Dat complete character sheet. I accept the challenge!
Name: Umfried the Left
Race: Hand of Kuppur-La
Racial characteristics: the Hands of Kuppur-La are, as the name may imply, giant hands of uncertain origin - they are known to hail from the fabled land of Kuppur-La in the Unknown Reaches of Ralithorn, but little is known of their culture and history, which is perhaps for the best. They are known to be very sensitive to sound, as well as have a very keen sense of touch. They have the same capabilities mentally as humans, though their limbs are slightly stronger and more articulate, being for all intents and purposes fingers. They have no manipulators more delicate than their finger limbs, and they eat similarly to starfish, sitting on top of food and extruding their digestive system from their life line and consuming the food slowly. They are rather light on average, and tend to be much quicker and more coordinated than the average human being.
Gender: Left
Inventory: extendable bladed fingernails on the index and middle finger, mirrored metal full plate hand armor.
Appearance/mannerisms
General: an armored, dark-skinned hand, about two meters tall and one and a half meters wide, garbed in mirrored metal plate armor from finger to palm, with two bladed artificial fingernails added to the index and middle finger. Emits speech through the Girdle of Venus, which double as its ears, using a chamber made by orienting its thumb and index finger to increase volume and articulation - humans tend to mockingly imitate this way of speaking, frequently without even knowing it themselves, with hand puppets.
Nonverbal: is very expressive, being a hand, and can convey a multitude of emotions (though they are difficult to read for a non-Hand) through body language alone. Other than that, tends to fidget a little in general, and has trouble remaining fully at rest.
Stutter/Stammer: tends to have trouble with longer sentences due to incomplete mastery of language.
Accent: indeterminately foreign, more than a little entirely alien, and somewhat thick.
Voice Pitch: odd, without an immediately apparent gender, middling.
Voice Volume: rather loud.
Eye motion: complex - has four eyes, each one on a knuckle, rather large. The medial two eyes perceive color and details better, while the lateral are oriented toward motion perception - the differences between them are subtle and not immediately noticeable. The right eyes are significantly larger than the left ones, and are generally keener.
Hand motion: considering that's its entire body, very elaborate. Points with its middle finger, while the ring and pinky fingers are used as support, with the thumb functioning similarly to a leg.
Stance/Posture: stands on all five fingers most of the time, but can balance on the index and middle one as needed. Takes care to not show its palm to people, this being akin to a woman allowing someone to look up her skirt.
Nervous/idle motion: tapping the index and middle finger softly against the ground if the noise is not an issue, swinging to and fro if it is.
Style and Length of stride: walks on all five fingers, short steps with four of them, longer steps with the thumb.
Eye Color: eyes are roughly skin-colored, though with a rougher, scalier texture, and they can be detected through how they glint a little under the correct light. They appear to be compound eyes of significant complexity.
Skin tone: dark brown.
Tattoos/markings/scars/blemishes: none visible
height: 2 meters from tip of middle finger to wrist, the hand terminating at the carpus, which is adapted to hold the brain.
build/girth: plump fingers and hand, but with a significant amount of muscle put on in the core.
Teeth: none. Just an extendable digestive organ.
Strength
General: very strong, both naturally and from standard Hand Knight training. Can jump rather high and far from a standing position.
Finger Strength: strong, but significantly weaker than the thumb - the Hand Knight is trained to rear back and strike with its whole hand rather than merely the fingers, since the fingers are not particularly powerful naturally.
Core Strength: well-trained as well as naturally considerable.
Thumb Strength: as the main support limb, the thumb boasts quite a lot of brute force combined with fine control.
Grip Strength: about the strongest grip you'd find in size classes Huge and below - a Hand Knight is specially trained to be able to squeeze the stuffing out of a humanoid knight and break bones with nothing other than its grip as a regularly used combat maneuver against armored enemies.
Disease Resistance: in the pink, so to speak, and generally not touched by most disease just like the average Hand.
Disease Fighting: has encountered the human plague, and survived it without much issue.
Finger Endurance: not great naturally, but very much practiced.
Core Endurance: generally quite good, given the need to wear quite a bit of armor.
