Yong Zian

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Origin

Yong Zian was born a poor peasant. He was happy though...in his village. He thinks. At one time. He might have even worked on the Great Wall...or some wall. 2000 years of memories are hard to keep track sometimes. He remembers being brought forth before the Emperor. Emperor Qin or was Qing...there were too many Emperors. Too many leaders. Too many memories. Too many people loved and lost. It was the Emperor who started it all. Commissioned him to find the path to immortal life. "Find the Mount of the Immortals. Find the path to the moon and steal the elixir from the White Hare. Find some foolish deity and steal their crown. I don't care how, just bring me immortal life and I will spare your life and your village."

Many men have been lost or died sent on the same mission but Zian's village could not afford to pay their taxes or tributes and the Emperor had no use for a village who could not pay. Zian spent the next 40 years searching and walking and following dead leads until finally. He found it. A great mountain, easily seen but only found by following the moon path. He got lead astray so many times by the false ways but centering himself and focusing on his feet to guide him, he found the true path...and old man on the mountain in a small cave.

This man was older than time, and frail looking, but remembered all things from the times before time. He was also an asshole. He didn't like being disturbed, especially by anyone beneth him...which was pretty much everything but the Gods (well most of the gods).

The old man's price was high. But poor Zian had nothing. The old man was impressed that Zian had found him in the first place so he made him a deal. He would teach him the powers of agelessness but only if he returned to train and be molded as his apprentice. Zian, having no other choice, agreed. The old man on the mountain gave Zian a small stone to give to Emperor Qin and took a vial of blood as insurance of Zian's return.

Zian's journey back seemed quick and eerily blessed. When he finally presented himself before the Emperor, Zian said little and just presented him with the stone. The Emporer inspected the stone and then offered it to one of his guard who touched his tongue to the very edge of the stone. Within seconds the guard collapsed on the ground, every muscle in his body twisted and pulled in impossible angles and a horrific, inhuman scream emitted from the guard. A mere moment that felt an eternity the scream was cut short leaving a deathly silence.

Emperor Qin stared coldly at Zian as the guard lay twitching, a deformed, grotesque statue between them. With a flick of a finger the Emperial guards were on Zian, but not before the old man of the mountain pulled his new puppet Zian back to his cave.

"Some call me Anqi Sheng. Some call me one of the Immortals. To you I am Master. You are bound by blood to serve me, my needs, and my desires. If you serve me well I will show you wonders beyond belief. If you fail me you will suffer a far worse fate than that guard. Yes. I know you failed to kill Emporer Qin. I expected it. But a seed has been planted and foolish peasants are meant to sow."

Zian stood and glared at the old man who suddenly seemed to tower over him and have the bulk of giant, but Zian did not back down. "My family and village need me. Only I can warn them--" The old man took Zian's voice with the wave of a hand.

"You are more foolish than I thought. Did you not realize they were all destroyed not a week after you left to find me. Did you think Emporer Qin would abandon his entire phylosiphy he built this Empire on for...you? Come you can push this from you mind as you familiarize yourself with my potions."

It was over a thousand years before Zian earned the right to start training under Anqi. It was another seven hundred years or so before Zian was able to formulate a plan to escape. It was a mere fifty years after that Zian found himself, vial of blood in hand, at the bottom of a mountain, finally free and in a world completely foreign to him.

He wasn't sure if Anqi would pursue him. He wasn't sure if Anqi let him go because of how clever his plan was. He wasn't sure if Anqi is or was ever human. In any case, he had a new life and much to learn about what had changed in the last two millennia.

Character Profile

Hero: Yong Zian
Identity: "The Wu Xing Warrior" Secret-ish Identity Zian does not have many friends and does not go out much. And lets face it, Clear City Citizens are a little racist. Many might assume Yong Zian is The Wu Xing Warrior if they got to know him but when he does go out many people would just assume he is " just another Chinese guy." While this has its benefits, not many people respect his authority and have sometimes actively discriminated against him. His lack of understanding of any modern cultural references or slang does not help the issue. Nor does his lack of modern fashion sense. Or his tendency to alienate himself because strong emotions can make him lose control of his chi.
Age: Ageless (>2000 years old) Height: 5'11"
Weight: 200 lbs Eyes: Steel Grey Hair: Black

Complications (All Forms):

