Character Name: Alex Auster
Character Type: Humanoid
Campaign #122
Dice Roller Character #: 889
CHARACTER DESCRIPTION
Sex: Male
Height: 6’
Weight: 180
Color skin/hair/fur: Tanned skin, brown hair
Handed: right
Eye Color: blue
Distinguishing Marks:
Description: Alex had always been good at figuring out how to use artifacts, and early on he learned to pretend that it was simply a matter of his intelligence. He knows, however, that that is only a small part of it, he can just feel which way is right, and which is wrong. He inherited his weakness to poison from his father and his epilepsy was believed to be part of it. A recent attack by venomous rodents left he and his father reeling, but his father used the last cur-in dose they had brought with on Alex and saved him at the cost of his own life. Alex returned home, but could not make sense of things, and is now wandering the waste looking for some sort of meaning or explanation. His mother gave him the cur-in doses that were not brought with on the last fateful trek with his father.
ATTRIBUTE SCORES
Physical Strength(PS): 13
(melee Damage bonus: 0) +1 per point over 15
Constitution(CN): 8
Dexterity(DX): 16
(To Hit bonus: +1) +1 per point over 15
(NAKED AC Bonus: +2) +1 per point over 14
Mental Strength(MS): 8
Intelligence(IN): 16
(use artifact mod: -1)
Charisma(CH): 8
(max followers: 3)
(moral adj: -1)
Reaction adj: 0)
COMBAT SCORES
Armor Class(AC): 4 (sturdy leather armor)
Rear AC: 6
Unarmored AC: 8
Hit Points(HP): 29
Hit Dice(HD): 8
Experience(XP): 0
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical:
Heightened Touch: Mutants with this power have a better chance to
figure out the use of ancient devices (see ARTIFACT USE AND OPERATION).
Given time, a mutant with heightened touch can “feel” the weak points of
any given object. This ability could be very useful when trying to pick a
safe, open a locked door, or escape from confinement.
No Resistance to Poison (D): Exposure to any poison will kill this
mutant unless the appropriate antidote is quickly administered.
Mental:
Molecular Understanding: This power allows the mutant to know the
weaknesses of any object and its separate parts. Because of this, the
mutant does 1 extra die of damage, over and above any damage he would
normally inflict in combat. Mutants with this power are also able to
instantly figure out the use of any artifact on CHART A, and subtract 2
points from the die roll on the other charts (see ARTIFACT USE &
OPERATION).
Epilepsy (D): This is a body paralysis that occurs for various reasons.
When attacks come on, the body is unable to respond to the environment
around it and remains motionless. The referee should set up a consistent
set of variables to determine when these attacks come on (i.e. 10% chance
per melee turn during physical combat, or 25% chance immediately preceding
any combat situation, etc.).
WEAPONS
Weapon: Sling
# At:
Fatigue: 18 (-1)
Damage: 2-5 / 2-7
WPN Class:
Charges:
Effective Range:
Notes:
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars: 1,050
EQUIPMENT /WEIGHT/LOCATION
Backpack 5
Belt Pouch 5
Boots 5
Belt 5
Belt Pouch 5
Cloak 5
Rope 5
Lantern 5
Flint & Steel 5
Wine Skin 5
Rations (2 weeks) 10
Oil Flask (4) 60
Mirror 15
Cur-In Dose (3) 300
Sling, fatigue 18 (-1) 30?
Sling bullets (50), 100 meter effective range, 2-5/2-7 5 (ballistic ammo cost)
Sturdy Leather Armor (AC 6) 300 770
Stats: STR:13, INT:16, WIS:8, DEX:16, CON:8, CHR:8
HP: [1d6] = 5, [1d6] = 6, [1d6] = 5, [1d6] = 1
HP: [1d6] = 4, [1d6] = 3, [1d6] = 4, [1d6] = 1
Physical Mutations: [1d4] = 2
Physical Mutation Roll: [1d100] = 55 no resistance to poison
Mental Mutations: [1d4] = 2
Mental Mutation Roll: [1d100] = 18 epilepsy
Starting Domars: [2d10] = 14*75