Cobb (Eric’s Character)

“Life is hard in the wastes. Hell, life is hard everywhere. For Cobb, that hardship started the day he was born. His parents were terrified and thought that he was cursed. The tribal shaman told them that he was an ill omen for the tribe, and that he would have to be sacrificed to appease the gods, who had stolen the boy’s soul and left him without colour.”

“See, Cobb was born stark white. To make matters worse, and further freak out the village, he had red eyes. That was enough to condemn him. They took the boy out on his first new moon and left him atop the blood rock for the spirits to take to hell, but lucky for old Cobb, someone else found him first.”

“Ruma and Dreg sat in their hidden spot and watched the superstitious ceremony from a distance. They had intended to enter the village the next day to try and trade but figured they might find something worthwhile on the rock when the tribals left. They were right. Ruma couldn’t bear children, so they considered him a gift. They called him Ghost until he was a toddler, when he earned the name Cobb by wrestling a half-eaten ear of corn from a mangy gutter mutt.”

“Cobb grew and learned the scavenging life. He was a survivor, and when Ruma and Dreg passed on, he kept at it, ignorant of his true heritage. Until the slavers nabbed him, that is. Dragged for days under the painful sun, Cobb finally fell unconscious and awoke in his current location. He wants out, and he’s working at figuring out how to escape. But not before sticking a dagger in the throat of the pig nosed slaver wearing his pack. The dog already ate Cobb’s rations right in front of him. He’s gotta pay for that one.”

– Cobb

General Information:

Character Name: Cobb
Primary Player: Eric (Lord of Bones)
Genotype: Near-Human
Background: Survivor
Class & Level: Scavenger (5th lvl)
Experience Points: 11,250 XP (16,000 XP req’d for 6th)
Luck Points: 5 (5 maximum)
Creep Contamination: Mild

Attributes:

Attribute Score (Base Mod) Attribute Check
Strength: 12.93 (+1) +4
Perception: 14.75 (+2) +5
Endurance: 14.10 (+2) +5
Charisma: 10.56 (+0) +3
Intellect: 14.65 (+2) [Prime] +8
Agility: 18.28 (+4) [Prime] +13 A
Luck: 11.86 (+0) +3

A -2 penalty to checks requiring fine manipulation (nervous spasms flaw); takes no damage on a successful save vs. half (evasion ability).

Combat:

Base Combat Stats
Hit Points: 29 (29 maximum)
Initiative Modifier: +2
Base Attack Bonus: +2
Base Defense Bonus: +3
Size Category: Medium
Base Speed: Normal (1 range category/round)
Running Speed: Fast (2 range categories/round)
Weapons Attack Damage S
Ruger MP-9 SMG Atk: +4 * Dmg: 2d6
  (9mm rounds) Crit: 19-20 Range: Medium
Ruger MP-9 SMG (burst) Atk: +2 * Dmg: 3d6
  (3 shots/burst) Crit: 19-20 Range: Medium
Flintlock Rifle Atk: +4 * Dmg: 2d6
  (2 shots ammo) Crit: 20 Range: Medium
Nanowire Garrote Atk: +3 Dmg: 2d4+1
Crit: 19-20 Range: Melee (Grapple)
Knife (melee) Atk: +3 Dmg: 1d4+1
Crit: 19-20 Range: Melee
Knife (thrown) Atk: +4 * Dmg: 1d4+1
Crit: 19-20 Range: Short
Bite Atk: +3 Dmg: 1d6+1 T
Crit: 20 Range: Melee
Unarmed Combat Atk: +3 Dmg: 1d4+1 (subdual)
Crit: 20 Range: Melee

S Sneak attacks deal an additional +1d6 damage.
* Includes -2 penalty to ranged attacks (nervous spasms flaw).
T Bite wounds bleed for 1 damage per round (tearing bite talent).

Armour Defense Class Damage Resistance Armour Penalty
Leather Jacket & Force Harness 18 DR 10/- * -0
Leather Jacket (only) 18 -0
 — Flat-Footed 14 DR 10/- * -0
 — vs. Touch 17 DR 10/- * -0
Unarmoured 17 -0

* DR vs. physical attacks only.

