Finalized Character Sheets (in play)

Post Reply
Message
Author
User avatar
tooleychris
Rider of Rohan
Rider of Rohan
Posts: 3578
Joined: Wed May 01, 2013 2:07 pm
Location: Just west of the future site of Defiance.

Finalized Character Sheets (in play)

#1 Post by tooleychris »

Post your finalized sheets here when they've been approved. Please ONLY post character sheets here. No comments, corrections of others sheets, questions, ect...

User avatar
Rukellian
Rider of Rohan
Rider of Rohan
Posts: 5193
Joined: Sat May 25, 2013 11:13 pm
Location: US East Coast

Re: Finalized Character Sheets (in play)

#2 Post by Rukellian »

Character Name: Goosh Goosh

Character Type: Dralasite
CHARACTER DESCRIPTION
Sex: Male
Height: 3ft (natural state)
Weight: 62.25 lb
Color skin/hair/fur: Vibrant sky blue in color
Handed: Right handed, when id has a hand to work with
Eye Color: Dark blue eyespots
Distinguishing Marks: Looks just like any other Dralasite, but Goosh Goosh is bluer than most
Description:
Naturally, Goosh Goosh is 3ft high and weighs 62.25 pounds. When condensed to id’s smallest, Goosh Goosh is exactly 1 cubic foot, or 28.32 Liters. Has a child’s voice. Not being the brightest of the Dralasites, or the dimmest, Goosh Goosh is definitely at least eccentric! While others of id’s kind would talk about big philosophies and important debates, Goosh Goosh would be more interested in talking about the rapidly dynamic and changing state of the ever elusive cupcake! Trust when one says that Goosh Goosh can go on for hours about this cupcake and its many relatives. Goosh Goosh has a habit of speaking of id’s self in third person, emphasizing that id is nothing special to begin with. Id does not care to use weapons or engage in silly things like combat, id would be more likely to run away than anything else, or take cover for that matter, but id is handy with a crossbow and dagger. Goosh Goosh's ultimate goal in this post apocalyptic world is quite simple. Id wants to find and possibly create more of this awesome and yet incredibly elusive cupcake that id so frequently speaks of, purely out of intellectual pursuit of course.


ATTRIBUTE SCORES
Physical Strength(PS): 11
(melee Damage bonus:___) +1 per point over 15
Constitution(CN): 17
Dexterity(DX): 10
(To Hit bonus:___) +1 per point over 15
(NAKED AC Bonus:___) +1 per point over 14

Mental Strength(MS): 3
Intelligence(IN): 8
(use artifact mod:___)
Charisma(CH): 10
(max followers:_4_)
(moral adj: _0_)
Reaction adj: _0_)

COMBAT SCORES
Armor Class(AC): 10
Rear AC: 10
Unarmored AC: 10
Hit Points(HP): 73
Hit Dice(HD): 2
Experience(XP): 6000
XP needed for HD:
Movement:

MUTATIONS AND NOTES
Physical:
Elasticity (can have up to 3 limbs)


Mental:
Mental Defenselessness (disregards the mental strength roll that I made and replaces it with 3...)
Lie Detection/Empathy (5% chance of it working right now)

Equipment
WEAPONS
Weapon: Dagger
# At:
Fatigue: ?
Damage: 1d4; 1d3
WPN Class: 2
Charges:
Effective Range: 20
Notes:

Weapon: Crossbow
# At:
Fatigue: ?
Damage: 1d4; 1d4
WPN Class: 9
Charges:
Effective Range: 120
Notes:

Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:

Domars: 690
EQUIPMENT /WEIGHT/LOCATION

1x Large Wagon
3x Week of Food stuffs (dried)
2x Cases of Crossbow bolts (26 bolts left)
1x Crossbow
1x Dagger
(Unless stated otherwise, everything in Goosh Goosh's possession is stored away on the Large Wagon.)
Goosh Goosh.JPG
Goosh Goosh.JPG (21.2 KiB) Viewed 1575 times
Goosh Gooshs' map token
Image
Last edited by Rukellian on Tue Feb 11, 2014 4:23 pm, edited 7 times in total.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

User avatar
Argennian
Rider of Rohan
Rider of Rohan
Posts: 4885
Joined: Mon Jun 14, 2010 7:12 am
Location: Bay Area, NorCal

Re: Finalized Character Sheets (in play)

#3 Post by Argennian »

Last Updated: 01-20-14
Update Reason: mark off fired arrow!

