Krang-Nar - Player Character Sheet:

Krang-Nar: Joe's character; an incredibly dextrous mutant outlander/scavenger with unsightly cranial defects. His sleek golden power armour has earned him the nickname 'Golden Boy'.

(Currently at 15 hp.)

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 asks himself: "Why?". Sometimes he must ignore it (as he himself constantly takes advantage of others). 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, aka 'Golden Boy'
Player Name: Joe
Campaign: Tribal Defenders
Character Genotype: Mutant Human
Character Background: Tribal (Nightwind Tribe)
Character Class & Level: Outlander 2 + Scavenger 1 + 1 (Level Adjustment) = 4th Level
Experience Points: 6600 XP (10000 XP req'd for 5th.)

Attributes
Strength: 14 (+2)
Constitution: 12 (+1)
Dexterity: 21 (+5)
Intelligence: 10 (+0)
Wisdom: 10 (+0)
Charisma: 10 (+0)

Saving Throws
Fortitude: +2 (Base), +1 (Con), -2 (Mutation) = +1
(+3 vs. Environmental Effects or Disease)
Reflex: +4 (Base), +5 (Dex) = +9
Will: +2 (Base)

Other Info
Allegiance: Community (Nightwind Tribe)
Karma Points: 1
Initial Build Points: 30 (Heroic)
Creep Threshold: 12
Cumulative Creep Exposure: (4) Mild

Combat:

Base Combat Stats
Maximum Hit Points: 12 +12 (Class Levels) = 24
Current Hit Points: 15
Massive Damage Threshold: 12
Size Category: Medium-Sized
Initiative Modifier: +5 (Dex)
Base Speed: 30 ft.
Base Attack Bonus: +2
Base Defense Bonus: +2

Normal Weapon Attack Damage Crit. Type Range
Compound Bow (Mastercraft) +2 (Base), +5 (Dex) +1 (MC) = +8 1d8 +2 (Str) 20 Piercing Long
Laser Rifle +2 (Base), +5 (Dex), -4 (Non-Prof) = +3 3d8 20 Energy Long
SITES M9 Revolver +2 (Base), +5 (Dex) -4 (Non-Prof) = +3 2d6 20 Ballistic Medium
2 Hatchets (Full Attack) +2/+2 (Base), +2/+2 (Str), -4/-8 (Dbl Atk) = +0/-2 1d6 +2 (Str)/
1d6 +2 (Str)
20/20 Slash/Slash Melee
Hatchet (Melee) +2 (Base), +2 (Str) = +4 1d6 +2 (Str) 20 Slashing Melee
Hatchet (Thrown) +2 (Base), +5 (Dex) = +7 1d6 +2 (Str) 20 Slashing Short
Grenades (Unknown Type) +2 (Base), +5 (Dex) = +7 (Ranged Touch) ? - ? Short
Unarmed Combat +2 (Base), +2 (Str) = +4 1d4 +2 (Str) Subdual 20 Bludgeon Melee

Armour Defense Max Dodge Bonus Armour Penalty Speed
Undercover Vest 10 +2 (Base), +5 (Dex), +3 (Armour) = 20 +6 -0 30 ft.
Flat-Footed 10 +2 (Base), +3 (Armour) = 15 +0 -0 30 ft.
vs. Touch Attacks 10 +2 (Base), +5 (Dex) = 17 +6 -0 30 ft.
Unarmoured 10 +2 (Base), +5 (Dex) = 17 n/a n/a 30 ft.

Character Traits:

Background Traits:

Special Abilities:

Skills:

Trained Skill Key Attribute Ranks Modifiers Final Score
Acrobatics Dex 2 +5 (Dex) +7
Awareness Wis 4 +0 +4
Knowledge (Mutant Lore) Int 2 +0 +2
Sleight of Hand Dex 2 +5 (Dex) +7
Sneak Dex 4 +5 (Dex) +9
Survival Wis 2 +2 (Background) +4
Treat Injury Wis 2 +2 (Juju Bag) +4

Untrained Skill Key Attribute Ranks Modifiers Final Score
Athletics Str 0 +2 (Str) +2
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
Operate Vehicle Dex 0 +5 (Dex), -2 (Background) +3
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:


Power Armour Stats: (95/100 hp)

The Hermes series of power armour was designed for special forces and scout units. Taking advantage of leaps in powered armor technology, the suit allows for greater protection than conventional armor, while maintaining the personal flexibility and mobility most desired by scout troops.

The following statistics change when Krang-Nar wears his Hermes Mk. II power armour:

Weapon Attack Damage Crit. Type Range
Unarmed Combat +1 (Base), +2 (Str) = +3 1d4 +2 (Str) 20 Bludgeon Melee

Armour Defense Max Dodge Bonus Armour Penalty Speed
Hermes Mk. II Power Armour 10 +2 (Base), +3 (Dex), +2 (Armour) = 17 (DR 5/DU) +3 -3 60 ft.
Flat-Footed 10 +2 (Base), +2 (Armour) = 14 (DR 5/DU) +0 -3 60 ft.
vs. Touch Attacks 10 +2 (Base), +3 (Dex) = 15 (DR 5/DU) +3 -3 60 ft.

Power Armour Features:

Hermes Mk. III

Skills: As above, except Acrobatics +4, Awareness +4 (+8 to Vision Checks), Athletics -1, Sleight of Hand +4, and Sneak +6 while wearing power armour.

Possessions: As above, plus special carrying harness (for storing additional gear), 2 walkie-talkies (not working), additional food (7 days), additional water (7 days).