Spiller: Pascal
Name | Roll | Level | Cost |
---|---|---|---|
Camouflage | 12+3 | IQ+1 | [2] |
Survival (Woodland) | 14+3 | Per+1 | [4] |
Crossbow | 15 | DX+3 | [8] |
Naturalist | 12+3 | IQ+1 | [8] |
Survival (Plains) | 14+3 | Per+1 | [2] |
Survival (Corrupted Regions) | 14+3 | Per+1 | [2] |
Tracking | 14+3 | Per+1 | [4] |
Blowpipe | 10 | DX-1 | [2] |
Knife | 12 | DX+1 | [2] |
Net | 10 | DX-1 | [2] |
Animal Handling (any) | 11 | IQ | [2] |
Disguise (Animals) | 11 | IQ | [2] |
Mimicry (Animal Sounds or Bird Calls) | 10+3 | IQ-1 | [2] |
Riding (any) | 12 | DX | [2] |
First Aid | 11 | IQ | [1] |
Jumping | 12 | DX | [1] |
Knot-Tying | 12 | DX | [1] |
Running | 11 | HT-1 | [1] |
Swimming | 12 | HT | [1] |
Attributes: (90)
Strength (ST) 11 [10]
Dexterity (DX) 12 [40]
Intelligence (IQ) 11 [20]
Health (HT) 12 [20]
Secondary Characteristics:
Damage: Thr: 1d-1, Sw: 1d+1
BL 24 lbs;
HP 11 [0]; Will 11 [0]; Per 14 [20]; FP 12 [0]; RP 11 [0];
Basic Speed 6.00 [0]; Basic Move 6 [0].
Advantages & Perks: (45)
- Outdoorsman1 3 [30].
- High Pain Threshold [10]
- Rapid Healing [5]
- Night Vision 3 [3]
- Hard to Kill 3 [6]
- Resistant to Disease (+8) [5]
- Lifting Strength 3 [9]
- Peripheral Vision [15]
- Less Sleep 2 [4]
- Absolute Direction [5]
- Silence 1 [5]
- Temperature Tolerance 1 [1]
- Starting Equipment +500$ [2] (for donkey)
Disadvantages & Quirks: (-45)
- Loner [-5]
- Pacifism (Cannot Harm Innocents) [-10]
- Stubbornness [-5]
- Delusion (“The outdoors is always safer than in a building!”) [-10]
- Phobia (Crowds) [-15]
MUTATIONS (43) | |||
---|---|---|---|
Mutation Name | Points cost | Freakishness | Description |
Adaptable Skin 2 | 16 | 4 | You have more chameleonic skin |
Slimy | 8 | 2 | You are slippery |
Mouthy | 3 | 2 | An extra mouth; stomach |
Sound-Wave Recall | 8 | 2 | Mimicry |
Whiskers | 8 | 2 | You detect aerial vibrations |
Eagle Eyes 1 | 12 | 3 | 8x magnification |
Hound Nose 1 | 12 | 4 | Scent (+4 Smell, +4 Tracking) |
Red Sight | 8 | 2 | IR-Vision |
Suction Pads | 16 | 4 | You can crawl up walls and ceilings |
Outsize Eardrums | 13 | 2 | A supernatural ability to distinguish sounds |
Total | 104 | 27 |
- 3 Unnatural Features (B22). They give a +3 to people trying to figure out whether you are a mutant or what mutations you have. You also get -3 on disguise and shadowing rolls.
- unclear, constantly shifting facial features
- both a rather low- and high-pitched voice
- big dog-like nose
- bat ears
- Non-mutants react to you at -3, whether or not they realize you are a full blown mutant. People with Intolerance of mutants (which is common in the setting) react at an addition -9 plus double these penalties if they realize you are a mutant. A sufficiently bad reaction can lead to them deciding to purge you with fire before you lay eggs.
* Penalties *
- Chronic Pain: severe pain for 1h/day, if 3d6 are9 ore less / -4 on anything
Equipment
- Hunter Kit
- Crossbow (65 lbs)
- Studded Armor (16 lbs)
- Leather Helmet (16 lbs)
- Boots
- Blowpipe
- Cloak
- Rope from the "Strange Fruit Tree" (?)
- Net made from rope from the "Strange Fruit Tree" (?)
- Donkey
- Saddle Bags (+120 lbs)
Background
Cloak is a seldomly observed visitor to the "civilized" areas. People occasionally report sightings of a squat cloaked figure moving around in the shades at the borders of settlements. Especially during nights, traders may hear whispering, kindly sounding voices in multiple pitches offering a deal. It usually is the exchange for small goods that are usually available in places far away or difficult to reach.
Rumour has it that Cloak is a heavily mutated being who is forced to live a hidden life in the wilderness, the only companion being a sturdy donkey. The only thing people can tell for sure is that honest and non-violent citizens would never be harmed. Few people were able to take a glimpse beneath the hood, but even they could not tell the gender of cloak or even confirm the humanness of what they've seen.