Simon's character; Beeblebrox is a bizarre mutant scavenger with two heads, pincers, and a tentacle. With the acquisition of an Ancient military Hummer, B-Brox has become the 'wheel-man' (or mutant) for the group.
Beeblebrox has grown accustomed to being deemed a Freak by his peers and strangers alike. A grudging acceptance of being something of an outcast among outcasts. Not least due to his habit of talking himself through unfamiliar or uncomfortable situations. This self-dialogue takes on a whole new meaning when you have two heads. Each head will take up a different side of a conversation until one convinces the other to a course of action. Even going so far as calling one another by 'Beeble' and 'Broxie' over the course of a debate, either of which he responds to when addressed by someone else. For this reason, among others, Beeblebrox is never comfortable in a leadership role, but responds quickly and confidently under the guidance of a leader he can trust and admire.
This conversational indecision rapidly disappears when faced with physical violence as both heads team up to remain alert to dangers and woe be to the adversary that draws within range of his deadly double-pincer attack!
| Character Information | |
|---|---|
| Character Name: | Beeblebrox, aka 'Beeble' and 'Broxie', aka 'The Freak' |
| Player Name: | Simon |
| Campaign: | Tribal Defenders |
| Character Genotype: | Mutant Human |
| Character Background: | Tribal (Nightwind Tribe) |
| Character Class & Level: | Scavenger 2 + 1 (Level Adjustment) = 3rd Level |
| Experience Points: | 5575 XP (6000 XP req'd for 4th.) |
| Attributes | |
|---|---|
| Strength: | 12 (+1) |
| Constitution: | 12 (+1) |
| Dexterity: | 14 (+2) |
| Intelligence: | 12 (+1) |
| Wisdom: | 12 (+1) |
| Charisma: | 16 (+3) |
| Saving Throws | |
|---|---|
| Fortitude: | +0 (Base), +1 (Con) = +1 (-7 vs. Radiation) |
| Reflex: | +3 (Base), +2 (Dex) = +5 |
| Will: | +0/+0 (Base), +1/+1 (Wisdom) = +1/+1 (Two Saves) (-7/-7 vs. Psionics) |
| Other Info | |
|---|---|
| Allegiance: | Community (Nightwind Tribe) |
| Karma Points: | 1 |
| Initial Build Points: | 30 (Heroic) |
| Creep Threshold: | 12 |
| Cumulative Creep Exposure: (8) | Mild |
| Base Combat Stats | |
|---|---|
| Maximum Hit Points: | 12 +9 (Class Levels) = 21 |
| Current Hit Points: | 21 |
| Massive Damage Threshold: | 12 |
| Size Category: | Medium-Sized (Tentacle grants Reach) |
| Initiative Modifier: | +2 (Dex) |
| Base Speed: | 30 ft. |
| Base Attack Bonus: | +1 |
| Base Defense Bonus: | +2 |
| Weapon | Attack | Damage | Crit. | Type | Range |
|---|---|---|---|---|---|
| 2 Pincers (Full Attack) | +1/+1 (Base), +1/+1 (Str), -2/-2 (Dbl Atk) = +0/+0 | 1d8 +1 (Str)/ 1d8 +1 (Str) ¹ | 20 | Slash/Slash | Melee |
| Pincer (Single Attack) | +1 (Base), +1 (Str) = +2 | 1d8 +1 (Str) | 20 | Slashing | Melee |
| Laser Rifle | +1 (Base), +2 (Dex), -4 (Mutation), -4 (Non-Prof) = -5 | 3d8 | 20 | Energy | Long |
| DU Spear (Melee) | +1 (Base), +1 (Str), -4 (Mutation) = -2 | 1d6 +1 (Str) ² | 19-20 | Piercing | Melee |
| DU Spear (Thrown) | +1 (Base), +2 (Dex), -4 (Mutation) = -1 | 1d6 +1 (Str) | 19-20 | Piercing | Short |
| Whip (Tentacle Atk) | +1 (Base), +2 (Dex), -4 (Mutation) = -1 | 1d4 +1 (Str) Subdual ³ | 20 | Slashing | Reach |
¹ If both pincers hit, automatically rend for an additional 2d8 +1 (Str) damage.
