Martuk - Player Character Sheet:

Martuk: Ian's character; a mutant enforcer of the big frikkin' sword variety. When clad in his golden power armour, he resembles an Ancient knight of legend.

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)
Character Class & Level: Enforcer 3 + 1 (Level Adjustment) = 4th Level
Experience Points: 6425 XP (10000 XP req'd for 5th.)

Attributes
Strength: 16 (+3)
Constitution: 15 (+2)
Dexterity: 14 (+2)
Intelligence: 13 (+1)
Wisdom: 12 (+1)
Charisma: 8 (-1)

Saving Throws
Fortitude: +3 (Base), +2 (Con) = +5
Reflex: +1 (Base), +2 (Dex), -6 (Mutation) = -3
Will: +1 (Base), +1 (Wis) = +2

Other Info
Allegiance: Community (Nightwind Tribe)
Karma Points: 2
Initial Build Points: 30 (Heroic)
Creep Threshold: 15
Cumulative Creep Exposure: (6) Mild

Combat:

Base Combat Stats
Maximum Hit Points: 15 +16 (Class Levels) = 31
Current Hit Points: 31
Massive Damage Threshold: 15 +1 = 16
Size Category: Medium-Sized
Initiative Modifier: +2 (Dex)
Base Speed: 30 ft.
Base Attack Bonus: +3
Base Defense Bonus: +1

Weapon Attack Damage Crit. Type Range
Greatsword (Two-Handed) +3 (Base), +3 (Str) = +6 1d12 +4 (Str) 19-20 Slashing Melee
Greatsword (Power Attack) +3 (Str) 1d12 +10 (Str, Pwr Atk) 19-20 Slashing Melee
Laser Rifle +3 (Base), +2 (Dex), -2 (Non-Prof) = +3 3d8 20 Energy Long
PSM Handgun +3 (Base), +2 (Dex), -2 (Non-Prof) = +3 2d6 20 Ballistic Medium
DU Heavy Pick (Mastercraft, Two-Handed) +3 (Base), +3 (Str), +1 (MC) = +7 1d8 +4 (Str) 20 Piercing Melee
DU Heavy Pick (Power Attack) +3 (Str), +1 (MC) = +4 1d8 +10 (Str, Pwr Atk) 20 Piercing Melee
Power Glove +3 (Base), +3 (Str) = +6 3d4 +3 (Str) 20 Bludgeon Melee
2 Claws (Full Attack) +3/+3 (Base), +3/+3 (Str), -2/-2 (Dbl Atk) = +4/+4 1d6 +3 (Str)/
1d6 +3 (Str)
20/20 Slash/Slash Melee
Claw (Single Attack) +3 (Base), +3 (Str) = +6 1d6 +3 (Str) 20 Slashing Melee

Armour Defense Max Dodge Bonus Armour Penalty Speed
Duralloy Half-Plate 10 +1 (Base), +0 (Dex, Max Dodge), +7 (Armour) = 18 (DR 3/DU) +0 -7 20 ft. *
Flat-Footed 10 +1 (Base), +7 (Armour) = 18 (DR 3/DU) +0 -7 20 ft. *
vs. Touch Attacks 10 +1 (Base), +0 (Dex, 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.

Character Traits:

Background Traits:

Special Abilities:

Skills:

Trained Skill Key Attribute Ranks Modifiers Final Score
Athletics Str 4 +3 (Str), -7 (Armour) +0 (+7 Unarmoured)
Awareness
(cross-class)
Wis 2 (׽) +1 (Wis) +2
Endurance Con 3 +2 (Con) +5
Survival Wis 1 +1 (Wis), +2 (Background) +4
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)
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
Operate Vehicle Dex 0 +2 (Dex), -2 (Background) +0
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:


Power Armour Stats: (171/200 hp)

The Ares series of power armour was designed to see battle in the front lines. Its massive musculature somewhat reduces the soldier's speed and mobility, but this is more than made up for by its size and damage resistance.

The following statistics change when Martuk wears his Ares Mk. III power armour:

Weapon Attack Damage Crit. Type Range
Greatsword (Two-Handed) +3 (Base), +4 (Str) = +7 1d12 +6 (Str) 19-20 Slashing Melee
Greatsword (Power Attack) +4 (Str) 1d12 +12 (Str, Pwr Atk) 19-20 Slashing Melee
DU Heavy Pick (Mastercraft, Two-Handed) +3 (Base), +4 (Str), +1 (MC) = +8 1d8 +6 (Str) 20 Piercing Melee
DU Heavy Pick (Power Attack) +4 (Str), +1 (MC) = +5 1d8 +12 (Str, Pwr Atk) 20 Piercing Melee
Power Glove +3 (Base), +4 (Str) = +7 3d6 +4 (Str) 20 Bludgeon Melee
Unarmed Combat +3 (Base), +4 (Str) = +7 1d6 +4 (Str) 20 Bludgeon Melee

Armour Defense Max Dodge Bonus Armour Penalty Speed
Ares Mk. III Power Armour 10 +1 (Base), +3 (Armour) = 14 (DR 10/DU) +0 -6 25 ft.
Flat-Footed 10 +1 (Base), +3 (Armour) = 14 (DR 10/DU) +0 -6 25 ft.
vs. Touch Attacks 10 +1 (Base) = 11 (DR 10/DU) +0 -6 25 ft.

Power Armour Features:

Ares Mk. III

Skills: As above, except Acrobatics -4, Athletics +1, and Sneak -4 while wearing power armour.

Possessions: As above, plus special carrying harness (for storing additional gear), mastercraft mechanic's tools (excellent condition), 3 'FEMA' gallon jugs, additional food (7 days), additional water (7 days) while wearing power armour.