Paul The Mercenary, Human, age 26 ST 12, DX 14 (13), IQ 11, MA 10 Talents include: Alertness, Climbing, Crossbow, Diplomacy, Knife, Lasso, Literacy, Miner (mundane), Naturalist, Sword, Toughness, Two Weapons, Unarmed Combat I, Woodsman Language: Common Weapons: broadsword (2d), dagger (1d-1), 2*lasso (1d+2), light crossbow (2d), 4*torch (1d-2) Attacks and Damage: Punch (1d-1) Armor: Toughness, Cloth armor and torch or dagger stop 4 hits Equipment: cost weight Broadsword $80 5.0# Dagger $10 0.2# 2*lasso $20 2.0# light crossbow $50 6.0# 20*Quarrels $20 1.0# 4*Torch $4 2.0# middle-class clothes $50 - Cloth armor $50 14.0# Labyrinth kit $30 6.0# Belt pouch $5 0.5# Backpack $40 4.0# 2*rations $10 2.0# 2*waterskins $6 4.0# 4*Healing potions $600 0.8# $25 silvers $25 0.25# Totals: $1000 47.75#, 4 x ST, Swimming at -5 DX
In combat Paul will usually parry with the off-hand dagger or torch (if he needs the light).
Paul has lost his right arm twice and his left leg once, but those have been regrown by wizards at the mercenary guild. It's the memories of the colleagues who didn't come back that have kept him from advancing from Mercenary Veteran to Captain. Everybody tells Paul that's the risk anybody who works as a mercenary in this frontier town accepts, but that doesn't keep him from questioning what he could have done differently.
Paul's reluctance to work in a team has kept him to small loner contracts or hunting for treasure on his own. Paul can be used to back up a party of PCs who find themselves outmatched or lost, but he'll be more likely to charge them a standard mercenary guild rate than join their party for any extended length of time.
Paul's usual mode of operation is to climb a lasso and aim with his crossbow from a pone or braced position. Then after he's downed his target he'll approach to harvest the orc liver or other magical ingredient then be on his way. If the party looks to be seriously hurt he'll offer to sell them his healing potions.
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