Soggul (Doublenix’s Character)

“I dreamed of my life before the days of this dark hole. Dreamed of the times I spent wandering, looking for a place to call my home. I thought that one day I would find my home, settle down and find some relative peace. I had to come to realize the truth: That day would never come.”

“I was sleeping in a small cave when the slavers came for me. I figure they saw the warm glow from inside from my small fire, but this does not matter now. They came for me, beat and burned me, tied me up and hauled me away. That day was like a dream… no, more like a nightmare.”

“I was sold to the mongoliants brought me to this arena and sold me for entertainment. I was to fight others to the death. At first, I fought back in my own way. I refused to fight, unwilling to take another’s life for the entertainment. They took me to the darkest room, deep below, and there the nightmares became real.”

“The sting of the barbed whips and other devices of pain twisted me, broke me down. After my first session, I strangled a man in order not to return there the next day. I still see his surprised, pale face at night when I sleep.”

“I was placed in one dark hole after another. Some I could tolerate, like when I was placed in a dimly-lit group cell. The others felt like a coffin. I would cry out, struggle, do anything I could to try to get out of them. The others, the dark torture rooms, were the worst. They were cramped and they did terrible things to me. My body tells the story of those rooms and I remember those agonizing days every time I look at it. All of these things were done to motivate me into taking life on that arena floor.”

“Now, from the benevolence of a select few brave warriors, I have a chance to be out of the dark holes and be out in the open air again. I am terrified, but I have a chance at freedom. To my saviors, I am thankful and because of them, I hope to see the sky again soon. Maybe then the nightmares will finally be gone and I will be able to have dreams of peace again.”

– Soggul

General Information:

Character Name: Soggul
Primary Player: Doublenix
Genotype: Mutant Human
Background: Survivor
Class & Level: Outlander 2 / Scavenger 2
Experience Points: 8,750 XP (10,000 XP req’d for 5th)
Luck Points: 0 (6 maximum)
Creep Contamination: Mild

Attributes:

Attribute Score (Base Mod) Attribute Check *
Strength: 14.14 (+3) +5
Perception: 11.29 (+0) +2 P
Endurance: 21.36 (+6) [Prime] +12 E
Charisma: 11.70 (+0) +2
Intellect: 10.72 (+0) +2
Agility: 14.45 (+2) [Prime] +5 A
Luck: 15.55 (+2) +4

* -2 penalty applies to all Attribute checks in combat (fear response) or confined areas (phobia).
P -6 on hearing-related checks (poor hearing flaw).
E +2 against environmental hardships (survivor ability).
A -3 armour penalty included.

Combat:

Base Combat Stats
Hit Points: 33 (33 maximum)
Initiative Modifier: -2 (Poor Hearing)
Base Attack Bonus: +2
Base Defense Bonus: +2
Size Category: Medium
Base Speed: Normal (1 range category/round)
Running Speed: Fast (2 range categories/round)
Weapons Attack Damage
Energy Pike Atk: +3 * Dmg: 1d6+4 +2d6 §
  (10 charges) Crit: 19-20 Range: Reach
Spear (melee) Atk: +3 * Dmg: 1d6+4
Crit: 19-20 Range: Melee
Spear (thrown) Atk: +2 * Dmg: 1d6+3
Crit: 19-20 Range: Short
Machete Atk: +2 * Dmg: 1d6+3
  (poor quality) Crit: 19-20 Range: Melee
Dagger (melee) Atk: +3 * Dmg: 1d4+3
Crit: 19-20 Range: Melee
Dagger (thrown) Atk: +2 * Dmg: 1d4+3
Crit: 19-20 Range: Short
Unarmed Combat Atk: +3 * Dmg: 1d4+3 §
Crit: 20 Range: Melee

* -2 fear response penalty included.
§ Attack inflicts subdual damage

Armour Defense Class Armour Penalty
Light Tread Armour & Riot Shield 20 -3
 — Flat-Footed 19 -3
 — vs. Touch 14 -3
Light Tread Armour (no shield) 17 -1
Unarmoured 14 -0

Character Traits:

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.
  • Sonic Blast [Maj Perk]: Inflict 3d6 sonic damage and deafen targets, 3/day (3 remaining).
  • Heightened Endurance [Maj Perk]: +4 bonus to Endurance.
  • Additional Arm [Med Perk]: Can wield another weapon or use a two-handed weapon plus a shield.
  • Gills [Min Perk]: Breathe underwater.
  • Pack Mentality [Maj Flaw]: Finds it difficult to ignore orders from others (Cha DC varies).
  • Fear Response [Maj Flaw]: Shaken* in combat or other danger (-2 to attack rolls and Attribute checks).
  • Poor Hearing [Med Flaw]: -6 to hearing-related Perception checks, -2 to Initiative.
  • Phobia [Min Flaw]: Becomes shaken* when exposed to object of phobia (confined areas).

* If Soggul is already shaken, he becomes ‘frightened’ instead (and flees from the source of fear as quickly as he can).

Background Traits:

  • Background: Survivor.
  • Tech Level: Retro-Tech.
  • Languages: Unislang. (Illiterate.)

Talents & Proficiencies:

  • Proficiencies: Weapon Proficiencies (Simple Weapons, Improvised Weapons, Martial Weapons, Basic Firearms), Armour Proficiency (Light Armour, Shields).

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.
  • 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.

Possessions:

  • Combat Gear: Energy pike (10 charges remaining in e-clip), spear, improvised machete (poor quality), dagger, light tire tread armour (equivalent to studded leather), plastex riot shield (tower shield, but counts as large shield in terms of armour penalties).
  • Miscellaneous Relics: Light rod, emergency raft in-a-tube.
  • Other Possessions: Scav’s tools, frozen fishsticks, ragged clothing.

One Response to “Soggul (Doublenix’s Character)”

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

    +100 XP for character background.
    +605 XP (cumulative) for post comments.
    +780 XP (cumulative) for impressing the GM.
    +4,630 XP (cumulative) for defeating foes/overcoming obstacles.
    +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.
    +250 XP for driving off the psycho-bats and drawing mongo attention.

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