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Character: Kar-Mit


Bismark

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Kar-Mit is a Ran-Tari from the Cormouth Swamp (Turakian Age setting).

 

He is an adventurer (oddly enough) belonging to one of my long-suffereing players.

 

One 'house rule' used is that any Everyman Skills are cheaper to upgrade to 'full' Skills than others (a hangover from my 4th ed days of Package Bonuses etc.).

 

Another one is that I gave him a Martial Maneuver without insisting on 10pts-worth [this is a sort of fudge to simulate something that I could have done with a Fighting Tricks-style ability, but never mind...]; it's actually an ability related to his status as one of Bhatrak's Chosen.

 

More detailed background [nicluding what exactly those Taddy tails are] + his pet/follower to follow very soon (i.e. after I have eaten...)

 

Val Char Cost

20 STR 10

20 DEX 30

18 CON 16

13 BODY 6

18 INT 8

13 EGO 6

20 PRE 10

0 COM -5

 

4 PD 0

4 ED 0

4 SPD 10

8 REC 0

28 END -4

27 STUN -5

 

5" RUN -2

4" SWIM 0

6" LEAP 0

Characteristics Cost: 80

 

Cost Power

1 Amphibious: LS (Extended Breathing (1 END per Turn) 1 END per Turn)

2 Strong Leaper: Leaping +2" (6" forward, 3" upward)

2 Webbed Hands And Feet: Swimming +2" (4" total)

5 Ran-Tari Eyes: Nightvision

4 "Grippy" hands/feet: Clinging (normal STR) (10 Active Points); Requires A Climbing Roll (Extra -1 to Skill Roll for each limb not being used for the clinging; -3/4), Restrainable (-1/2)

1 Toughness of the Chosen: Damage Resistance (1 PD/1 ED)

7 Chameleon powers: Invisibility to Sight Group , Costs END Only To Activate (+1/4) (25 Active Points); Limited Power: Only works while stationary and not wearing clothing/armour (-1 1/2), Concentration (0 DCV; -1/2), Activation Roll 14- (-1/2)

2 "Taddy tail" dreadlocks: Extra Limb (1), Inherent (+1/4) (6 Active Points); Limited Power Only 5 STR (-1), Restrainable (-1/2), Limited Manipulation (-1/4)

Powers Cost: 24

 

Cost Martial Arts Maneuver

4 Quick Shot -blowgun: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC

Martial Arts Cost: 4

 

Cost Skill

2 Stealth (Everyfrog) 13-

5 WF: Common Melee Weapons, Common Missile Weapons, Blowguns

2 Survival (Temperate/Subtropical) 13-

3 Animal Handler (Aquatic Animals, Reptiles & Amphibians) 13-

2 Concealment (Everyfrog) 13-

2 Breakfall (Everyfrog) 13-

3 Linguist

2 1) Language: Aarnese (fluent conversation) (3 Active Points)

0 2) Language: Ran-tari (Ardunan) (imitate dialects) (5 Active Points)

2 3) Language: Vestrian (fluent conversation) (3 Active Points)

2 Acrobatics (Everyfrog) 13-

3 Tracking 13-

1 KS: Flora And Fauna of swamps (Everyfrog) 11-

2 Climbing (Everyfrog) 13-

2 +2 with Stealth (4 Active Points); Only In Swamp/Marsh/Fen Environments (-1)

4 +2 OCV with Blowpipe

3 Shadowing 13-

6 Penalty Skill Levels: +4 vs. Hit Location modifiers with Blowgun

0 PS: Reedweaver 8-

0 PS: Leatherworker 8-

3 Traveler

1 1) AK: Aarn and environs 8-

1 2) AK: Cormouth swamp and environs (Everyfrog) (2 Active Points) 12-

1 3) AK: Ulimar jungle 8-

0 4) AK: Vestria 8-

2 PS: Brew Poison 11-

1 Mimicry 8-

3 Faith 12-

2 First Aid (Everyfrog) 13-

3 KS: Herbalism And Healing-Lore 13-

Skills Cost: 63

 

Cost Perk

12 Peltobatrachid Follower (60 base points)

Perks Cost: 12

 

Cost Talent

3 Environmental Movement (Aquatic Movement)

2 Trackless Stride

6 Combat Luck (3 PD/3 ED)

3 Combat Luck (3 PD/3 ED) (6 Active Points); Requires A Faith Roll (-1/2), Only When Serving The God's Purposes (-1/2)

3 Bump Of Direction

Talents Cost: 17

 

Total Character Cost: 200

 

Pts. Disadvantage

0 Dependence: must immerse self in water at least once per day Takes 1d6 Damage (Common, 1 Day)

10 Psychological Limitation: Scorns "Civilized" People And Practices (Common, Moderate)

10 Distinctive Features: Waving "Dreadlocks" of grafted-on 'Taddy' tails (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures)

20 Psychological Limitation: Devotion To The God And His Purposes (Very Common, Strong)

10 Social Limitation: "Barbarian" (Frequently, Major, Not Limiting In Some Cultures)

0 Physical Limitation: Human Size

0 Normal Characteristic Maxima

Disadvantage Points: 50

Base Points: 150

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Character: Kar-Mit

 

Kar-Mit's pet (as yet unnnamed): this is a Peltobatrachid-like beastie [Peltobatrachids are an extinct amphibian that could live out of water and only needed water in order to breed - they are a sort of amphibian armadillo]

 

The pet is Mind Linked to his master (Kar-Mit) and is a gift from Bhatrak (the Ran-Tari patron god).

 

 

Val Char Cost

15 STR 5

13 DEX 9

10 CON 0

10 BODY 0

8 INT -2

5 EGO -10

13 PRE 3

4 COM -3

 

3/6 PD 0

2/3 ED 0

3 SPD 7

5 REC 0

20 END 0

22 STUN -1

 

4" RUN -4

2" SWIM 0

1" LEAP -2

Characteristics Cost: 2

 

Cost Power

16 Tunneling 2" through 4 DEF material

3 Extra Limb (Tail) (1), Inherent (+1/4) (6 Active Points); Restrainable (-1/2), Limited Manipulation (-1/4)

1 Life Support (Extended Breathing: 1 END per Turn)

8 Claws: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR) (10 Active Points); Reduced Penetration (-1/4)

5 Bite: Killing Attack - Hand-To-Hand 1 point (1/2d6 w/STR)

10 Mind Link , One Specific Mind, Psychic Bond

4 +1 PER with Hearing Group and Smell/Taste Group

1 Tough skin with banded horny plates: Damage Resistance (1 PD/1 ED)

4 Horny plates as armour: [Armour] (3 PD/1 ED) (6 Active Points); Limited Power [Only on top of head and around torso] (-1/2)

Powers Cost: 52

 

 

Cost Skill

3 Stealth 12-

0 Climbing 8-

0 Breakfall 8-

3 Tracking 11-

Skills Cost: 6

 

 

 

Total Character Cost: 60

 

Pts. Disadvantage

0 Normal Characteristic Maxima

5 Physical Limitation: Can only leap 1" (Infrequently, Slightly Impairing)

5 Physical Limitation: Short legs - reduced running (4" total) (Infrequently, Slightly Impairing)

15 Physical Limitation: Ectothermic (Frequently, Greatly Impairing)

10 Physical Limitation: Limited manipulation (Frequently, Slightly Impairing)

15 Physical Limitation: Animal intelligence (Frequently, Greatly Impairing)

Disadvantage Points: 50

Base Points: 10

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

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Re: Character: Kar-Mit

 

Kar-Mit's background (so far - the player is finalising it):

 

Kar-Mit was chosen from an early age to be one of the Chosen of Bhatrak (holy warriors devoted to enforcing religious orthodoxy within the Ran-Tari and acting as champions of their people. [The Chosen are chosen by Bhatrak himself, usually in a vision]

 

He went on a pilgrimage to an old temple far to the south (in the Ulimar Jungle), where he discovered a reclusive hidden Ran-Tari community with strange habits - they "grade" their young (the 'Tads) by chasing them through the breeding pools and eating the ones that are not fit enough to get away. In this case, the elders ate only the 'Tads' heads and kept the tails, which were then ritually grafted onto Kar-Mit's head (and which still wave around as if their former 'owners' were still alive - which freaks outsiders out, for some reason...).

 

That's the story so far folks... enjoy! :D

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Re: Character: Kar-Mit

 

Found a picture of the Peltobatrachus (Kar-Mit's 'pet'; for the purposes of my game, I took some liberties with the claw sizes to give it some serious tunneling capabilities (and of course the Mind Link is entirely my own addition), but other than that, here it is...

 

When I have the time I will sort everything out into some proper order and post the HERo Designer files to the HD3 website (together with the rest of our merry band of adventurers).

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