Argle wants no trouble. Even when town people try to give him trouble. Lives deep in the forest. Hunts his food. Sells pelts in town, once in a while. Is friend to small children. Small children have not learned to fear Argle yet.

One day, strangers disturb Argle’s peace. Think he’s an evil wizard. Much explaining happens before they realize Argle only have similar name to evil wizard.

Strangers depart. Days later, Argle departs too. Finds some friends, which is good. Goes questing with friends. Maybe someday he find evil wizard and kill him to stop people from confusing Argle with him. Also demons and stranger stuff.

Argle used 2 character points to buy extra gear. Likes to shoot enemies with his bow. Will grapple and stab if can’t shoot. Will spend earned points on being more shooty; might spend them on being better wrestler too.

Argle, 248-Point Half-Ogre Scout

ST 15 {50}; DX 14 {80}; IQ 10 {0}; HT 13 {30}

Damage 1d+1/2d+1; BL 22.5kg; HP 15; Will 10; Per 13 {15}; FP 13; Basic Speed 7.00 {5}; Basic Move 7.

Advantages

  • Absolute Direction {5}
  • Combat Reflexes {15}
  • Fearlessness 1 {2}
  • Heroic Archer {20}
  • Night Vision 7 {7}
  • Outdoorsman 2 {20}
  • Strongbow {1}
  • Tough Skin 1 {3}

Disadvantages

  • Appearance (Ugly) {-8}
  • Honesty (12) {-10}
  • No Sense of Humor {-10}
  • Obsession (Kill Bargle) (12) {-5}
  • Odious Personal Habit (Unwashed Bushwhacker) {-5}
  • Sense of Duty (Adventuring Companions) {-5}
  • Social Stigma (Savage) {-10}
  • Weirdness Magnet {-15}

Skills

  • Armory (Missile Weapons) (A) IQ-1 {1} - 9
  • Bow (A) DX+4 {16} - 18
  • Brawling (E) DX {2} - 15
  • Camouflage (E) IQ+3 {2}1 - 13
  • Cartography (A) IQ+1 {4} - 11
  • Climbing (A) DX-1 {1} - 13
  • Fast-Draw (Arrow) (E) DX+1 {1}2 - 15
  • Fast-Draw (Knife) (E) DX+1 {1}2 - 15
  • Gesture (E) IQ+1 {2} - 11
  • Hiking (A) HT {2} - 13
  • Jumping (E) DX {1} - 14
  • Knife (E) DX+4 {12} - 18
  • Mimicry (Bird Calls) (H) IQ+1 {2}1 - 11
  • Navigation (A) IQ+4 {1}13 - 14
  • Observation (A) Per {2} - 13
  • Running (A) HT-1 {1} - 12
  • Search (A) Per-1 {1} - 12
  • Shadowing (A) IQ+1 {4} - 11
  • Stealth (A) DX-1 {1} - 13
  • Survival (Woodland) (A) Per+1 {1}1 - 14
  • Tracking (A) Per+2 {2}1 - 15
  • Traps (A) IQ+1 {4} - 11
  • Wrestling (A) DX+1 {4} - 15

Quirks

  • Loves being around children {-1}
  • Speaks in as few words as possible… {-1}
  • …and sometimes refers to himself in the third person… {-1}
  • …but secretly has an excellent vocabulary {-1}
  • Loves having friends but would never admit it {-1}

Loadout

  • Long Knife: Damage sw-1 cut or thr imp. Reach C,1. $120, 0.75kg.
  • Composite Bow: ST 17. Damage thr+3 imp; Range x20/x25; $900, 2kg.
  • Hip Quiver, Large: Holds up to 50 arrows, divided in two compartments. $30, 1kg.
    • Fine Arrows x25: $150, 1.25kg.
    • Fine Cutting Arrows x25: $150, 1.25kg.
  • Light Leather Armor Suit: DR 1, $150, 9kg.
  • Quick-Release Backpack: Holds 20kg of gear. Dropping it is a free action. $300, 1.5kg.
    • Blanket: $20, 2kg.
    • Canteen: $10, 1.5kg.
    • Personal Basics: $5, 0.5kg.
    • Rope, 1cm, 10m: Supports 150kg; $5, 0.75kg.
    • $160 in coin.

Combat

No Encumbrance!

  • Defenses

    • Dodge 11
    • Parry 12 (Knife)
    • DR 2
  • Attacks

    • Bow (18): 1d+6 imp or cut, Acc 3; Range 340/425.
    • Knife (18): 2d cut or 1d+1 imp; Reach C,1.
    • Brawling Punch (15): 1d cr; Reach C.
    • Wrestling Grapple (15): 1d+1 control; Reach C.
  1. +2 from Outdoorsman  2 3 4 5

  2. +1 from Combat Reflexes  2

  3. +3 from Absolute Direction