Dankre

Dankre's mother was a prostitute in a small town on the edge of the marshes of Lampsacus. He never knew who his father was, and earned his keep begging in the streets, living off his cunning. This harsh life gave him surprising strength, intelligence, and ruthlessness. Eventually, he came to the notice of Garmart, who controlled much of the petty crime in the area. By the time Dankre was fifteen, he had established himself as somebody to be feared and avoided by most people who knew of him. Garmart inducted Dankre into his gang, first as simple muscle, and then as has personal enforcer. Killing didn't worry Dankre at all - it was a way to make a living. His natural talent for the job led to Gamart "lending" him out for jobs further and further afield. However, one job in Sesacus went horribly wrong, and Dankre found himself trapped in a high tower, with a wall of blades barring his escape. He decided on a quick clean exit, and hurked himself from the tower into the streets below.

He didn't die though. A wagon broke his fall, and though badly injured and unconscious, he survived. When he awoke however, he found himself in a small room, his wounds cleaned and tended. It seemed that he had been found by a priest who had spirited his broken body away before the watch arrived. Dankre was badly hurt and as he healed, he spent much of his time talking with his rescuer. For the first time he realised that the person he was with saw him neither as a threat or a potential victim. Eventually, in an attempt to break through the priest's cool reserve Dankre told him who he really was and what he had been doing. His rescuer merely smiled and replied that he had heard the news and guessed long since. He revealed in turn that he too, had once made his living by killing and now sought to heal wounds rather than inflict them. For Dankre's newly emerging conscience this was too much. He broke down and told the whole story of his life and career. Again, his rescuer was not shocked but merely smiled sadly and said

"Now you have a choice. You can continue down the road you have started on, or choose another. You are fortunate. Not all men have their paths marked so clearly for them."

Dankre chose to abandon his old comrades and his old career. He still works as a blade for hire, but only for causes that seem to him to be honourable or just. Because of the loss of face that caused them, his old cronies have never forgiven him - and the risk he could pose if the authorities got hold of him, means that Gamart would happily see him dead.

CHA

Val

Cost

STR

15

+10

DEX

18

+24

CON

17

+14

BOD

14

+8

INT

15

+5

EGO

15

+10

PRE

10

COM

10

PD

4

+1

ED

3

SPD

3

+2

REC

6

END

32

-1

STUN

30

CHA

73

OCV

6 + 4 (thrown knife) + 5 (two weapons)

DCV

6 + 3 (shield)

ECV

5

Powers, skills, etc

2

FAM : Common melee weapons

2

FAM : Common missile weapons

10

Tracking (13-), Survival (Urban, 13-), Trapper (12-)

15

Acrobatics, Stealth , Fast draw, Concealment , Shadowing (all 13-)

12

Streetwise (11-), Breakfall (13-), Lockpick (13-), Sleight of hand (13-)

5

2 levels to offset armour penalties

8

+4 OCV with thrown knife

8

Defense Maneuver and Combat Sense (12-)

10

Two-handed combat - +5 OCV when using two weapons

5

Damage shield HKA 1d6 - only when using two weapons (-1/2)

78

Total powers and skills

150

Total character cost

Normal Equipment

Large Shield

2 Daggers

237 Gp, 186 Sp, 20 Cp

Composite Short Bow

Quiver

20 Arrows

Dagger (hollow handle)

Leather Armour

Boots (hollow heels)

Shovel

5 Iron Spikes

50' Rope

tripwire

Bell

Backpack

5 Torches

Grappling Hook

3 Belt Pouches

Golden wristband

Light Destrier

humble village clothes

Magical Equipment

Long Sword

50+

Disadvantages

10

Psychological limit : Seeks to do good (common, moderate)

10

Psychological limit : Honourable (common, moderate)

10

Hunted : Old comrades in crime - more powerful, limitted area

10

Hunted : Sesacus City Watch - more powerful, limitted area

10

Reputation : Assassin (8- extreme)