Krang-Nar - Player Character Sheet:

Krang-Nar: Joe's character; an incredibly dextrous mutant fringer/scavenger with unsightly cranial defects. (Currently at 14 hp, 0 ISP.)

Character Profile:

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.

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.



Character Information
Character Name: Krang-Nar
Player Name: Joe
Campaign: Tribal Defenders
Character Genotype: Mutant Human
Character Background: Tribal (Nightwind Tribe)
Allegiance: Community (Nightwind Tribe)
Character Class & Level: Fringer 1 + Scavenger 1 + 1 (Level Adjustment) = 3rd Level
Experience Points: 6450 XP (6000 XP req'd for 4th.)

Attributes
Strength: 14 +? * (+2?)
Constitution: 12 (+1)
Dexterity: 21 (+5)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)
* Enhanced by an unknown amount from power armour.
Saving Throws
Fortitude: +1 (Base), +1 (Con), -2 (Mutation) = +0 (+2 vs. Disease)
Reflex: +3 (Base), +5 (Dex) = +8
Will: +1 (Base)

Other Info
Initial Build Points: 30 (Heroic)
Inner Strength Points: 3 (Base) (Currently 0)
Creep Threshold: 12
Cumulative Creep Exposure: (4) Mild
Karma Points: 1

Combat:

Base Combat Stats
Initiative Modifier: +5 (Dex)
Base Attack Bonus: +1
Base Defense Bonus: +2
Massive Damage Threshold: 12
Maximum Hit Points: 12 +9 (Class Levels) = 21
Current Hit Points: 14

Normal Weapon Attack Damage Crit. Type Range Incr.
Compound Bow
(Mastercraft)
+1 (Base), +5 (Dex) +1 (MC) = +7 1d8 +2 (Str) 19-20 Piercing 40 ft.
SITES M9 Revolver +1 (Base), +5 (Dex) -4 (Non-Prof) = +2 2d6 20 Ballistic 30 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.
DU Hunting Knife (Melee) +1 (Base), +2 (Str) = +3 1d4 +2 (Str) 20 Slash or Pierce -
DU Hunting Knife (Thrown) +1 (Base), +5 (Dex) = +6 1d4 +2 (Str) 20 Slash or Pierce 10 ft.
Unarmed Combat +1 (Base), +2 (Str) = +3 1d4 +2 (Str) Subdual 20 Bludgeon -

Armour Defense Max Dodge Bonus Armour Penalty Speed
Undercover Vest
(w/o Power Armour)
10 +2 (Base), +5 (Dex), +3 (Armour), -1 (Max Dodge) = 19 +6 -0 30 ft.
Flat-Footed 10 +2 (Base), +3 (Armour) = 15 +0 -0 30 ft.
vs. Touch Attacks 10 +2 (Base), +5 (Dex), -1 (Max Dodge) = 16 +6 -0 30 ft.
Unarmoured 10 +2 (Base), + 5 (Dex), = 17 n/a n/a 30 ft.

Species Traits:

Background Traits:

Special Abilities:

Skills:

Trained Skill Key Attribute Ranks Modifiers Final Score
Acrobatics Dex 2 +5 (Dex) +7
Awareness Wis 3 +0 +3
Knowledge (Nature) Int 2 +0 +2
Sleight of Hand Dex 2 +5 (Dex) +7
Sneak Dex 3 +5 (Dex) +8
Survival Wis 3 +2 (Background) +5
Treat Injury Wis 3 +2 (Juju Kit) +5

Untrained Skill Key Attribute Ranks Modifiers Final Score
Athletics Str 0 +2? (Str) +2?
Barter Cha 0 +0 +0 (+2 to Scav Scans)
Bluff Cha 0 +0 +0 (-6 to Disguise Checks)
Craft (General) Int 0 +0 +0
Diplomacy Cha 0 +0 +0
Endurance Con 0 +1 (Con) +1
Handle Animal Wis 0 +0 +0
Investigate Int 0 +0 +0 (+2 to Scav Scans)
Knowledge (General) Int 0 +0 +0
Perform Cha 0 +0 +0
Profession Wis 0 +0 +0
Sense Motive Wis 0 +0 +0
Streetwise Wis 0 +0 +0
Use Technology Int 0 +0 +0

Possessions:

Companions:

Fraxx Steed: CR 1; Large Mutant Beast 1; 25 hp; MaD 21; Init +1; BAB +1; Grap +8; Atk +8 melee (1d6+5, claw); Reach 10 ft.; Defense 12, flatfooted 11, touch 10; Spd 30 ft.; SQ Low-Light Vision, Rad Sense; SV Fort +5, Ref +3, Will +0; Str 18, Con 17, Dex 12, Int 2, Wis 10, Cha 5.

Skills: Awareness +1.

Talents: Rad Sense (the creature can detect the presense and intensity of radiation).

Equipment: Riding harness, saddlebags, 10 arrows, bedroll, rations (10 days), water (10 days).