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Post by aardvark892 on Sept 25, 2013 10:55:16 GMT -8
I'm going to use this thread to post characters I've built, as I build them. I do not have access to any type of scan technology, and I build my characters using Notepad, so I'm going to post them here cut-n-paste. Please let me know if you see any problems with the characters, or advice on how to make them better!
First up, my wife's first character: (all changes from skills/mutations have already been incorporated where necessary) (NOTE: I've just reposted the details; I've been tweaking my character sheets, and I found that this character wasn't truly finished. What you see here now is more complete)
Name: Zeeka
Hair color: Blood Red Eyes: Emerald Skin: Clay
Home Area: Newburg, in the Dominion of Aberratia
Language: Common Age: 25
Character Type: Mild Mutant
Pre-Game Caste: Militia Soldier
Outfitting Code: MO Read/Write? No Math? No
Height/Weight: 7’, 154 lbs
Handedness: Right Swimming: Strong
Move: 9.5 running, 35m flying (7 mph running, 26 mph flying)
#Attacks/Rd: 1
BASE SV: 55 Base HTH Damage: d6+1
BASE DV: -12 (-37 Base while flying, -28 armored on ground, -53 armored and flying)
(Subtract another five from these if using the shield, and four for the helmet)
Money: 25 sp
END 56 Healing Rate: 6
STR 18 Damage: Nil Range: Nil
AGL 85 DV Bonus: -12 Move Rate Mod: +1.5m
ACC 39 SV Bonus: +2
INT 23
PRC 20 Initiative Modifier: +0
WLP 90
APP 31
Skills:
Junk Crafter 1
Stealth 2
Brawling 1 (+3 SV, +1 Damage, +2 Throwing)
Mutations:
Wings (Vast sized Insect wings. 35m speed, Excellent Flight. -25 DV, Stun Damage 1d10, +40kg)
Long Legs (25% longer, -3 APP, +2m Move)
Lizard Tongue
Increased Immunity to Alcohol (needs double the amount to get drunk)
Gear:
Spiked Leather Armor (-16 DV) (Modified for wings)
Spiked Shield (-5 DV)
Iron Helmet (-4 DV)
Crossbow (+8 SV, d20+1 Damage, 60m range, 2 handed)
16 bolts
Dagger (1d10 Damage)
Full lantern
Bottle of lantern oil
Winter sleeping bag
Hip sack
Fishing gear
2 person tent
Crowbar
Pickaxe
Soap
Towel
Toothbrush
Wool coat with hood (modified for wings)
Wool pants
Wool shirt (modified)
Playing cards
Bone dice
History:
Having long ago given up the tedium and boredom of a Militia soldier in Newburg, far removed from the front lines and excitement, Zeeka (who can more often be found flying or hovering than actually standing on the ground) has set out to find her own excitement. She’s a pure thrill seeker, and not concerned with the future, nor is she a “believer” in the Aberrationist pogrom. She’s had to sell off most of what little she owned to get what she thinks an Excavator should have… but she’s overdone it a bit. Being small of frame, slim and not very strong, she’s found herself with more gear than she can comfortably fly with. Now Zeeka has to decide; stay on the ground with all this stuff, or drop the heavy stuff and stay aloft where she belongs.
EDIT: Just realized I had forgotten a bit of math on this character, so I just did a small update. She's now taller, like she's supposed to be, and I figured out her running and flying speeds in MPH.
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Post by aardvark892 on Sept 25, 2013 14:21:13 GMT -8
And here's a "freakish horror" for you, my first ever TME character!
EDIT: This has been a long time coming. This was my first character, and I've finally gotten around to finishing the details, cleaning up the information, and fleshing the character out quite a bit more. I finally have a name, and a background. As with all my characters, everything is already updated, even if additions are noted. Hope you enjoy!
