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- Name: Captain Zack Hawk
- Race: Rana
- Appearance: Unnaturally shiny for a Rana, Zack Hawk is a bright aquamarine in color. He's strongly built, although obviously built for speed and flexibility rather than raw strength. He stands at 5'11, with brown eyes and quite handsome ears.
- Personality: A confident, boastful man, Zack Hawk prefers to always be referred to as Captain Zack Hawk. He can be scatterbrained and make little sense sometimes, but in the end, Zack Hawk is someone that you can rely on to be on your side...as long as you remain on his.
- Backstory:
- HINDERING INJURIES
- EQUIPMENT
- A large captain's hat, with a pair of holes cut into it to let his ears escape.
- A leather jerkin.
- Leather trousers.
- Break Cannon: A very large break-handgun. Exceptionally rare prototype designed by the Dwarfs, resembles a common weapon that the Shadow Hunters employ, only larger.
- Damage Type: Piercing
- Critical: 20/x3
- Damage: 2d6 Piercing
- Type: Pistol
- You must spend 2 AP To reload the Break Cannon.
- You do not need to spend 2 AP To fire the Break Cannon(you only need 1), but firing the break cannon does consume 2 AP Due to recoil. If you spend 1 AP To fire the break cannon, you shake off the recoil over the course of your opponent's turn. You do not gain a reactionary action.
- Scythe Sword
- Damage/Type: 1d6 Piercing
- Critical: 18-20/x2
- Type: Edged Blade
- Statistics
- Proficiency: 3
- Wounds: 8
- AP: 3
- Corruption: 0
- Resistance: 2
- CMS: 8
- Ability Scores
- Strength: 13
- Dexterity: 18(+2)
- Fortitude: 10
- Intelligence: 12
- Wisdom: 12
- Charisma: 12
- SKILLS
- Climbing(STR): 1(+3)
- Swimming(STR): 1(+3)
- Acrobatics(DEX): 5(+3)
- Sleight of Hand(DEX): 5
- Sabotage(DEX): 5
- Stealth(DEX): 5(+3)
- Animal Handling(WIS): 1
- Perception(WIS): 1
- Medical (WIS): 1
- Crafting(WIS): 1
- --Crafting Subskills go here.
- Arcane(INT): 1
- Nature(INT): 1
- Knowledge(INT): 1
- --Knowledge Subskills go here
- Diplomacy(CHA): 1
- Cunning(CHA): 1
- Intimidation(CHA): 1
- Artistry(CHA): 1
- Artistry Subskills go here
- PERKS/ABILITIES
- Basic Attack(1 AP): Make an attack with your weapon.
- Dodge(1 AP): Reactionary action. Attempt to dodge an attack.
- Spell Slots: 2 Level 1, 1 level 2.
- Level 1:
- Level 2:
- Mighty Cannon
- Duration: 6 Rounds
- You transmogrify a firearm into a powerful cannon. This causes the firearm to become a very large, yet lightweight cannon that can be used as a lethal weapon. For the duration of the spell, your firearm becomes a magical cannon.
- The magical cannon may be fired to deal 2d8 Bludgeoning Damage. You may reload it for 2 AP. The roll is made with your Wisdom. Due to the cannon being magical, you do not suffer penalties for low strength.
- Spells
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