Across the other side of the isle, there is another that makes his way unto the Grand Lodge!
With a red hood pulled over his head, a brutish canine-looking humanoid with padded feet pulls a red hood over his white-furred head after depositing a small letter he was reading back into one of the folded pockets of the flowing garment, now soaking into a soddy crimson as the rain beats down equally on it as well as the streets and collecting into large puddles that overwhelm the sewer drains. He smiles to himself, a cunning eyebrow creasing crosswise opposite the other, the long silver hairs curving an arch that extend well past his brow an inch longer than might be expected.
Looking both ways to see the streets clear, he proceeds with some haste in his careful steps, gait bent forward and downward, not unlike a quadruped maintaining the pretense of two-legged movement, dashing between overhangings on this side of the thoroughfare and that, trying to maximize vertical cover provided by adjacent buildings, and avoiding the single units of increasingly sparse foot-traffic, bounding like a rogue on the run, towards the massive structure in the center of the district...
Perception (**) +8 or +10 seek vs prey w/ Lowlight and Scent
AC 20 (stud) or 21 first round, HP 40
Fortitude (**) +8, Reflex (**) +10, Will (**) +8 w/ Stubborn
Stubborn (~) If failed save vs Controlled may re-roll beginning of next turn
Gunslinger Class DC 18
Speed 25 feet; Bulk 3.0 of 8.0
Martial Weapons (*), Guns (**), Light Armor (*)
Living Fortification (◇; initiative) Interact to Draw a firearm, +1c to AC until start of first turn
Clear a Path (◆) Shove and Reload; if you last action was a Strike, Map increases afterwards
Bronze Bull Pendant (◇, envision) expend for +2 status to Shove @ CF > F
Hunt Prey (◆) +2 to Seek, Track, and ignore 1st range increment
Guns, Bombs, and Steel:
Alchemist's Fire (1h/20-ft/40-ft) +8 @ 1d8 fire + 1 splash + 1 persistent
Harmona Gun of Potency (2h/1r/150-ft) +11/+6 @ 1d10+2 B
Reinforced Stock (2h) +7/+2 @ 1d6+2 B
Jaws (0h) +7/+2 @ 1d6+2 P
Hunt Prey (◆) +2 to Seek and Track, may ignore range penalty w/in 1st increment
Elixir of Life Stash (□□□□) 1d6 hit points and +1 vs poison / disease 10-min