Name: Murphy Longbody
Hair color: Leaf Green Eyes: Milky White Skin: Olive Green
Home Area: The city of Overpass
Language: Common Age: 24
Character Type: Mutant, Freakish Horror (yet strangely attractive, even with the acne)
Pre-Game Caste: Thief
Outfitting Code: IMP Read/Write? No Math? No
Height/Weight: 195lbs, 6' 4" Handedness: Right Swimming: Cannot Swim
Move: 6m #Attacks/Rd: 1
BASE SV +2
BASE DV -11 with leather jacket and helmet
Money: 4sp
END 53 Healing Rate: 5
STR 87 Damage: +12 Range: +60%
AGL 51 DV Bonus: -4 Move Rate Mod: +0.5m
ACC 35 SV Bonus: +2
INT 96
PRC 25 Initiative Modifier: +0
WLP 33
APP 59
SKILLS:
Brawling 1 (+3 SV, +1 Damage) Total SV +5
Tracking 1
Stealth 2
Climbing 1
Navigate by Stars 1
Lying 1
Gambling 1
MUTATIONS:
Prime Mutations:
Immunity to Poison (Utterly immune to all types of poison, including alcohol)
Asphyxiation Zone (Range: ½ Willpower radius in meters, use 2x/day per rank, duration two rounds per rank, damage d10)
Telepathy
Monstrous Morph (pg. 70) (way too much info for here)
Empathy
Acid Spit (Range 6m, use 2x/day per rank, +6 SV, damage d6+2 per round for d6 rounds)
Throwing Quills (Range is half STR in meters, 20 quills per day, -18 DV, SV +6. Damage d10 each)
Body Disproportion (7) - The torso of this mutant is elongated, having a dozen extra ribs, two sets of lungs, a larger heart, more efficient anti-toxin organs, the ability to stow away twice as much food and water, and double the number of hazard checks against poison.
Reserve Heart (Standby heart that takes over if the prime heart fails or is damaged)
Energy Blade (extends 1m long, use 2x/day per rank, +10 SV, Blue color, Lethal Damage d12)
Minor Mutations:
Nutriment Cache (40 days of stored food pellets inside stomach)
Blood Color Alteration (Purple)
Physical – Cat-like balance and Grace
Hibernation
Flaws:
Dizziness (extreme vertigo)
Altered Digestive Tract (can only ingest grains safely)
Chronic Acne
Gear:
Clothing is unwashed rags of either wool or cotton, always torn, patched, dirty and typically the wrong
size.
4sp in a tattered belt pouch
Tinder box
2 torches
Wooden spoon
Full water skin (2L water)
Woolen blanket
Sack
Backpack
4 meters of rope
Sandals
10 days of dried rations
Machete (d12+1 damage)
Leather Jacket (-5 DV, -0.5m movement)
Leather Helmet (-2 DV)
History:
Even for a mutant with horrible acne, Murphy can be quite attractive. Most of it comes from his personality, which is unfortunately a very manipulative one. Murphy is a thief, and he learned at a young age that the best way to get away with being a thief is to make everyone think you couldn’t possibly be one. Charm, wit, and (supposedly) honest caring can make even the most paranoid neighbor think you’re one of the good guys that would never take from others. It’s a complete lie, of course… Murphy would literally take candy from a baby, or social security checks from his own grandmother, if either of those things existed anymore. Murphy’s had a horrible string of bad luck recently, leaving him with virtually nothing. While trying to pick the pocket of a too-observant Excavator, Murphy was caught and instead of just being killed, he was convinced that his life would be longer as a gear carrier for that excavator. That life ended up suiting him well… Murphy discovered that true treasures are to be found in the wastes of the ancient ones, instead of city-dweller’s pockets.
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Post by aardvark892 on Sept 25, 2013 14:23:59 GMT -8
Here's a Pure Strain Human for you!
Name: Nationality: Height: Weight: Age: Gender Hair: Eyes: Skin: Handed:
Character Type (chosen): Pure Stock Human Height: 5' 8" Weight: 178 lbs Left handed Can't swim 22 years old Move: 6m Rank: 1 Exp: 0 SV: 01-50 #Att/rd: 1 DV -24
Traits: Endurance 42 Healing: 4 Strength 59 DMG: +6, RNG +30% Agility 31 Accuracy 118 +20 Accuracy SV Intelligence 38 Perception 55 +1 Initiative Willpower 29 Appearance 23
Cannot read or write Pure Strain: +3d6 Appearance (13), +d6 to each trait, +10 trait points (all put into Agility)
Caste: Miner +d10 END, +2d10 STR, -1d6 APP, Outfitting PR, Pickaxe Weapons Expert d3 (2), Skill Set: Misc.