Thumb Endurance: superior to the average human leg, at any rate.
Grip Endurance: can hold on to something for an interminable length of time.
Lung/Heart Endurance: in the peak of health, with rather good cardio to top it off, and a mastery of good breathing practices.
Willpower
General: guided by codes of chivalry and honor, and honed through meditation.
Pain Reaction: sensitive, but good at managing it.
Ache Reaction: unbothered up to the point of agony.
Physical Discipline: perfected through years of training.
Hunger Reaction: hasn't encountered much hunger so far, and isn't as well prepared for it as one could hope.
Thirst Reaction: same as hunger, pretty much.
Sickness Reaction: tends to downplay them.
Body Waste Control: exceptional!
Breath Discipline: trained.
Mental Discipline: well-honed.
Mental Endurance: impressive.
Awareness
Visual
General: sight on the right side is weaker than on the left on account of varying eye development, but otherwise fairly average. The left eyes mostly account for rapid threat detection in the lateral case and depth perception in the medial case.
Differentiation of shapes: the medial eyes do an acceptable job of this, though the lateral eyes are decent at it as well.
Differentiation of colors: decent for the medial eyes, poor for the lateral eyes, which mostly work around shapes and motions.
Differentiation of motion: the lateral eyes do a good job with this along the sides, and the medial eyes can sub for them to a lesser degree, but still adequately.
Perception of shapes: decent all-round.
Perception of colors: poor laterally, good medially.
Perception of motion: good laterally, decent medially.
Field of view: around 210 degrees total, only the middle 90 or so in color.
Distance Perception: average.
Perception in darkness: accommodation happens at an average rate to a human degree.
Adjustment to darkness: none.
Idle Awareness: average.
Audio
General: decent, but slightly poorer than human levels.
Perception of ranges of pitch: somewhat low - the average audible frequency range is narrower than for humans, and worsens with age.
Perception to low volumes: not very good - there's a reason why Hand Knights are known to be a little shouty.
Differentiation of sounds: okay, though not fine.
Idle awareness: slightly below average.
Smell
General: basic, unsophisticated.
Idle Awareness: significant for body odors, below average for other things.
Active Awareness: not much better than idle.
Differentiation of smells: weak.
Perception of details in smell: lacking.
Taste
General: weakly developed due to insignificance.
Differentiation of details: can differentiate sugar and protein content vaguely, and identifies bitterness, though not acidity or saltiness.
Sensitivity to strong tastes: very weak.
Differentiation of consistencies: none, as the digestive organ liquefies things regardless of it, and if it doesn't, it's not worth eating.
Sensitivity to consistency: none.
Touch
General: extremely well-developed.
Sensitivity to details/textures: keen, can sense texture particularly well.
Differentiation of feelings on different areas: fine and detailed.
Sensitivity to light feelings/pressure: high.
Agility
General: good, well-practiced.
Spatial awareness: certainly above average.
Body-position awareness: very good, instinctive and guided by a great number of reflexes as well as consciously.
Extended body (item held/aimed) awareness: little of that, since incapable of holding most objects.
Hand Coordination: well-developed and fine.
Finger Coordination: exquisite.
Thumb Coordination: quite spiffy, if I may say so myself.
Hand-eye Coordination: great.
Finger-eye Coordination: fantastic.
Thumb-eye Coordination: pretty impressive.
Hand-ear Coordination: untrained and undeveloped. Basic orientation reflexes are present, but little more than that.
Finger-ear Coordination: untrained and undeveloped.
Thumb-ear Coordination: untrained and undeveloped.
Balance awareness: supreme - walking on five distinctly different limbs helps with that.
Direction-sense/orientation awareness: distinctly poor, though that's an individual thing.
Idle reaction-speed: quick.
Alert reaction-speed: swift.
Alarmed reaction-speed: speedy.
Distracted reaction-speed: expedient.
Intelligence/knowledge
General:
Intuitive arithmetic: average.
Intuitive algebra: no ability whatsoever.
Intuitive geometry: decent, but nothing impressive.
Systematic math education: none.
Creature biology: a little bit picked up through experience.
