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