Type: Humanoid (Human); Size: Medium (1 x 1 sq.)
HP: 19
SP: 24 (1d10+4 Stamina Regen)
MP: 14
Resolve: 17
Sanity: 17
Physical Defense: 23; Mental Defense: 21; Bodily Defense: 22
(Armor Defense Points)
Head: 5, Body: 40, Arms: 10, Legs: 10
Speed: 10 sq. (Land)
Reach: 1 sq.
Battle Axe: +14 to-hit (1d12+5 slashing damage); Brutish, Pounding
Sap: +14 to-hit (2d3+4 bludgeoning damage); Subduing, Finesse, Fatiguing
(Can make up to 3 attacks per round so long as it's with an Axe or Hammer)
Physique (8): Power: 4, Health: 4, Stamina: 4
Dexterity (8): Precision: 4, Agility: 4, Reaction: 4
Intellect (8): Reason: 4, Language: 4, Math: 3
Wisdom (8): Drive: 4, Intuition: 4, Common Sense: 3
Charisma (8): Rhetoric: 4, Voice: 4, Beauty: 3
Aim (Apprentice) +6
Brawling (Trained) +9 [Human Bonus]
Hide (Trained) +8
Intimidate (Trained) +9
Language (Speak): GermanΔ (Competent) +14
Search (Competent) +13
Sight (Competent) +14
Silence (Apprentice) +5
Sprint (Trained) +9
Tracking (Apprentice) +6
Weapon (Axe and Club) (Competent) +14
Δ: Can be swapped out with any other language, German is used as an example of a bandit from the Holy Roman Empire.
Tough as Nails (Second Wind): Once per encounter you can recover a number of Hit Points equal to half your total Hit Points, or alternatively you can recover from a single status effect so long as it isn't Severe Intensity. This can only be done on your turn, and only while conscious.
Armor Expert (Juggernaut): When a piece of armor's DP is reduced to 0, excess damage can instead be done to SP in place of HP.
Prowling roads for quick and easy cash, your common brigand is a criminal through and through, and though some have more integrity than others the common kinds you find prowling around are instead the low-life scum who wish to take your goods. Because of their line of work, brigands are combat-ready and carry weaponry on them although they do prefer getting their money without a fight, and often resort to intimidation before they draw their weapons.