Name: Zaker Pendas
Liege Lord: House Kardenia / Ancestry: Human / XP: 25 / Rank: Seasoned
Attributes
Agi: d8
Sma: d6
Spi: d8
Str: d6
Vig: d6
Skills: Fighting: d8, Notice: d6, Persuade: d8, Pilot: d6, Shooting: d8, Stealth: d6, Streetwise: d6, Survival: d6
Info: Pace: 6 / Parry: 6 / Toughness: 10 (5 - Sealed Armor) / Charisma: +2
Sword: Attk: d8 / ODF: 2d6+2 / AP: 3 / R: Melee
Knife: Attk: d8 / ODF: d4+d6+2 / R: 3/6/12 / AP: 2 / Special: Concealed
Gauss Pistol: Attk: d8 / ODF: 2d6 / R: 12/24/48 / AP: 3
Gear: Power Kit, Spare Ammunition, Warrant of Trade, Rations, Canteen, Viewfinder
Traits
Human: Begin play with a free Gift.
Edges: Ambidextrous, Dodge, Noble/Position of Connection (House Kardenia), Two-Fisted
Hindrances: Debts (Gambling) (Mi), Obligation (House Kardenia) (Maj), Quirk
Notes
- Underneath his composite armor, Zaker is a spice smuggler linked to one of the houses of the Imperium. The Spice, also known as Obispal Spice, is used in the Known Region that Zaker lives in by Imperium seers and Amethyst Witches to perform strange and wondrous feats for the greater and lesser 'banner' houses across worlds. Unlike other sectors, thinking machines and other devices are still in effect, which means the Known Space has yet to require adapting a Psychic Program or Guild Navigator at this time. Maybe if another 'Artificial Rebellion' occurs, but the Imperium has not gotten that far.
- Like a lot of men of the Imperium, Zaker almost always carries a knife, often his family sword and a gauss pistol as a sidearm. Of the three, Zaker prefers to fire at range rather than get into a close-range combat with his enemies if he can help it.
- Despite being Good at the art of gambline, Zaker has enough debts that they currently equal a fault hanging over his head, spurring him to action.

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