Greyhound
[sblock=Charcter Info]
Altered Human male Examiner
Physical Strength: 16 [+2]
Dexterity: 13 [+1]/15 when all 3 arms used [+2]
Constitution: 9 [+0]
Mental Strength: 10 [+0]
Intelligence: 11[+0] (includes +2 from dual brain)
Charisma: 8 [+0]
Senses: 7 [-1]
Hit Points: 37 1d6=5, 1d6=3, 1d6=4, 1d6=4, 1d6=4, 1d6=3, 1d6=2, 1d6=6, 1d6=6
Melee attack: +2 [Ph. Str +2]
Warhammer +2 vs. AC, 1d8 +2 damage.
Handaxe +2 vs. AC, 1d6 +2 damage.
Ranged attack: +1/+2 [Dex +1/+2]
Crossbow +1 vs. AC 1d8+1 damage.
AC: 18 [Chainmail +5, Shield +2, ,Dex +1/+2]
Mutation attack: Mutation score modifier
Mental Blast (13): +1 attack vs. Mental Defense,3d6+1 damage.
This power builds up 1d6 per round not used.
Mental Defense: 0 [M. Str +0]
Health: 10 [Con +0]
Use Artifacts: +1 [Int +0, Examiner+1]
Perception: 7 [Senses score 7, Int +0]
Stealth: +1/+2 [Dex +1/+2]
Remain Unseen: +0 [Int +0]
Speed: 11 [base 10, Dex +1]
Robot Recognition: I'll tell you this [Examiner+1]
Skills
Avoid Artifact Disaster: 3
Jury-Rig (build stuff from scraps): 5
Read Schematics: 3
Repair Artifact: 5
Physical Mutations
Night Vision: Can see in low-light as well as daylight.
Body Control (15): Can heighten one physical attribute or one sense once per day for 7 rounds.
Multiple Limbs: You have one additional arm. You can use an extra arm for activities, and get +2 Dexterity for actions in which all three arms are used.
Dual Brain: Add 2 to Intelligence. Also, receive an additional 1d3 Mental Mutations in the second brain. All mental attacks against you affect only one of your two brains at a time. Your brains work together, not as separate consciousnesses.
Mental Mutations
Telekinesis (11): Can pick up and move items around with a Physical Strength of 11 at a distance of up to 25m away.
Teleport Object (9): Can teleport an object of up to 9kg anywhere within 50m.
Mental Mutations of secondary brain:
Beguiling (9): Receive a +5 bonus on attempts to charm a sentient.
Mental Blast (13): +1 attack vs. Mental Defense, 3d6+1 damage. This power builds up 1d6 per round not used.
Teleportation (13): Teleport anywhere within 60m or to a familiar place up to 6km away. The power can be used once every 4 hours
Equipment
1 random high tech item (to be determined)
27 gp
Clothing, backpack, bedroll 12 gp 15 lb
Tools 30 gp 5 lb
Flint & Still, small Mirror, Writing Materials 20 gp 2 lb
Chainmail +5 Ac 150 gp 40 lb
Large wooden shield +2 AC 7 gp 10 lb
Warhammer 1d8 12 gp 8 lb
Handaxe 1d6 6 gp 5 lb
Crossbow, light 1d8 35 gp 8 lb
Bolts (20) 1 gp 1 lb
94 lb
[/sblock]
[sblock=Background]
Greyhound was named for the gigantic dogs that in the days before the war traveled from town to town. The remains of a carriage meant to be towed by such a beast served as a home for his family. Greyhound never understood how the creature was meant to be hitched to the carriage, but as everyone knew that not much of those days could be understood anymore.
From early age Greyhound was fascinated by machines, it is likely that his name and the house he grow in contributed to this. He took apart, examined and reassembled any thing he can get his hands on, and don’t forget he had three of those. The people of the village soon began to bring any thing they couldn’t repair for him to fix, which he preferred over working in the fields. Greyhound found that he had various abilities that helped in his work- such as teleporting spare parts from the warehouse to him, moving tools with his mind were none of his arms could easily get or convincing people to pay a little more for his efforts.
Over the years Greyhound came to realize that many of the artifacts of the past are not mechanical, some operated by strange energy wile others seemed more like leaving creatures, the rarest of all could even think and talk. The more he learned about the lost technology the more he was fascinated by it. He would read any thing about the past and would question wanderers for hours about any artifacts they have encountered.
It is this fascination with ancient technology that eventually lead Greyhound to leave his comfortable position in the village and see what more he can learn in the outside world.
Appearance
Greyhound is in his early twenties. He is more then 6 feet tall with a lanky build and two right arms, one above the other. His hair is light brown and his eyes are metallic gray. He usually wears a stained and patched overall that has many pockets and pouches. Most of those are full with small tools and gadgets.
[/sblock]
I’m pretty much ready to go.
InVinoVeritas you need to assign me one random high tech artifact (examiner class bonus).
Also some questions:
- Fighting with two weapons how is this handled?
- Do mental attacks have ranged?
- The mental blast Attack “This power builds up 1d6 per round not used” does this mean the power can be used only once every other round and will it do 1d6+1 damage then?