Character Name: Abel Simion
Character Type: Mutated Human male
Campaign #122
Dice Roller Character #: 914

CHARACTER DESCRIPTION
Sex: male
Height: 73"
Weight: 200lbs
Color skin/hair: light olive skin/black hair
Handed1: right
Eye Color: green
Distinguishing Marks: none
Description: Abel resembles a pure strain human in every sense, nondescript and unassuming. He has no scars or distinguishing marks of any kind.

ATTRIBUTE SCORES
Physical Strength(PS): 10
Constitution(CN): 14
Dexterity(DX): 9
Mental Strength(MS): 16
Intelligence(IN): 10
Charisma(CH): 7 (max followers: 3, moral adj: -1, Reaction adj: -1)

COMBAT SCORES
Armor Class(AC): 6
Rear AC: 6 (with armor worn)
Unarmored AC:10
Hit Points(HP): 51
Hit Dice(HD): d6 x Con = 14
Experience(XP): 0
XP needed for next Level: 3000xp
Movement (search/normal/run or charge): 6 / 12 / 24 meters

Weapon: Arrow (Bow)
# At: 1
Fatigue: 15 (-1)
Damage: 1-6 / 1-6
WPN Class: 9
Charges: n/a
Effective Range: 100 meters
Notes:

Weapon: Hand Axe
# At: 1
Fatigue: 14 (-1)
Damage: 1-6 / 1-4
WPN Class: 2
Charges: n/a
Effective Range: 20 meters
Notes:


MUTATIONS AND NOTES
Physical: 2
1. Density Control: A mutant with this ability can change the molecular structure of his body to increase his armor class or move more rapidly. To achieve a better armor class, the mutant's body shrinks and becomes more dense. Shrinking raises the armor class in direct proportion to the size change. A one-half size mutant has twice the normal armor class. A 1/8th size mutant is too dense to be punctured by any type of sword, spear, arrow, etc. However, becoming denser also decreases movement and reflex actions by the same amount, so that one-eighth size mutants are slowed to one-eighth normal speed.
To become less dense involves a size change the other way, and the mutant becomes larger. This lowers the armor class and strength, but allows faster movement. A twice normal size mutant is four armor classes lower than normal, but can move four times as fast as usual. A mutant may only expand to twice its normal size. There is no limit to the number of times a mutant may change its density and the change is instantaneous.
2. Heightened Vision: This is the ability to see clearly and identify objects over long distances (up to 3 kilometers). Mutants with heightened vision can see in the infrared and ultraviolet spectrums, but are not bothered by full daylight.

Mental: 3
1. 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.).
2. Total Healing: This allows the mutant to heal all its own lost hit points, up to four times a week, once per 24-hour period.
3. Teleportation: The mental transference of the mutant's physical self to another place is called teleportation, and works up to a range of 30 kilometers, The mutant may only teleport himself, not others. If he has not spent at least 8 hours memorizing his destination, the mutant stands a 25% chance of sustaining 10 dice (d6) of damage upon arrival.


