Kimri Sagga

Name:
Player:
Description: (How they look)
Demeanor: (How they act)
You have 55 points left to spend.

  • Body
    • Strength: 18
    • Agility: 12
    • Endurance: 14
  • Mind
    • Knowledge: 5
    • Wisdom: 10
    • Perception: 8
  • Soul
    • Charisma: 15
    • Will: 8
    • Luck: 10

Original HP: 22

  • Max HP: 22
    • Major Wounds: 0
  • Current HP: 22

Attack (melee): 16
Attack (range): 6
Defense (phys): 16
Defense (dodge): 10

Advantages
- But at the essential moment, see, your genuine queens throw back their cloak and say 'Lo!' and their essential queenessness shines through: Maybe it's royal blood, maybe it's just the fact that someone giving you very confident orders can be mistaken for an authority figure in the midst of chaos. (Charisma when trying to gain control of a situation or a role of authority in a split second.)
- Battle Engine: Nowhere does Kimri feel more alive than in the heat of battle. (Melee attacks when she has taken damage in the last round.)
- Heroic Physique: Kimri might not be a Protagonist anymore, buy she still has a bit of her old flair. (Will, Endurance, or Strength so long as the result would be Heroic® and Really Cool™)

Disadvantages
- From Ages Past: Kimri is from the age of heroes and monsters, not so much the age of cellphones and electric lights. (Knowledge in regards to… well, pretty much any technology at or after the industrial revolution.)
- Reckless Attack: When engaged in combat with a foe, Kimri has a tendency to go all-out, to the detriment of her defenses. (Melee defense rolls when locked in a single-combat duel with a humanoid or near-humanoid. Can also be invoked at-will by the player.)

Equipment
-Flashlight
-Two-way radio
-Big Sword. Like, a reaaaaaaaaaly big sword.
-Hide armor
-Dragon-tooth knife
-Black ivory horn
-Crown of antlers

Talent - Call Wild Hunt: Kimri blows her horn, the storms cloud over, and men's blood freezes in their veins. (Kimri can expend luck points, making an additional attack for each point spent. Undead, fiends, and fey take double damage from Kimri's attacks and all allies' attacks on this turn. If enemies are reduced to 0 HP, they are banished to join the wild hunt.)
Backfire - Hunter Becomes the Hunted: The wild hunt abducts Kimri for the remainder of the turn, and she takes a 1d6 debuff to her melee attack rolls for 1d4-1 turns afterwards.

History:
Miscellaneous:

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