² This weapon can be set to receive a charge.
³ Can be used to perform a trip attempt as a melee touch attack.
| Armour | Defense | Max Dodge Bonus | Armour Penalty | Speed |
|---|---|---|---|---|
| Military Combat Suit (Low Quality) | 10 +2 (Base), +2 (Dex), +6 (Armour) = 20 | +2 | -5 | 25 ft. |
| Flat-Footed | 10 +2 (Base), +6 (Armour) = 18 | +0 | -5 | 25 ft. |
| vs. Touch Attacks | 10 +2 (Base), +2 (Dex), = 14 | +2 | -5 | 25 ft. |
| Unarmoured | 10 +2 (Base), +2 (Dex) = 14 | n/a | n/a | 30 ft. |
| Trained Skill | Key Attribute | Ranks | Modifiers | Final Score |
|---|---|---|---|---|
| Acrobatics | Dex | 2 | +2 (Dex), -5 (Armour) | -1 (+4 Unarmoured) |
| Athletics | Str | 2 | +1 (Str), -5 (Armour) | -2 (+3 Unarmoured) |
| Bluff | Cha | 2 | +3 (Cha), +4 (Pheremones) | +9 (+11 to Illicit Checks, -1 to Disguise Checks) |
| Diplomacy | Cha | 5 | +3 (Cha), +4 (Pheremones) | +12 (+14 to Illicit Checks) |
| Investigate | Int | 4 | +1 (Int) | +5 (+7 to Scav Scans) |
| Operate Vehicle | Dex | 3 | +2 (Dex), -2 (Background) | +3 (See Vehicle Stats) |
| Sense Motive | Wis | 4 | +1 (Wis) | +5 |
| Knowledge (Deadlands) | Int | 2 | +1 (Int) | +3 |
| Use Technology | Int | 3 | +1 (Int) | +4 |
| Untrained Skill | Key Attribute | Ranks | Modifiers | Final Score |
|---|---|---|---|---|
| Awareness | Wis | 0 | +1 (Wis) | +1 (+3 to Vision Checks) |
| Craft (General) | Int | 0 | +1 (Int) | +1 |
| Endurance | Con | 0 | +1 (Con) | +1 |
| Handle Animal | Wis | 0 | +1 (Wis), +4 (Pheremones) | +5 |
| Knowledge (General) | Int | 0 | +1 (Int) | +1 |
| Perform | Cha | 0 | +3 (Cha) | +3 |
| Profession | Wis | 0 | +1 (Wis) | +1 |
| Sneak | Dex | 0 | +2 (Dex), -5 (Armour) | -3 (+2 Unarmoured) |
| Streetwise | Wis | 0 | +1 (Wis) | +1 |
| Survival | Wis | 0 | +1 (Wis), +2 (Background) | +3 |
The AM General Hummer is a military-grade all-terrain utility vehicle. Equipped with a 195-horsepower electric engine, it is powered by a microfusion reactor which can last centuries. This particular model has a completely enclosed, SUV-like body with a hatchback and four doors. Although it lacks the luxury accessories of the civilian version, it comes complete with puncture-resistant tires.
With the acquisition of this vehicle, B-Brox has become the 'wheel-man' (or mutant) for the group.
Stored Equipment: Power beltpack (60 shots/beltpack), assault rifle (5.56mm ammo, 30 bullets/clip, good condition), 2 clips 5.56mm ammunition.
| Vehicle | Crew | Pass | Cargo | Initiative | Maneuver | Top Speed | Defense | Hardness | Size |
|---|---|---|---|---|---|---|---|---|---|
| AM General Hummer (SUV) | 1 | 3 | 1000 lb | -2 | -2 * | 140 mph (60 ft.) | 8 | 5 | H |
* Final Operate Vehicle score is 3 (Ranks) +2 (Dex) -2 (Background) -4 (Tech Level) -2 (Maneuverability) = -3.