Body Hits | 3 |
Armour | 2 |
Fatigue | 5 |
Parries | 3 |
Dodges | 2 |
Damage | Double |
Psyche | 9 |
Psychic Damage | Single |
Remaining Luck | 1 |
Total XP: 30
XP Left: 0
Thief 4
Warrior 3
Dream 2
Income: 15
Hexa Cash: Lots
General Skills | Rank | XP Total |
---|---|---|
Quick | 3 | 18 |
Night Job | 1 | 4 |
Tough | 1 | 6 |
Strong-Willed | 5 | 30 |
Wealth | 1 | 6 |
Strong | 1 | 6 |
Luck | 2/1 | 8 |
Thief Skills | Rank | XP Total |
Thrown Weapons | 1 | 4 |
Weapon Master: Thrown | 2 | 8 |
Urban Survival | 2 | 8 |
Disengage | 2 | 8 |
Warrior Skills | Rank | XP Total |
Weapon-Master: 1H Sword | 2 | 12 |
Ordained: Rattle Prince | 1 | 6 |
Dream Skills | Rank | XP Total |
Dream Magic | 2 | 20 |
XP Total | 118 |
His body is now made entirely of the strange living entity that is his armour, and he has only armour hits instead of body hits. Whilst he appears human, if cut instead of blood there will only be a strange black ooze visible until it heals. He can wear clothes, but these are slowly absorbed over the course of a couple of weeks or so, and so he will need to carry plenty of spares (at a cost of 1 Hexa per adventure in which he wishes to remain clothed). His armour hits are equal to what his body hits would be based on his current toughness, and falling to zero or negative hits works as per body hits. Regular through damage has no effect, though he can still be affected by Blood magic. As the armour did before, he automatically regenerates and heals a Global Single's worth of damage at the end of every encounter.