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Antonio Giordano Lombardi D’Angelo – “Tony”

Parson [Tradesman] 1st Level, Neutral-Good

Abilities
Max Open In Bend Bars
STR 14 Press
17 lbs.
Doors
8 ( ) 20 Lift Gates 7%
Surprise Reaction Missile Defensive
DEX 12 1-3 on 1 3 Adjustment
- Attack Adj.
- Adjustment -

CON 16 System
Shock
95 %
Resurrection
Survival
96 %

INT 12
Missing Items go on + / - condition bar or have a special area
WIS 15
Max # Loyalty Reaction
CHA 12 Henchmen
5 Base Adjustment

Saving Throws Combat Notes


Fear / Horror / Paralyzation / Poison / Death Magic 13
Rod / Staff / Wand 14 HP AC
Petrification / Polymorph 12
Breath Weapon 13 8 1
Spells 15
Red Death Powers Level

Appearance
Sex: Male Height: 5’9” (1,79m)
Weight: 172 lbs. (78 kg) Hair: Hazel
Eyes: Black Born: 15 July, 1859
Age: 4 Handedness: Right

Thaco Damage #Att Range #Att


W. Proficiencies Adj. S/M L ROF S M L Round
Speed Type Size

Sword Cane 19 1d4 1 1d6 1 1 - - - 1 3 P M


Pugilism 18 Tab 2 Tab 2 1 - - - 1 1 B NA
Knife 19 1d3 1 1d3 1 1‘ - - - 1 2 P/S S

* - See below for more details;


Aimed fire. involves using the majority of a combat round trying to line up a perfect shot. In this case, only one
shot is fired and the attack roll is made with a 4 bonus. A character attempting aimed fire cannot move during
the round. If movement is necessary, a shot can be made, but the bonus is forfeited.
Rapid Fire. The most common attack mode for repeating rifles and revolvers is rapid fire. This allows a character to
take reasonable aim and fire the weapon three times over the course of the entire round. Two shots are made during
the character's initiative, and the remaining shot is made in the second half of the round.
All shots are made with no modifier to the attack roll. A character employing rapid fire may move up to half normal
movement before or after discharging the weapon.
Panic Fire. In desperate situations, a character can repeatedly pull the trigger of a weapon and fill the air with a
shower of lead. When this option is taken, the character can fire a total of six rounds. Such shots are not accurate;
a -4 penalty is applied to all panic fire attack rolls. In addition to that penalty, a character using panic fire loses any
bonus he may have for a high Dexterity score.
Before or after fully discharging the weapon, a character using panic fire may move up to half the normal rate with
no penalties on the attack roll. A PC may move at full rate and take panic fire, but this doubles the attack penalty to
-8.
Blind Fire. A character with a revolver or repeating rifle may simply fire the gun blindly into an area in an attempt
to force enemies to take cover. When this is done, the character is assumed to empty the weapon and must spend 1
round reloading it before it can be fired again. Only a player whose character has a fully loaded weapon can
announce blind fire.
The odds of hitting an enemy when firing in this manner are poor. An enemy character is hit only if an unmodified 2
is rolled on the attack die.
When rolling damage for firearms, any roll of 6 is added to the damage total, then rerolled and added again.
However, wounds from blind fire are generally less severe than those from aimed fire. To reflect this, damage dice
that come up 6 are not added and rerolled.
Because characters taking blind fire do not bother to aim at anything more specific than "that half of the room,"
they may move at their normal rate.

Non-Weapon Proficiencies: 4 6 = 1
Int additional

Slots Non-Weapon Proficiency Ability Modifier Total


Bonus Religion Wis 15
1 Languages, Modern English Int 14
1 Languages, Modern Latin] Int 14
2 Criminology Int 14
2 Chemistry Int 14
1 Etiquette Cha 15
2 Pugilism NA NA NA

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