Vash (Jeremy’s Character)

“Vash was on crusade.”

“He would have been content to live in his secluded mountain village, hewn from the bare rock of the Western Peaks, and ply his trade as the town’s sage and tech-priest.”

“He would have been content to pass his days in prayer, hands clutching bits of technological refuse and broken parts, before the plastic obelisks of the Gods.”

“He would have been content to work as an instrument of the heavenly powers, creating new life from cold and dead machinery, while preaching about the hubris of the Ancients to his people.”

“He would have been content to tell them of the Ancients’ disdainful attitude towards machinery, that they ignored its godly intelligence.”

“He even would have showed them the secrets he had learned – the knowledge he had pried from the husks of damned machines – and given them the power of the Ancients.”

“He would have done all of these things, had they not branded him a heretic and sentenced him to death.”

“They destroyed his creations, and they burned his observations – his holy scripture.”

“He only escaped with his life, and his vow: To go back to that doomed village, armed with the might of his reborn knowledge, and kill every living thing in sight.”

“But first, he needed an army…”

– Vash

General Information:

Character Name: Vash
Primary Player: Jeremy (seppun1)
Genotype: Stock Human
Background: Survivor
Class & Level: Savant (5th lvl)
Experience Points: 12,000 XP (15,000 XP req’d for 6th.)
Luck Points: 0 (6 maximum)
Creep Contamination: Low


Attribute Score (Base Mod) Attribute Check
Strength: 9.30 (-1) +1
Perception: 13.37 (+1) [Prime] +10
Endurance: 9.87 (-1) +1
Charisma: 16.53 (+3) [Prime] +12 C
Intellect: 15.78 (+2) [Prime] +11
Agility: 12.49 (+1) +3
Luck: 12.05 (+1) +3

C +2 against mind-influencing effects (strong mind trait).


Base Combat Stats
Hit Points: 19, Unconscious (19 maximum)
Initiative Modifier: +1
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
Laser Rifle Atk: -1 Dmg: 3d8
  (12 charges) Crit: 19-20 Range: Long
Minigolf Putter (MC, melee) Atk: +2 Dmg: 1d4-1
Crit: 20 Range: Melee
Minigolf Putter (MC, thrown) Atk: +4 Dmg: 1d4-1
Crit: 20 Range: Short
Unarmed Combat Atk: +1 Dmg: 1d4-1 (subdual)
Crit: 20 Range: Melee
Armour Defense Class Armour Penalty
Leather Armour 15 -0
 — Flat-Footed 14 -0
 — vs. Touch 13 -0
Unarmoured 13 -0

Character Traits:

Genotype Traits:

  • Genotype: Stock Human.
  • Additional Prime: Select additional Prime, for a total of 3.
  • Medical Compatibility: Can use Ancient medicines and related relics normally.

Background Traits:

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

Talents & Proficiencies:

  • Proficiencies: Weapon Proficiencies (Simple Weapons, Basic Firearms, Advanced Firearms), Armour Proficiency (Light Armour).
  • Tech Familiarity: Tech level penalty is only -2 (instead of the regular -4).
  • Improved Healing: The number of hp healed when treating an injury increases by one die ‘step’ (from 1d4 to 1d6); maximum number of hp a given character can be healed per day increases to 6.

Class Abilities:

  • Proficiencies: Weapon Proficiencies (Simple Weapons, Basic Firearms, Advanced Firearms), Armour Proficiency (Light Armour).
  • Cunning Linguist: Can make a special Intellect check to try and understand words in an unfamiliar language or decipher a unknown text.
  • Field of Study (Tech Shaman): Tech Familiarity, Weapon Proficiency (Advanced Firearms). (Included above.)
  • Strong Mind: +2 bonus on Charisma checks against mind-influencing effects.
  • Treat Injury: Can diagnose and heal others. On a successful Perception check against DC 15, 1d4 1d6 hit points are restored to a wounded character. (A healer’s kit is required.)
  • Useful Trivia: Can ‘remember’ a bit of data which grants himself or an ally a special benefits, see savant class description for details. Usable 2/session. (1 use expended.)
  • Hidden Lore: Can make a special mental Attribute check to know some relevant information about local notable people, legendary relics, or noteworthy places. Usable 1/session.


  • Combat Gear: Laser rifle (12 of 12 shots remaining in e-clip), minigolf putter (mastercraft).
  • Miscellaneous Relics: First-aid kit (lots of uses remaining), spore neutralizer (1 canister), 9 ready-syringes (3 doses Stimshot A, 1 Stimshot B, 1 Anaesthetic, 1 Antitox, 1 Hemochem, 2 Knockout, 1 Rad-Purge, 2 Sustainer), healing packs (2), pocket nurse, electronic tools, diagnostic scanner (poor condition), walkie-talkie (fair condition).
  • Other Possessions: Backpack, cooked fishsticks, water bottle (full), bedroll, crude torches (2), medical clipboard, Ancient surgical scrubs (charred).

One Response to “Vash (Jeremy’s Character)”

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

    +100 XP for character background.
    +715 XP (cumulative) for post comments.
    +845 XP (cumulative) for impressing the GM.
    +3,585 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.
    +300 XP for deciphering/restoring artifacts of the Ancients.
    +250 XP for reaching the Second Dome.
    +600 XP for overcoming the chuul in the Slime Cave.

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