Skills
|
Survive 0
Lead 01
Sneak 0
Stab 0
Exert 0 |
|
Foci
|
Armsman
You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.
Level 1: Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.
_____________
Henchkeeper
You have an distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important†people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options.
You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.
Level 1: Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will be treated as Peaceful Humans from the Xenobestiary section of the book. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman. |
|
Goals
|
Agnahr seeks his two brothers.
He needs to earn enough credits to pay for the search specialist whom Kal recommends.
Agnahr seeks to avenge the death of his mother and the people who betrayed his father.
He hopes that his brothers can help with this, if not, he will go it alone.
He thinks he needs a ship as well, as it seemed to represent much more freedom in his experience.
Agnahr seeks to form his own mercenary company. |
|