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.)
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 |
| 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. |
| 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 |
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. |
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).