
Rasputin is a tall, stringy, weather–worn Pure Human with a shock of red hair, long beard, and a fanatical glean in his eyes.
Rasputin is known as a heretic, rabble-rouser, and a notorious rationalist. Almost executed several times for his extreme view (and his controversial book ‘The Natural State of Man’), Rasputin has thus far been saved by his one redeeming feature (at least in the eyes of the Affiliation) – his record as a trouble-shooter for those in power with an unbroken string of successes behind him.
The most dangerous jobs are allocated to him, hence his presence in the Expedition…
General Information
| Character Name: |
Rasputin |
| Primary Player: |
Al |
| Character Type: |
Pure Human |
| Alignment: |
Neutral |
| Level: |
7th |
| Karma Points: |
5 (5/adventure session) |
Ability Scores
|
Score |
Modifiers |
| Strength: |
9 |
+0 Melee Atk, Damage, & Forcing Doors |
| Dexterity: |
13 |
-1 AC, +1 Missile Atk, +1 Initiative |
| Constitution: |
19 |
+1 vs. Poison, +0 vs. Radiation |
| Intelligence: |
16 |
+10% Technology Roll Modifier |
| Willpower: |
10 |
- |
| Charisma: |
15 |
-1 Rx’n Adj, Max 5 Retainers (8 Morale) |
Saving Throws
|
Target Number |
| Energy Attacks: |
9 |
| Poison or Death: |
8 |
| Stun Attacks: |
10 |
| Radiation: |
9 |
Combat
Base Combat Stats
| Hit Points: |
74 (75 maximum) |
| Armour Class: |
2 (Wireweave Armour, Small Shield, -1 DEX, -1 lvl bonus) |
Weapons
|
Attack |
Damage |
Range |
| Breech-Loading Pistol (MC ammo) |
+1 |
1d10+1 |
50′/100′/150′ |
| Longsword |
+0 |
1d8+1 |
Melee |
Physical Attacks
| Opponent’s AC |
| -6 |
-5 |
-4 |
-3 |
-2 |
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
| 20 |
19 |
18 |
17 |
16 |
15 |
14 |
13 |
12 |
11 |
10 |
9 |
8 |
7 |
6 |
5 |
Mental Attacks
| Opponent’s WIL |
| 2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
≥20 |
| 3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
F |
Special Abilities
Pure Human Traits
- Ability Bonuses: +3 to CON, INT, and CHA. (Not counted towards Karma.)
- Increased Hit Die: Rolls 1d8 hp per point of CON, instead of 1d6.
- Immune to Mutation: Never mutates as a result of radiation exposure.
- Literacy: Pure Humans with INT 9+ are automatically literate.
- Repair Technology: Pure Humans with INT 13+ may attempt to repair technological items.
Other Traits
- Level Bonuses: +1 CON, +1 INT, +2 WIL, +1 damage, -1 to AC.
- Languages: Unislang, High Tongue, Ancient (literate).
Possessions & Encumbrance
- Combat Gear: Breech-loading pistol (ROF 1/2 rounds, gunpowder horn & 10 shots mastercraft ammo), longsword, wireweave armour, small shield.
- Miscellaneous Relics: Gas mask (with filter, lasts 4 hours), juju salves (3, heals 1d6+3 hp), herbicide-filled waterskin.
- Other Possessions: Backpack (trail rations (4 days), flint & steel, quill pen, ink, paper (10 sheets), oil (2 flasks), spyglass), gem bearings (2, worth 50 gp each), black robes.
- Carried by Retainer: Lantern, oil (7 flasks), grappling hook, silk rope, small hand tools, concentrated herbicide pellets.
- Load Limits: 0-60 lbs light / 61-150 lbs heavy.
- Current Encumbrance: 58 lbs (light load).
- Movement: 105′ turn move, 35′ encounter move, 105′ running move.
Bonus Equipment: Added gas mask & filter.