Quilph

Mingol Hunter

Description:

Concept: Mingol Hunter
Race: Human, Mingol
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Boating d4, Climbing d6, Fighting d8, Notice d6, Riding d6, Shooting d6, Stealth d6, Survival d6, Swimming d4, Tracking d6
Charisma: -2; Pace: 6; Parry: 7; Toughness: 6 (1)
Hindrances:

  • Loyal: The hero tries to never betray or disappoint his friends
  • Outsider: –2 Charisma, treated badly by those of dominant society

Edges:
  • Steady Hands: Ignore unstable platform penalty; Running penalty reduced to –1

Gear:
  • Leather (+ 1, Covers torso, arms, legs)
  • Long Sword (Str+d8, Includes scimitars)
  • Medium Shield (+ 1 Parry, + 2 Armor to ranged shots that hit)
  • Pot Helm (+ 3, 50% vs. head shot)
  • $25

XP: 13

Bio:

Bonus Skill: +2 to Riding

An outcast from his tribe in the Steppes, Quilph made his way to Lankhmar hiring himself out as a hunter. He hopes to one day return to his tribe and regain his honor. He is loyal when it comes to close friends, which being an outsider, he finds very hard to come by.

Quilph

Lankhmar: Savage Swords and Sorcery rrouillard