  • Motivation: I have been given an ageless body and great power. It is my responsibility to keep the world at peace, in harmony, and always maintain balance.
  • Honor Bound: I, Yong Zian, refuse to become jaded. I believe it is my duty to do what is right and good lest I dishonor my ancestors. With my deeper understanding of the basic elemental make up of the earth, I believe we must maintain the balance and harmony of the earth, universe, and the souls of all beings. Needless destruction or loss of life is not acceptable!
  • Powerless: My forms are maintained though a very complex form of chi manipulation. It requires me to remain centered and internally balanced. When I am not in control of myself, I lose control of the Wu Xing and my forms become unpredictable.
  • Addiction: Over the years I have grown fond of alcohol...especially the imported saké from Japan...you say it is really easy to come by in this day of age...
  • With great power comes great weakness: Each of my forms grant this mere human great power...but each form has its own special weaknesses:
    • Fire: Weak vs Water
    • Earth: Weak vs Wood
    • Metal: Weak vs Fire
    • Water: Weak vs Earth
    • Wood: Weak vs Metal

Human Form

Abilities (Base):
Strength: 2 Agility: 3 Fighting: 5 Awareness: 3
Stamina: 4 Dexterity: 2 Intellect: 0 Presence: 0

Defense (Base):
Dodge: 3 Parry: 5 Fort: 4 Toughness: 4+2 Will: 3

Initiative (Base): 3
Speed (Base): 0 (30 ft)

Offense (Base):
Unarmed Combat: Hit=+9 | Damage=+2
No ranged

Advantages:

  • Assessment: You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses.
  • Instant up: You can go from prone to standing as a free action without the need for an Acrobatics skill check.
  • Uncanny Dodge: You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.
  • Defensive Roll 2: You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defense similar to Dodge and Parry, so you lose this bonus whenever you are vulnerable or defenseless. Your total Toughness, including this advantage, is still limited by power level.
  • Improved Trip: You have no penalty to your attack check to trip an opponent and they do not get the opportunity to trip you. When making a trip attack, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics, you choose which your opponent uses to defend, rather than the target choosing.
  • Improved Critical 1 (Unarmed): Critical for unarmed attacks is now 19-20

Skills (Base): Ability+Ranks = Total
Acrobatics (AGL): 3+2 = 5
Athletics (STR): 2+2 = 4
Close Combat (FGT):
-Unarmed: 5+4 = 9
Deception (PRE): 0+0 = 0
Expertise (INT): 0+0 = 0
Insight (AWE): 3+0 = 3
Intimidation (PRE): 0+4 = 4
Investigation (INT): 0+0 = 0
Perception (AWE): 3+2 = 5
Persuasion (PRE): 0+0 = 0
Ranged Combat (DEX): 2+0 = 2
Sleight of Hand (DEX): 2+0 = 2
Stealth (AGL): 3+0 = 3
Technology (INT): 0+0 = 0
Treatment (INT): 0+0 = 0
Vehicles (DEX): 2+0 = 2

Fire Form

Abilities (Fire):
Strength: 0(2) Agility: 3 Fighting: 5 Awareness: 3
Stamina: 4 Dexterity: 2 Intellect: 0 Presence: 0

Defense (Fire):
Dodge: 3 Parry: 5 Fort: 4 Toughness: 4+2 Will: 3

Initiative (Fire): 3
Speed (Fire): 3 (250 ft)

Powers:

  • Flight (Fire): 1 (60 ft)
  • Teleport (Fire Medium): 2 (120 ft)
  • Move Object (Perception, Ranged, Fire only):1 100 lbs.
  • Insubstantial 3: You become coherent energy. You have no effective Strength, but have Immunity to Physical Damage. Energy attacks (other than the energy making up your form, to which you have Immunity) damage you normally. You can pass through solid objects permeable to your type of energy, but energy resistant barriers, like heavy shielding or force fields, block your movement.

Offense (Fire):

  • Phoenix Wings of Blinding Light!: Affliction (limit to vision, Cumulative)

Attack: fort vs 16

  • Phoenix Feathers of Fire: Damage 3 (React, Penetrate 2)

React: toughness vs +3
Attack: d20+9 vs parry; toughness vs +3

  • Phoenix Glare of Plasma Wrath: Damage 8 (Range, Penetrate 2) Plasma Blast

Attack: d20+4 vs dodge; toughness vs +8

Advantages:

  • Assessment: You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses.
  • Instant up: You can go from prone to standing as a free action without the need for an Acrobatics skill check.
  • Uncanny Dodge: You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.
  • Defensive Roll 2: You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defense similar to Dodge and Parry, so you lose this bonus whenever you are vulnerable or defenseless. Your total Toughness, including this advantage, is still limited by power level.
  • Improved Trip: You have no penalty to your attack check to trip an opponent and they do not get the opportunity to trip you. When making a trip attack, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics, you choose which your opponent uses to defend, rather than the target choosing.
  • Improved Critical 1 (Unarmed): Critical for unarmed attacks is now 19-20

