
Characters
Re: Characters
Race: Mutant Plant
STR: 10 (n/a)
DEX: 11 (n/a)
CON: 13 (13d6 HD)
INT: 13 (+5% Technology Roll Modifier)
WP: 15 (n/a)
CHR: 10 (4 Retainers; Retainer Morale 7)
Alignment: Neutral
Hit Points: (13d6) 48
AC: 13
THAC0: 19
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Mutant Powers:
Natural Armour (Stone Frame) - AC6
Epidermal Photosynthesis - In direct sun, heal 4x regular rate (4d3/day)
Mind Thrust - Mental Energy attack (3d6 dmg, can be used every other round, range = 50ft)
Poisonous Spores (Hallucinogenic) - Emit a cloud of spores when disturbed; saving throw allowed
Empathy - Instill emotions in creatures after successful attack; range = 90ft
Mutant Defects:
Epidermal Photosynthesis - When out of sun (night or cave, etc.), movement rate reduced by 50%, -2 penalty to save vs. cold/heat attacks
Equipment:
Axe (1d8 dmg; 6lb)
Longbow (1d8 dmg; 6lb)
Quiver w/20 arrows
Shield (10lb)
Canvas Duffelbag (2lb)
- (2) Waterskins (8lb)
- (8) Torches (8lb)
- Flint/Steel
- Hammer (2lb)
- Silk Rope (5lb)
- Crowbar (2lb)
- (4) large canvas sacks (2lb)
- (4) Trail Rations (4lb)
- a silver metal cylinder labeled "smoke" (grenade)
Encumbrance: 55lbs carried
Movement: 90' (Daylight)/45' (Night/Indoors)
Background:
Dragon foot. Bamboo pole. Little mouse. Tiny boy.
Re: Characters

Name: Nor-jax of the T'Hunn
Race: Mutant Animal (Gorilla-based apeman)
STR: 16 (+2 Modifier to hit, damage, force doors)
DEX: 9 (n/a)
CON: 17 (n/a)
INT: 9 (n/a)
WP: 13 (n/a)
CHR: 7 (+1 Reaction Adjustment)
Alignment: Neutral
Hit Points: ( 17d6) 60
AC: 6
THAC0: 19
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Natural Weapon:
Bite - 1d6
Mutant Powers:
Xenomorphism, two small tentacles - May be used to grapple objects
Dermal Poison Slime - (Type 2) 2d6 damage, save for half
Neural Telekinesis - Lift 130#; 50ft. range; 5 rd. maximum
Natural Armour - AC6
Mutant Defects:
Simian Deformity - 2/3 Movement when bipedal; Full movement if using legs and arms
Equipment:
Axe (1d8) +2
Spears (2) (1d8) +2
Backpack
Chain, 10ft.
Grapling hook
Lock
Rations, trail, 5-days
Waterskin (2)
Large Sack (2)
12 Iron Spikes
Hammer (tool)
Torches (8)
Oil (3-pints)
Flint & Steel
26gp
Encumbrance: 62lbs carried
Movement: 60ft/20ft/60ft (40ft/13ft/40ft when bipedal)
Background:
Nor-jax’s people, the T’Hunn, were said to have been created by the god-men of N’Merk-Anun, the once great Warrior Kingdom. N’Merk-Anun was the rival to the Merchant Kingdom of N’Azia-Komm and the two fought for domination of the world’s buried treasures. The T’Hunn were raised to be the soldiers and workers for N’Merk-Anun’s dominions in the distant Middle Island.
After the two kingdoms destroyed each other in the Plunder Wars, the T’Hunn people were free from bondage and carved out their own kingdom in the wilderness. For generations, the T’Hunn people lived in proximity to the ruins of the god-men’s castle complex. The T’Hunn were taught to fear and respect the god-men’s creations, especially the dangerous “Cursed Sector” on the far side of the site.
One stormy day, Nor-jax and several companions were hunting near the castle complex. They accidentally wandered into the forbidden area and eventually entered a vast, crumbling chamber filled with a pool of foul water. All were immediately overcome with a disorienting, vomit-inducing illness. As they clamored along a narrow path, nine monstrous tentacles lashed out at the group from the depths of the pool. All but Nor-jax and Oor-zak, his best friend, were pulled into the watery grave, screaming as the liquid melted them alive! Nor-jax and Oor-zak fought back valiantly, severing eight of the tentacles with their chop swords.
The two remaining T’Hunns managed to reach an exit before the monster made a final lunge and grasped Oor-zak. Nor-jax grabbed his friend and pulled back attempting to keep him out of the pool. Despite Nor-jax’s best effort, Oor-zak was slowly dragged into the creature’s lair, screaming in agony as the corrosive water dissolved his flesh! Nor-jax held with all his might, holding on long enough to have his arms submerged up to the elbows. The burning liquid forced Nor-jax to release his friend and he reluctantly moved away from the pool.
