John-Karl Plymouth

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Biographical Info[edit]

  • Name: John-Karl Plymouth
  • Race: Mutant Human
  • Sex: M
  • Age: 19
  • Height 5'11"
  • Weight 175
  • Hair Red
  • Eyes Blue/Green
  • Skin Pale white
  • History and Personality John-Karl is a mutant known for being a fairly strong warrior for very short periods of time. He's very amiable, and tends to go along with the suggestions of others, such as "Let's make our fortune by going on dangerous adventures!"
  • Description John-Karl is muscular, tallish, and has two heads. He has two mops of red hair, and tends to go blue after periods of exertion.

Characteristics[edit]

  • Pure Human/Mutant Human
  • Level 1
  • EXP 0
  • XP required for next level 3,001
  • Alignment Neutral
  • STR 15(+1 to hit/damage)
  • DEX 15(-1 to AC, +1 to missile weapons)
  • CON 6 (-1 Radiation saves)
  • INT 10(+0% to technology roll)
  • WIL 4(no adj)
  • CHR 12(+0 to reaction roll, Max. #4 Retainers: ; Retainer Morale 7)

Combat Stats[edit]

  • AC 4 (Studded Leather+Shield+Dex)
  • HP: 20/20
  • Move 60/20/60 ft
  • Saving Throws
    • Energy 15
    • Poison/Death 12
    • Stun 14
    • Radiation 13
  • Melee attacks to hit/dam damage
    • Longsword: +5 to hit, base damage 1d8, total damage 1d8+1d6+1
  • Ranged attacks to hit/dam damage range increment
    • Longbow: +5 to hit, base damage 1d8, total damage 1d8+1d6, range increment 70'

Mutations[edit]

Reduced Oxygen Efficiency (pg 27-- must rest after 5 rounds of combat or pass out for 3d6 rounds; Must rest for 1 turn after 3 turns of exploration)

Phantasmal Damage (pg 32-- takes double damage from all attacks)

Ancestral Form (pg 28-- one use per week. If it succeeds, it begins removing one mutation per round from the target, permanently.)

Intellectual Affinity: Martial (pg 29-- +4 to hit, +1d6 damage)

Dual Cerebellum (pg 29-- +10% to Technology rolls, attacker must hit twice with mental attacks, gains 1 more Mental mutation)

Extra mutation from Dual Cerebellum: Mental Phantasm (pg 30-- creates illusions that fool all senses but touch; instantly dispelled by touch)

Gear and Treasure[edit]

  • Encumbrance 77 if carrying all gear (60/20/60)
  • Coins gp sp cp
  • Weapons
    • Longsword (3)
    • Longbow (3)
    • Arrows 20/20 (3)
  • Gear
    • Winter Blanket (3)
    • Backpack (2)
    • Flint and Steel (-)
    • Lantern (3)
    • 10 Flasks of Oil (10)
    • 10 Day's Trail Rations (10)
    • 50' Hemp Rope (10)
  • Armor
    • Studded Leather Armor (20)
    • Shield (10)
  • Treasure