Domars: 190
(starting domars: 750)

EQUIPMENT
Equipment: (item/cost)
- Clothes, old military uniform (5)
- Boots, high-hard (5)
- Cloak, hooded (5)
- Belt & belt pouch (10)
- Sturdy Leather Armor (300)
- Bow (75)
- Quiver, 15 9 arrows (10)
- Hand axe (50)
- Backpack (5)
- Bedroll (5)
- Water skin (5)
- Dried Food, 1 week (5)
- lantern (5)
- 2 vials lamp oil (15e)
- Tinderbox (15)
- Matches (5)
- Folding camp shovel (15)
- Roll of toilet paper (5)
- Toothbrush & toothpaste kit (5)

Total Cost: 560 domars
Arrows fired: 6 (hits: 3, misses: 3)

Abels map token
Image
Starting Character Rolls
Stats: STR:10, INT:10, CON:14, DEX:9, WIS:16, CHR:7
1: Starting HP (14 Con) roll [7d6] = 24
2: Starting HP (14 Con) roll [7d6] = 27
3: Starting Domars: Mutated Human [2d10x75] = 10x75 = 750
4: Starting Mental Mutations: [1d4] = 3
5: Starting Physical Mutations: [1d4] = 2
6: Random Mental Mutation roll: [1d100] = 18
7: Random Mental Mutation roll: [1d100] = 88
8: Random Physical Mutation roll: [1d100] = 97
Yosef Travathas: High Elf Fighter4/Magic-User3 (rredmond's Pacesetter Games "Legacy of the Unknown" OSRIC Playtest)
Brok Sterling: Human Assassin3 (ToniXX's Incursion into Newiron OSRIC Playtest)
Tanik Tremwoodak: Dwarf Cleric3 (Dave's 1e Skype Game)

DM: home-brew OSRIC "A New Hope to the West" campaign

Fireball... good!!

"What's it gonna take?"
"Everything."
tkrexx as Emm the Avenging Druid wrote:I shall burn you, and I shall sink your petty warship with fire and lightning, and the ocean shall swallow it and all aboard, and no one will remember any of you!

NJWilliam
Ranger Lord
Ranger Lord
Posts: 2054
Joined: Wed Oct 03, 2012 2:53 pm

Re: Finalized Character Sheets (in play)

#4 Post by NJWilliam »

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): 17
- - - (To Hit bonus: +2) +1 per point over 15
- - - (NAKED AC Bonus: +3) +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): 3 (sturdy leather armor)
Rear AC: 5
Unarmored AC: 7
Hit Points(HP): 29
Hit Dice(HD): 2
Experience(XP): 6000
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: Hand Axe
# At:
Fatigue: 14
Damage: 1-6 / 1-4
WPN Class: 2
Charges: NA
Effective Range: 20 m.
Notes:

Weapon: Knife (dagger)
# At:
Fatigue: 18
Damage: 1-4 / 1-3
WPN Class: 2
Charges: NA
Effective Range: 20 m.
Notes:

Domars: 1,050 - 770 = 280
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
2 canisters
4 flexible metal hoses with quick clamps
1 sturdy, transparent bag? With a flexible hose
total cost: 770
Alexs' Map token
Image
Last edited by NJWilliam on Tue Feb 18, 2014 11:31 pm, edited 3 times in total.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos

User avatar
GronkTheBold
Scout
Scout
Posts: 91
Joined: Mon May 27, 2013 12:56 pm

Re: Finalized Character Sheets (in play)

#5 Post by GronkTheBold »

Character Name: Zengar The Marvellous
Character Type: Humanoid Mutant “Wizard”
Campaign #122
Dice Roller Character #: PC ID: 919

CHARACTER DESCRIPTION
Sex: Male
Height: 5'10
Weight: 140
Color skin/hair/fur: Slight purple hue/brown hair and goatee
Handed: Right
Eye Color: Green
Distinguishing Marks: Bony face, large eyebrows, third eye
Description: A slender man with a purple hue to his skin, a bony face, brown, long hair and a goatee that exudes an air of seriousness about himself. He is actually a mutant human who, upon stumbling across a weathered old copy of a certain Tolkien classic, decided that his mental powers were a result of magic, and as a self-called "Wizard" he seeks to create an esteemed circle of others of his ilk. He believes that he is not a mutant, and presumes that most other mutants are either monsters or fantastical creatures.
ATTRIBUTE SCORES
Physical Strength(PS): 16
(melee Damage bonus:(+1) +1 per point over 15
Constitution(CN): 15
Dexterity(DX): 13
(To Hit bonus:(0) +1 per point over 15
(NAKED AC Bonus: (0) +1 per point over 14