Skills (Fire): Ability+Ranks = Total
Acrobatics (AGL): 3+2 = 5
Athletics (STR): 2+2 = 4
Close Combat (FGT):
- Unarmed: 5+4 = 9
Deception (PRE): 0+0 = 0
Expertise (INT): 0+0 = 0
Insight (AWE): 3+0 = 3
Intimidation (PRE): 0+4 = 4
Investigation (INT): (0+0 = 0)
Perception (AWE): 3+2 = 5
Persuasion (PRE): 0+0 = 0
Ranged Combat (DEX):
- Fire: 2+2 = 4
Sleight of Hand (DEX): (2+0 = 2)
Stealth (AGL): 3+0 = 3
Technology (INT): (0+0 = 0)
Treatment (INT): (0+0 = 0)
Vehicles (DEX): (2+0 = 2)

Earth Form

Abilities (Earth):
Strength: 2 Agility: 3 Fighting: 5 Awareness: 3
Stamina: 8(4) Dexterity: 6(2) Intellect: 0 Presence: 0

Defense (Earth):
Dodge: 3 Parry: 5 Fort: 8(4) Toughness: 10(4+2) Will: 3

Initiative (Earth): 3
Speed (Earth): 0 (30 ft)

Powers:

  • Immune to Electricity
  • Elongate: 1 (15 ft)
  • Slither: Move prone at speed and attack from prone with no penalty.
  • Flight Platform (Earth): 1 (60 ft)
  • Move Object 2 (Perception, Ranged, Earth only): 200 lbs.
  • Insubstantial 1: You can flow through any sort of opening, under (or around) doors, through keyholes and pipes, and so forth. You cannot pass through watertight seals. You can automatically flow out of any restraint—such as a snare or grab—that is not watertight. So you cannot flow out of a bubble completely enclosing you, for example, but anything less cannot hold you. You can exert your normal Strength and can still push or carry objects.

Offense (Earth):

  • Yellow Dragon Shit Storm: Affliction 6 (Range, Fort) 1 Hindered 2 Immobil 3 Incapacitated

Attack: d20+8 vs dodge; fort vs 16

  • Yellow Dragon Flying Claw of Fury: Damage 8 (Range, penetrate 2) Rock Spikes

Attack: d20+8 vs dodge; toughness vs +8

Advantages:

  • Assessment: You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses.
  • Instant up: You can go from prone to standing as a free action without the need for an Acrobatics skill check.
  • Uncanny Dodge: You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.
  • Defensive Roll 2: You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defense similar to Dodge and Parry, so you lose this bonus whenever you are vulnerable or defenseless. Your total Toughness, including this advantage, is still limited by power level.
  • Improved Trip: You have no penalty to your attack check to trip an opponent and they do not get the opportunity to trip you. When making a trip attack, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics, you choose which your opponent uses to defend, rather than the target choosing.
  • Improved Critical 1 (Unarmed): Critical for unarmed attacks is now 19-20

Skills (Earth): Ability+Ranks = Total
Acrobatics (AGL): 3+2 = 5
Athletics (STR): 2+2 = 4
Close Combat (FGT):
- Unarmed: 5+4 = 9
Deception (PRE): 0+0 = 0
Expertise (INT): 0+0 = 0
Insight (AWE): 3+0 = 3
Intimidation (PRE): 0+4 = 4
Investigation (INT): (0+0 = 0)
Perception (AWE): 3+2 = 5
Persuasion (PRE): 0+0 = 0
Ranged Combat (DEX):
- Earth: 6+2 = 8
Sleight of Hand (DEX): (6+0 = 6)
Stealth (AGL): 3+0 = 3
Technology (INT): (0+0 = 0)
Treatment (INT): (0+0 = 0)
Vehicles (DEX): (6+0 = 6)

Metal Form

Abilities (Metal):
Strength: 2 Agility: 3 Fighting: 5 Awareness: 3
Stamina: 8(4) Dexterity: 2 Intellect: 0 Presence: 0

Defense (Metal):
Dodge: 3 Parry: 6 (5) Fort: 8 (4) Toughness: 10 (4+2) Will: 3

Initiative (Metal): 3
Speed (Metal): 0 (30 ft)
Teleport (Metal Medium): 3 (250 ft)

