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.
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 |
| 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.
| 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 |
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. |
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.