Dimo Karras
Dimo Karras
Sheet
AC 0 · HP 22 · normalArmor
Weapons
Languages
Features
16 featuresAlways on
- Hunt and Track
When When you follow a trail of clues left behind by passing creatures...
When you follow a trail of clues left behind by passing creatures, roll +WIS. On a 10+, you follow the creature's trail until there is a significant change in direction or mode of travel. On a 7-9, you follow the trail until there is a significant change, and choose one: you learn something useful about your quarry, or you discover what caused the trail to end.
- Volley
When When you take aim and shoot at an enemy at range...
When you make a ranged attack, roll +DEX. On a 10+, you have a clear shot, deal your damage, and choose 2. On a 7-9, deal your damage and choose 1: you have to move to get the shot, you have to take what you can get as your target exposes itself briefly, or you have to take several shots, reducing your ammo by 1. Choices: you reduce your ammo by 1, you deal +1d6 damage, or you avoid having to expose yourself to danger.
- Hack and Slash
When When you attack an enemy in melee...
When you attack an enemy in melee, roll +STR. On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may deal +1d6 damage but expose yourself to the enemy's attack. On a 7-9, you deal your damage to the enemy and the enemy makes an attack against you.
- Defy Danger
When When you act despite an imminent threat or suffer a calamity...
When you act despite an imminent threat or suffer a calamity, say how you deal with it and roll the relevant ability. On a 10+, you do what you set out to do and avoid the threat. On a 7-9, you stumble, hesitate, or flinch, and the GM will offer you a worse outcome, hard bargain, or ugly choice.
- Defend
When When you stand in defense of a person, item, or location under attack...
When you stand in defense of a person, item, or location under attack, roll +CON. On a 10+, hold 3. On a 7-9, hold 1. While defending, when you or the thing you defend is attacked, you may spend hold 1-for-1 to choose an option: redirect the attack to yourself, halve the attack's effect or damage, open up the attacker to an ally, or deal damage to the attacker equal to your level.
- Spout Lore
When When you consult your accumulated knowledge about something...
When you consult your accumulated knowledge about something, roll +INT. On a 10+, the GM will tell you something interesting and useful about the subject. On a 7-9, the GM will only tell you something interesting. The GM may ask you how you know the information.
- Discern Realities
When When you closely study a situation or person...
When you study a situation or person, roll +WIS. On a 10+, ask the GM 3 questions from the list below. On a 7-9, ask 1. Take +1 forward when acting on the answers. Questions: What happened here recently? What is about to happen? What should I be on the lookout for? What here is not what it appears to be? What is the true position of my enemy? What here is useful or valuable to me?
- Parley
When When you have leverage on a GM character and manipulate them...
When you have leverage on a GM character and manipulate them, roll +CHA. Leverage is something they need or want. On a 10+, they do what you ask if you first promise what they want. On a 7-9, they will do it, but need some concrete assurance of your promise right now.
- Animal Companion
When When you order your animal companion to do something dangerous...
Choose an animal companion from the following list: wolf, cougar, bear, eagle, dog, or horse. Your animal companion is a loyal and useful creature with a look, a species, a special quality, and a flaw. It has 1 armor, 6 hit points, and deals your damage. It follows your orders as best it can. When you order it to do something dangerous, roll +WIS. On a 10+, it does it. On a 7-9, it does it but you choose one: it gets hurt, it exposes you to danger, or it refuses to act until you establish dominance.
- Called Shot
When When you attack a defenseless or surprised enemy at range...
When you attack a defenseless or surprised enemy at range, you may choose to deal your damage or name your target and roll +DEX. On a 10+, choose 3. On a 7-9, choose 2. Choices: deal extra damage, pin them in place, create an advantage for an ally, avoid retaliation, or frighten them into surrender. The GM may require an appropriate fiction for each choice.
- Ranger's Instinct
When When you enter a dangerous wilderness and name a threat you expect to find there...
When you enter a dangerous wilderness, name a threat you expect to find there. The GM will tell you what signs reveal its presence, and you gain +1 forward when acting on that information.
- Human Resourcefulness
When When you make camp in a dungeon or city...
When you make camp in a dungeon or city, you do not need to consume a ration.
