Arrash'kina
Physical
Height: 12 hands
Dash: 12 paces
Lift bonus: 2
Magic points: -
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Size: 6 stone
Stride: 3 paces
Strength: D6
Soak: D6
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Gifts:
Claws (Racial), Keen Ears (Racial),
Teeth (Racial),
Atavist,
Keen Nose,
All-fours,
Cute
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Flaws:
Curious, Superstitious, Poverty
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Equipment
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What Arrash'kina needs, she can
get from the lands around her, or
through her tribe. She doesn't carry
anything with her.
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| Race: Red Fox Habitat: Forest Senses: Listen, Smell |
| D12 | Career: Scout (Wild, 6th Sense instead of Cartography) |
| | D8 | |
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| | | | | | 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 |     |
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Combat
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Weapon (A): Teeth / Claws
To-hit: 2D12, D6
Parry: 2D12, D6
Damage:
Special: +D6 (Claws), Grappling (Teeth)
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Initiative: D12, D6
Resolve: D8, D4
Armour: -
Dice & Soak: D6
Block: D12
Dodge: 2D12
Shield: -
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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.
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