Ras Baray
Background
He was always more of a braggart and drinker than an achiever and the night before his final exam as a healer, he ran off on a ship, not wanting to disgrace his family. Now he serves on vessels where his mediocre talent as quack is urgently needed and where he can tell many a stranger tales of his grandeur. He swore only to return to Maroa once he is as rich as all his family combined. A hard task when most of the money ends up with the barmaids...
He prefers ranged combat and has spent many hours practising with his musket to keep him as far away as possible from melee combat.
Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6-1, Vigor d6
Skills: Athletics d10, Common Knowledge d4, Fighting d6, Healing d6+2, Language (Atani) d8, Notice d6, Performance d4, Persuasion d6, Shooting d10, Stealth d6, Taunt d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Quirk (Braggart), Squanderous, Yellow
Edges: Healer, Marksman, Musketeer
Weapons: Unarmed (Range Melee, Damage Str), Dagger/Knife (Range Melee, Damage Str+d4), Musket (.75) (Range 10/20/40, Damage 2d8, ROF 1)
Gear: Flint and Steel, Shot (w/ powder)
Language: Atani (native, d8)
Current Wealth: $171.90
Special Abilities
- Languages Known: Atani (native, d8)
Advances
Novice Advances- Edge: Musketeer
- Raise Attribute: Agility
- Raise Skills: Shooting/Persuasion
- Edge: Marksman
Books In Use: Savage Worlds: Adventure Edition, 50 Fathoms
Setting Rules: Heroic (50f)
Validity: Character appears invalid
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