Mental Strength(MS): 9
Intelligence(IN): 12
(use artifact mod:(+0)
Charisma(CH): 10
(max followers: (4)
(moral adj: (Normal)
Reaction adj: (Normal)

COMBAT SCORES
Armor Class(AC): 7
Rear AC: 7
Unarmored AC: 10
Hit Points(HP): 41/42
Hit Dice(HD): 15
Experience(XP): 600
XP needed for HD: 3,000
Movement:

MUTATIONS AND NOTES
Physical: Heat Generation, New Body Part (Eye on forehead).



Mental: Total Healing.




WEAPONS
Weapon: Longsword
# At: 1
Fatigue: Begins at 14
Damage: 1-8 Vs Small, 1-12 Vs large
WPN Class: 3
Charges: None
Effective Range: Melee
Notes: Zengar names this blade Ragnez. He's not that creative, as we can clearly tell.

Weapon: Vibro Dagger
# At: 1
Fatigue: Begins at 18
Damage: 10 points
WPN Class: 4
Charges: Battery Life: 30 minutes
Effective Range: melee
Notes: It is referred to as the Blade of Light by Zengar

Weapon:.22 rifle
# At:1
Fatigue:
Damage:0
WPN Class:12
Charges:holds 12 bullets
Effective Range: <100 yards
Notes:no ammo

Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:

Domars:
EQUIPMENT /WEIGHT/LOCATION:
Backpack on back, 20 Domars in small bag located in backpack, enough rations for two weeks in backpack, Full Waterskin, Old and weathered copy of the Lord of the Rings in backpack, 10’ pole in hand, UV and IR goggles on forehead, Long sword in sheathe on belt, Vibro Dagger in belt, Extra Hydrogen energy cell in backpack. Armour, Carapace (AC 7)
Zengars Map token
Image
That low level hireling who carries the ten foot poles...

User avatar
Zhym
Rider of Rohan
Rider of Rohan
Posts: 20570
Joined: Fri Jul 26, 2013 1:14 am

Re: Finalized Character Sheets (in play)

#6 Post by Zhym »

Character Name: Elvis Bieber
Character Type: Mutant humanoid
Campaign #122
Dice Roller Character #: 941

CHARACTER DESCRIPTION
Sex: M
Height: 5'10"
Weight: 165 lbs
Color skin/hair/fur: Greenish-tinted skin & brown scales
Handed: Right
Eye Color: Yellow
Distinguishing Marks:
Description: Elvis looks like a typical humanoid except for a slight greenish tint to his skin and the hard brown scales across his shoulders, back and head. His parents were fans of Ancient music. The music they were able to find was of varying quality.


ATTRIBUTE SCORES
Physical Strength(PS): 7
(melee Damage bonus: 0)
Constitution(CN): 12
Dexterity(DX): 14
(To Hit bonus: 0)
(NAKED AC Bonus: 0)

Mental Strength(MS): 15
Intelligence(IN): 15
(use artifact mod: 0)
Charisma(CH): 9
(max followers: 4)
(moral adj: normal)
Reaction adj: normal)

COMBAT SCORES
Armor Class(AC): 4
Rear AC: 4
Unarmored AC: 6
Hit Points(HP): 45
Hit Dice(HD): 12
Experience(XP): 600
XP needed for HD:
Movement: 24m (12m in darkness)

MUTATIONS AND NOTES
Physical:
Increased Speed: Mutants with this ability are able to move at twice normal speed. They accomplish mental tasks in a much shorter time than normal and, in combat; they are allowed to strike twice each melee turn.

