AP = 6 (soft leather + horns) x 2 warrior bonus = 12
Talents : Danger sense, Powered vehicles
He rolled to have 3 'improvements' and rolled 35 - Firebreathing , (twice per day), 42 - Super Adrenaline (may go into overdrive, doubling his Str & Dex at a cost of 1 Con damage/round) and 45 - Horns (3 natural AP, 2d6 bonus melee damage)
He is a warrior, having no natural ability at magic, but a facility with any weapon he picks up. His body is covered in healed scars and burns from deathtrap close encounters. His Talents are 'danger sense' - he has an inherent ability to detect danger when he is personally threatened (surprise, traps, ambushes - imminent physical danger), and powered vehicles - he still remembers how to use technology when it is in front of him. He is wiry and fast, and very tough - that is how he survived when so others died. His Horns are bull like, large and strong tapering to razor sharp points. They were an early improvement so he has integrated them with his fighting style. 5'8" without the horns, he weighs 150 lb. He usually wears a cloth over his mouth - he has learned that the sulphurous breath from his belly wins him few friends. When he goes into overdrive his body warps and distorts in different ways each time (think Slaine from 2000 AD)
Rolled 14 for items - he had nothing so he has been equipped for battle by his new owners.
He wields 2 short hand axes and wears sections of soft poly-leather strapped individually to parts of his body. He knows from experience that when he goes berserk that any more cohesive armour will be ripped apart as his body expands.
He is still trying to recover his identity and is reserved about others - he has lost everyone he has ever known and is now forced to kill for his living. He takes no joy in it - his drive is to survive first.He is aware he looks like a monster to other humans and is wary of their reactions to him. If people could gain his trust he would be a very loyal companion to them - finally a reason to live beyond existing. Material objects are largely unimportant to him - a means to an end.
He lost many companions in the death traps to the 'collector' and if he could see a way to destroy him/her he would seize it.
Haemantine is of a race that can feed off the emotions of others, greatly increasing their own capabilities. These - the - have exhausted the stocks of other sentient creatures on their own planet, Corozythan, and use their growing space travel technology to find and take captive other species they find. Haemantine suffered an overdose of sadness when investigating a hitherto unknown species on a newly encountered planet and has not been cured of this emotional buffeting. Haematine stole a ship and is no a criminal, without support from his own kind and still riddled with the effects of being swamped by this creatures despondency.
Haemantine: STR - 13, WIZ - 14, INT - 12, LK - 9, CON - 10, DEX - 11, CHR - 16, SPD - 10. 18 CUs.
Silex comes from a quite distant system where, according to the educated classes of carbon-based life, “some freak of evolution lead to the development of a bunch of talking rocks!” His species are often called ‘Gharghs’ or ‘Gargoyles’ but what they call themselves is unclear because their spoken language sounds like a load of boulders rolling down a mountain. Fortunately, they can produce sounds that are intelligible as the common tongue, albeit in a rather gravelly bass tone. Because of their entirely alien biochemistry, gahrghs have some interesting physical features. To start with, their outer layer, hard to call it skin, is composed of compacted silicon crystals as well as organic components, which makes it very tough (worth 5 points of armour protection) and gives it a blue-silver sheen when seen in certain lights. They are completely hairless and have no ears, just 3 auditory openings on each side of their heads. They also have no eyelids, so never blink, and the eyes themselves are large and completely black (think like a Roswell alien). Because their outer layer is so brittle, it doesn’t move easily, so they have far less in the way of facial expressions (gharghs are good poker players, though!). All in all, this makes them rather like a robot or zombie to be around and other humanoids often find the experience unsettling.
Gharghs are immune to all neuro- and haemo-toxins but Hellfire Juice, Stonefish, Sea Snake and Dragon Venoms can still affect them. They do not float in water but fortunately their Cobalt-based oxygen delivery molecule is 5 times as efficient as haemoglobin, so they can survive a lot longer between breaths. Although they need some protein, they require plenty of silicon in their diet (rocks and sand) and it is common for one of their kind to just pick up a few pebbles to eat as a snack while they are walking along. They can tolerate a far wider range of temperatures than ‘carbons’ or ‘carbs’ as they call the rest of us, from -100 to over 1000 degrees centigrade, so they don’t need to wear clothes; they do so to keep the rest of the sentient universe happy. Salix wears a suit of light leather armour (think of Finn’s leather jacket in new Star Wars but a bit thicker) and extremely shiny black leather boots. He has a leather hood on his jacket, which he tends to have up so that his face is hidden in shadow most of the time.
Many garghs have an innate ability to camouflage themselves when they are in contact with any form of rock or soil. This is a CHR-based talent and is one of the reasons Silex was recruited by a criminal gang when quite young. This where he picked up his other talent of Pick Pocketing and honed his 'ranger' skills with laser pistols.
Mutant powers: • Extraordinarily strong: Add +1d6 to STR (added in with character generation), add +2 to all STR related SRs. • Healing/body regeneration (self only) 2d6 CON twice/hour, requires concentration • Iron Digestion: can eat nearly any organic matter and is immune to poisons • Thick Hide: 6 hits of armor in skin (looks a bit like rock, blue rock)
Talents : Martial Arts – Grappling/martial strikes (a unique combat style developed by his people that involves “hard and soft” elements), taunting enemy: A single opponent must make a SR vs. INT or become enraged, and in so doing losing their combat adds (or maybe having them halved?) until they are able to make their SR. (The difficulty level is up to the GM) And the taunts have the following restrictions: The target must be able to understand the language Traelen is speaking, the taunts do not work on automatons (like golems, robots, undead etc.). *Note: This is if this is ok with you TP. If not, feel free to change the mechanics or to disallow it altogether. If the latter, I'll just pick another talent.
Background: Traegel was born into a post-apocalyptic version of Troll World. His ancestors were human but his family has been mutants for as long as anyone can remetmber. He is grew up in a tribal/barbarian culture of mutants that live in a frozen wasteland. His people are part of what is commonly called “the tainted”. Traegel was trained as a warrior and is familiar with a variety of medieval tech level melee and missile weapons. Most of the weapons in his experience are makeshift. He grew up hearing stories of higher tech items but he has never actually seen one. Traegel reached the age of maturity and went out on what was essentially a vision quest to test his skills as a warrior. With his iron digestion ability it wasn’t too difficult to find things to eat and he was surviving just fine. But one day Traegel was set upon by a gang of humanoid rats. He dispatched three of them and the rest retreated. Unbeknowst to Traegel the battle was watched by a group of off-world slavers who were hidden in a stealth field. They saw the potential in the mutant warrior and promptly shot him with neural stunner and stuck him in a stasis container. When Traegel awoke, he discovered that he was now enslaved and that he was now a combatant in an off world arena. Traegel initially tried to escape but found doing so to be futile. The security drones and the pain rods wielded by the minions of his new owner soon convinced him to comply….for now. Weapons: A make-shift, 1H axe 5D6 (from Traegels home world), a long sword 5d6 (provided by his new owners), Armor: Heavy fur armor (6 hits), target shield 8 hits (4 when slung on his back), note: armor includes his warrior bonus of x2 hits, 6 hits of damage resistant skin (not included in warrior armor bonus) = total of 10 hits if buckler is slung on back, 14 if his buckler is in use.
Appearance: 6’8” tall, brawny with abundant muscles, blue, rocky looking skin, no visible body hair, slate grey eyes Languages: Common, Taint (a language unique to his people which partially involves gestures)
note: Sorry for the delay, I was on Christmas holiday and had very limited internet connectivity.