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⚠ <pre>NAME POINT TOTAL Schuyler Flame-Hair "300 points" CONCEPT Master Slave-Gladiator

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BASIC ATTRIBUTES SECONDARY CHARACTERISTICS ST: 12 (20 pts) - HP: 12 / 12 (0 pts) DX: 15 (100 pts) - Will: 12 (5 pts) IQ: 11 (20 pts) - Per: 11 (0 pts) HT: 13 (30 pts) - FP: 13 / 13 (0 pts)

Basic Lift- 29 Damage- 1d-1 (Thr), 1d+2 (Sw) Basic Speed- 8.25 (25 pts) Basic Move- 8 (0 pts)

ENCUMBRANCE WEIGHT MOVE DODGE None (0) = BL 29 lbs 8 (x1) 12- (BS+3) Light (1) = 2 x BL 58 lbs 6 (x.8) 11- (BS+2) Medium (2) = 3 x BL 87 lbs 4 (x.6) 10- (BS+1) Heavy (3) = 6 x BL 174 lbs 3 (x.4) 9- (BS+0) X-Heavy (4) = 10 x BL 290 lbs 1 (x.2) 8- (BS-1)

SM: 0 (2 yards) BLOCK PARRY DR: per armor -- 12- (knife), 14- (spear), 15- (staff)

CULTURAL FAMILIARITY LANGUAGES the Steppes Nomads (0 pts) Flametongue (native/illiterate) -3pts

				Draji (accented/illiterate)  2 pts

=---------------------------------------------------------------------------= <118 skill points> cost NAME level relative/difficulty 2 pts Area Knowledge (the Arena/Slave Pens) 12- IQ+1 (Easy) 12 pts Intimidation 15- Will (Average) 4 pts Body Language 12- Per+1 (Average) 1 pt Leadership 10- IQ-1 (Average) 2 pts Riding (Horses) 15- DX (Average) 2 pts Survival (Deserts) 11- Per (Average)

8 pts Acrobatics 16- DX+1 (Hard) 2 pts Escape 14- DX-1 (Hard) 2 pts First Aid/3 12- IQ+1 (Easy) 8 pts Jumping 18- DX+3 (Easy) 4 pts Observation 12- Per+1 (Average) 4 pts Tactics 11- IQ (Hard) 1 pt Teaching 10- IQ-1 (Average)

12 pts Brawling 19- DX+4 (Easy) 1 pt Fast Draw (Knife) 15- DX (Easy) 2 pts Garrote 16- DX+1 (Easy) 8 pts Holdout 13- IQ+2 (Average) 24 pts Spear 21- DX+6 (Average) -- Staff 19- DX+4 Spear-2 8 pts Knife 18- DX+3 (Easy) 3 pts* Shortsword 16- DX+1 (Average); Knife-4 8 pts Thrown Weapon (Spear) 18- DX+3 (Easy)

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cost ADVANTAGES AND PERKS 15 pts Combat Reflexes; you have extraordinary reactions and are rarely surprised more than a moment.

	You gain a +1 to all active defenses, +1 to Fast-Draw skill, +2 to Fright Checks, never
	"freeze" in combat situations, and get a +6 to all IQ checks to wake up/recover from surprise.

15 pts Very Fit; you are in VERY good shape. You gain a +2 bonus to all HT rolls, such as rolls to

	stay conscious, avoid death or resist poison.  You recover FT at twice the normal rate, and lose
	it at half the normal rate as well!

15 pts Rapid Healing; you have +5 to HT rolls to regain HT or recover from crippling injuries. Whenever

	you make a HT roll to recover lost HT, you regain 2 points instead of one.

10 pts High Pain Threshold; you are much less effected by pain. You never suffer shock penalities,

	and get a +3 to all HT rolls to avoid knockdown/stunning, to resist torture, or other such rolls.

10 pts Fearlessness 5; you have a Will of +5 for Fright Checks and to resist Intimidation. 6 pts Hard to Kill 3; you have a HT of +3 to resist death and on checks to avoid instant death. 6 pts Less Sleep 3; you only need 5 hours of sleep every night to be fully rested. 5 pts Flexibility; you are very flexible. You get a +3 to Climbing, Escape, and Erotic Art rolls.

