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Name: Dr. X (John Xerxes)
Class: Scientist / Level: 5
Class: Scientist / Level: 5
Attributes
Str: 12 / +0
Dex: 13 / +1
Con: 12 / +0
Int: 16 / +2
Wis: 13 / +1
Cha: 10 / +0
Str: 12 / +0
Dex: 13 / +1
Con: 12 / +0
Int: 16 / +2
Wis: 13 / +1
Cha: 10 / +0
Saves
Explosions: 11
Mentalism: 8
Energy: 12
Poison: 9
Falls: 12
General: 11
Explosions: 11
Mentalism: 8
Energy: 12
Poison: 9
Falls: 12
General: 11
Info
AC: 18 (Battlesuit) / 15 (Civilian Leather)
Ini: +1
BtH: +2
HP: 22
AC: 18 (Battlesuit) / 15 (Civilian Leather)
Ini: +1
BtH: +2
HP: 22
Pistol: Attk: +3 / D: 1d8 / R: Near
Saber: Attk: +2 / D: 1d8 / R: Melee
Dagger: Attk: +2 / D: 1d4 / R: Thrown
Gear: Pack, Canteen, Rations, Glow Rod, Flares, Battery
Traits
Human: Extra Effort (1/day): Roll a d20 check of choice with the Advantage. Gift.
Gadgets
Tech Roll: d20+2 (Typical TN: 11)
1st - Slots: 3+1: Flame Thrower, Personal Shield Generator, Raygun, Stun Charge
2nd - Slots: 2: Power Gloves, Tissue Regenerator
3rd - Slots: 1: Jetpack
Notes
- Dr. X, the Dr. X, also known as John Xerxes, is a human scientist and adventurer who has arrived on a Mars in an alternate world where the decadent red planet includes spots of vegetation in the form of high jungles and fungal forests, canyons of high winds that provide lift for Martian skyships, canals that provide fresh water for the city-states. He is one of the few humans who have visited and thrived on the planet.
- Acts as a sellsword. Unlike the barbarous red martian swordsmen and scoundrels, Dr. X generally relies on his technological superiority. The barbarians may laugh, being a man who is stuck in a suit of iron, but they have a right to fear Dr. X's charge shots and flame thrower gauntlet.
- Few have seen his actual face, creating rumors that surround him that he has monstrous scars, or is not as human as he seems.
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