ST: 11 [10]; DX: 11 [10]; IQ: 11 [10]; HT: 11 [10]
Advantages: None
Disadvantages: Duty (To Lord, 6-) [-2]; Lecherousness [-15]; Phobia (Heights) [-10]; Struggling [-10]; Stubbornness [-5]
Skills: Area Knowledge (Eastern Marches)-12 [2]; Agronomy-12 [4]; Animal Handling-12 [6]; Axe/Mace-10 [1]; Carpentry-12 [2]; First Aid-11 [1]; Knife-11 [1]; Shield-12 [2]; Spear-12 [4]; Tactics-9 [1]; Veterinary-9 [1]; Weather Sense-11 [2]
Gear: Normal clothes, small knife (1d-2 cut/imp). If serving in the militia, add uniform, spear (1d+3 imp), hatchet (1d+1 cut) and small shild (PD 2).
Notes: This NPC represents a farmer who is also part of the local
militia. Not much of a threat to PCs, but can put up a fight against zombies
for a time.
ST: 12 [20]; DX: 11 [10]; IQ: 10 [0]; HT: 11 [10]
Advantages: Alertness +1 [5]
Disadvantages: Compulsive Lying [-15]; Primitive (TL2) [-5]; Intolerance (Elves) [-5]; Social Stigma (Outsider) [-15]
Skills: Brawling-12 [2]; Carousing-11 [2]; Knife-12 [2]; Literature (Barbarian sagas)-13/7 [1]; Running-9 [1]; Singing-11 [1]; Survival (Mountains)-10 [2]; Two-Handed Sword-13 [8]
Languages: Native-10 [0]; Common human-9 [1]
Gear: Two-Handed Sword (2d+1 cut, 1d+2 imp), large knife (1d+1 cut, 1d-1 imp), fist (1d-2 cr), barbarian fur clothing, outdoor basics
Notes: This is a young barbarian warrior NPC off to seek his
fortune. His sword represents almost all of his starting wealth (he considers
it a family heirloom, ie. his grandfather killed someone and looted the
body).
ST: 12 [20]; DX: 12 [20]; IQ: 9 [0*]; HT: 11 [0*]
Advantages: Acute Hearing +2 [*]; Extra Hit Point +1 [*]; Half Orc [0]; Magic Resistance +2 [4]
Disadvantages: Bully [-10]; Phobia (Insects) [-10]; Reputation -2 [*]; Struggling Wealth [-10]; Stuttering [-10]
Skills: Area Knowledge (Western Caithness)-10 [2]; Bolas-13 [4]; Brawling-13 [1*]; Detect Lies-8 [2]; First Aid-10 [2]; Gambling-9 [2]; Knife-13 [2]; Merchant-8 [1]; Shortsword-12 [2]; Singing-12 [2]
Languages: Orc-9 [0]; Anglish-8 [1]
Gear: Baton (1d+2 cr/1d-1 cr), bolas (1d-2 cr, Max 36) , large knife (1d cut/1d-1 imp), fist (1d-2 cr), heavy leather vest (PD/DR 2/2), dirty clothes
Notes: This NPC is a low-level member of a slaver operation,
typical of who PCs might meet if they come in to the wrong end of the operation.
His fear of bugs might be an exploitable weakness, although making fun
of it or his speech problem is probably not a good idea.
"If things go wrong, it's okay to leave them to die."
-- Simon to River, Serenity
ST: 9 [-10]; DX: 12 [20]; IQ: 11 [10]; HT: 10 [0]
Advantages: Acute Hearing +5 [10]
Disadvantages: Code of Honor (Thieve's) [-5]; Edgy [-5]; Low Pain Threshold [-10]; Voices (Annoying) [-5]; Weak Will -2 [-16]
Skills: Architecture-10 [1]; Knife-12 [1]; Knife Throwing-14 [4]; Lockpicking-15 [10]; Merchant-12 [4]; Stealth-13 [4]; Streetwise-12 [2]; Traps-15 [10]
Gear: Large knife (1d-2 imp, 1d-3 cut, 1/2Dam 7, Max 14), 6 daggers (1d-3 imp, 1/2Dam 4, Max 9), heavy leather vest (PD/DR 2/2)
Notes: This NPC is skilled in the routine of checking for traps,
listening at the door, and picking the lock. She'll throw daggers from
the rear if she has to and sneak away if thing really go bad.