	You can also ignore up to -3 worth of penalties for working in close quarters.

5 pts Ambidexterity; you can fight or otherwise act with your off-hand without penalty. 1 pt Deep Sleeper; you can sleep in all but the worst conditions, and can choose to sleep through

	any disturbance without difficulty.  You still get an IQ roll to wake up, as normal.

6 pts Contact; you keep in touch with "Alveri", the 'doctor' and 'cook' for the Pens. A slave himself,

	he is VERY well-collected, and gives you an effective "Area Knowledge (the Arena)" skill [18-].
	You can get in touch with Alveri fairly often [12-], and he is somewhat reliable.

5 pts Reputation; you are a beloved Gladiator, with numerous screaming fans who show up every time

	you fight to watch you butcher your opponents.  These people react to you at +2.

2 pts Allies; a younger more novice Gladiator, "Horald", who has been acting as something close to

	your student and closest friend.  He appears fairly often [9-], and is built on 150 points.

cost DISADVANTAGES AND QUIRKS -25 pts Duty; a Gladiator in the Arena, you have an involuntary extremely hazardous duty that occurs

	almost all the time [15-].  One of the downsides of being a slave.

-25 pts Dead Broke; you are a slave, you own NOTHING. Starting wealth is $0. -10 pts Status -2; you are a Slave, there is no one below you in the social pecking order. -10 pts Social Stigma; you are considered someone's property, rather than a legal person.

-10 pts Bloodlust; you want to see your foes dead, and don't hesistate to kill them. You must make a

	self-control roll [12-] to spare an enemy.  This only applies to actual enemies, however, such
	as guards/slavers/rich-assholes.  It does NOT apply to fellow Gladiators.	

-10 pts Loner; you are a loner, and must roll against Self-Control [9-] when other people are lingering

	nearby bothering you to resist lashing out at them as if you had Bad Temper.

-10 pts Stubbornness; you always want to get your own way, and generally make yourself hard to get along

	with unless people are willing to go along with what you want.  You can reign this in with a
	self-control roll [6-].

-5 pts Innumerate; you have no grasp of mathematics.; You cannot take and get no default Math-y skills. -5 pts Obsession; you have an obsession with escaping from the Slave Pens! -3 pts Reputation; you have a Reputation among the Guards as a troublemaker. They react to you at -2.

-1 pt Confident; you are sure of yourself and your capabilities. -1 pt Habit; you keep /strict/ track of *everyone* you've killed, in the Arena and out. -1 pt Staid; you tend to ignore things that don't directly affect you... -1 pt Distinctive Feature; you have flame-red hair, your trademark. Very rare in the Southlands. -1 pt Old Wound; there's a bad scar on your left hand, which sometimes gives you trouble.

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WEAPON damage Attack Parry Reach Weight ST Notes Spear 1d+1 imp 21- 14- 1* 4 lbs 9 [1]

  /two hands/	1d+2 imp	21-	14-	1,2*		9†

Quarterstaff 2d cr 19- 15- 1,2 4 lbs 7†

  /or/		1d+1 cr		19-	15-	1,2		7†

Large Knife 1d+2 cut 18- 12- C,1 1 lb 6

  /or/		1d-1 imp	18-	12-	C		6	[1]
  • = "You must take a Ready action to adjust the reach of this weapon."

† = "2-handed weapon. Can be wielded as a unbalanced 1-handed weapon at S Tx 1?.5, or normally at S Tx 2?." [1] = "This weapon can be thrown."

WEAPON damage Attack Acc 1/2D Max Ro F? Shots ST Bulk Notes Thrown Spear 1d+2 imp 18- +2 12 yds 18 yds 1 T(1) 9 -6

ARMOR location DR Weight Notes Light Scale Armor torso 3 15 lbs ... Studded Leather Skirt groin, legs 3/2* 4 lbs [3]

  • = "This armor is flexible; easier to conceal, but vulnerable to blunt trauma."

[3] = "Split DR; use the lower DR against /crushing/ attacks."

OTHER NOTES ⚠ </pre>