Character Traits:

Genotype Traits:

  • Genotype: Near-Human.
  • Adaptable: +1 bonus to all non-Prime Attribute checks.
  • Medical Compatibility: Can use Ancient medicines and related relics normally.
  • Blindsight [Min Perk]: Using non-visual senses, can maneuver and fight as well as a sighted creature (effective out to reach range).
  • Bite Attack [Min Perk]: Bite attack for 1d6 damage (Crit 20).
  • Albinism [Min Flaw]: Daylight causes 1 point Endurance damage per hour of exposure (unless wearing heavy clothing and eye protection).
  • Nervous Spasms [Min Flaw]: -2 penalty to ranged attacks and Agility checks requiring fine manipulation.

Background Traits:

  • Background: Survivor.
  • Tech Level: Retro-Tech.
  • Languages: Unislang, Gutterspeak (Literate).

Talents & Proficiencies:

  • Proficiencies: Weapon Proficiencies (Simple Weapons, Improvised Weapons, Basic Firearms), Armour Proficiency (Light Armour).
  • Tearing Bite: Bite wound bleeds for 1 point of damage per round.
  • Sneak Attack: Attacks deal an extra 1d6 damage when target is denied Agility bonus to Defense. (Ranged sneak attacks must be within 30′.)

Class Abilities:

  • Disable Device: Can make a special Agility check to examine a simple or fairly small trap or device and disable it. Can make this check to disarm high-tech traps without taking a tech level penalty.
  • Scav Scan: Can make quick Perception checks to detect traps or hazards in unsafe structures; Intellect checks to accurately identify the most valuable items in a given area; and Luck checks to scavenge loot in Ancient ruins.
  • Sleight of Hand: Can make a special Agility check to perform feats of adroitness (steal valuables, palm an object, hide a small weapon, slip off handcuffs or manacles, to wriggle through tight spaces, etc.).
  • Evasion: Takes no damage on a successful Agility save against an attack that normally deals half damage on a successful save.
  • Stockpile: Can make a special Luck check to see if he has something useful whenever a he needs a piece of salvage. See scavenger class description for details, usable 1/session. (Stockpile expended this session.)
  • Trap Sense: +2 bonus on Agility checks to avoid traps or building mishaps and a +2 dodge bonus to Defense against attacks made by traps.

Possessions:

  • Combat Gear: Ruger MP-9 sub-machinegun (lots of 9mm rounds), flintlock rifle (2 shots ammo), knife, nanowire garrote, leather jacket.
  • Miscellaneous Relics: Force harness with power beltpack (DR 10/- vs. physical attacks, uses minifusion cells, 1 charge/round), minifusion cells (3, 6 charges/day each), e-clip (unknown charges), ‘Blinky’ the Sani-Bot, silver security card, 24 datacards (unidentified), 3 dirty magazines, black ray grenades (4, expended), ready-meal.
  • Other Possessions: Backpack, scav’s tools, nylon rope (50 ft.), grappling hook, frozen fishsticks, canteens (2, full), bedroll, crude torches (2), Lord Sogor’s key, camouflage fatigues (with web belt).

2 Responses to “Cobb (Eric’s Character)”

  1. Start at 1,000 XP (2nd level).

    +125 XP for character background & one-liner.
    +740 XP (cumulative) for post comments.
    +485 XP (cumulative) for impressing the GM.
    +5,710 XP (cumulative) for defeating foes/overcoming obstacles.
    +500 XP for escaping the slaver stockade.
    +150 XP for scavenging in the flooded quarter.
    +240 XP for freeing captives from the mongoliants.
    +500 XP for defeating Lord Sogor and surviving Mongoliant Island.
    +250 XP for reaching the Second Dome.
    +600 XP for overcoming the chuul in the Slime Cave.

  2. I’ve added ‘Tearing Bite’ as your starting talent. Perhaps Cobb’s a little more bloodthirsty than we first thought…

    Also, I’ve modified the penalties from the ‘Albino’ flaw. (Not that it matters much in the Lost City.)

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