Kronic (Derek’s Character)

“Kronic was born short… too short for his liking.”

“He was treated with disdain, beaten and forced to do the menial tasks around the village. He had a temper though, and would often fight and wrestle with the other kids, often fighting even when outnumbered. It wasn’t until he reached puberty and his claws developed that he got the respect of the community, after many scars had to be dished out.”

“He left his village as he felt no desire to stay with he people that treated him so poorly and headed out into the wider world. In the next town he found work as a brawler in the pits, and after one particular good fight he went out drinking to celebrate. In his drunken state he was accosted by a burly mutant who called him a ‘twisted-runt’ and Kronic took up the challenge. The burly mutant had a gang with him though and after going outside with the mutant Kronic was set upon by them all, beaten and captured…”

– Kronic

General Information:

Character Name: Kronic
Primary Player: Derek
Genotype: Near-Human
Background: Survivor
Class & Level: Enforcer 6
Experience Points: 15,000 XP (21,000 XP req’d for 7th)
Luck Points: 4 (6 maximum)
Creep Contamination: Mild

Attributes:

Attribute Score (Base Mod) Attribute Check
Strength: 17.10 (+3) [Prime] +13
Perception: 14.06 (+2) +6
Endurance: 15.85 (+2) +6
Charisma: 11.01 (+0) +4
Intellect: 12.09 (+1) +5
Agility: 17.43 (+3) [Prime] +9 A
Luck: 11.79 (+0) +4

A -1 armour penalty included.

Combat:

Base Combat Stats
Hit Points: 14 (33 maximum)
Initiative Modifier: +2
Base Attack Bonus: +6
Base Defense Bonus: +2
Size Category: Medium (pint-sized)
Base Speed: Normal (1 range category/round)
Running Speed: Fast (2 range categories/round)
Weapons Attack Damage
Plasma Pistol Atk: +7 Dmg: 3d8
  (6 charges) Crit: 19-20 Range: Medium
Laser Rifle Atk: +5 * Dmg: 3d8
  (10 charges) Crit: 19-20 Range: Long
Flintlock Rifle Atk: +7 * Dmg: 2d6
  (no ammo) Crit: 20 Range: Medium
Claw (Single Swipe) Atk: +10 Dmg: 1d10+5
Crit: 19-20 Range: Melee
2 Claws (Full Atk) Atk: +8/+8 Dmg: 1d10+5/1d10+3 R
Crit: 19-20/19-20 Range: Melee/Melee
Knife (melee) Atk: +9 Dmg: 1d4+1
Crit: 19-20 Range: Melee
Knife (thrown) Atk: +9 Dmg: 1d4+1
Crit: 19-20 Range: Short
Unarmed Combat Atk: +9 Dmg: 1d8+3 (subdual)
Crit: 19-20 Range: Melee

* Includes -2 penalty for using medium-sized weapon.
R Rend opponent for 2× damage if both claws hit.

Armour Defense Class Armour Penalty
Chitin-Reinforced Leather Jacket 17 -1
 — Flat-Footed 14 -1
 — vs. Touch 15 -1
Unarmoured 15 -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.
  • Claws [Med Perk]: Can make two claw attacks for 1d6 1d10 damage (Crit 20 19-20). Can attack with each set of claws in the same round as a full attack, but with a -4/-8 -2 penalty to the attack rolls. (Improved attack from Multiattack talent, improved damage and crit range from Unarmed Combat Proficiencies.)
  • Pint-Sized [Med Flaw]: Treat as one size class smaller for opposed checks and weapon use. (-2 penalty on Atk rolls when using a medium-sized weapon inappropriately.)

Background Traits:

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

Talents & Proficiencies:

  • Proficiencies: Weapon Proficiencies (Simple Weapons, Improvised Weapons, Basic Firearms, Unarmed Combat, Brawl, Improved Brawl), Armour Proficiency (Light Armour).
  • Multiattack: The mutant’s multiple attacks with natural weapons take only a -2 penalty to attack rolls.
  • Rend: On a successful hit with both claws, rend opponent for 2× claw damage.

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 his carrying capacity.
  • Weapon Focus (Claws): +1 bonus on all attack rolls when using the selected weapon.
  • Bonus Proficiency: Weapon Proficiency (Improvised Weapons).
  • Bonus Talent: Rend (described above).
  • Weapon Specialization (Claws): +2 bonus on all damage rolls when using the selected weapon.

Possessions:

  • Combat Gear: Ancient plasma pistol (6 shots/day from minifusion cell), Ancient laser rifle (10 shots remaining in e-clip), flintlock rifle (no ammo), knife, chitin-reinforced leather jacket (equivalent to leather armour).
  • Miscellaneous Relics: Butane lighter (working), walkie-talkie (fair condition).
  • Other Possessions: Backpack, frozen fishsticks, water bottle (full), ragged clothing.
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One Response to “Kronic (Derek’s Character)”

  1. Start at 5,550 XP (from previous campaign).

    +75 XP for character background.
    +585 XP (cumulative) for post comments.
    +215 XP (cumulative) for impressing the GM.
    +6,460 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.
    +600 XP for overcoming the chuul in the Slime Cave.

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