Name: Arf Scipio
Gender: Male
Race: Human
Age: 26
Height: 183 cm.
Appearance: Arf Scipio is a vast presence. His muscles are the major characteristic of his body, that combined with his reasonable tall height makes him a very intimidating presence. He has thick brown hair, to lazy to cut it of it reaches to his shoulders. Covering his small ears, one which misses the upper half. Dark brown eyes, almost black, giving his face a rather serious look He has a rather weird mutation of his hands, each finger has two extra larynx’ making it a grisly view for an outsider.
He wears a blue shirt, from which almost all the buttons are missing and a jeans who unravels near the kneecap. He also has a soldiershelm with him, protecting his head (and using at as a bowl to drink out.) Two metal bracers protect his forearms and a hard leather belt give some minor protection to his belly.
--- REST OF THE CHARACTER SHEET ---
Group/Tribe: Arf is a mercenary in service of whoever pays him the most.
Mutations: The two extra larynx’ ofcourse, who make some actions extremely difficult (he has to aim with his fingers to pull the trigger). Arf lost a big part of his intelligence.
Weapons and Gadgets: Sawed-off shotgun, a gun which he acquired by joining the townguard, after one year of loyal service. The moment he received the gun, he left town.
He uses a club made out of wood enforced with iron on the top for close combat.
Strengths: He is very muscular. And … nothing.
Weaknesses: He isn’t a smart one and will often go for the direct solution. If he needs to get from point A to point B, he will go in a straight line, no matter if there is a wall, wastelands or a horde of enemies. Without help of others, this guy would get him killed in less than five seconds in the wastelands.
Fears: He’s really scared of the dark. As long as there’s a light, he is assured. From the moment it’s total dark; disaster.
Profession(s): He’s a guard for whoever is willing to pay. He’s very loyal because it gives him a secure feeling. Although when he gets his goal, he will leave pretty quick if no one changes his mind.
History: He was born in America, a small village in North-California. He was raised to be a builder, chopping down trees, mining stones and building a house with it. His mother was overprotective of him and didn’t let him go to school. She didn’t trust those overly nice money-grubbing teachers. At the age of sixteen he was already quite capable of building a house, provided he had the materials. But his peaceful life didn’t endured forever; his father cheated on his wife. Arf, who always stood ready to protect his mother, saw only one solution: kill his father. He carried out the most gruesome deed a man can do and killed his father. He was excluded from the village, without money, weapons and most of all: alone. Near death he was found by a group of mutants who brought him to the nearest human city, he gained a post, even so young, in the local militia and served it until he was 23, on that age he received his shotgun and went on as a private mercenary. He has been happily in the service of several merchants since then. But one day he wants to see his mother back and take revenge on the town that brutally destroyed his bond.
Strength: 12 (Daily exercises are a big part of this man’s life)
Intelligence: 3 (The words ‘study and learning’ do not manifest in his mind)
Endurance: 7 (Strong enough to survive hard beatings.)
Tech skills: 1 (He knows how to pull the trigger, or to open a bottle, but that’s about it.)
Melee skills: 7 (Having used his club to beat a few revolting citizens, drunken louts and now and then organised criminal bands.)
Projectile weapons skills: 4 (He uses a shotgun, to compensate his bad accuracy.)
Survivability: 1 (He never has been in the wastelands except with a convoy, equipped with a lot of wise and able men; he never had need of the knowledge.)