Leonardo Sousa/Character Sheet

Leonardo SousaCharacter SheetAbilitiesInventoriesQuests

## Companions

STATS
**EXPERIENCE**
**Total:** 6
**Rank:**    Seasoned  0/4
**COMBAT**
**Autoresolve HP:** 0 ❤
**Primary Weapon:** Rapier (6)**Secondary Weapon:** Snaplock Pistol (6)**Unarmed:** 4
**Armor:** ◆ ◆ ◆ ◇   Ⅲ
**OTHER**
**Reflex:** 2
**Survival:** 5+3
**Athletics:** 5
**Perception:** 10
**Navigation:** 8
**Stealth:** 2
**Persuasion:** 8
**Will:** 7

1. Compass
2. Sextant
3. Desk Set
4. Document Sheaf
	1. 📜 Paper

Samyra was born in The Syraiidi city of Ardad, daughter of the Umbarfyn—a secretive order of assassins motivated by clan loyalties, ancient creeds, and blood feuds. Their enemy: the whole Asadi world, for the assassination of their imam three hundred years ago and the ongoing persecution of their sect. The Dalian Sultan is just the latest in a long line of antagonists which each member of the order is sworn to stop at all costs.
Samyra cuts a small figure in a commoner's chemise and braies, a white cowl is wound around her delicate features and long black hair, sometimes leaving only a slit to look through with keen brown eyes. A curved saber hangs from a belt at her hip on one side, and a snaplock pistol hangs on the other. When up, her hood hides the length of her ears fairly effectively, and this is typically the way she wears it when around humans she does not know.
Leonardo met Samyra close to Alepp in 1576, although "met" may be less accurate than, "was ambushed by." You were taken from your cot, bound and gagged—by a woman no less—and hauled into a room in a nearby village where the elf interrogated you at swordpoint, extracted everything you knew about the tomb, and you attempted to bargain for your life and that of your expedition: you were an Espanerian, you said, you have a common enemy in the Dalian Sultan. It didn't look like she believed you and went to another room to confer with the shepherds of the village. While she was gone, you twisted and writhed in your bonds until you managed, finally to free your hands.
Barely had you done so that a mameluke raid struck the village, and your captor returned in a hurry. You pretended that your hands were still tied. "You are going to have to walk," she said, drawing a dagger and hacking at the ties which bound your legs. A mameluke burst into the room, saber drawn. Samyra reacted, but you were faster. You shot out your hand, drew the pistol at her hip, and shot. The mameluke dropped, dead, and Samyra's eyes were on you, wide, disbelieving.

STATS
**EXPERIENCE**
**Total:** 6
**Rank:**    Seasoned  0/4
**COMBAT**
**Autoresolve HP:** 1 ❤
**Primary Weapon:** Narabi Saber (2x attacks) (8)**Secondary Weapon:** Snaplock Pistol (9)**Unarmed:** 7
**OTHER**
**Reflex:** 2
**Survival:** 8
**Athletics:** 7
**Perception:** 6
**Navigation:** 3
**Stealth:** 10
**Persuasion:** 4
**Will:** 8

## Units

Direct ranged attacks made by this unit which inflict casualties force a morale check. A snaplock pistol takes one turn to reload. Gunpowder weapons have twice the basic attack of normal weapons.

**Draw swords**
These cavalrymen carry broadswords as a secondary weapon. They may take an action to draw them, in which case their base attack will be 9 and their Pierce will be I.

**Double pistols**
Every cavalryman carries two pistols and therefore may attack with them twice in one turn, discharging one after the other. Reloading both pistols after firing takes a total of 2 turns.

**Mounted Charge**
May charge an opposing formation provided enough distance. Add 4 to attack roll if charging frontally. Add 8 if flanking. Add 12 if charging from the rear. Connecting with an opponent forces a morale check.

**Mounted**
Mounted troops can move 2 ranges in a single turn.