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.
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.
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.
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.