice rolls by 1.
Illiterate: Cannot read or write.
Very Strong: Size increases max Strength to d12+2.
Raise Fighting, Strength, Spirit, or Vigor one die type (two for +2 pp).
Smite
2
Self
damage +2 (+4 for +2pp).
Speed
1
Self
Pace & Run doubled. MAP -2 for +2 pp.
Modifier
Cost
Description
Armor Piercing
1+
+2AP per pp
Glow/Shroud
+1
Cast light; Obscure (-1 to be hit, +2 to Stealth)
Heavy Weapon
+2
Counts as Heavy Weapon
GEAR & COMBAT LOADOUT
ITEM
DETAILS & NOTES
Dapper Suit
Inverts Outsider Hindrance (accepted by civilized peoples, shunned by wilder ones). Causes Mild Mannered to wild peoples. Grants Killer Instinct, Attractive, and +1 to Gambling trait rolls. If soiled or damaged, Outsider returns.