Scared, sick, alone and injured, Nor-jax made his way out of the chamber and up several flights of stairs before passing out on an old metal, exterior bridge; the distant howl of the wounded water beast echoing through the ruins.
The storm was over when Nor-jax awoke. He did recall vomiting several more times during his sleep, but the torrential rains must have washed the filth away. His arms were still raw from being burned, but he always healed fast so he wasn’t concerned. What did concern him was several lumps forming on his body; two on either side of his abdomen, one on each cheek and a few smaller ones on the top of his head. Soon thereafter, hideous tentacles sprouted from Nor-jax’s body. Two small tentacles drooped from his cheeks. He cut these off at first, but they kept growing back. Two larger tentacles grew from his mid-section, almost as long as his arms. In time, Nor-jax learned to make use of the larger, abdominal tentacles. The cheek tentacles were vestigial, becoming a nuisance whenever he ate. The head lumps eventually shrunk, but he endured chronic headaches for several months. The fur never grew back on his arms between the wrists and elbows.
His tribe could never accept the Nor-jax that returned from the Cursed Sector and he became an outcast. He now wanders the wasteland, taken with any companions who will accept him.
Last edited by Norjax on Mon Aug 05, 2013 10:58 pm, edited 4 times in total.
Re: Characters
Blixx of Starlight
Race: Mutant Human (Mothish)
Silver-white Hair, white feathery antennae, large black multifaceted eyes (moth-Like),
pointed ears, slightly longer incisors 5'1 100#
STR: 9 (NA)
DEX: 13 (-1 AC)
CON: 11(NA)
INT: 14 (+5% TechRoll)
WP: 13
CHR: 13 (-1Reaction, 5Ret 8RM)
Alignment: Lawful
Hit Points: ( 11d6) 38
AC: 5
THAC0:
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Mutant Powers:
night vision (60’range)
mental barrier (Detect Mental powers 90’ -4 for Mental Attacks)
psionic flight (MV 13”)
vampiric field (43’r absorb HP 2d4/rd 24hr duration)
Mutant Defects:
vision impairment- eyes are extremely light sensitive (albinism) (-2 during daylight)
Equipment:
Hand Axe Tomahawk (battle axe) (1d6)
Knife (dagger) (1d4) Old M7 Bayonet
Mace (1d6) Wrench
Studded Leather Armor AC-6 Made of rings, keys, bottlecaps etc
Backpack, bedroll, flint/steel, trail rations (5 days), 2 canteens (Waterskins), 1 pencil (quill pen), old thread-bear, pull-over sweater (od green)(Winter Blanket), 25’ rope, 3 sheets parchment, jar of killer bee honey, Spyglass, 1 pound trade gold, leather pouch(map case) 1 honey roasted spidergoat drumstick,16gp 7sp.
Musket w/4 balls and powder for 4 shots
Really needs a good pair of sunglasses
Grew up in the village of Starlight (old drive in theater)
Really drawn to soft glowing light
Race: Mutant Human (Mothish)
Silver-white Hair, white feathery antennae, large black multifaceted eyes (moth-Like),
pointed ears, slightly longer incisors 5'1 100#
STR: 9 (NA)
DEX: 13 (-1 AC)
CON: 11(NA)
INT: 14 (+5% TechRoll)
WP: 13
CHR: 13 (-1Reaction, 5Ret 8RM)
Alignment: Lawful
Hit Points: ( 11d6) 38
AC: 5
THAC0:
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Mutant Powers:
night vision (60’range)
mental barrier (Detect Mental powers 90’ -4 for Mental Attacks)
psionic flight (MV 13”)
vampiric field (43’r absorb HP 2d4/rd 24hr duration)
Mutant Defects:
vision impairment- eyes are extremely light sensitive (albinism) (-2 during daylight)
Equipment:
Hand Axe Tomahawk (battle axe) (1d6)
Knife (dagger) (1d4) Old M7 Bayonet
Mace (1d6) Wrench
Studded Leather Armor AC-6 Made of rings, keys, bottlecaps etc
Backpack, bedroll, flint/steel, trail rations (5 days), 2 canteens (Waterskins), 1 pencil (quill pen), old thread-bear, pull-over sweater (od green)(Winter Blanket), 25’ rope, 3 sheets parchment, jar of killer bee honey, Spyglass, 1 pound trade gold, leather pouch(map case) 1 honey roasted spidergoat drumstick,16gp 7sp.
Musket w/4 balls and powder for 4 shots
Really needs a good pair of sunglasses
Grew up in the village of Starlight (old drive in theater)
Really drawn to soft glowing light
- Attachments
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- Blixx3b_zpsb96cc3d3.png (183.84 KiB) Viewed 2852 times
Last edited by Mimdalf on Wed Jul 02, 2014 12:13 pm, edited 15 times in total.
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain
"Little surprises around every corner, but nothing dangerous!" WW
Namárië
"Little surprises around every corner, but nothing dangerous!" WW
Namárië
- WarHedgehog
- Squire
- Posts: 14
- Joined: Tue Jul 09, 2013 8:44 pm
Re: Characters
Mr. Pibbs has wandered away into the wasteland. We wish him the best of luck and look forward to meeting up with him again.
