Thrakazog (Simon’s Character)

General Information:

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

Attributes:

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.

Combat:

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

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.
  • 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.

Possessions:

  • 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.

One Response to “Thrakazog (Simon’s Character)”

  1. 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.

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