Arrash'kina

D6 D12
D6 D8

Physical
Height: 12 hands
Dash: 12 paces
Lift bonus: 2
Magic points: -

Size: 6 stone
Stride: 3 paces
Strength: D6
Soak: D6
Gifts: Claws (Racial), Keen Ears (Racial), Teeth (Racial), Atavist, Keen Nose, All-fours, Cute
Flaws: Curious, Superstitious, Poverty
Self-improvement: -

Equipment
What Arrash'kina needs, she can get from the lands around her, or through her tribe. She doesn't carry anything with her.

Hit Points
Race: Red Fox   Habitat: Forest   Senses: Listen, Smell
D12 Career: Scout (Wild, 6th Sense instead of Cartography)
 D8  
    
     Skills
D12     Climbing
D12    D12 Stealth
D12    D10 Tracking
D12    D10 Sixth Sense
 D8    Hiking
 D8    Navigation
 D8   D12 Observation
 D8   D6 Brawling
    D8 Boating
    D6 Swimming
    D12 Dodge
    D10 Seduction (Cuteness)
    D12 Survival
    D4 Resolve
    D6 Atavist: Marking of Territory
    D8 Atavist: Hunter's Ken
    D6 Atavist: Burrowing
    D4 Atavist: Reserves of Strength
    D4 Atavist: Feral Swiftness
Combat

Weapon (A): Teeth / Claws
To-hit: 2D12, D6
Parry: 2D12, D6
Damage:
Special: +D6 (Claws), Grappling (Teeth)

Initiative: D12, D6
Resolve: D8, D4
Armour: -
Dice & Soak: D6

Block: D12
Dodge: 2D12
Shield: -

Status: Vixen atavist, member of a mystical tribe in Eshalon

Arrash'kina is a vixen from the faraway land of Eshalon, since long out of contact with Calabria. She and her fellow scouts from the fox tribe she was a part of were ambushed and kidnapped by an exploring party from Calabria, and indeed taken as slaves. She did not understand their language and their customs. Their civilization was a mystery.

Indeed, she was taken away on the second expedition as a local guide. Resourceful as she was, and also with a great deal of luck, she managed to get a party of adventurers to free her from her shackles (since they were themselves slaves at that moment). There was only one problem - that otter who had an amulet; in fact the amulet that was the only key to get back to Arrash'kina's home. She just had to get it.

As is so often the case when communications are lacking, the difference between comradeship and war is a matter of mere seconds. Yes, Arrash'kina did get the amulet in the end, but that crazy otter and her boyfriend followed her and managed to track her back to her own tribe. Luckily, such problems are easily dealt with. The otters and accompanying monkey and cat were sent out to find the rest of the missing foxes from the first scout party.

So everything is fine and finished, is it? Will Arrash'kina stay in her tribe in Eshalon now that she has got a taste of Calabria? Will Fate (a.k.a. GM) yet again intervene and throw her into new adventures? Stay tuned. Arrash'kina's complete story is soon to be posted here.

Arrash'kina is Copyright © Shadowfox 2001