Skills: Pickaxe Weapons Expert 2 (+6 SV, +4 Dam.Bonus) Unarmed Combat (Martial Arts) 1 (+5 SV, +1 Dam.Bonus)
Money: (28sp debt in home town) 9sp
Gear Shovel Pickaxe (d12 dam) 28m of rope Lantern and oil tinder box 4 torches 9 candles cutlery set full water skin(2L water) summer sleeping bag coin pouch backpack sewing kit whetstone shovel work boots & work gloves poncho cotton pants and shirt 14 days of dried rations
Starting Arms: Bow and 24 arrows, plus, a knife Scrap relic (-20 DV, -0.75m movement, 3kg) Iron Helmet (-4 DV, -0.25m movement, 1.5kg)
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Post by Mutant Lord: William McAusland on Sept 26, 2013 8:13:36 GMT -8
Hi Aardvark892,
These are all wicked characters! That Mutant Horror's 3 flaws shouldn't slow it down too much... and the elongated torso with all those organs are quite the bonus. Have you already added the 2d10 END bonus to the character's traits?
I think the format you've posted them in, just copy pasting, is excellent. No need for a jpeg scan. It is easy for people to copy the lists onto a sheet if they want to use these characters, and frankly, having the stats in pencil is wise since as a PC goes up in rank some of these traits change.
Thanks for suggesting this board!
WIll
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Post by aardvark892 on Sept 26, 2013 17:46:18 GMT -8
All the characters have already had all changes from skills/mutations/cyber added in. The notes by each are there for reference.
I'm glad you like the format, especially since that's about the only one I can do!
I'll be posting more as I get them finished, and I really hope more people follow my lead.
Tim
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Post by aardvark892 on Sept 26, 2013 17:49:24 GMT -8
This is a COMPLETE rebuild of one of the first few characters I'd posted here. I've been on a kick lately of reviewing, detailing, finishing up, and cleaning up all of my characters to make sure they're playable right away as is. When I first posted this Bestial Human/Badger hybrid, I unintentionally brought up memories of Badders from Gamma World. You'll see that conversation in the next few posts. In the process of finishing up this character, I hit a standstill and decided it really needed a rebuild. During that rebuild, I have a fantastic idea for a background, and because of all this I think this is a much better character than before. Enjoy, and please comment!
Name: Honey Francis (Mauler Deathbiter)
Hair color: Grey and Black Eyes: Blue Skin: Pale
Home Area: Port Folly
Language: Common Age: 9 yrs. old (34yr lifespan) Gender: Female (hides that fact)
Character Type: Bestial Human/Badger Hybrid
Pre-Game Caste: Raider
Outfitting Code: PR Read/Write? No Math? No
Height/Weight: 69kg, 91cm (152lbs, 3’ tall)
Handedness: Left Swimming: Poor
Move: 8m (7.5m in armor and shield)
#Attacks/Rd: 1
BASE SV
BASE DV -10 (-24 in armor and shield)
Money: 14sp
END 44 Healing Rate: 4
STR 61 Damage: +6 Range: +30%
AGL 15 DV Bonus: 0 Move Rate Mod: 0
ACC 28 SV Bonus: 0
INT 35
PRC 25 Initiative Modifier: 0
WLP 55
APP 11
Skills:
Rider 1
Dodge 1 (-5 DV)
Brawling 1 (+3 SV, +1 damage, +2 spit/sand)
Knife Thrower 1 (+3 SV, +2 damage, 6m range)
Knife Fighter 1 (2 knife attacks per round, +2 SV, +2 damage)
Tracking 1
Gear:
Machete (d12+7 damage incl. STR bonus)
Leather Armor (-10 DV, -0.25m movement, 4kg)
Leather Shield (-4 DV, -0.25m movement)
Tinder box
7 torches
8 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
4m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
24 days of dried rations
History:
Mauler Deathbiter had quite a reputation among local raiders, and with local guards and militia, as being one of the fiercest, most violent criminals in the area. When The Death Biter and his gang showed up, you knew your time was short, and you’d probably be eaten alive. What nobody knew was that The Death Biter was actually a sweet little girl scared for her life, forced to act bloodthirsty and vicious whenever witnesses were around. Due to a mistaken identity long ago, the fact that it is very hard to tell what gender she is, and that she is an excellent faker, Honey Francis picked up the persona of Deathbiter to join the raider band that was destroying her town. A big act, a show of teeth, a fake growly voice, and blood on her claws (actually red paint; she was finger painting flowers when the raid began), and the raider leader actually thought she was a crazed killer, and welcomed her, um, him into the gang. She’s spent most of her short adult life at Port Folly as a fellow raider. Honey eventually found a way to fake her death and escape the horror of the raider gang, and has fled into the ruins, hoping to join an excavator team and disappear from the plains.
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Post by providence13 on Sept 28, 2013 7:06:23 GMT -8
Nice characters. I'll be using these as future NPC's. Thanks! Knowing you're a GW guy, the "Badder" is a nice addition.
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Post by aardvark892 on Sept 28, 2013 16:00:56 GMT -8
Holy Smokes! Providence, I hadn't even thought about Badders with that one. Very nice GW reference! Thanks for that. Now we're on that topic, maybe we should all work on adding GW stuff, like Centisteeds (LOL)... although honestly, McAusland has provided us with an immense wealth of creatures already, and you've all got to admit his artwork really makes TME the best of it's kind.
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Post by providence13 on Sept 29, 2013 7:20:07 GMT -8
(I do kind of miss robots with tractor/pressor beams, atomic power cells and cars that can fly to the moon and back on one charge. Totally forgot about centisteeds.. If I had a better memory, I'd be more nostalgic. )
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Post by aardvark892 on Oct 1, 2013 16:14:50 GMT -8
The only thing TME doesn't give me that I miss from at least some editions of GW is playable mutant plants.
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Post by aardvark892 on Oct 30, 2013 8:35:29 GMT -8
I'm not sure exactly what a "typical mutant" is, but here's one you might like. This character, like all the others, was completely random. An incredible roll of 100 started off this character, and I think he's turned out very cool. EDIT: I'm slowly but surely going through all the characters I've posted here and cleaning them up, updating them, and fixing problems I've found. Purgle is one of my favorites; it's taken me far too long to get this character really finished.
"Typical" Mutant
Name: Purgle “The Purple” (hates that nickname) Macintosh
Hair color: Black Eyes: Violet Skin: Violet
Home Area: Overpass, in the Crossroads region
Language: Common Age: 23
Character Type: Typical Mutant
Pre-Game Caste: Infantryman
Outfitting Code: WE Read/Write? No Math? No
Height/Weight: 81kg (178lbs), 185cm (6”)
Handedness: Left Swimming: Can’t Swim
Move: 5.5m in armor #Attacks/Rd: 1 (2 throwing knives)
BASE SV 0-50
BASE DV -14 in armor
Money: 173sp
END 120 Healing Rate: 13
STR 24 Damage: +0 Range: +0
AGL 26 DV Bonus: +0 Move Rate Mod: 0
ACC 22 SV Bonus: +0
INT 58
PRC 19 Initiative Modifier: 0
WLP 46
APP 12
Skills:
Brawling 1 (+3 SV, +1 damage, +2 spit/sand)
Gunslinger 1 (no offhand penalty, +1 Initiative with handguns, +3 SV, +2 damage)
Knife Fighter 1 (2 knife attacks per round, +2 SV, +2 damage)
Knife Thrower 1 (+3 SV, +2 damage, 6m throwing range)
Wilderness Survival
Mutations:
Amphibian
Blurred Movement (-20 DV, can be used up to WLP in rounds per day)
Deviant Skin Structure (Alkaline skin; skin is immune to acid)
Mental Screen (non-advanced version)
Scaled Skin (-8 DV)
Blood Color Alteration (blue)
Physical Alteration (39cm longer neck)
Gear:
Heavy Leather Armor (-14 DV, -0.5m movement)
Shotgun Pistol (+15 SV, rate 1 or 2, 3d10 damage, range 20m)
6 shotgun shells
14 throwing knives (+3 SV total when thrown, d8+2 damage, 6m range)
Razor Sword (+8 SV, d20+11 damage)
Longsword (d20+2 damage)
Dagger (d10 damage)
Tinder box
6 torches
6 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
10m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
15 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice
Hunting Dog
History:
Purgle (don’t call him purple!) had to fight constantly to be taken seriously in the local town militia. Even with the fantastical all about, his violet skin made him the butt of almost every joke. He stuck with it though, and eventually Purgle earned some respect in town. After an incident where a wasteland beast killed several of his mates, and Purgle saved the lieutenant, he was allowed to “retire” so that he could set out to find more of the creatures responsible for the slaughter.
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Post by aardvark892 on Jul 8, 2015 19:28:43 GMT -8
I know it's been quite some time since I posted this... life has most certainly gotten in the way in some of the worst ways. I've started looking seriously at TME lately, and of course making more characters. Here's one I just finished. Hope you like it!
