PREMADE CHARACTER -- RI'SHURAI CAMPAIGN -- DOVEY COLE

Dovey Cole, Hit Man, male

a butcher who became a thug who graduated to contract killing in employ of Thieves Guild.


STR 40 INT 30

AGI 20 PER 10

END 40 CHA 10


Dovey Cole stands six three with some girth. Pale skin and perfect black but close-cropped hair. Starting to bald though. Black goatee and slight side burns. Beer belly. Impressively muscular. Clipped manner of speech. Says things with no obvious context that nobody really understands, so seems psychotic. Probably is. A glass of whiskey away from senseless murder and he knows it. Disturbing family history. Violence has become a component of survival. Gives way to sociopathy. Sees no difference between killing a deer for meat and killing a human for money. Has maybe one or two trusted folks, whom he calls his pals. These folks are hardened killers.

He is good looking to a lot of people, but after even a brief conversation would frighten away most of them. Mostly asexual.

Can scarcely speak at times. A lot of monosyllabic words, a lot of profanities, derogatory speech. Despite this difficulty, he's an excellent though silent reader, and knows how to write. Just doesn't have much occasion to do so.

His knuckles are scarred to hell from days as a brothel bouncer. He combines icy stares with paranoia and has little to no real sense of humor. Could call him morose. Doesn't own a whole lot and doesn't always have a clear idea of what could make him happy. Doesn't always know why he does the work he does, except to build money for retirement.

Intensely strong and durable, Dovey Cole is an efficient killer. He relies on plan-making. Sometimes he homes in very hard on his targets, to a fault, lacking understanding of a bigger picture.

This is probably his greatest vulnerability, and greatest risk to retiring in luxury.


Equipment: chain, 2h spiked maul, 2 cleavers (throwable)


H 44

S 44

D 14


HEARTS


A

Spend Y hearts to deal Y damage

Medium Armor proficiency (+5% endurance)

Fearless (passive)

Unfazed


2

+5% bonus to any control effect, +1 ADR.

Anytime you are inflicted with poison, your DR is double against it for END bonus number of turns.


3

Medium Armor profiency (+10% endurance, +1 DR)

Use INT instead of PER or CHA for ability checks (including saves)

Gain +5% to INT, PER, CHA saves as well as +2 ADR (INT, PER, CHA)


4

Whenever this card is tapped from taking damage, gain +2 DR and +10% defense checks, including saves.

Whenever this card is tapped from taking damage, gain +2 damage and +10% to all attack checks.


SPADES

A

+5% bonus to hit when wielding 2h maul

gain 1 extra A/O per turn if your attacks inflict a negative status effect upon a target.


2

1 BA+1d6

1 BA, target must make CHA check or cower in fear for 1d6 turns.

+5% bonus to hit and +1 damage with hand projectile weapons.


3

1 BA, gain double movement speed prior to making attack, adding movement speed to damage dealt.

1 BA, target takes -5% penalty to Heart Checks and -10% penalty to Parry checks for 10 turns.

1 BA +1d6, and target must make a STR check or be knocked down for 1 turn.


4

2 BA, if the first is successful the second strike ignores 4 DR.

1 BA: can be tapped after any contested attack roll. If target attempts to dodge and loses the contest, this attack is automatically a critical strike. If the attack roll is a critical, the attack will deal 3x the damage instead of 2x.

1 BA +1d6 and target must make an INT save or become stunned for 2 turns.


DIAMONDS

A

(passive): gains +3 movement and +15% to hit with throwing weapons when in pursuit of a target

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