Thug

Human Thug
Level 1 (+1)
"Hey, gimme yer gold."
——The practiced psychological intimidation technique of a common Thug
A streetwise individual of a somewhat cruel disposition, Thugs equip themselves with Studded Leather and Heavy Clubs to intimidate their targets. Not particularly skilled in their use, a Thug can still do some damage to someone caught unprepared, especially considering they usually like to gang up on their victims to better acquire any wealth they are holding. These brutes learned early on in life that "might makes right", and they resort to using their exceptional strength to get what they want. More often than not, however, they end up working for someone else, usually a criminal mastermind, evil wizard with limited resources, and other small-time villains.
Awareness
14
Senses
Normal
Initiative
12/1d8
Hitpoints: 27
Healing Value: 5
Resilience: +3
Morale
1
AC
14/16
Touch
11
Fort
12
Reflex
12
Will
11
Defenses
Resistances: None
Vulnerabilities: None
Attributes / Saving Throws (1 AP)
STR
16 / 19
DEX
9 / 12
CON
13 / 16
INT
10 / 11
WIS
12 / 13
CHA
11 / 12
REC 9
Actions (+3 AP)
Standard Attacks (2 AP)
+5 vs AC (ArN 3)
Heavy Club Swing
1d10 + 6 (avg 12) Bludgeoning damage
Melee Reach 5ft • One Creature
The Thug swings its heavy weapon powerfully but clumsily into its target.
1d10 + 6 (avg 12) Bludgeoning damage
Grapple +3
Special Attacks (3 AP)
+5 vs AC (ArN 3)
Skull Crusher  • Basic
1d10 + 6 (avg 12) Bludgeoning damage
Melee Reach 5ft • One creature
The Human Thug aims for the head with brutality. On a hit, the target is Dazed for 1d4 Segments
+3 vs Grapple
Brutal Mugging [1/Rest]  • Basic
Melee Reach 5ft • One creature
The Human Thug attempts to take the valuables from a victim of its attack. On a hit, the Thug forcefully grabs an item from the target's person that it can hold in one hand.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
30 ft
Sprint
55 ft
Overland Movement
30 mi/day
Qualities
  • Human Survival: +1 racial bonus to Fortitude, Reflex, and Will. (inc)
Skills: Balance R1 (+2), Climb R2 (+5), Jump R3 (+6), Swim R1 (+3), Listen R2 (+4), Spot R3 (+6), Gambling R2 (+4), Martial Pract. R2 (+5), Coercion R3 (+7), Deception R1 (+2), Manipulation R2 (+4), Aloofness R1 (+2), Bravery R2 (+5), Intuition R1 (+2), Suspicion R1 (+2)
Feats: Fast Initiative
Philosophies: Rank 1 Mental, Rank 3 Physical, Rank 2 Martial
Combat Training: Melee 1
Wits: +2, Brawn: +8
Equipment: Studded Leather,
Charm
0
Coercion
+5
Deception
+2
Manipulation
+4
Persuasion
0
Aloofness
+2
Bravery
+5
Intuition
+2
Tolerance
0
Suspicion
+2
Social
Composure: 13
Languages: Common
Motives: Mug Humanoids, Defeat enemies
Prejudices: