Name: Oxmar Genotype: Altered Human Alliance: Iron Society Class: Scout Level: 1 Experience: n/a for NPC PS:15 DX:18 CN:8 MS:13 IN:6 CH:13 SN:15 THAC melee: 2 THAC ranged: 3 AC: 16 = 13 (+3 armor) MD:11 HP: 26 Health: 10 Use Artifacts: -1 Perception: 15 Stealth: 4 Remain Unseen: 0 Walk Speed (bipedal): 15 Swim Speed: 6 Robot Recognition: 17 Additional Stats: +2 strength dam mod
Skills Read/Write: No Swim: Yes Ride: No Detect Ambush/Trap: 1 Hunting: 3 Navigate: 8 Tracking: 7 Wilderness Survival: 1
Natural Attacks Pincher Claw: 1d8 Pincher Claw: 1d8
Physical Mutations (MP) [Description] Chameleon Power (17) [Add +7 to Remain Unseen when activated] Night Vision Skeletal Enhancement New Body Parts [2 new arms with crab-like pinchers]
Mental Mutations (MP) MHAC None
Equipment Studded Leather Armor (+3 AC) Tin Canteen Light Crossbow (2d6 damage) 27 Crossbow Bolts Flintlock Pistol (2d8 damage) 23 musketballs with supply of gunpowder Blowgun (1d4 damage from darts) 3 doses of intensity 5 paralytic poison Dagger (1d4 damage) Backpack Bedroll Blanket 6 days dried rations 120 ft hemp rope 10 MREs (Meals Ready to Eat from Ancient's Military) Ham/Rice/Cheese/Crackers
Life Story Oxmar is not very intelligent, but is a great scout. An excellent navigator and tracker, he has served the Iron Society well.
His Chameleon Powers and Night vision give him an edge. He has a very tough skeletal structure, as well as two new arms sprouting below his original ones. These new arms have sharp pinchers instead of hands, giving him more methods of attack, as well as a dangerous natural attack for when he is otherwise unarmed or out of ammo.
He is fond of poisoning his crossbow bolts and his blowgun darts whenever it will make his life easier.
More to come later on how Oxmar fits in to my Chalk Hills campaign region.
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