Table of Contents

Kinu Fergon

Available CP: 56

Basic Statistics

ST 10 [0]

DX 13 [60]

IQ 10 [0]

HT 12 [20]

Secondary Statistics

Base dmg: 1d-2 thr, 1d-1 sw

Biting dmg: 1d-1 cut and can grapple (see Born Biter, Sharp Teeth, Striking ST)

Basic Lift: 20 lbs

HP 10 [0]

Will 10 [0]

Per 12 [10]

Basic Speed 6.25 [0]

Basic Move 6 [0]

Appearance

Social Background

Culture: Western [0]

Language: English (Native) [0]

Wealth: Poor [-15]

Status: Status 0 [0], no Rank

Advantages

Catfall [10]: You subtract five yards from a fall automatically (treat this as an automatic Acrobatics success - don't check again for it). In addition, a successful DX roll halve damage from any fall. To enjoy these benefits, your limbs must be unbound and your body free to twist as you fall.

Combat Reflexes [15]: You have extraordinary reactions, and are rarely surprised for more than a moment. You get +1 to all active defense rolls, +1 to Fast-Draw skill, and +2 to Fright Checks. You never 'freeze' in a surprise situation, and get +6 on all IQ rolls to wake up, or to recover from surprise or mental 'stun.' Your side gets +1 on initiative rolls to avoid a surprise attack - +2 if you are the leader.

Combat Reflexes gives you a finer perception of time, allowing you to hone your defenses, move a little faster, and process threat information fast enough to avoid being completely surprised by a rapidly unfolding combat situation or uncanny events. It’s often taught using realistic training techniques.

Danger Sense [15]: You can't depend on it, but sometimes you get this prickly feeling right at the back of your neck, and you know something's wrong… If you have Danger Sense, the GM rolls once against your Perception, secretly, in any situation involving an ambush, impending disaster, or similar hazard. On a success, you get enough of a warning that you can take action. A roll of 3 or 4 means you get a little detail as to the nature of the danger.

Danger Sense represents the realistic ability to process subconscious sensory input and alert you to the fact that something's wrong. It can warn you of ambushes, sniper fire, booby traps, and muggers lurking in dark alleys. It may be the secret to the survival of many successful gunfighters - more so than Luck, which also impacts activities that aren't life-threatening.

Daredevil [15]: Fortune seems to smile on you when you take risks! Any time you take an unnecessary risk (in the GM's opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high-risk behavior.

Example: A gang of thugs opens fire on you with automatic weapons. If you crouch down behind a wall and return fire from cover, Daredevil gives no bonuses. If you vault over the wall and charge the gunmen, screaming, it provides all of its benefits!

Fearlessness 3 [6]: You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you make a Fright Check or must resist the Intimidation skill or a supernatural power that induces fear. You also subtract your Fearlessness level from all Intimidation rolls made against you.

Fit [5]: You have better cardiovascular health than your HT alone would indicate. You get +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.) This does not improve your HT attribute or HT-based skills! You also recover FP at twice the normal rate. This advantage applies only to FP lost to exertion, heat, etc. It has no effect on FP spent to power psi or magic spells.

Flexibility [5]: You get +3 on Clinbing rolls; on Escape rolls to get free of ropes, handcuffs, and similar restraints; on Erotic Art skill; and on all attempts to break free in close combat. You may ignore up to -3 in penalties for working in close quarters (including many Explosives and Mechanic rolls).

Hard to Kill 2 [4]: You are incredibly difficult to kill. Each level of Hard to Kill gives +1 to HT rolls made for survival at -HP or below, and on any HT roll where failure means instant death (due to heart failure, poison, etc.) If this bonus makes the difference between success and failure, you collapse, apparently dead (or disabled), but come to in the usual amount of time. A successful Diagnosis roll (or a Mechanic roll, for machines) reveals the truth.

