Hamish, Clan unknown<br/><br/><br/><strong><span class="bbc_u">Homeland</span></strong><br/>Highland March<br/><br/><br/><strong><span class="bbc_u">TRAITS</span></strong><br/>Brawn      4<br/>Finesse    2<br/>Resolve    3<br/>Wits         2<br/>Panache   2<br/><br/><strong><span class="bbc_u">SKILLS</span></strong><br/>Aim               1<br/>Intimidate     3<br/>Notice           2<br/>Warfare         3<br/>Weaponry     3<br/>Athletics       2<br/>Brawl            3<br/>Empathy       2<br/>Ride              1<br/><br/><br/><span class="bbc_u"><strong>BACKGROUNDS</strong></span><br/><strong>Soldier</strong>: Earn a Hero Point when you stick to the<br/>plan regardless of the danger to yourself.<br/><br/><strong>Mercenary</strong>: Earn a Hero Point when you choose to ply<br/>your trade for a reason that’s worth more to you<br/>than money<br/><br/><strong><span class="bbc_u">ADVANTAGES - BACKGROUND</span></strong><br/><br/><span class="bbc_u">Riot Breaker</span>: You’re used to your opponents coming in double<br/>digits. When you take Wounds from a Brute<br/>Squad, subtract your Resolve from the Wounds.<br/>The remainder is how many Wounds you take, to a<br/>minimum of 1 Wound<br/><br/><span class="bbc_u">Able Drinker</span>: Alcohol never adversely affects you, no matter how<br/>much you drink.<br/><br/><span class="bbc_u">Hard to Kill</span>: You no longer become Helpless when you have<br/>four Dramatic Wounds. Instead, when you have<br/>four Dramatic Wounds any Villain who takes a<br/>Risk against you gains 3 Bonus Dice (rather than<br/>2). You gain an additional tier of Wounds. When<br/>you have taken your fifth Dramatic Wound, you<br/>become Helpless.<br/><br/><span class="bbc_u">Cast Iron Stomach</span>: Spoiled or raw food never negatively affects you, and<br/>you still gain required sustenance from it.<br/><br/><strong><span class="bbc_u">ADVANTAGES</span></strong><br/><br/><span class="bbc_u">Survivalist</span>: If you are in the wilderness, you can forage or hunt<br/>and find enough food for yourself and up to five<br/>other people. Under extreme circumstances—lost in<br/>the middle of a desert, or abandoned in the Ussuran<br/>tundra, for example—you find enough food for<br/>yourself and up to two other people.<br/><br/><span class="bbc_u">Got it!</span>: Spend a Hero Point to immediately pick a lock,<br/>crack a safe or disarm a trap.<br/><br/><span class="bbc_u">Staredown</span>: Spend a Hero Point to intimidate a character into<br/>backing down from a threat, letting you into somewhere<br/>he shouldn’t or otherwise getting out of<br/>your way.<br/><br/><strong><span class="bbc_u">VIRTUE</span></strong><br/>Passionate: Activate your Virtue when another Hero takes<br/>Wounds to prevent her from suffering those Wounds.<br/>You take one Dramatic Wound instead.<br/><br/><span class="bbc_u"><strong>HUBRIS</strong></span><br/>Arrogant: You receive a Hero Point when your Hero shows<br/>disdain, contempt, or otherwise looks down on a<br/>Villain or someone who could cause harm to friends.<br/><br/><strong><span class="bbc_u">STORY</span></strong><br/><br/><br/>Determination<br/>Goal: kill my childhood best friend<br/>First step: Find information on his whereabouts<br/>Reward:  I'm Taking you With Me!, Corruption<br/><br/>Resolution<br/>Goal: Find a reason to live<br/>First Step: Leave the clan to explore the world<br/>Reward: I Won't Die Here<br/><br/>Absolution<br/>Goal: Find a way to banish your inner demons<br/>First step: Make a friend<br/>Reward: Corruption removal<br/><br/><br/><span class="bbc_u"><strong>PHYSICAL DESCRIPTION</strong></span><br/>Hamish has a body typical of a highlander, something like if a gorilla was forced upright and stripped of all its nicety. Before he became a soldier, his physique would've been described as "possessing limbs that seemed to be comprised of knees along rope." Through the rigors of training, though, he's become a gesticulating ape of a man. His hair is kept short, and comes out in a wild shock of spiked locks regardless of what he actually intended it be, and as a result Hamish consistently looks as if he was patron to a barber suffering an epileptic fit. What clothing he wears is often simply what's most convenient, with little thought given to fashion. He no longer wears the tartan of his clan, having given up his ties to his family when he left on his journey. Scars cross over his body from the neck down, with a long slash across the bridge of his nose being the only remarkable feature of an otherwise unremarkable face. Clear blue eyes flecked with white, like a cold winter's morning, seem to pierce like daggers. wields a trenching tool as his primary weapon, sharpening the blade to a keen edge nightly. Has a tattoo (http://pathfinderwiki.com/mediawiki/images/thumb/c/c3/Dagon.png/150px-Dagon.png) over his left breast, made with ferrite ink.<br/><br/><strong><span class="bbc_u">HISTORY</span></strong><br/><br/>Hamish comes from an unspecified clan in the lowlands of Highland Marches, and the only thing he will say about them is that his kin are all farmers, and his clan is spread all over the marches. Further inquiries into his past are met with grunted suggestions to change topics, threats of violence if you continue, and possibly actual violence if you press the matter.<br/><br/>Once, a group of patrons who'd hired him were able to get him to speak at length, after doing his level best to drink an entire bar, about his past. Even then, they were able to learn very little. He claims he was separated from his clan shortly after his military training concluded, and he has not been home since. He seeks a man named Ian MacHenry, claiming he's a dear old friend, but the tone of voice he gets when speaking of him, like frozen flame, seems to say otherwise. When asked why he became a mercenary, he simply stated, "Needed money to travel, and it's too much work to be a brigand."