(Martuk at the end of the Temple of Draxion adventure. Created using a playtest version of Ground Zero, he may not match the current version of the rules.)
| Character Information | |
|---|---|
| Character Name: | Martuk |
| Player Name: | Ian |
| Character Race: | Mutant Human (+1 ECL) |
| Character Background: | Tribal (Nightwind Tribe) |
| Character Class & Level: | Warrior 1 + 1 ECL = 2nd Level |
| Experience Points: | 2000 XP (3000 XP req'd for 3rd) |
| Attributes | |
|---|---|
| Strength: | 16 (+3) |
| Constitution: | 15 (+2) |
| Dexterity: | 14 (+2) |
| Intelligence: | 13 (+1) |
| Wisdom: | 12 (+1) |
| Charisma: | 8 (-1) |
| Saving Throws | |
|---|---|
| Fortitude: | +3 |
| Reflex: | -2 |
| Will: | +1 |
| Other Info | |
|---|---|
| Radiation Threshold: | 15 |
| Cumulative Radiation Exposure: | None |
| Karma Points: | 2 |
| Base Combat Stats | |
|---|---|
| Initiative: | +2 |
| Base Attack (Melee): | +1 +3 = +4 |
| Base Attack (Ranged): | +1 +2 = +3 |
| Base Defense: | +1 +2 = +3 |
| Hit Points: | 23 |
| Massive Damage Threshold: | 15 |
| Attack | Damage | Crit. | Type | Range Incr. | |
|---|---|---|---|---|---|
| Greatsword | +4 | 1d12+4 | 19-20 | S | - |
| Longbow | +3 | 1d8+3 | 19-20 | P | 40 ft. |
| Heavy Mace (Two-Handed) | +4 | 1d8+4 | 19-20 | B | - |
| Hunting Knife (Melee) | +4 | 1d4+3 | 20 | S or P | - |
| Hunting Knife (Thrown) | +3 | 1d4+3 | 20 | P | 10 ft. |
| Claw (Single Attack) | +4 | 1d6+3 | 20 | S | - |
| 2 Claws (Full Attack) | +2/+2 | 1d6+3/1d6+3 | 20 | S | - |
| Defense | Max Dex Bonus | Armour Penalty | Speed | |
|---|---|---|---|---|
| Chitin Armour | 17 | +4 | -3 | 20 ft. |
| Flat-Footed | 15 | +0 | -3 | 20 ft. |
| vs. Touch Attacks | 13 | +4 | -3 | 20 ft. |
| Unarmoured | 13 | n/a | n/a | 30 ft. |
| Trained Skills | Ranks | Mods | Final Score |
|---|---|---|---|
| Climb | 2 | +0 | +2 (+5 unarmoured) |
| Intimidate | 4 | -2 | +2 |
| Jump | 2 | +0 | +2 (+5 unarmoured) |
| Listen (cross-class) | 1 | +1 | +2 |
| Spot (cross-class) | 1 | +1 | +2 |
| Survival | 4 | +4 | +8 |
| Swim | 2 | -3 | -1 (+5 unarmoured) |
| Treat Injury | 2 | +1 | +3 |
| Untrained Skills | Ranks | Mods | Final Score |
|---|---|---|---|
| Appraise | 0 | +1 | +1 |
| Balance | 0 | -1 | -1 (+2 unarmoured) |
| Bluff | 0 | -2 | -2 |
| Concentration | 0 | +2 | +2 |
| Craft (General) | 0 | +1 | +1 |
| Diplomacy | 0 | -2 | -2 |
| Disguise | 0 | -2 | -2 |
| Escape Artist | 0 | -1 | -1 (+2 unarmoured) |
| Gamble | 0 | +1 | +1 |
| Gather Information | 0 | -2 | -2 |
| Hide | 0 | -1 | -1 (+2 unarmoured) |
| Knowledge (General) | 0 | +1 | +1 |
| Move Silently | 0 | -1 | -1 (+2 unarmoured) |
| Navigate | 0 | +2 | +2 |
| Perform (General) | 0 | -2 | -2 |
| Profession | 0 | +1 | +1 |
| Ride | 0 | +2 | +2 |
| Search | 0 | +1 | +1 |
| Sense Motive | 0 | +1 | +1 |
| Streetwise | 0 | +1 | +1 |
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!
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 bullshit - 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 I want even if I have to break some rules or some skulls.