Name: Ruddy Scratch-n-sniff Character Type (Experienced Player): Mutant, Mild Weight: 68 kg Height: 191cm Handedness: Right Swim? No. Skin Color: Scarlet Hair Color: Dark Green Eye Color: Inky black
END 25 Heal Rate 3 STR 48 +4 HTH damage, +20% thrown range AGL 30 ACC 32 INT 29 PRC 21 WLP 61 APP 18
Pre-game Caste: Elite Soldier -Deserted? Yes. Hunted by former mates? Yes. Read and Write? No. Math? No. Skills: Brawling 6 +13 SV, +d6+6 Damage, +12 Spit/Sand/Bottle
Gunslinger 1 +1 Initiative, +3 SV, +2 Damage
Riding 1 Leap on/off: B, Slide to Cover: A, Move +0.5, Mount SV +1, Mount Damage +1
Sniper 4 +12 SV, +d12 Damage
Stealth 2 Silent Action: A, Pilfer: A, Conceal Self: A, Concealed Move: A
Barter 1
Technician Skill 1 (Electrical Technician)
Mutations (d3 Prime (2), d2 Minor (2), 25% of Flaw: Yes Prime 1: Deviant Skin Structure (Weather Sensitive Skin) 8-0. Weather Sensitive Skin: Due to a combination of subtle but accurate physical indicators, such as throbbing scars, goose bumps, an itchy scalp, and the like, this mutant can sense when the weather is about to change within a 20 km radius. An approaching electrical storm will make the mutant’s skin crawl and hurricanes will almost drive him mad with rash like-symptoms. Due to the very sensitive nature of this aberration, such a character, if in arid conditions, and concentrating, can sense any open water body within 2 kilometers and lead companions or livestock to an oasis or creek. Prime 2: Mind Crush Mind Crush 56 Range: willpower xin meters Usage: three times per day per rank Damage: d0 endurance, plus d6 intelligence Hazard Check: intelligence based type B Among the most common mental mutations encountered, this mental attack can both inflict serious brain injury and physical harm to organic beings who fail an intelligence based, type B hazard check. Often, even the largest animals have weak intelligence trait values, and a mutant of high rank, hurling several successful mind crush attacks in a row can bring down a behemoth whom would otherwise be unstoppable via endurance depleting. Any living being whose intelligence is reduced below zero is considered to be unconscious for 10+d100 minutes, but, could slip away and must make a type B willpower based HC to avoid death. Intelligence points of unconscious beings will heal one point per minute starting after unconsciousness ends. Minor 1: Physical Alteration (Six fingers per hand) Minor 2: Pouch Flaw: Psoriasis Psoriasis 133 This variety of psoriasis is far more severe than the typical sort; covering 46% of the character’s body, These itchy, ‘scale’ covered plagues produce raised, discolored red patches on the mutant’s flesh, are painful and chafe when clothing or armor rubs on them. As open sores, they give off the same scent as a wounded character as far as encounter tables go, attracting predators if not covered by plant based salves and ointments. The character’s endurance is permanently reduced by 3 points and appearance by 2.
Equipment: Laser Pistol (37 shots) +16 SV, d20+10 damage, 500m range, power cell 30 shots ea. .22 Sporting Rifle (16 .22 shots) +10 SV, d10 damage, 180m range, 10 shot mags 163sp full lantern and bottle of oil hip sack and fishing gear 2 person tent crowbar and pickaxe soap and towel toothbrush wool coat with hood playing cards and dice tinder box 5 torches 9 candles cutlery set full water skin (2L) summer sleeping bag winter sleeping bag coin pouch backpack 4m of rope sewing kit whet stone shovel work boots and gloves poncho cotton pants and shirt wool pants and shirt 23 days dried rations Spear (SV +4 two handed, d20+1/d20+4 damage, range 15m) Machete (d12+1 damage) Knife (d8 damage) Part Plate Armor (-25 DV, -1.5m move, 24kg weight) Buckler Shield (-4 DV, 1kg weight) Junk Helmet (-3 DV, -0.25m Move, 1.5kg weight) well trained and obedient hunting dog Full SV/Damage ratings Laser Pistol (SV +19, d20+10 damage) .22 Sporting Rifle (SV +22, d12+d10 damage)
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Post by thorneldrich on Jul 9, 2015 14:17:39 GMT -8
The only thing TME doesn't give me that I miss from at least some editions of GW is playable mutant plants. Well those are forthcoming in the near(?) future with the Expansion Rules. No ETA as of yet from the Mutantlord but we know the book is in the pipeline (somewhere lol). Plantoids have been a big request from the forums & others from what I can gather. I miss my mutant slime mold (shapeshifter/impersonator/Thief/Assassin) from GW in the wayback of my years too I'm not any kind of official TME employee or anything so take my statements as what they are, semi-informed second hand gossip
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Post by aardvark892 on Jul 11, 2015 14:22:27 GMT -8
...and here's my newest, just finished character. Very mildly mutated, but with some amazing rolls to start. This character, as all of mine, are completely rolled random. I think the only thing I chose instead of rolled was the starting weapon. The roll gave him a weapon, but it didn't fit the character, so I dropped it off.