Creature identification: some empirical data to work from.
Chemistry: you mean witchcraft? I'm afraid not, no.
Native language: eloquent
Foreign languages: Pidgin English
Logic systems: sounds like jibber-jabber to Umfried, and in dire need of a squeeze to get all the bullshit out.
Mechanical systems: it knows how to use a trebuchet, sort of, though it will be damned if it knows what makes it work.
Pattern recognition: stripes are a pattern, right?
Behavior prediction: evil people do evil and need to have evil punched or strangled out of them mostly. Good people on average do not.
Emotive recognition: all these faces and weird voices confuse Umfried and seem vaguely improper. Why can't everybody just be hands?
Physics (heat): fire is hot, and nighttime isn't.
Physics (physical objects): punching hurts more if you hit something harder than yourself. Rocks are kinda hard to crush.
Physics (electric): lightning hits trees a lot.
Physics (sound): loud noises can be pretty unpleasant.
History
Parents description: Fullree the Right and Hamrick the Right, both rights in an unconventional turn not much appreciated by Kuppur-La. Since two rights make a U-turn, as per the old adage, Umfried, produced of the union, was a single left rather than a Left Umfried and Right Umfried.
Growing-up-home-treatment: Fullree and Hamrick loved Umfried very much, and despite it being a left endeavored to teach it the ways of the Hand Knights since birth - Umfried's natural ineptness was quickly trained right out of it under its parents' guidance, and it grew up to become a powerful warrior.
Growing-up-social-treatment: being a U-turn, though, did make it something of a social pariah, and not very accepted in broader society - it didn't have any friends, or much social contact with anyone aside from its slightly psychotic warrior parents, who trained it with the idea of making it a knight-errant to rival all other knight-errants.
Growing-up-lifestyle: austere! Spartan! Unpleasant! But character-building, Umfried dares say.
Education: lacking in anything but the art of war, the domain of the right. Neither of its parents were very clever, and it certainly showed in Umfried's education.
Experiences: training. Lots of training. And then, upon reaching adulthood, being cast into the world with nothing but a suit of armor and two bladed fingernails. Leaving its homeland. Finding itself in a curious, strange land teeming with evil to squeeze and bash and stab. Great fun!
Current social-treatment: a curiosity, a stranger from a strange land, a hero to call upon in times of need, or, rather, one that may show up to help out without asking much of a price.
Current lifestyle: knight-errant, eliminating evil where'er it takes root!
Friends: none.
Beliefs: good is good. Evil is evil. The inbetween is good by default, unless it's not. Umfried is good, and must do good.
Hopes: to find Evil. Not mere evil, mind you, but Evil. And then vanquish it and make its name known.
Goals: none in particular, though empirically checking if skeletons are as crunchy as they look is an immediate thing that comes to mind.
Likes/dislikes: likes good. Is not a fan of evil.
Clothing choices: full plate hand armor with comfy, personally adjusted glove beneath for comfort.
Impactful moments/memories: getting stabbed for the first time by a parent when it was three in a practice match. That kind of hurt. Doing good for the first time. Vanquishing the Fire of the Hills. Personally crushing the skull of its first orc. Good memories, mostly.
Music preferences: the didgeridoo fascinates Umfried.
Cleanliness/hygiene: very, very clean. Disease can only be prevented by the regular washing of hands.
Food choices: anything that isn't rotten and looks like it was recently alive.
Hobbies: dancing.
Fears: being stabbed repeatedly. Its own shadow starting up its tricks again. The ghost of neverborn Umfried the Right.
Skills: squeezing the stuffing out of evil, stabbing evil, charging at evil, basic heroics, intermediate heroics, a little bit of advanced heroics, bladed fingernail use, grappling, disarming, combat acrobatics, climbing, jumping.
Moral code: evil is bad. Good is nice. The latter we need more of, the former needs to be destroyed. People are good until proven evil.
Magic
Specify types known/used: magic is for witches and evil wizards, and is not good.
Specify types experienced: perfidious witchcraft! Practitioners are now all dead, so it's all good. And Umfried's shadow is now tranquil.
Use extreme detail, all magic needs GM approval