Partial Carapace: A partial carapace is a thick shell covering the back and head that will reduce the damage done to the body by one half, if hit in those areas. It gives the mutant a basic armor class of 6.

Photosynthetic Skin: This allows the mutant to produce its own food in sunlight or its equivalent. Such mutants may also heat lost hit points four times as fast as normal if they spend most of their time basking in the sun without moving. Mutants with photosynthetic skin suffer 1 extra point per die of damage from heat and cold attacks, and move at one-half speed in periods of darkness.

Mental:
Telepathy: This is the power to read another creature’s thoughts and/or emotions and send your own in return. This power transcends language and works on all beings up to 10 meters away.

Complete mental block, The Greys (Reticulans): This is the inability to see or even come near (intentionally) the Grays. While the mutant is able to operate logically in the presence of his block, he cannot use or touch, or even be aware of attacks on his person originated from his block.


WEAPONS
Weapon: Bow
# At: 2
Fatigue: Combat turn 15
Damage: 1-6
WPN Class: 9
Charges: 10
Effective Range: 100
Notes:

Weapon: Long sword
# At: 2
Fatigue: Combat turn 14
Damage: 1-8/1-12
WPN Class: 3
Charges: N/A
Effective Range: 0
Notes:


Domars: 0

EQUIPMENT /WEIGHT/LOCATION:
Hide Armor 100
Bow 75
Quiver
Long sword 50
Garb: 15
- Clothes 5
- Boots 5
- Belt 5[/list]
Traveling supplies: 30
- Backpack 5
- Bedroll 5
- 50' rope 5
- Water skin 5
- Toilet paper 5
- Toothbrush & toothpaste 5
Food: 1 wk x2 10
Map Token
Image
Last edited by Zhym on Thu Feb 13, 2014 6:56 pm, edited 4 times in total.

Scythius Equinus
Tracker
Tracker
Posts: 171
Joined: Sun Jul 21, 2013 5:34 pm
Location: McMechen, Wv

Re: Finalized Character Sheets (in play)

#7 Post by Scythius Equinus »

Character Name: Shawn Spencer
Character Type: Humanoid

CHARACTER DESCRIPTION
Sex: Male
Height: 2.25m
Weight:265lbs
Color skin/hair/fur: White (with a good tan)/brown hair
Handed: Right
Eye Color: Brown
Distinguishing Marks:
Description: Tall, well tanned and muscled from the hard work it takes to live in such a difficult environment. Keeps his hair close cropped, and his stubbe is short but always there. A face only a mother could love.... looks like psh

ATTRIBUTE SCORES
Physical Strength(PS): 18(melee Damage bonus:_3_) +1 per point over 15
Constitution(CN): 13
Dexterity(DX): 16(To Hit bonus:_1_) +1 per point over 15(NAKED AC Bonus:_2_) +1 per point over 14
Mental Strength(MS): 13
Intelligence(IN): 13(use artifact mod:_0_)
Charisma(CH): 9(max followers:_4_)(moral adj: ___)Reaction adj: ___)
COMBAT SCORES
Armor Class(AC):7
Rear AC:7
Unarmored AC:9
Hit Points(HP): 42
Hit Dice(HD): 13
Experience(XP): 50
XP needed for HD:
Movement:

 MUTATIONS AND NOTES
Physical: 2
Diminished Sense - Smell 
Heat generation
Mental: 1
Molecular understanding
WEAPONS
Weapon: Short Bow
# At: 2
Fatigue: 15th round 
Damage: 1-6WPN
Class: 9
Charges: 15
Effective Range: 100
Notes:

Weapon: Short Sword
# At: 1
Fatigue: 14th
Damage: 1-6/1-8
WPN Class: 3
Charges: 
Effective Range: Melee
Notes:

Weapon: Dagger
# At: 1
Fatigue: 18th
Damage: 1-4/1-3
WPN Class: 2
Charges: 
Effective Range:
Notes:
Domars: 470
EQUIPMENT /WEIGHT/LOCATION

Cured skins leather armor
Light sweats under armor
Backpack on back
Pup Tent tied under pack
Rope Coil attached to side of pack
Torches in pack
Flint and Steel in pack
fishing line and hooks in pack
bed roll tied on top of pack
food dried 2 weeks in pack

Shawns Map Token
Image
You had me at blood and semen - Peter Lefluer


Frank Rock - Human

User avatar
MonkeyWrench
Rider of Rohan
Rider of Rohan
Posts: 5993
Joined: Wed Nov 27, 2013 2:58 pm
Location: Missouri

Re: Finalized Character Sheets (in play)

#8 Post by MonkeyWrench »

Character Name: Ragg
Character Type: Mutated Animal (Wolf Stock)
CHARACTER DESCRIPTION
Sex:Male
Height:6'4
Weight:320lbs
Color skin/hair/fur: Grey fur with black streaks through it
Handed:Right
Eye Color: Gold
Distinguishing Marks: Scars that appear on neck
Description: Very large wolf humanoid, seems very fit and muscular, grey fur with black fur streaking it in places, golden eyes that seem to peer
directly into the soul.


ATTRIBUTE SCORES
Physical Strength(PS):15
(melee Damage bonus:+0) +1 per point over 15
Constitution(CN):13
Dexterity(DX):15
(To Hit bonus:+0) +1 per point over 15
(NAKED AC Bonus:+0) +1 per point over 14

Mental Strength(MS):13
Intelligence(IN):13
(use artifact mod:___)
Charisma(CH):6
(max followers:2)
(moral adj: -2)
Reaction adj: -1)

COMBAT SCORES
Armor Class(AC):8
Rear AC:8
Unarmored AC:10
Hit Points(HP):44
Hit Dice(HD):1
Experience(XP):0
XP needed for HD:3000
Movement:(search/normal/run or charge): 6 / 12 / 24 meters

MUTATIONS AND NOTES
Physical:3
HEIGHTENED SMELL: A mutant with heightened smell is able to identify separate odors from a great distance (60 meters), and, because of this,
cannot be ambushed (this is different from being surprised) by non-plant creatures from upwind. It can follow any trail less than a day old over
any surface but water. After contact with another being, this mutant will subsequently be able to identify objects and places associated with
that being, such as campsite or possessions.

HEIGHTENED DEXTERITY: Mutants with this ability are so agile in combat that their armor class is increased to 4. However, the referee may
penalize such a mutant by reducing its armor class when it is encumbered.

REGENERATION: This allows the being to heal itself and replace lost hit points. One hit point is regenerated per 5 kilograms of body weight per
day.

[1d4] = 3

Mental:
DIRECTIONAL SENSE: This allows the mutant to know exactly where it is in relation to where it has been. Such mutants will be able to retrace
their path at any time, even if blindfolded.

[1d4] = 1

WEAPONS
Weapon:Dagger
# At:
Fatigue:-1(18)/-2(19)
Damage:1d4(M-S)/1d3(L)
WPN Class:2
Charges:N/A
Effective Range:N/A
Notes:

Weapon:Hand Axe
# At:
Fatigue:-1(turn14)/-2(15)/-3(16)/-4(17)/-5(18)/-6(19)
Damage:1d8(M-S)/1d8(L)
WPN Class:2
Charges:N/A
Effective Range:N/A
Notes:


Domars:550
EQUIPMENT
Full Leather Armor (Wearing)
Back Pack (Wearing)
Belt with pouches (Wearing)
Dagger (Wearing)
Hand Axe (Wearing)
Water skin (Wearing)
Dried Foodx3 (backpack)
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.

Post Reply

Return to “April 2031”