Say Hello to Big Biscuit!
Name: Big Biscuit
Character Type: Beastial Human (Horse - DV-7)
Horse: As tall as a hybrid human-bull or moose, a human-horse specimen typically has horse-like lower legs complete with hooves, horse hair tail, an elongated face, large ears and a glorious mane. They are entirely vegetarian and can graze in the wilds where grass and other plant life can be found. Being herbivores and looking and sometimes smelling distinctly equine, they are viewed as meat animals by all carnivores and many humanoids. Although plant eaters, they can be ferocious fighters in melee and can unleash a flurry of attacks, either one bite and one kick on two separate foes (+11 SV/ DMG d12+3 each), or combined on one target (+20 SV/ damage 2d12+6). Their sense of smell and hearing are easily twice as good as a normal human and so gain +1 initiative.
Age: 10 Move 14 Weight: 333kg Hair: Appaloosa Height: 376cm Eyes: Grey green
END 102 Heal Rate: 10/day STR 83 +10 HTH damage, +50% throwing range AGL 57 -6 DV ACC 120 +20 SV INT 28 PRC 61 +1 Initiative WLP 69 APP 1
SV TOTALS: Bite: +31 SV, d12 +d10+3 Damage
Kick: +31 SV, d12+d10+3 Damage
Combined bite kick attack: +40 SV, d12+d10+6 Damage
Brawling: +27 SV, d10+3 Damage (punch)
Swords: +24 SV, +2 to sword Damage
Total DV: -18
Pre-game Caste: Gladiator Slave Outfit: ESC Bounty? Yes Read and Write? No Handedness? Right Poor Swimmer Initiative: +2 total
Skills: Brawling 3 (+7SV, +3DAM, Spit/Sand/Bottle +6) Dodge 1 (-5DV) Tracking 2 (Pick Up Trail C, Regain Lost Trail F, Identify Weight G, Identify Species H) Gunsmith 1 Wpns Expert 1 (Swords +4SV +2 Damage)
Mutations: Sonic Wave Radius (7m radius, d12 Damage, Deafness for 1 hour) Gaping Maw (Large; +4SV, d12 Damage, +15kg weight) Telepathy Physical Alteration - Toad-like, huge eyes on top of head Physical Alteration - Legs 25% longer than normal +2 Mov)
Equipment Flea infested rags Torn, filthy poncho no arms or armor
History Big Biscuit, as strong and hardy as a horse (no wonder), and uglier than even Bog Billy on a bad day, was once very popular on the local death-sport scene. His skill with fighting or weapons is fairly intimidating, but it was his strength and ability to take damage usually let him outlast his more skill opponents. Once they were tired, a good swift mule kick would put them clean out. After that it was just a simple stomp-stomp-stomp to mush, and Big Biscuit would be declared the winner. But that's only the surface story. Biscuit always hated the fighting. Deep down a gentle being, even if a bit slow on the uptake. Often taken advantage of, always shunned because of his truly ugly countenance, and too shy to stand up for himself, Biscuit was enslaved and forced to fight to the death... which as it turns out he's pretty good at surviving. Now on the run, with a bounty on his head and unmistakable appearance, Biscuit has had to live on the outskirts of civilization in fear of being recognized and captured. He's willing to tag along with explorers simply for the sake of company. If mistreated, Biscuit will flee, fighting his way out if necessary.
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Post by bloodaxe on Jul 12, 2015 10:45:15 GMT -8
Ruddy has two sets of armor, -3M movement and 42kg- about 85 pounds- just for armor. A lot of weight. Neat characters though!
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