==Basic Information==
Name: Xero
Age: 21
Gender: Male
Race: Zebra
Occupation: Wanderer/ Hitman
==Physical Description==
Picture:
Coat Color: White w/ Black Stripes
Mane and Tail Color: Grey
Eye Color: Amber
Cutie Mark:
==Personality==
While some would label Xero as cold and distant, he is also calm and reserved. Raised by his father and numerous Remnants instructors in an occupied Zebra village, he was trained to think quickly and on his feet while avoiding close relationships. Xero has never had many friends or allies, finding situations where he is forced to rely on others stressful and unpleasant.
Xero suffers from intense vertigo, Haphephobia, paranoia and would much rather take orders than make an impactful decision. Xero is humble and always willing to take advice to learn from others while offering his own, often blunt, words of wisdom (ex. "Learn from others, allow them to make your mistakes for you" "Disappointment is always taken better when expected").
In the way of eccentricities, Xero is surprisingly mentally stable other than conversations he sometimes has with himself and a sub par knowledge of social norms and customs, often coming off as tactless. Prolonged personal interaction leads to nausea.
==History==
Xero was raised with his sister Ra' Dran in a Remnants occupied Zebra tribe near Hoofington. Xero was offered to the Remnants as a young warrior, much to the dismay of his father who insisted on training him in the ways of the Assassin- even if it had to be done in seclusion. His mother had died giving birth to Ra 'Dran.
Xero's training began at an early age and ended unexpectedly at the age of 21 when his father lead a political coup to purge the oppressive Remnants rule from the tribe. Failure was soon imminent, the tribe on the brink of slaughter when Xero's father sent him and Ra' Dran away with the small amount of supplies he could gather, an old memory orb and his blessing. The pair fled, the fires of destruction trailing them.
The pain did not cease. With their meager supplies running on end, Ra' Dran was infected by taint- leaving Xero to cope with the outstanding loss and constant fear of Legion trackers that twisted his already acute paranoia. The only option is flight and reliance on the one thing Xero fears most-
Other people.
==SPECIAL==
Strength: 6
Perception: 7
Endurance: 6
Charisma: 4
Intelligence: 6
Agility: 7
Luck: 5
==Secondary Attributes==
Health: 201
DT: 6
AP: 35
RM: 4
Crit Threshold: 96
Botch Threshold: 6
Dodge: 21
==Skills==
Alchemy: 19
Barter: 17
Energy Weapons: 23
Explosives: 23
Guns: 45 TAG!
Lockpick: 23
Medicine: 21
Melee: 21
Repair: 21
Science: 21
Sneak: 40 TAG!
Speech: 17
Survival: 39 TAG!
Unarmed: 21
==Racial Attributes==
Natural DT: 3
Natural Unarmed Damage: 6
Can learn Zebra martial arts.
Iron Chef: Have access to the Alchemy Skill
Steady Now: Due to their more fluid and flexible movement, zebras are capable of fighting on four hooves or two. They can wield rifles and mounted weapons without requiring a battle saddle.
Charmed, I'm Sure: Can increase luck to 12 via perks.
==Traits==
Trigger Discipline: Your attacks with guns and energy weapons cost 1 more AP but gain a +5 bonus on attack rolls with guns or energy weapons.
==Perks==
Extra Special (INT)
==Inventory==
9mm Pistol (Damage: 16 - Crit x2 - AP cost: 5 - Cap: 13)
Kitchen Knife (Damage: 14 - Crit x2 - AP cost: 4)
10mm Pistol (Damage: 22 - Crit x2 - AP cost: 6 - Cap: 12)
A warm, brown, traveling cape
An old memory orb
396 Caps
Name: Xero
Age: 21
Gender: Male
Race: Zebra
Occupation: Wanderer/ Hitman
==Physical Description==
Picture:
Coat Color: White w/ Black Stripes
Mane and Tail Color: Grey
Eye Color: Amber
Cutie Mark:
==Personality==
While some would label Xero as cold and distant, he is also calm and reserved. Raised by his father and numerous Remnants instructors in an occupied Zebra village, he was trained to think quickly and on his feet while avoiding close relationships. Xero has never had many friends or allies, finding situations where he is forced to rely on others stressful and unpleasant.
Xero suffers from intense vertigo, Haphephobia, paranoia and would much rather take orders than make an impactful decision. Xero is humble and always willing to take advice to learn from others while offering his own, often blunt, words of wisdom (ex. "Learn from others, allow them to make your mistakes for you" "Disappointment is always taken better when expected").
In the way of eccentricities, Xero is surprisingly mentally stable other than conversations he sometimes has with himself and a sub par knowledge of social norms and customs, often coming off as tactless. Prolonged personal interaction leads to nausea.
==History==
Xero was raised with his sister Ra' Dran in a Remnants occupied Zebra tribe near Hoofington. Xero was offered to the Remnants as a young warrior, much to the dismay of his father who insisted on training him in the ways of the Assassin- even if it had to be done in seclusion. His mother had died giving birth to Ra 'Dran.
Xero's training began at an early age and ended unexpectedly at the age of 21 when his father lead a political coup to purge the oppressive Remnants rule from the tribe. Failure was soon imminent, the tribe on the brink of slaughter when Xero's father sent him and Ra' Dran away with the small amount of supplies he could gather, an old memory orb and his blessing. The pair fled, the fires of destruction trailing them.
The pain did not cease. With their meager supplies running on end, Ra' Dran was infected by taint- leaving Xero to cope with the outstanding loss and constant fear of Legion trackers that twisted his already acute paranoia. The only option is flight and reliance on the one thing Xero fears most-
Other people.
==SPECIAL==
Strength: 6
Perception: 7
Endurance: 6
Charisma: 4
Intelligence: 6
Agility: 7
Luck: 5
==Secondary Attributes==
Health: 201
DT: 6
AP: 35
RM: 4
Crit Threshold: 96
Botch Threshold: 6
Dodge: 21
==Skills==
Alchemy: 19
Barter: 17
Energy Weapons: 23
Explosives: 23
Guns: 45 TAG!
Lockpick: 23
Medicine: 21
Melee: 21
Repair: 21
Science: 21
Sneak: 40 TAG!
Speech: 17
Survival: 39 TAG!
Unarmed: 21
==Racial Attributes==
Natural DT: 3
Natural Unarmed Damage: 6
Can learn Zebra martial arts.
Iron Chef: Have access to the Alchemy Skill
Steady Now: Due to their more fluid and flexible movement, zebras are capable of fighting on four hooves or two. They can wield rifles and mounted weapons without requiring a battle saddle.
Charmed, I'm Sure: Can increase luck to 12 via perks.
==Traits==
Trigger Discipline: Your attacks with guns and energy weapons cost 1 more AP but gain a +5 bonus on attack rolls with guns or energy weapons.
==Perks==
Extra Special (INT)
==Inventory==
9mm Pistol (Damage: 16 - Crit x2 - AP cost: 5 - Cap: 13)
Kitchen Knife (Damage: 14 - Crit x2 - AP cost: 4)
10mm Pistol (Damage: 22 - Crit x2 - AP cost: 6 - Cap: 12)
A warm, brown, traveling cape
An old memory orb
396 Caps
Last edited by Xero on Tue Mar 05, 2013 6:22 pm; edited 2 times in total