Aka-Vasha (Jeremy’s PC)

Aka-Vasha is a tall, dark-skinned, well-figured, full-chested, two-headed (Aka in the right, Vasha on the left) woman with raven-back hair and icy-blue eyes. She is dressed in a silken kilt, corded saddles, a wraparound robe of arachnofibre with a belt to hold her weapons & pouch, and is adorned in beautiful jewelry (earrings, armbands, piercings and so forth). Aka is the serious, quiet and reserved leader, and Vasha the vocal, sarcastic spokeswoman.

Aka-Vasha was born in to a fishing village, and is a natural fisher and boater. When she was a young woman, her village was destroyed by pirates, and she was taken as a slave. When she was forced to entertain the pirates, she then panicked, she shrieked, and wildly absorbed life-energy from all around her. She was able to kill off most of the pirates with her booted energy, but in her recklessness she also killed the survivors from her village. This experience had made her cold and spiteful.

Leaderless and full of fear and dread, the surviving crew made her their new captain. Without a home to go back to, she took to the role naturally. Unlike other pirates, she is not ruthless, and is known to go after merciless pirate captains and slave ships to set the prisoners free. Her reputation as made her a lot of allies and just as many enemies. She was so good that other (more brutal) pirates joined forces to put a stop to her. In the ensuing battle, she lost all her ships, and she was presumed dead when her own vessel was blasted into splinters. She survived, and is trying to find adventure and wealth, so she can rebuild her fleet.

Recently, she has been operating as a mercenary freebooter within the Affiliation, plundering the ruins of old, and was hired by a ruthless and notorious Lord of the Outer Baronies to represent him in the Expedition.

General Information

Character Name: Aka-Vasha
Primary Player: Jeremy
Character Type: Mutant Human
Alignment: Neutral
Level: 6th
Karma Points: 4 (4/adventure session)

Ability Scores

Score Modifiers
Strength: 10 +0 Melee Atk, Damage, & Forcing Doors
Dexterity: 17 -2 AC, +2 Missile Atk, +1 Initiative
Constitution: 12 +0 vs. Poison, +0 vs. Radiation
Intelligence: 11 +0% Technology Roll Modifier
Willpower: 15
Charisma: 14 -1 Rx’n Adj, Max 5 Retainers (8 Morale)

Saving Throws

Target Number
Energy Attacks: 13
Poison or Death: 10
Stun Attacks: 12
Radiation: 11


Base Combat Stats

Hit Points: 25 (36 maximum)
HP Reserve: 0 (36 maximum)
Armour Class: 4 (Arachnofibre Robes, -1 Buckler *, -2 DEX)

* A buckler can only be used against a single attack per round.


Attack Damage Range
Cutlass (MC) +1 1d8+3 Melee
Compound Longbow +2 1d8+3 70’/140’/210′
Dagger (melee) +0 1d4+3 Melee
Dagger (thrown) +2 1d4+3 10’/20’/30′

Physical Attacks

Opponent’s AC
≤-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

Mental Attacks

Opponent’s WIL
≤4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
S S 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Special Abilities

Physical Mutations:

  • Dual Headed: Can only be surprised on a roll of 1 on 1d6. Roll twice whenever using senses (looking, listening, etc.) and use the best result.
  • Shriek: Can emit horrible shriek affecting everyone within 10′ radius. Targets must save vs. stun or take 1d4 damage and be deafened for 1d6+4 rounds. (Usable 1/day 2/day [Dual Headed].)
  • Prey Scent: Emits odour that attracts predators. Referee may increase the occurrence of wandering monsters.

Mental Mutations:

  • Force Screen: Can create invisible field of energy that can take 5d6 points of damage before collapsing. (Usable 1/day.)
  • Mind Reflection: Can reflect any mental attack experienced back at the attacker, but still suffers effects of the attack.
  • Neural Telekinesis: Can lift or move WIL×10 lbs using mental power. Range of 50′, duration up to 5 rounds. Requires 5 rounds rest before using again.
  • Vampiric Field: Can absorb hit points from all creatures within radius of 30 + WIL feet. Absorbs 2d4 hp from each creature, which then go into a separate reserve for the character (up to the PC’s normal hp maximum). Damage is deducted from reserve first; stored hp disappear after 1 day.

Other Traits

  • Level Bonuses: +1 DEX, +1 WIL, +3 to damage.
  • Languages: Unislang (illiterate).

Possessions & Encumbrance

  • Combat Gear: Cutlass (mastercraft), compound longbow (quiver with 20 arrows), dagger, arachnofibre robes, buckler.
  • Miscellaneous Relics: Black keycard, juju salves (2, heals 1d6+3 hp), oil of remedy (75% chance of curing poison).
  • Other Possessions: Backpack (trail mix (3 days), wineskin (full), silk rope (50′), grappling hook), belt pouch (10 gp), assorted jewellery (worth 50 gp), pirate outfit.
  • Load Limits: 0-60 lbs light / 61-150 lbs heavy.
  • Current Encumbrance: <30 lbs (light load).
  • Movement: 120′ turn move, 40′ encounter move, 120′ running move.


  1. Bonus Equipment: Longsword upgraded to mastercraft cutlass, longbow upgraded to compound longbow (allows STR bonus).

    I’ve also included some clarifications/restrictions for Aka-Vasha’s ‘Vampiric Field’ mutant power.

  2. With the addition of new shield types, I gave Aka-Vasha a buckler. She can fire her long bow while wearing it without penalty, though the AC bonus can only be used against a single attack per round.

  3. I was just reviewing the PC sheets and had forgotten that Aka-Vasha had taken the ‘Prey Scent’ defect. Since I’ve already given Slinker +1 Karma Point for selecting a detrimental mutation, I’ve given Aka-Vasha the same.

    That reminds me… It’s time for a wandering monsters roll!

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