Jumrak (Ian’s Character)

“Well, I don’t know how my ancestors ended up in the mountains but that’s where we’ve been for as long as the oldest legends and songs.”

“Life is hard back home, it’s a struggle some seasons to make it to the next day. Bitter winters, brutal storms, dying herds, rival clans – I guess I’m lucky to be alive, if you can call that luck. But I never would have guessed the strange things that some people have had to deal with, and I’ve seen my share of strange things in my travels.”

“I’m proud to say that long ago, my ancestors knew that it was the right thing to stay away from the temptation of the Ancients’ instruments – I’ve seen the kind of mess it’s got other tribes in to. If you can’t take care of yourself, well, nothing is going to take care of things for you. And the gods will punish you, to boot. They punished the Ancients all right, and I’ve seen them punish sinners for using the blasphemous tools of the Ancients.”

“As long as I can keep finding food sources for my clan, I know I will be blessed by the gods. I know I’ve been blessed already – even with my sight I keep on finding food and materials. But we’ve been having to go further and further out to find what we need…”

– Jumrak of Clan Krofoor

General Information:

Character Name: Jumrak of Clan Krofoor
Primary Player: Ian
Genotype: Near-Human
Background: Simple
Class & Level: Outlander 4/Enforcer 2 (6th lvl)
Experience Points: 16,000 XP (21,000 XP req’d for 7th)
Luck Points: 7 (7 maximum)
Creep Contamination: Mild

Attributes:

Attribute Score (Base Mod) Attribute Check
Strength: 15.45 (+2) [Prime] +10 S
Perception: 10.62 (+0) +4 P
Endurance: 16.89 (+3) [Prime] +12 E
Charisma: 7.27 (-2) +2 C
Intellect: 11.04 (+0) +4
Agility: 13.74 (+1) +2 A
Luck: 12.56 (+1) +5

S +4 to climbing-related Strength checks (terrain mastery).
P -4 to vision-related Perception checks (poor vision flaw).
E +2 against environmental hardships (survivor ability).
C +4 vs. mind-influencing effects (resist psionics talent).
A -3 armour penalty included.

Combat:

Base Combat Stats
Hit Points: 49 (49 maximum)
Initiative Modifier: +0
Base Attack Bonus: +5
Base Defense Bonus: +3
Size Category: Medium
Base Speed: Normal (1 range category/round)
Running Speed: Fast (2 range categories/round)
Weapons Attack Damage
Fire Axe Atk: +7 Dmg: 1d12+3
Crit: 19-20 Range: Melee
Minigolf Putter (melee) Atk: +8 Dmg: 1d4+2
Crit: 20 Range: Melee
Minigolf Putter (thrown) Atk: +7 * Dmg: 1d4+2
Crit: 20 Range: Short
Cricket Bat (melee) Atk: +7 Dmg: 1d4+2
Crit: 20 Range: Melee
Cricket Bat (thrown) Atk: +6 * Dmg: 1d4+2
Crit: 20 Range: Short
Unarmed Combat Atk: +7 Dmg: 1d4+2
Crit: 19-20 Range: Melee

* 50% miss chance on ranged attacks (poor vision flaws).

Armour Defense Class Armour Penalty
Metal Breastplate 19 -3
 — Flat-Footed 18 -3
 — vs. Touch 14 -3
Unarmoured 14 -0

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.
  • Robust [Med Perk]: +10 hit points.
  • Poor Vision [Med Flaw]: Ranged targets treated as concealed (50% miss chance), -4 to vision-related Perception checks.

Background Traits:

  • Background: Simple.
  • Tech Level: Primitive-Tech.
  • Languages: Unislang (Illiterate).
  • Tech Foe: +1 damage with Primitive-Tech weapons against Advanced-Tech foes.

Talents & Proficiencies:

  • Proficiencies: Weapon Proficiencies (Simple Weapons, Improvised Weapons, Martial Weapons, Unarmed Combat), Armour Proficiency (Light Armour, Medium Armour).
  • Resist Psionics: +4 on Charisma checks against mind-influencing effects.

Class Abilities:

  • Creep Detector: Can make special Perception check to notice before being exposed to a source of Creep contamination.
  • Survivor: +2 bonus on Endurance checks relating to hardship and hostile conditions; can sleep in light or medium armor without becoming fatigued.
  • Trailblaze: Movement speed is not reduced by difficult terrain. Can make Perception check to reduce travel time when travelling in poor conditions or difficult terrain.
  • Terrain Mastery (Mountains): +4 bonus on climbing-related Strength checks; is able to climb at normal movement rate. +1 bonus on attack and damage rolls against mountain creatures.
  • Wild Empathy: Can make special Charisma checks to improve the attitude of an animal (or a mutant beast, but with a -4 penalty).
  • 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 his carrying capacity.

Possessions:

  • Combat Gear: Fire axe, minigolf putter (mastercraft), cricket bat, shiny metal breastplate (unidentified medium armour, +5 Defense, -3 Armour Penalty).
  • Miscellaneous Relics: Golf balls (3), multicoloured pills (12, unidentified), ready-meal.
  • Other Possessions: Backpack, frozen fishsticks, water bottles (2, full), slaver keys, bedroll, crude torches (2), ragged clothing.

One Response to “Jumrak (Ian’s Character)”

  1. Start at 6,425 XP (from previous campaign).

    +100 XP for character background & one-liner.
    +605 XP (cumulative) for post comments.
    +285 XP (cumulative) for impressing the GM.
    +6,695 XP (cumulative) for defeating foes/overcoming obstacles.
    +500 XP for escaping the slaver stockade.
    +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.

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