Name: Erlik Genotype: Altered Human Alliance: Iron Society Class: Enforcer Level: 2 Experience: n/a for NPC PS:16 DX:5 CN:18 MS:17 IN:10 CH:14 SN:14 THAC melee: 3 THAC ranged: 0 AC: 10 = 9 (+1 shield) MD:13 HP: 80 Health: 13 Use Artifacts: 0 Perception: 14 Stealth: -2 Remain Unseen: 0 Walk Speed: 10 Swim Speed: 6 Robot Recognition: 14 Additional Stats: +2 strength dam mod
Skills Read/Write: No Swim: Yes Ride: Yes Combat Leadership: 2 Makeshift Weapon/Armor: 9 Size-Up Opponent: 4
Physical Mutations (MP) [Description] Size Change [8 feet tall] Dual Brain Gills [freshwater] Multiple Limbs [one extra arm on left side] Body Change [silvered scaly skin, goggle eyes, marked fishy appearance]
Mental Mutations (MP) MHAC Confusion [Brain 1 in head] (16) +2 Stunning Force [Brain 2 in chest] (18) +3
Equipment Wooden Shield (+1 AC) 1 Barbed Knife 1d4+1 1 Bone Knife (1d3 damage) 3 Daggers (1d4 damage) Blanket Backpack 5 days dried rations 1 Torx Screwdriver 3 Waterskins
Life Story Erlik is not very nimble, to say the least, but is a powerful enforcer. An excellent knife fighter (aided by his extra arm), Erlik has a strong constitution and a mental strength to rival many espers. His own mental powers make him a combat force to be reckoned with.
His gills and apparent total adaptation to fresh water have served the Iron Society well in the rivers of the Chalk Hills.
More to come later on how Erlik fits in to my Chalk Hills campaign region.
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