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'Badblood' Kiph

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'Badblood' Kiph
« on: March 17, 2010, 10:14:17 PM »
 

Murometz

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‘Badblood' Kiph

Nomad Fatebringer

STR 11
CON 15
SIZ   9
DEX 20 (+2 bonus)
APP 7
INT 13
PWR 13
EDU 16

Sanity 43
Idea 65
Luck 65
Know 80

Starting Equipment:

- Five throwing knives
- Machete
- Prayer beads
- Red Robe of the Fatebringers
- Fatebringer weapon belt
- Garotte
- Night Vision Goggles
- Leather vest
- Snake-skin, full face mask, not worn (stolen off a dead man)
- 4 gel lozenges (filled with blood)
- Tape recorder
- fetish
- Ceres' Horn
- 1 x heavy morning star
- 1 x tin ring with dragon emblem (free meals and room at "The Dragon Tavern", as long you fight occasionally)
- 3 x amphetamine (In portion packs (powder))
- 1 x flask of medical morphine (for the wounds)
- 1 x Iron Cross medal
- 1 x M9 Side Arm (Beretta)
- 1 x Fossil, Inc - Wrist PDA mk III, linked to Ralkhara's identical device. Kinetic energy based. Amazingly still broadcasts and receives GPS signals, and reads Ralkhara's position at all times. Built in walkie talkie, can communicate at any frequency.
- 1 x Smith & Wesson .38 super caliber pistol (Model SW1911 DK Pistol)
- 20 x .38 super caliber

(Skills available for education skill points:
2 weapon skills of choice, sneak, hide, spot hidden, listen, climb, locksmith)

(Nomad: +5 Astronomy, +5 Conceal, +5 Hide, +5 Sneak, +5 Navigate, +5 Track)

1 BP Equipment-Goggles
2 BP Background
1 BP Dark Side

Machete (20% + 50% + [1% Perk]) = 71%
Garrote (40% + 20%) = 60%
Thrown (25% + 25%) = 50%
Sneak (10% + 60% [+5%] + [8% skill increase]) = 83%
Hide (10% + 46% +[5%] + [5% skill increase]) = 66%
Spot Hidden (25% + 35% + [8% skill increase]) = 68%
Listen (25% + 25% +[3% skill increase]) = 53%
Climb (40% + 10%) = 50%
Locksmith (1% + 49%) = 50%
Drive Truck (0% + [5% skill increase + 6 % skill increase]) = 11%


Astronomy (1% + +5%) = 6%
Conceal (15% + 30% +5%) = 50%
Navigate (10% + 5% +5%) = 20% +5 skill points= 25%
Track (10% + 35% +5%) = 50%
Pursuade (15% + 10%) = 25%
Disguise (1% + 25%) = 26%
Biology (1% + 25%) = 26

Mind Probe: 10% Base. +5% + 5%= 20%

New Skills--to be acquired.

Feet of the Assasin: cost: 5 skill points
Cloud Mind: cost: 5 skill points

Perks:
Pit Fighter:
+10 Glorious Reputation in Neon (+10% on communication in Neon, lowered prices and so on)
+ 1% Dagger (Machete) skill, + 5 % dagger

Appearance:

Average height, slight of build, but lithe. Dirty blonde short-cropped hair, a disproportionate mouth, set a bit too wide, and small jaundiced eyes. His arms and most of his body and face are covered by literally hundreds of tiny (and a few no so tiny) fine scars, like white pine needles, obvious, but unobtrusive.

Background

Kiph has no idea where he was born, and remembers little of his formative years, until his capture, when he was fifteen years old. Whether or not this memory loss was self-imposed, his own way of coping with his torment and anguish from some deeply seeded pain, or the degenerate effects of the many vile experiments and torture performed and conducted on his person by his oppressors, is impossible to determine, even for Kiph.

For five long years, Kiph was a prisoner of a mysterious group, known only as the Last Gambit. Kiph has likewise little memory of this time, his mind, body and nerves mostly in degenerate shock from the experience, until his even more mysterious escape, and his salvation at the hands of a Fatebringer, who found Kiph, near death, face down in the dirt, when he accidentally came upon him, and saved the now young man from a merciful death.

Now twenty, Kiph went with the nomads and learned their ways, even embracing them, and in turn adopted by the Fatebringer’s allies.  Though somewhat lacking in several virtues these people held dear, one virtue was not lost upon Kiph…secrecy. That was a trait and lifestyle Kiph could embrace, as he would attempt to nurse his scar-covered body and ravaged mind back to health. It was due to this trait if no other, that Kiph was taken to the “special place” by his Fatebringer savior and showed the secrets of the society. Once again Kiph embraced the ways of his new chosen family, and studied and learned under his new master, the red-robed man.

More to come in another paragraph. (I’ve kept my secrets, secret.)

Edit: updated after episode 1 (AG)
Edit: added character perk: Pit Fighter (AG)
Edited: added truck driving skill points (AG)
Edited: added pit fight gear (AG)
Edited: updated 20 acquired skill-points. (M)
Edited: added wrist PDA, M9 Beretta, Smith and Wesson and 20 caliber .38 rounds (AG)
« Last Edit: March 17, 2010, 10:33:58 PM by Murometz »
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STR: 4 | END: 3 | CON: 3 | DEX: 4 | CHA: 3 | INT: 3
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Re: 'Badblood' Kiph
« Reply #1 on: January 17, 2014, 12:28:33 AM »
 

Murometz

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I forgot to mention, that his blood, the life-force pumping through his ragged veins, is poisonous. Kiph can for example, cut himself, coat a projectile with his red liquor, and fling it ninja-style at say, a Last Gambit scientist's throat. His blood is the equivalent of black mamba venom. With no known antidote.
Strolenati Guild – Adept-Seeker
Dwarven Guild – Ironball Steelbutter
Level 2
STR: 4 | END: 3 | CON: 3 | DEX: 4 | CHA: 3 | INT: 3
Authentic Strolenite™©®
ex-illuminati Strolenati
Down with elves