Krang-Nar: Joe's character; an incredibly dextrous mutant fringer with unsightly cranial defects.
(This is the character at the end of the Cave of Life adventure; his stats may not match the current version of the rules.)
| Character Information | |
|---|---|
| Character Name: | Krang-Nar |
| Player Name: | Joe |
| Character Genotype: | Mutant Human |
| Character Background: | Tribal (Nightwind Tribe) |
| Character Class & Level: | Fringer 1 + 1 (Level Adjustment) = 2nd Level |
| Experience Points: | 4225 XP (Eligible for advancement to 3rd.) |
| Attributes | |
|---|---|
| Strength: | 14 (+2) |
| Constitution: | 12 (+1) |
| Dexterity: | 21 (+5) |
| Intelligence: | 10 (+0) |
| Wisdom: | 10 (+0) |
| Charisma: | 10 (+0) |
| Saving Throws | |
|---|---|
| Fortitude: | +1 (Base), +1 (Con), -2 (Mutation) = +0 (+2 vs. Disease) |
| Reflex: | +1 (Base), +5 (Dex) = +6 |
| Will: | +1 (Base) |
| Other Info | |
|---|---|
| Creep Threshold: | 12 |
| Cumulative Creep Exposure: (2) | Mild |
| Karma Points: | 1 |
| Base Combat Stats | |
|---|---|
| Initiative: | +5 (Dex) |
| Base Attack (Melee): | +1 (Base), +2 (Str) = +3 |
| Base Attack (Ranged): | +1 (Base), +5 (Dex) = +6 |
| Base Defense: | 10 +1 (Base), +5 (Dex) = 16 |
| Hit Points: | 18 |
| Massive Damage Threshold: | 12 |
| Weapons | Attack | Damage | Crit. | Type | Range Incr. |
|---|---|---|---|---|---|
| Automatic Pistol (Unidentified) | +1 (Base), +5 (Dex) -4 (Non-Prof) = +2 | ?d? | ?? | Ballistic | ?? ft. |
| 2 Hatchets (Full Attack) | +1 /+1 (Base), +2/+2 (Str), -4/-8 (Dbl Atk) = -1/-3 | 1d6 +2 (Str)/1d6 +2 (Str) | 20/20 | Slash/Slash | - |
| Hatchet (Melee) | +1 (Base), +2 (Str) = +3 | 1d6 +2 (Str) | 20 | Slashing | - |
| Hatchet (Thrown) | +1 (Base), +5 (Dex) = +6 | 1d6 +2 (Str) | 20 | Slashing | 10 ft. |
| Wooden Staff (Two-Handed) | +1 (Base), +2 (Str) = +3 | 1d4 +3 (Str) | 20 | Bludgeon | - |
| Hunting Knife (Melee) | +1 (Base) | 1d4 +2 (Str) | 20 | Slash or Pierce | - |
| Hunting Knife (Thrown) | +1 (Base), +5 (Dex) = +6 | 1d4 +2 (Str) | 20 | Piercing | 10 ft. |
| Unarmed Combat | +1 (Base), +2 (Str) = +3 | 1d4 +2 (Str) Subdual | 20 | Bludgeon | - |
| Armour | Defense | Max Dex Bonus | Armour Penalty | Speed |
|---|---|---|---|---|
| Undercover Vest | 10 +1 (Base), +5 (Dex), +3 (Armour) = 19 | +6 | -0 | 30 ft. |
| Flat-Footed | 10 +1 (Base), +3 (Armour) = 14 | +0 | -0 | 30 ft. |
| vs. Touch Attacks | 10 +1 (Base), + 5 (Dex), = 16 | +6 | -0 | 30 ft. |
| Unarmoured | 10 +1 (Base), + 5 (Dex), = 16 | n/a | n/a | 30 ft. |
| Trained Skills | Key Attribute | Ranks | Modifiers | Final Score |
|---|---|---|---|---|
| Hide | Dex | 2 | +5 (Dex) | +7 |
| Knowledge (Mutant Lore) | Int | 3 | +0 | +3 |
| Listen | Wis | 3 | +0 | +3 |
| Move Silently | Dex | 2 | +5 (Dex) | +7 |
| Navigate | Wis | 3 | +1 (Background) | +4 |
| Spot | Wis | 3 | +0 | +3 |
| Survival | Wis | 4 | +3 (Background) | +7 |
| Treat Injury | Wis | 4 | +2 (Juju kit) | +6 |
| Untrained Skills | Key Attribute | Ranks | Modifiers | Final Score |
|---|---|---|---|---|
| Appraise | Int | 0 | +0 | +0 |
| Balance | Dex | 0 | +5 (Dex) | +5 |
| Bluff | Cha | 0 | +0 | +0 |
| Climb | Str | 0 | +2 (Str) | +2 |
| Concentration | Con | 0 | +1 (Con) | +1 |
| Craft (General) | Int | 0 | +0 | +0 |
| Diplomacy | Cha | 0 | +0 | +0 |
| Disguise | Cha | 0 | -6 (Mutation) | -6 |
| Escape Artist | Dex | 0 | +5 (Dex) | +5 |
| Gamble | Wis | 0 | +0 | +0 |
| Gather Information | Cha | 0 | +0 | +0 |
| Intimidate | Cha | 0 | +0 | +0 |
| Jump | Str | 0 | +2 (Str) | +2 |
| Knowledge (General) | Int | 0 | +0 | +0 |
| Perform (General) | Cha | 0 | +0 | +0 |
| Profession | Wis | 0 | +0 | +0 |
| Ride | Dex | 0 | +5 | +5 |
| Search | Int | 0 | +0 | +0 |
| Sense Motive | Wis | 0 | +0 | +0 |
| Sleight of Hand | Dex | 0 | +5 (Dex) | +5 |
| Streetwise | Wis | 0 | +0 | +0 |
| Swim | Str | 0 | +2 (Str) | +2 |
| Use Technology | Int | 0 | +0 | +0 |
In combat, Krang-Nar tends to stay back and use ranged weapons until closure is required. If his foes have superior ranged weapons, then he closes more quickly to lessen the impact. As long as odds are favorable at shorter ranges he will engage - but Krang-Nar will retreat if badly outnumbered. (If the situation was completely futile, however, then he would rather die fighting than running.)
In an ambush, Krang-Nar reacts with knives or hatchets flying (no sense in wasting time). Say he was in enemy territory and spotted by well-armed guards, he would first throw a knife at them, then run and seek a place to hide. If he thought he could kill the guards without raising an alarm, then he would continue to barrage them with thrown weapons and close.
When negotiating with others, Krang-Nar generally does not mince words - he walks straight up and asks. If more tact is needed he may offer some bribe in lieu of information (and for the individual to keep their mouth shut) and then bargain for the info. If he doesn't speak the local language, then he would do his best to sign, grunt, moan, and draw to get the info.
If Krang-Nar thinks that someone is trying to take advantage of him, he first ask myself "Why"? Sometimes he must ignore it (as he constantly take advantage of those he meets). If it is more of a bully situation then hatchets speak louder than words. Krang-Nar always aims at the idiot with the big mouth first (usually once they fall the rest don't care).
Krang-Nar's reaction to prejudice from large groups depends on the community's size. He may be obliged to conform (can't fight everyone); else, a smaller village may not be able to hold sway and respect is a given. If a few heads have to roll then so be it, it is easier for him to get his way by fear anyway.