Powers (Metal):
Immune to Suffocation
Immune to Metal Damage
Immunity to Electricity
Enhanced Ranged Attack: 6
Enhanced Perry: 1
Move Object (Perception, Range, Metal only): 3 400 lbs.
[Deflect (Others, Only metal objects (bullets, etc)): 8 Hero Point/Extra Effort power instead of Move object?]
Regeneration: 5 (every other round)

Offense (Metal):

  • White Tiger's Claw of Rage: Damage 7 (close) Arm of Steel

Attack: d20+9 vs parry; toughness vs +7

  • White Tiger's Fangs of Autumn: Damage 8 (Range, Penetrate 1) Metal Slug

Attack: d20+8 vs dodge; toughness vs +8

Advantages:

  • Assessment: You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses.
  • Instant up: You can go from prone to standing as a free action without the need for an Acrobatics skill check.
  • Uncanny Dodge: You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.
  • Defensive Roll 2: You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defense similar to Dodge and Parry, so you lose this bonus whenever you are vulnerable or defenseless. Your total Toughness, including this advantage, is still limited by power level.
  • Improved Trip: You have no penalty to your attack check to trip an opponent and they do not get the opportunity to trip you. When making a trip attack, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics, you choose which your opponent uses to defend, rather than the target choosing.
  • Improved Critical 1 (Unarmed): Critical for unarmed attacks is now 19-20

Skills (Metal): Ability+Ranks = Total
Acrobatics (AGL): 3+2 = 5
Athletics (STR): 2+2 = 4
Close Combat (FGT):
- Unarmed: 5+4 = 9
Deception (PRE): 0+0 = 0
Expertise (INT): 0+0 = 0
Insight (AWE): 3+0 = 3
Intimidation (PRE): 0+4 = 4
Investigation (INT): (0+0 = 0)
Perception (AWE): 3+2 = 5
Persuasion (PRE): 0+0 = 0
Ranged Combat (DEX):
- Metal: (2+6)8+0 = 8
Sleight of Hand (DEX): (2+0 = 2)
Stealth (AGL): 3+0 = 3
Technology (INT): (0+0 = 0)
Treatment (INT): (0+0 = 0)
Vehicles (DEX): (2+0 = 2)

Water Form

Abilities (Water):
Strength: 2 Agility: 7(3) Fighting: 5 Awareness: 3
Stamina: 4 Dexterity: 6(2) Intellect: 0 Presence: 0

Defense (Water):
Dodge: 7(3) Parry: 5 Fort: 4 Toughness: 4+2 Will: 3

Initiative (Water): 7
Speed (Water): 0 (30 ft)
Teleport (Water medium): 2 (120 ft)

Powers (Water):
Immune to Suffocation
Immune to Fire Damage
Elongate: 3 (60 ft)
Move Object (Perception, Range, Water only): 100 lbs.
Insubstantial 1: You can flow through any sort of opening, under (or around) doors, through keyholes and pipes, and so forth. You cannot pass through watertight seals. You can automatically flow out of any restraint—such as a snare or grab—that is not watertight. So you cannot flow out of a bubble completely enclosing you, for example, but anything less cannot hold you. You can exert your normal Strength and can still push or carry objects.

Healing (Water):

  • Black Tortoise Liquid of Life Healing rank 3: (Afflictions only)

d20+3 vs DC10

Offense (Water):

  • Black Tortoise Internal Storms of Chaos: Affliction 6 (Range, Will) 1 Dazed 2 Stunned 3 Incapacitated

Attack: d20+8 vs dodge; Will vs 16

  • Black Tortoise Pissing Contest Damage 6 (Range)

Attack: d20+8 vs dodge; toughness vs +6

Advantages:

  • Assessment: You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses.
  • Instant up: You can go from prone to standing as a free action without the need for an Acrobatics skill check.
  • Uncanny Dodge: You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.
  • Defensive Roll 2: You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defense similar to Dodge and Parry, so you lose this bonus whenever you are vulnerable or defenseless. Your total Toughness, including this advantage, is still limited by power level.
  • Improved Trip: You have no penalty to your attack check to trip an opponent and they do not get the opportunity to trip you. When making a trip attack, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics, you choose which your opponent uses to defend, rather than the target choosing.
  • Improved Critical 1 (Unarmed): Critical for unarmed attacks is now 19-20

