Cloak

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.

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