| Character Name: |
Thrakazog |
| Primary Player: |
Simon |
| Genotype: |
Mutant Human |
| Background: |
Survivor |
| Class & Level: |
Enforcer 6 |
| Experience Points: |
15,750 XP (21,000 XP req’d for 7th) |
| Luck Points: |
4 (6 maximum) |
| Creep Contamination: |
Low |
| Attribute |
Score (Base Mod) |
Attribute Check |
| Strength: |
14.89 (+2) [Prime] |
+12 |
| Perception: |
11.58 (+0) |
+3 |
| Endurance: |
13.28 (+1) |
+4 E |
| Charisma: |
10.09 (+0) |
+3 C |
| Intellect: |
12.60 (+1) [Prime] |
+8 |
| Agility: |
8.13 (-1) |
+1 A |
| Luck: |
10.01 (+0) |
+3 |
E +4 against diseases, poison, and radiation (accumulated resistance).
C -6 to disguise checks (glowing flaw).
A Includes -1 armour penalty.
| Base Combat Stats |
| Hit Points: |
31 (31 maximum) |
| Initiative Modifier: |
+0 |
| Base Attack Bonus: |
+6 |
| Base Defense Bonus: |
+2 |
| Size Category: |
Medium (Plus-Sized) |
| Base Speed: |
Normal (1 range category/round) |
| Running Speed: |
Fast (2 range categories/round) |
| Weapons |
Attack |
Damage |
| Fullblade |
Atk: +9 |
Dmg: 2d8+5 |
|
Crit: 19-20 |
Range: Melee |
| AKM Automatic Rifle |
Atk: +5 |
Dmg: 2d8 |
| (7.62mmR rounds) |
Crit: 19-20 |
Range: Long |
| AKM Automatic Rifle (burst) |
Atk: +3 |
Dmg: 3d8 |
| (3 shots/burst) |
Crit: 19-20 |
Range: Long |
| Scalpel |
Atk: +8 |
Dmg: 1d4 +2 |
|
Crit: 18-20 |
Range: Melee |
| Unarmed Combat |
Atk: +8 |
Dmg: 1d4+2 (subdual) |
|
Crit: 20 |
Range: Melee |
| Armour |
Defense Class |
Armour Penalty |
| Studded Leather |
15 |
-1 |
| — Flat-Footed |
15 |
-1 |
| — vs. Touch |
12 |
-1 |
| Unarmoured |
12 |
-0 |
Genotype Traits:
- Genotype: Mutant Human.
- Increased Creep Threshold: Base Creep Threshold is 2× Endurance score.
- Morphic Genetics: Develop additional mutations with increasing Creep contamination.
- Medical Incompatibility: Must succeed an Endurance check (base DC 15) or become ill when using Ancient medicines and related relics.
- Plus-Sized [Maj Perk]: Treat as one size class larger for opposed checks and weapon use.
- Prehensile Tail [Med Perk]: Tail acts as crude hand, but with it you suffer a -4 penalty with all held items (including weapons) and Agility checks requiring fine manipulation.
- Accumulated Resistance [Min Perk]: +4 bonus on Endurance checks against diseases, poison, and radiation. Also applies to Medical Incompatibility checks. (Creep-induced.)
- Fast Healing [Min Perk]: Increased healing rate; 2 × class level hit points per day of rest / 1 × class level per day of activity. (‘Additional Perk’ talent.)
- Keen Nose [Min Perk]: Can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
- Reduced Agility [Maj Flaw]: -4 to penalty to Agility; cannot select as Prime.
- Night Blindness [Med Flaw]: Considered blind in any poorly-lit or deeply shadowed environment.
- Glowing [Min Flaw]: Produces strange glow that sheds light 5 feet.
Background Traits:
- Background: Survivor.
- Tech Level: Retro-Tech.
- Languages: Unislang (Literate).
Talents & Proficiencies:
- Proficiencies: Weapon Proficiencies (Simple Weapons, Improvised Weapons, Martial Weapons, Exotic Martial Weapon [Fullblade], Basic Firearms), Armour Proficiency (Light Armour, Medium Armour).
- Exploit Weakness: can use Int bonus for attack rolls instead of Str or Agi after observing selected opponent for 1 round.
- Additional Perk: Fast Healing, included above.
Class Abilities:
- Weapon Familiarity: When using a non-proficient weapon, suffers only a -2 penalty to attack rolls (instead of the regular -4).
- Haul: Strength is considered 4 points higher for the purpose of determining carrying capacity.
- Weapon Focus (Fullblade): +1 bonus on all attack rolls when using the selected weapon.
- Bonus Proficiency: Weapon Proficiency (Basic Firearms).
- Bonus Talent: Additional Perk (Fast Healing), included above.
- Weapon Specialization (Fullblade): +2 bonus on all damage rolls when using the selected weapon.
- Combat Gear: AKM automatic rifle (lots of 7.62mmR rounds), fullblade (Large-sized greatsword), scalpel (hidden), studded leather armour.
- Miscellaneous Relics: Nightvision goggles (fair condition, working), freeze-ray device (4d6 cold damage to single target, DC 15 Agility save for half), jumbo flashlight (fair condition, working), professional briefcase, ready-meal, freeze-dried coffee (12 packs).
- Other Possessions: Nylon rope (50 ft.), satchel, frozen fishsticks, canteen (full), ragged clothing.
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Start at 5,575 XP (from previous campaign).
+25 XP for character one-liner.
+905 XP (cumulative) for post comments.
+650 XP (cumulative) for impressing the GM.
+3,400 XP (cumulative) for defeating foes/overcoming obstacles.
+500 XP for escaping the slaver stockade.
+240 XP for freeing captives from the mongoliants.
+250 XP for reaching the Second Dome.
+600 XP for overcoming the chuul in the Slime Cave.