Happs Bydon

"…went out for a walk and I never went back!"

Happs Bydon Sex: Male Race: Anuirean
Agility: 1d8 Smarts: 1d4 Spirit: 1d6 Strength: 1d8 Vigor: 1d8
Skills: Athletics 1d6; Fighting 1d8; Knowledge: Nature 1d4; Perception 1d6; Ranged 1d10; Stealth 1d8; Survival 1d6
Charisma: -2 Pace: 6 Parry: 6 Sanity: 5 Toughness: 7
Hindrances: Mean
Edges: Brawny; Marksman
Gear: alchemist’s fire (2); leather armor; dagger; composite longbow (+2 Str) with 20 arrows; 2 days of trail rations; silver Stag Lord amulet worth 20sp; 35sp
Special Abilities:
Bio: Happs is a crude and foul-mouthed man who turned to banditry after he was caught running a protection racket in Restov while also, in theory, serving as a soldier and city guard. He fled the city when he learned that the law was coming for him, abandoning a wife and two children to suffer the shame of his crimes. He’s found that banditry agrees with him—he quite enjoys the outdoors, and the occasional tumble with Kressle is nice too. Happs is overconfident and enjoys boasting during battle, calling out attacks and hollow threats that he’s ill-equipped to carry out. As a battle progresses, if his insults and threats continue to fail, he grows increasingly grim and quiet. He prefers to fight with his longbow, letting his men take the risks in melee. He uses his alchemist’s fire against PCs in a tight group, or perhaps as a distraction against the stables to draw the PCs out of combat and into firefighting or controlling panicked horses. Happs knows that his position as second-in-command is tenuous at best and won’t back down from a fight in front of his men—as long as one other bandit can see him, he fights to the death. If all other bandits are slain, Happs flees or surrenders immediately if he’s taken any damage (or immediately upon suffering any damage otherwise).
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