Skills (Water): Ability+Ranks = Total
Acrobatics (AGL): 7+2 = 9
Athletics (STR): 2+2 = 4
Close Combat (FGT):
- Unarmed: 5+4 = 9
Deception (PRE): 0+0 = 0
Expertise (INT): 0+0 = 0
Insight (AWE): 3+0 = 3
Intimidation (PRE): 0+4 = 4
Investigation (INT): (0+0 = 0)
Perception (AWE): 3+2 = 5
Persuasion (PRE): 0+0 = 0
Ranged Combat (DEX):
- Water: 6+2 = 8
Sleight of Hand (DEX): (6+0 = 6)
Stealth (AGL): 7+0 = 7
Technology (INT): (0+0 = 0)
Treatment (INT): (0+0 = 0)
Vehicles (DEX): (6+0 = 6)

Wood Form

Abilities (Wood):
Strength: 0(2) Agility: 3 Fighting: 5 Awareness: 3
Stamina: 4 Dexterity: 5(2) Intellect: 0 Presence: 0

Defense (Wood):
Dodge: 3 Parry: 5 Fort: 4 Toughness: 8(4+2+2) Will: 3

Initiative (Wood): 3
Speed (Wood): 0 (30 ft)
Slither: Move prone at speed and attack from prone with no penalty.
Wall-Crawl: (15 ft) You can climb walls and ceilings at your ground speed rank –1 with no chance of falling and no need for an Athletics check. You are still vulnerable while climbing, however.
Teleport (Plant medium): 1 (60 ft)

Powers (Wood):

  • Immune to Poisons
  • Protection: 2
  • Insubstantial 2: You have no effective Strength in gaseous form, but have Immunity to Physical Damage. Energy and area attacks still affect you normally. You can flow through any opening that is not airtight. You can use your various other effects normally.
  • Regeneration: 5 (every other round)

Healing (Wood):

  • Touch of the Azure Dragon Healing rank 5: (Empathetic)

d20+5 vs DC10

Offense (Wood):

  • Azure Dragon's Pestilence Affliction 5 (Cumulative, poison, Fort) 1 Vulnerable (nausea) 2 Defenseless (vomiting) 3 incapacitated

Attack: fort vs 15

  • Azure Dragon's Tail Hug Affliction 5 (Range, vs. Will) Vines entangle target: 1 Hindered 2 Immobilized 3 Paralyzed

Attack: d20+7 vs dodge; will vs 15

  • Azure Dragon's Tongue Lashing Damage 4 (Ranged)

Attack: d20+7 vs dodge; toughness vs +4

Advantages:

  • Assessment: You’re able to quickly size up an opponent’s combat capabilities. Choose a target you can accurately perceive and have the GM make a secret Insight check for you as a free action, opposed by the target’s Deception check result. If you win, the GM tells you the target’s attack and defense bonuses relative to yours (lower, higher, or equal). With each additional degree of success, you learn one of the target’s bonuses exactly. If you lose the opposed roll, you don’t find out anything. With more than one degree of failure, the GM may lie or otherwise exaggerate the target’s bonuses.
  • Instant up: You can go from prone to standing as a free action without the need for an Acrobatics skill check.
  • Uncanny Dodge: You are especially attuned to danger. You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.
  • Defensive Roll 2: You receive a bonus to your Toughness equal to your advantage rank, but it is considered an active defense similar to Dodge and Parry, so you lose this bonus whenever you are vulnerable or defenseless. Your total Toughness, including this advantage, is still limited by power level.
  • Improved Trip: You have no penalty to your attack check to trip an opponent and they do not get the opportunity to trip you. When making a trip attack, make an opposed check of your Acrobatics or Athletics against your opponent’s Acrobatics or Athletics, you choose which your opponent uses to defend, rather than the target choosing.
  • Improved Critical 1 (Unarmed): Critical for unarmed attacks is now 19-20

Skills (Wood): Ability+Ranks = Total
Acrobatics (AGL): 3+2 = 5
Athletics (STR): 2+2 = 4
Close Combat (FGT):
- Unarmed: 5+4 = 9
Deception (PRE): 0+0 = 0
Expertise (INT): 0+0 = 0
Insight (AWE): 3+0 = 3
Intimidation (PRE): 0+4 = 4
Investigation (INT): (0+0 = 0)
Perception (AWE): 3+2 = 5
Persuasion (PRE): 0+0 = 0
Ranged Combat (DEX):
- Wood: 5+2 = 7
Sleight of Hand (DEX): (5+0 = 5)
Stealth (AGL): 3+0 = 3
Technology (INT): (0+0 = 0)
Treatment (INT): (0+0 = 0)
Vehicles (DEX): (5+0 = 5)