'Sarge' Ezekiel    (American of African descent. Male Bounty Hunter)
Character Information   
Name: 'Sarge' Ezekiel XP/Next lvl: 91 /
Class: Bounty Hunter HP:curr/max /
Alignment: Right handed. AC:reg/rear/no shield / /
Race: American of African descent. Level: 1
Age: 40's Height: 6'3
Weight: 225lbs Gender: Male
Encumbrance: Movement:
Languages:
Ability Scores   
STR: 17 (Strength. (Strong, respected for it) )
INT: ()
WIS: 14 (Observation. (Keen eyed, notices things that have changed))
DEX: 17 (Coordination (extremely fast, has a reputation))
CON: 7 (Stature (commands respect, not just because of former stripes))
CHR: 7 (Luck (survives by skill and extra luck))

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:

Notes:

Description and Background   
Description:
Tall, athletic, rugged. A 'Marlboro' Man in pre-Marlboro days. Of African descent, a former Buffalo soldier. A quiet man, religious to pray, happy to send brigands and injuns to hell if need be.

Background:
Of African descent, a former Buffalo soldier. Made it to Sgt and though retired, he still has a number of issue shirts with old stripes sewn. Hired out as bounty hunter, shotgun guard on stage coach or train. Even stoking engines if the work is low. Has family scattered across Texas and the Midwest.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Rifle, lever action 30/100/400 Slow / n n Reload 2, no wound modifier.
Equipment
Qty Item Location
1 Common garb (boots, jeans, chaps, shirt, vest, duster, bandanna, Stetson) Worn
1 Water canteen Waist
1 Rifle, lever action Shoulder
1 Waist belt and two large pouches Waist
1 Satchel of personal gear (toothbrush, soap, mirror, tinderbox, mess tins, cutlery) Shoulder
1 Bowie style hunting Dagger Waist
1 Lasso Saddle
1 Pistol (SA) Waist


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 0 0 14 0
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Brawling
Pistol

Level 4
Rifle

Level 11
Scouting

Level 13
Indian Contact

Level 18
Explosives

Level 19
Riding


Spell Book


Level 1
Brawling
Pistol

Level 4
Rifle

Level 11
Scouting

Level 13
Indian Contact

Level 18
Explosives

Level 19
Riding


Notes
Horse
[url=https://www.unseenservant.com/index.php?do=showone&id=264923&macid=20005]Ezekiel: Horse traits: type [1d20]=16 attributes randomly assigned [2d10]=14 [2d10]=5 [2d10]=19 [2d10]=14 [/url]

Quarter Horse:

Strength: 19
Coordination 16
Intelligence: 10
Luck: 5

[url=https://www.unseenservant.com/index.php?do=showone&id=264924&macid=20005]Ezekiel: Horse skills vs Intelligence 10: Herding [1d20]=6 Cutting [1d20]=3 Swimming [1d20]=9 Gun [1d20]=16 Tricks [1d20]=3[/url]

Herding: 13
Cutting: 18
Swimming: 7
Gun: use intelligence base
Tricks: 13

[url=https://www.unseenservant.com/index.php?do=showone&id=264925&macid=20005]Ezekiel: Horse skills: Herding [2d10]=13 Cutting [2d10]=18 Swimming [2d10]=7 Tricks [2d10]=13[/url]

Tricks: knows four tricks.

[url=https://www.unseenservant.com/index.php?do=showone&id=264926&macid=20005]Ezekiel: Horse skills: extra Tricks knowledge vs 10+ [1d20]=4 more tricks vs 10+ [1d20]=15[/url]

Trick:
A) coming to a whistle
B) bucking unauthorized rider
C) jumping over or through fire
D) stamp or trample upon command (kill snake upon grass, kick open door, trample prone bandit)

No undesirable quirks or traits
[url=https://www.unseenservant.com/index.php?do=showone&id=264927&macid=20005]Ezekiel: Horse quirks vs 6 [1d6]=1 random undesirable trait [1d20]=3[/url]



Character Skills
[url=https://www.unseenservant.com/index.php?do=showone&id=264928&macid=20005]Ezekiel: Skill choice abilities: unmodified scores: Explosives [2d10]=17 Indian Contact [2d10]=10 Scouting [2d10]=8 Riding [2d10]=19 [/url]

Modified as follows:

Explosives: 18
Indian Contact: 13
Riding: 19
Scouting: 11
Combat notes:
Careful,
steady, and hipshots can be fired with any
sort of weapon. Only a revolver can be used
for fanfiring.
A Careful shot emphasizes accuracy at the
expense of speed. A hipshot or fanned shot
emphasizes speed by sacrificing accuracy. A
Steady shot is a compromise between speed
and accuracy.

A character can fire any sort of shot during a shootout turn. The type of shot fired has
a big effect on when the shot is fired and how
many shots can be fired.

A character can fire
one careful shot, two steady shots, three hip-
shots, or six fanned shots in a shootout turn.
A character can always opt to fire fewer shots
than he is entitled to.

A character can fire only careful shots
during a combat turn. This is by definition. If
someone wants to fire some other type of
shot, then shootout turns must be used.

The Chance to Hit:
The likelihood of a character hitting what
he shoots at depends on the type of shot being
fired. In all four cases, this is referred to as
the character’s chance to hit.

A character’s chance to hit with a careful
shot is his Coordination score. When the shot
is fired, the player rolls one 20-sided die. If
the number rolled equals or is less than the
character’s Coordination score (plus or minus
appropriate modifiers, described below), the
shot hits its target. If the die roll is greater
than the character’s Coordination score, the
shot misses.

A character’s chance to hit with a steady
shot is one-half of his Coordination score,
rounded up.

A character’s chance to hit with a hipshot
is one-fourth of his Coordination score, round-ed down.
For example, a character with a
Coordination score of 13 has a careful shot
chance of 13, a steady shot chance of 7, and a
hipshot chance of 3.

A character’s chance to hit when fanfiring
is 1, or his Pistol skill, whichever is more.
This information is summarized on Table
3: Chance to Hit:


Type of Shot
Careful
Steady
Hipshot
Fanfiring
Chance to Hit
Coordination
Coordination/2,
rounded up
Coordination/4,
rounded down
1, or Pistol skill
Chance to Hit Modifiers
A character’s chance to hit can be modified
by his skill, movement, wounds, range, cover,
and several other factors. These are summa-
rized on Table 4: Accuracy Modifiers.
The character’s weapon skill score is
added directly to his chance to hit with any
sort of shot. For example, a character with
chances to hit of 13, 7, and 3, and Pistol skill
of 2, has modified chances to hit of 15, 9, and
5. His chance to hit when fanfiring is 2.