High Manual Dexterity 2 [10]: You have remarkably fine motor skills. Each level (to a maximum of four) gives +1 to DX for tasks that require a delicate touch. This includes all DX-based rolls against Artist, Jeweler, Knot-Tying, Leatherworking, Lockpicking, Pickpocket, Sewing, Sleight of Hand, and Surgery, as well as DX-based rolls to do fine work with Machinist or Mechanic (e.g., on clockwork). This bonus doesn't apply to IQ-based tasks or large-scale DX-based tasks, nor does it apply to combat-related die rolls of any kind.

Intuition [15]: You usually guess right. When faced with a number of alternatives, and no logical way to choose among them, you can ask the GM to let you use your Intuition. The GM makes a secret IQ roll, with a bonus equal to the number of 'good' choices and a penalty equal to the number of 'bad' choices. On a success, he steers you to a good choice; on a critical success, he tells you the best choice. On a failure, he gives you no information; on a critical failure, he steers you toward a bad choice. The GM can modify this as he sees fit for other situations where Intuition might logically help. Only one roll per question is allowed.

The GM should never allow Intuition to short-circuit an adventure - for instance, by letting the intuitive detective walk into a room, slap the cuffs on the guilty party, and close the case. At the most, Intuition would point the detective in the direction of a good clue. GMs who don't think they can control Intuition should not allow it in their games.

Luck [15]: You were born lucky! Once per hour of play, you may reroll a single bad die roll twice and take the best of the three rolls! You must declare that you are using your Luck immediately after you roll the dice. Once you or anyone else has made another die roll, it is too late to use Luck. If the GM is rolling in secret (e.g., to see if you notice something), you may tell him you are using your Luck ahead of time, and he must roll three times and give you the best result.

Perfect Balance [15]: You can always keep your footing, no matter how narrow the walking surface, under normal conditions. This lets you walk along a tightrope, ledge, tree limb, or other anchored surface without having to make a die roll. If the surface is wet, slippery, or unstable, you get +6 on all rolls to keep your feet. In combat, you get +4 to DX and DX-based skill rolls to keep your feet or avoid being knocked down. Finally, you get +1 to Acrobatics, Climbing, and Piloting skills.

Reduced Consumption - Cast Iron Stomach 2 [2]: You require the standard amount of food and water, but the quality is irrelevant. You can eat rotten vegetables and fuzzy bluegreen meat, and drink dishwater and sour milk. Instead of reducing how often you must eat, reduce your demands on life support (and your food costs) by a like amount: to 2/3 normal at level 1, 1/3 normal at level 2, 5% normal at level 3, and 1% normal at level 4. You get a bonus equal to your level (+1 to +4) to resist the effects of food-borne poisons or diseases not tailored expressly for you, but -3 on reactions from anyone watching you eat!

Resistant to Poison [5]: You receive a +3 to resist all forms of toxins (but not asphyxiants or corrosives).

Resistant to Disease [3]: You receive a +3 to resist all forms of disease (bacteria, viruses, fungal infections, etc.)

Temperature Tolerance 2 [2]: Every character has a temperature “comfort zone” within which he suffers no ill effects (such as FP or HP loss) due to heat or cold. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. For nonhumans, the zone can be centered anywhere, but this is a 0-point feature for a zone no larger than 55°. A larger zone is an advantage. Each level of Temperature Tolerance adds HT degrees to your comfort zone, distributed in any way you wish between the “cold” and “hot” ends of the zone. Distribution: 12 degrees in both directions (can tolerate down to 23° and up to 102°.)

Sharp Teeth [1]: Anyone with a mouth has blunt teeth that can bite for thrust-1 crushing damage. This costs 0 points, and is typical of most herbivores. You have a more damaging bite - Sharp Teeth are like those of most carnivores and inflict thrust-1 cutting damage.

Striking ST (Bite Only, -60%) +4 [8]: Your effective ST when biting is +4 of normal.

Perks

Fur [1]: This prevents sunburn and serves as an Unusual Background justifying Damage Resistance 1-3, Spines, and/or Temperature Tolerance 1-3, depending on the fur. You must buy these other traits separately.