Name: Mr. Pibbs
Last edited by WarHedgehog on Thu Aug 22, 2013 4:38 pm, edited 1 time in total.
-
- Tracker
- Posts: 171
- Joined: Sun Jul 21, 2013 5:34 pm
- Location: McMechen, Wv
Re: Characters

Name: Frank Rock
Race: Pure Strain Human
STR: 13 (+1)
DEX: 12 (n/a)
CON: 15 (15d8 HD)
INT: 15 (+5% Technology Roll Modifier)
WP: 13 (n/a)
CHR: 15 (-1 Reaction 5 Retainers; Retainer Morale 8)
Alignment: Lawful
Hit Points: 63 - 4
AC: 6
THAC0: 19
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Equipment: 4.5 gold left
Studded Leather Armor
Long Sword
Long Bow
20 Arrows
Backpack
Bedroll
Flint And Steel
5 days rations preserved
50' Hemp Rope
2 Large Sacks
2 Water Skins
8 Torches
2 Pints Oil
1 Bottle whiskey
Born Chris Davis, Frank changed his name, after finding a stash of Sgt. Rock comics in a long forgotten box in a small cave, He became enamored with the exploits of Easy Company, and started to act out the mannerisms, he just knew the legendary Sgt. Rock had... After so many years, he almost never falls back into being Chris Davis.. He strives to one day find the definitive proof that The Sergeant who lead the lost battalion was real, so he can shove that proof under his family's noses, and shut them up..
Last edited by Scythius Equinus on Thu Aug 22, 2013 12:39 am, edited 1 time in total.
You had me at blood and semen - Peter Lefluer
Frank Rock - Human
Frank Rock - Human
- Vargr1105
- Ranger Knight
- Posts: 1874
- Joined: Mon Jun 04, 2012 10:05 pm
- Location: UNSPEAKABLE POWER!!!
Re: Characters
UPDATE: Jet is now an NPC
Jet, son of Bronco disappeared after you entered the tunnel. He now wanders the wasteland on a personal mission.
Jet, son of Bronco disappeared after you entered the tunnel. He now wanders the wasteland on a personal mission.
Re: Characters
Name: Bartholomew Ichabod Zinc (a.k.a. Biz)
Race: Mutant Human
STR: 15 (+1)
DEX: 13 (-1/+1/+1)
CON: 14
INT: 12
WP: (11)15
CHR: 8 (+1/3/6)
Alignment: Neutral
Hit Points: (14d6) 60
AC: 5
THAC0: 18
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Mutant Powers:
Echolocation - Natural sonar using clicking sound, 90ft. range, +2 to hit in combat
Reflective Epidermis: Electrical Energy - no damage from this type of energy source
Know Direction - incapable of being lost
Increased Willpower - +4 to willpower, +10% to technology rolls
Mutant Defects:
Bizarre Appearance with Light-sensitive Eyes - -2 to hit in daylight, -1 to hit if wearing broad-rimmed hat
Equipment:
Leather Armor (AC7) 15#
Shield (-1) 10#
Axe (1d8) 6#
Backpack 2#
Rations, trail, 5-days 5#
Waterskin (2) 8#
Large Sack 1/2#
Rope, Hemp (50ft.) 10#
Hat, broad-rimmed
Burlap shirt & pants
Boots
15gp
Race: Mutant Human
STR: 15 (+1)
DEX: 13 (-1/+1/+1)
CON: 14
INT: 12
WP: (11)15
CHR: 8 (+1/3/6)
Alignment: Neutral
Hit Points: (14d6) 60
AC: 5
THAC0: 18
Saving Throws:
Energy Attacks: 15
Poison/Death: 12
Stun Attacks: 14
Radiation: 13
Mutant Powers:
Echolocation - Natural sonar using clicking sound, 90ft. range, +2 to hit in combat
Reflective Epidermis: Electrical Energy - no damage from this type of energy source
Know Direction - incapable of being lost
Increased Willpower - +4 to willpower, +10% to technology rolls
Mutant Defects:
Bizarre Appearance with Light-sensitive Eyes - -2 to hit in daylight, -1 to hit if wearing broad-rimmed hat
Equipment:
Leather Armor (AC7) 15#
Shield (-1) 10#
Axe (1d8) 6#
Backpack 2#
Rations, trail, 5-days 5#
Waterskin (2) 8#
Large Sack 1/2#
Rope, Hemp (50ft.) 10#
Hat, broad-rimmed
Burlap shirt & pants
Boots
15gp
- Attachments
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- biz.png (267.35 KiB) Viewed 2503 times
- Grognardsw
- Rider of Rohan
- Posts: 12938
- Joined: Wed Jun 26, 2013 12:30 pm
- Location: ImagiNation
Re: Characters
Bump. Added Broggrim's collage.