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| NAME: Night Hawk
|
Player's Name: Vic
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| Philosophy: NEEDS ONE
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Faith/Creed: Spirit religion of the People, needs better name for both religion and tribe
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| Gifts: Beauty of Legend (Minor) - Night Hawk add +1 die to any roll where his hunkiness might be of use.
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Flaws: Lecherousness (Minor) - Night Hawk must roll WP vs. TN based on attractiveness to resist a pass made by a woman (avg TN 6).
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| Allies: Peregrine, the Falcon spirit imprisoned in a totem Night Hawk stole.
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Enemies: INSERT TRIBE NAME HERE, the tribe Night Hawk stole Peregrine's totem from.
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| Background & Notes: NEED SOME
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| Race: Human
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Social Class: Peasant
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| Nationality: the People
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Concept: Right Hand of Justice
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| Personality: NEEDS SOME DESCRIPTION
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Appearance: 25 year old male. 5'10 tall, 160 lbs. Green eyes, black hair, and brown skin. NEED A DESCRIPTION
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|
| Skills
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| Hunting |
5
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| Tracking |
4
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| Survival |
6
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| Scrounging |
5
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| Animal Guise |
6
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| Herbalist |
7
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| Orienteering |
5
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| Sneak |
5
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| Camoflage |
5
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| Climbing |
7
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| Swimming |
5
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| Body Language (read) |
7
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| Persuasion |
7
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| Streetwise |
6
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| Disguise |
7
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| Intimidate |
7
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| Appraisal |
8
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| Proficiencies
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| Bow |
4
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| Polearms |
2
|
|
| Temporal
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| Strength (ST) |
5
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| Agility (AG) |
6
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| Toughness (TO) |
4
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| Endurance (EN) |
3
|
| Health (HT) |
5
|
|
| Mental
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| Will Power (WP) |
6
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| Wit (Wit) |
4
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| Mental Aptitude (MA) |
2
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| Social (Soc) |
2
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| Perception (Per) |
6
|
|
| Derived
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| Reflex |
5
|
| Aim |
6
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| Knockdown |
5
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| Knockout |
7
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| Move |
7
|
|
| Spiritual
|
| Drive |
to be the best there is at what he doesNEEDS TO BE MORE SPECIFIC, BEST RIGHT HAND? |
2
|
| Drive CAN ONLY HAVE ONE DRIVE |
to inrease his family's stature in the tribe |
2
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| Faith |
in the spirits of nature NEED GOOD RELIGION NAME |
1
|
| Oath |
of the Right Hands of Justice |
1
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| Destiny |
to become an icon of the trade YOU MEAN RIGHT HANDS? |
1
|
|
Insight Points
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| Armor Worn
|
| Piece |
AV |
CP Mod |
Other Notes
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| Leather Jacket w/sleeves |
4 |
- |
-
|
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| Weapons Carried
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| Weapon |
Length |
ATN |
DAM |
DTN |
Notes
|
| Long Spear |
Long or Very Long |
Thrust 7 |
Thrust 7p |
8 |
Can be set against a charge (ATN 6, +2 damage). W/in a round, 1 CP to change range.
|
| Longbow |
Missle |
7 |
8 |
- |
2-4 rounds prep time [Pull arrow: 0 (on ground), 2 (from quiver); knock and draw: 2)]. 2 MP to reduce prep time by one round (Reflex/TN8). Min Str 5. +1 ATN per 75 feet.
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|
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| Offensive Maneuvers
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| Name |
Prof |
Mechanic |
MoS |
Cost
|
| Bash |
Polearms |
Select swing loc. Assigned CP vs. Wpn ATN. Can spend 1 CP prior to roll to add 1 to Dam. |
Damage. Range becomes agressor wpn range. |
0
|
| Cut |
Polearms |
Select swing loc. Assigned CP vs. Wpn Cut ATN. Can spend 1 CP prior to roll to add 1 to Dam. |
Damage. Range becomes agressor wpn range. |
0
|
| Hook |
Mass Wpn/Shield |
Hook capable wpn. Assigned CP vs. Wpn ATN. |
Reduce tgt knockdown by 1 per MoS. Tgt makes Knockdown vs. 8. |
1
|
| Thrust |
Mass Wpn/Shield |
Thrust capable wpn. Select thrust loc. Assigned CP vs. Wpn Thrust ATN. Can spend 1 CP prior to roll to add 1 to Dam. Agressor Ref+1 against non-thrust if init tie on simultaneous attack. |
Damage. Range becomes agressor wpn range. |
1
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| NOTE: Several additional maneuvers are available at higher Polearm proficiency.
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|
| Defensive Manuevers
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| Name |
Prof |
Mechanic |
MoS |
Cost
|
| Block Open and Strike |
Mass Wpn/Shield |
Wpn+Shield or two wpns. Prof 6. Assigned CP vs. Shield/Wpn DTN. |
Reduce attack successes. If successful, can be agressor in next exchange, and MoS added to attack roll. |
2
|
| Block |
Mass Wpn/Shield |
Shield. Assigned CP vs. Shield DTN. |
Reduce attack successes. If successful, can be agressor in next exchange. |
0
|
| Parry |
Mass Wpn/Shield |
Any wpn. Assigned CP vs. Wpn DTN. |
Reduce attack successes. If successful, can be agressor in next exchange. |
1
|
| Full Evasion |
Any |
Assigned CP vs. 4. Cannot use if attack on immediately previous exchange. |
Reduce attack successes. Can be used against multiple attacks in one exchange. If successful, pause in combat, requiring new initiative. If fumble, DL+2. |
0
|
| Partial Evasion |
Any |
Assigned CP vs. 7. Spend 2 CP if want to take initiative. |
Reduce attack successes. If spent 2 CP, can be agressor in next exchange. If fumble, DL+2. |
0/2
|
| Duck and Weave |
Any |
Assigned CP vs. 9. |
Reduce attack successes. If successful, may be agressor next round and treat opponent as if botched. If fumble, DL+2. |
0
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|
| Location Chart
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| Swings
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| Location |
Body Part |
Attack Mod |
AV
|
| I |
Lower Legs |
+1 CP vs. Shield |
0
|
| II |
Upper Legs |
- |
4
|
| III |
Torso |
- |
L10/R4
|
| IV |
Downward/Shoulder |
- |
L10/R4
|
| V |
Vertical/Head |
- |
8
|
| VI |
Upward/Groin |
- |
10
|
| VII |
Arms |
+1 CP |
L10/R4
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|
| Thrusts
|
| Location |
Body Part |
Attack Mod |
AV
|
| VIII |
Lower Legs |
-2 CP |
0
|
| IX |
Upper Legs |
- |
4
|
| X |
Groin |
- |
10
|
| XI |
Belly |
- |
L10/R4
|
| XII |
Chest |
- |
L10/R4
|
| XIII |
Head/Face |
-1 CP |
8/0
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| XIV |
Arms |
-1 CP |
L10/R4
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|
|
| Wounds
|
| Locale |
Level |
Other Effects
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| - |
- |
-
|
|
| Fatigue
|
| -
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| Pain
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| -
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| Blood Loss
|
| -
|
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Other Notes, Other Equipment Owned, etc.:
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