Born Biter [1]: You have an elongated jaw optimized for trapping prey. You can opt to hold on after you bite; thus, the bite doubles as a grapple. On later turns, you can worry, which counts as an attack but always hits – simply roll biting damage! If your victim’s SM is three or more greater than yours, you can only do this to an extremity (hand, foot, etc.), and the grapple is considered one-handed. If his SM is only one or two larger, you can target anything, and the grapple is treated as two-handed. The same is true if his SM is equal to or smaller than yours, but you can also attempt to pin him while standing! The catch is that foes get +3 to target your protruding snout, allowing them to attack your face (not skull) at only -2.

Dirty Fighting [1]: You’re talented at fighting dishonestly. You get +1 on success rolls for Dirty Tricks and similar improvised combat deceptions. The GM may extend this bonus to any feint or attack made before combat begins, or the first illegal blow you make under formal tournament conditions, if he feels that it represents a real “sucker punch” rather than a free combat bonus.

Burrower [1]: You can dig with your body as if equipped with a shovel. See Digging for speed; this is almost certainly slower Tunneling.

Standard Operating Procedure - Kinu probably has at least one of these… discuss w/Zander

One-Task Wonder - Kinu might know the example 'hotwiring cars without Mechanic' skill…

Features

Tail [0]: You have a long tail that is incapable of striking or grabbing objects; it is used to help maintain your balance and diffuse body temperature (handled as separate advantages), but has no other benefits.

Disadvantages

Bad Temper (15) [-5]: You are not in full control of your emotions. Make a self-control roll in any stressful situation. If you fail, you lose your temper and must insult, attack, or otherwise act against the cause of the stress.

Greed (12) [-15]: You lust for wealth. Make a selfcontrol roll any time riches are offered - as payment for fair work, gains from adventure, spoils of crime, or just bait. If you fail, you do whatever it takes to get the payoff. The GM may modify this roll if the money involved is small relative to your own wealth. Small sums do not tempt you much if you are rich, but if you are poor, you get -5 or more on your self-control roll if a rich prize is in the offing. If you have Honesty, your self-control roll is at +5 for a shady deal and +10 for outright crime. However, it is almost a foregone conclusion that you will eventually do something illegal.

Impulsive (12) [-10]: You hate talk and debate. You prefer action! When you are alone, you act first and think later. In a group, when your friends want to stop and discuss something, you should put in your two cents' worth quickly - if at all - and then do something. Roleplay it! Make a self-control roll whenever it would be wise to wait and ponder. If you fail, you must act.

Overconfident (12) [-5]: You believe that you are far more powerful, intelligent, or competent than you really are. You may be proud and boastful or just quietly determined, but you must roleplay this trait.

You must make a self-control roll any time the GM feels you show an unreasonable degree of caution. If you fail, you must go ahead as though you were able to handle the situation! Caution is not an option.

You receive +2 on all reaction rolls from young or naive individuals (who believe you are as good as you say you are), but -2 on reactions from experienced NPCs.

Overconfidence is like Megalomania on a smaller scale. Robin Hood was overconfident - he challenged strangers to quarterstaff duels. Hitler was a megalomaniac - he invaded Russia! Heroes are rarely megalomaniacal but often overconfident.

Quirks

Distractible [-1]: Quirk-level Short Attention Span (p. 153). You are easily distracted, and don't do well on long-term projects. You are at -1 when rolling to accomplish long tasks.

Skill List

Incomplete; just notes for now.

Acrobatics (DX/H)

Area Knowledge (home territory) (IQ/E)

Brawling (DX/E)

Carousing (HT/E)

Climbing (DX/A)

Computer Operation (IQ/E)

Driving (Automobiles)

Escape (DX/H)

Fast-Talk (IQ/A)

Filch (DX/A)

First Aid (IQ/E)

Forced Entry (DX/E)

Knife (DX/E)

Guns/8 (Pistol) (DX/E)

Holdout (IQ/A)

Intimidation (Will/A)

Lockpicking/8 (IQ/A)

Observation (Per/A)

Pickpocket (DX/H)

Scrounging (Per/E)

Shadowing (IQ/A)

Sleight of Hand (DX/H)

Stealth (DX/A)

Streetwise (IQ/A)

Traps/8 (IQ/A)

Urban Survival (Per/A)

Equipment

None noted.