- Marked Quarry
When When you face an enemy you have previously studied...
When you face an enemy you have previously studied, ask the GM one question about its habits, defenses, or likely next move. Take +1 forward when acting on the answer.
- TraitHumanAdaptable and resourceful
- TraitHumanAccustomed to surviving among both settled lands and wilderness
- Human Ranger traditionHumanconserve supplies when making camp in a dungeon or city
Gear
11 itemsWeapons
- Hunter's bowNear, far, 1 weight. A recurved hunting bow with a wrapped grip.
- Short swordClose, 1 weight. A plain, balanced blade suited to close work.
- Black-powder hand cannonClose, reload, loud, dangerous, 2 weight. A custom black-powder hand cannon taken from a corrupt magistrate. On a 6-, the GM may introduce a misfire, lost shot, smoke, or other complication.
Armor
- Leather armor1 armor, 1 weight. Worn beneath the coat.
Gear
- Bundle of arrows3 ammo, 1 weight. Fletched arrows in a sealed leather tube.
- Steel-studded trench coat2 weight. A long coat reinforced with overlapping steel studs, custom-fitted and intimidating without being ceremonial.
- Low-brimmed hat0 weight. A low-brimmed hat that shadows the eyes and sheds rain.
- Mask and scarf0 weight. A charcoal cloth mask and red scarf used to conceal identity and filter dust.
- Studded shoes1 weight. Reinforced shoes with iron studs for traction and a punishing kick.
- Dungeon rations5 uses, 1 weight. Dried meat, hard bread, and bitter tea packed for the road.
- LoadTotal carried load is 10 against a starting load of 10.
Appearance
A lean, broad-shouldered human with watchful hazel eyes and dark hair cut close at the sides. He wears a long trench coat studded with small steel plates, a low-brimmed hat, a cloth mask over his nose and mouth, and a red scarf tucked beneath his collar. His shoes are reinforced with metal studs. When he waits, he rests almost entirely on his back foot, occupying very little space until he suddenly steps into the center of a room.
Mannerisms
He turns his head before moving his eyes, checks every doorway twice, and taps the side of his hand cannon whenever someone makes a promise. He speaks softly enough that others must stop talking to hear him.
Personality
Controlled, observant, and unnervingly patient. Dimo prefers a quiet threat to an open argument, and he respects competence more than kindness. He can be courteous for hours while deciding exactly where to apply pressure.
Ideals
Relentless pursuit of a chosen objective. No threat, criminal, monster, or institution should remain beyond the reach of consequence.
Bonds
____ once saved my life without asking for payment, so I will protect them until that debt is settled, though I may decide the terms of settlement myself. I suspect ____ knows who ordered the killings along the border, and I will keep them alive until I learn the truth. If ____ betrays the party, I will be the one who brings them back, preferably breathing.
Flaws
He treats people as assets, liabilities, witnesses, or obstacles, and rarely notices when he has stopped treating them as people. His faith in order can become cruelty with paperwork behind it.
Quirks
Background
Dimo Karras learned the border roads from men who sold maps, guns, and other people's safety. His first master was a magistrate who believed every wilderness problem could be solved by making an example of someone. Dimo became the magistrate's quiet instrument, tracking fugitives through rain, salt marsh, and old battlefield grass, then returning with the fugitive alive if payment was good, and dead if payment was better. The steel studs in his coat were added one at a time, each marking a contract fulfilled. He eventually discovered that the magistrate's law protected a circle of merchants who were feeding villages to monsters and calling the disappearances unfortunate. Dimo did not become kinder when he learned the truth. He became more exact. He burned the merchants' ledgers, shot the magistrate's heir, and took the man's black-powder pistol. Now he travels with adventurers because a party is a weapon with many hands, and because ____ may lead him to the people who still profit from the old arrangement. He intends to build a cleaner order from the ruins, one enforced by fear, records, and a gun that never needs to raise its voice.
“His first master was a magistrate who believed every wilderness problem could be solved by making an example of someone.”
- Background
- Wild eyes, close-cropped hair, weathered face, leather armor beneath a steel-studded trench coat, low-brimmed hat, mask, scarf, and studded shoes
Connections
Species
Human
Media
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