All characters copyright 2005 by Brandon Cope

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Here is an unusual fantasy trio. Not really capable of standing up to the average PC, but possibly against the average thief, thug or city guard. Something sci-fi next time.



Joe the Blind Fighter
Setting: Fantasy

ST: 10 [0]; DX: 11 [10]; IQ: 10 [0]; HT: 10 [0]

Advantages: Acute Hearing  +10 [10]; Acute Taste/Smell +5 [5]; Weapon Master (Staff) [20]

Disadvantages: Blindness [-50]; Struggling [-10]

Skills: Blind Fighting-13 [20]; Gambling-10 [2]; Professional Skill: Massage-12 [4]*; Staff-12 [8];

Maneuver: Ground Fighting (Staff)-12 [6]

* P/A skill

Gear: Staff (2d sw, 1d+2 thr, Parry 8)

Notes: Staff damage includes Weapon Master bonus.



Joe the Deaf Fighter
Setting: Fantasy

ST: 10 [0]; DX: 10 [0]; IQ: 10 [0]; HT: 11 [10]

Advantages: Weapon Master (Knife) [20]

Disadvantages: Deafness [-20]; Struggling [-10]

Skills: Brawling-10 [1]; Gesture-13* [1]; Kiai-12 [8]; Main-Gauche-12 [8]; Survival (Urban)-12 [6]

Maneuvers: Close Combat (Knife)-12 [1];

* +3 from Deafness

Gear: 2 large knives (1d+2 cut/imp)

Notes: Knife damage includes Weapon Master bonus.



Joe the Mute Fighter
Setting: Fantasy

ST: 10 [0]; DX: 11 [10]; IQ: 10 [0]; HT: 10 [0]

Advantages: Weapon Master (Swortsword) [20]

Disadvantages: Mute [-25]; Struggling [-10]

Skills: Carousing-9 [1]; Cooking-12 [4]; Gesture-13* [1]; Mental Strength-12 [8]; Shortsword-13 [8]

Maneuvers: Dual-Weapon Attack (Shortsword)-11 [2]; Off-Hand Weapon Training (Shortsword)-13 [6]

* +3 from Mute

Gear: 2 batons (1d+2 or 1d cr)

Notes: Baton damage includes Weapon Master bonus.