Martuk - Player Character Sheet:

Martuk: Ian's character; a mutant enforcer of the big frikkin' sword variety. (Currently at 2 hp, 0 ISP.)

Character Profile:

Martuk does not negotiate - he demands that people give him what he wants or tell him what he needs to know. He doesn't put up with BS - people should be able to take a look at him and realize that he's not going to let them get away with anything. If he can't understand the language, he'll try to get the point across with gestures. If he feels that someone's demands were reasonable, he'll do it. If they're not, he'll find a way to get what he wants even if he has to break some rules or some skulls.

In combat, Martuk is cautious but he doesn't ever back down from a battle that he thinks he can win. He rushes into melee, but only after making sure he is not grossly outnumbered or outclassed. Martuk will only back down if he thinks another blow will put him out.

Martuk is not easily surprised, so ambushes are unlikely. If he does suspect danger, he will stop, draw a weapon, and gauge what's around him. If he can detect a threat, he'll take it on (unless it's a whole gang and he needs to run). If Martuk were caught sneaking into enemy territory by well-armed guards, he would dive into combat while trying to find a way to escape. If there's nowhere to hide, he'll halt and hope that he'll have a better scenario for escape when the guard is in melee range!



Character Information
Character Name: Martuk
Player Name: Ian
Campaign: Tribal Defenders
Character Genotype: Mutant Human
Character Background: Tribal (Nightwind Tribe)
Allegiance: Community (Nightwind Tribe)
Character Class & Level: Enforcer 2 + 1 (Level Adjustment) = 3rd Level
Experience Points: 6075 XP (6000 XP req'd for 4th.)

Attributes
Strength: 16 +? *(+3?)
Constitution: 15 (+2)
Dexterity: 14 (+2)
Intelligence: 13 (+1)
Wisdom: 12 (+1)
Charisma: 8 (-1)
* Enhanced by an unknown amount from power armour.
Saving Throws
Fortitude: +3 (Base), +2 (Con) = +5
Reflex: +0 (Base), +2 (Dex), -6 (Mutation) = -4
Will: +0 (Base), +1 (Wis) = +1

Other Info
Initial Build Points: 30 (Heroic)
Inner Strength Points: 3 (Base), -1 (Cha), +1 (Mutation) = 3 (Currently 0)
Creep Threshold: 15
Cumulative Creep Exposure: (6) Mild
Karma Points: 2

Combat:

Base Combat Stats
Initiative Modifier: +2 (Dex)
Base Attack Bonus: +2
Base Defense Bonus: +1
Massive Damage Threshold: 15
Maximum Hit Points: 15 +12 (Class Levels) = 27
Current Hit Points: 2

Weapon Attack Damage Crit. Type Range Incr.
Greatsword (Two-Handed) +2 (Base), +3 (Str) = +5 1d12 +6 (Str, Talents) 19-20 Slashing -
Short Bow +2 (Base), +2 (Dex) = +4 1d8 +3 (Str) 20 Piercing 30 ft.
PSM Handgun +2 (Base), +2 (Dex), -2 (Non-Prof) = +2 2d6 20 Ballistic 30 ft.
Heavy Mace (Two-Handed) +2 (Base), +3 (Str) = +5 1d8 +6 (Str, Talents) 19-20 Bludgeon -
DU Hunting Knife (Melee) +2 (Base), +3 (Str) = +5 1d4 +5 (Str, Talents) 20 Slash or Pierce -
DU Hunting Knife (Thrown) +2 (Base), +2 (Dex) = +4 1d4 +3 (Str) 20 Slash or Pierce 10 ft.
2 Claws (Full Attack) +2/+2 (Base), +3/+3 (Str), -2/-2 (Dbl Atk) = +3/+3 1d6 +5 (Str, Talents)/
1d6 +5 (Str, Talents)
20/20 Slash/Slash -
Claw (Single Attack) +2 (Base), +3 (Str) = +5 1d6 +5 (Str, Talents) 20 Slashing -

Armour Defense Max Dodge Bonus Armour Penalty Speed
Durachrome Half-Plate 10 +1 (Base), +2 (Dex), +7 (Armour),
-2 (Max Dodge) = 18 (DR 3/DU)
+0 -7 20 ft. *
Flat-Footed 10 +7 (Armour) = 17 (DR 3/DU) +0 -7 20 ft. *
vs. Touch Attacks 10 +1 (Base), +2 (Dex),
-2 (Max Dodge) = 11 (DR 3/DU)
+0 -7 20 ft. *
Unarmoured 10 +1 (Base), +2 (Dex) = 13 n/a n/a 30 ft.

* Character moves only triple speed when running in heavy armour.

Species Traits:

Background Traits:

Special Abilities:

Skills:

Trained Skill Key Attribute Ranks Modifiers Final Score
Athletics Str 5 +3? (Str), -7 (Armour) +1? (+8 Unarmoured)
Awareness
(cross-class)
Wis 2 (׽) +1 (Wis) +2
Endurance Con 4 +2 (Con) +6
Survival Wis 2 +1 (Wis), +2 (Background) +5
Treat Injury
(cross-class)
Wis 2 (׽) +1 (Wis) +2

Untrained Skill Key Attribute Ranks Modifiers Final Score
Acrobatics Dex 0 +2 (Dex), -7 (Armour) +5 (+2 Unarmoured)
Barter Cha 0 -1 (Cha) -1
Bluff Cha 0 -1 (Cha) -1
Craft (General) Int 0 +1 (Int) +1
Diplomacy Cha 0 -1 (Cha) -1
Handle Animal Cha 0 -1 (Cha) -1
Investigate Int 0 +1 (Int) +1
Knowledge (General) Int 0 +1 (Int) +1
Perform Cha 0 -1 (Cha) -1
Profession Wis 0 +1 (Wis) +1
Sense Motive Wis 0 +1 (Wis) +1
Sneak Dex 0 +2 (Dex), -7 (Armour) -5 (+2 Unarmoured)
Streetwise Wis 0 +1 (Wis) +1
Use Technology Int 0 +1 (Int) +1

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, bedroll, rations (10 days), water (10 days), 3 FEMA gallon jugs (fair condition).