Slocum

A barbarian sea-farer resting his sea legs and looking for adventure

Description:






Hittan Barbarian
Slocum
60
16
ST
40
12
DX
-20
9
IQ
20
12
HT
2
17
HP
0
9
Will
5
10
Per
0
12
FP
0
6
Basic Speed
0
6
Basic Move

Ground
6

Water
1
High
Jump
26"
Broad
Jump
9'
0
Perks
41
Advantages
15
Combat Reflexes
5
Fit
4
Hard to Kill 2
4
Hard to Subdue 2
10
High Pain Threshold
1
Temperature Tolerance 1
-65
Disdvantages
-10
Bloodlust
(12 or less)
-5
Code of Honor
(Pirate's)
-5
Curious
(12 or less)
-5
Overconfidence
(12 or less)
-5
Secret
(GM will place this in-game)
(Serious Embarrassment)
-5
Sense of Duty
(Clan/Tribe)
(Small Group)
-10
Social Stigma
(Minority Group)
-5
Social Stigma
(Uneducated)
-15
Weirdness Magnet
-3
Quirks
-1
Congenial
-1
Distinctive Feature
(tattooed torso and shoulders)
-1
Habit
(Finger traces own tattoos absent mindedly)
70
Skills
1
DX-1
11
Boating
(Unpowered)
2
DX+1
13
Brawling
8
DX+2
14
Broadsword
1
HT+0
12
Carousing
2
DX+0
12
Climbing
1
IQ-1
8
Cooking
2
DX+1
13
Crossbow
1
DX+1
13
Fast-Draw
(Knife)
includes: +1 from 'Combat Reflexes'
1
DX+1
13
Fast-Draw
(Sword)
includes: +1 from 'Combat Reflexes'
8
IQ+3
12
First Aid
2
Per+1
11
Fishing
1
DX+0
12
Forced Entry
1
IQ-1
8
Freight Handling
1
IQ-1
8
Gambling
1
IQ+0
9
Games
(Triskill; other pirate games (-1))
1
Will-1
8
Intimidation
4
DX+2
14
Knife
1
IQ-1
8
Leadership
1
HT-1
11
Lifting
1
IQ-2
7
Mathematics
(Applied)
1
IQ-2
7
Naturalist
(Earth)
4
IQ+1
10
Navigation
(Sea)
1
DX-2
10
Net
1
IQ-1
8
Packing
1
IQ+0
9
Seamanship
1
HT-1
11
Sex Appeal
8
DX+3
15
Shield (Shield)
1
IQ-2
7
Shiphandling
(Ship)
2
IQ+0
9
Smuggling
1
DX-1
11
Spear
4
DX+1
13
Stealth
1
Per-1
9
Survival
(Open Ocean)
1
HT+0
12
Swimming
1
IQ-1
8
Weather Sense
1
DX-1
11
Wrestling
0
Techniques
0
14
Disarming
(Knife or Broadsword)
0
9
Ground Fighting
(Brawling)
0
10
Ground Fighting
(Knife or Broadsword)
0
7
Ground Fighting
(Wrestling)
0
12
Neck Snap
(Must Grapple Neck First)
Jack-Skills
0
IQ-6
3
Artist
(Woodworking)
0
IQ-6
3
Astronomy
0
DX-5
7
Axe/Mace
0
IQ-4
5
Carpentry
0
IQ-3
6
Cartography
0
IQ-6
3
Counterfeiting
(coins) (gems -3)
0
IQ-6
3
Jeweler
0
DX-4
8
Leatherworking
0
7
7
Lifesaving
0
IQ-1
8
Navigation
(Land)
0
DX-2
10
Rapier
(Pirate Cutlass)
0
DX-5
7
Rapier Sport
(Pirate Cutlass)
0
DX-5
7
Riding
(Equines)
0
9
9
Scaling
0
Per-4
6
Scrounging
0
Per-5
5
Search
0
HT-4
8
Singing
(Sea chanties)
0
IQ-5
4
Soldier
0
IQ-4
5
Survival
(Salt-Water Sea)
0
DX-3
9
Throwing
0
DX-4
8
Thrown Weapon
0
DX-5
7
Two-Handed
0
0
0
Work by Touch
Bio:

Slocum4

A native tribesman of the western-most part of Hitta, Slocum spent his childhood like most of that region. Fishing , hunting, and sailing were an integral part of the community he grew up in. As a young man Slocum had a thirst for adventure and a seemingly ingrained ability to find trouble wherever he went.

His curiosity often led him to pilot his small fishing craft farther out to sea in order to find the biggest fish, or to see what was just beyond the horizon. One day while out fishing with several members of his tribe, Slocum began to drift further and further away from the others. As the sun began to recede Slocum realized he was farther from shore than he thought, and began to paddle back in hopes that he could catch up with the rest of his friends before dark set in.
The weather which had been calm and warm all day changed suddenly as a large storm blew in. Huge thunderheads swept in,and the early evening skies were completely blacked out. Guiding himself by the intuition and navigation skills ingrained in him from childhood, Slocum was able to fight the huge storm- shaped waves to the shore. Far from home and half-drown, Slocum fought with his last bit of energy to drag himself into the shelter of a large outcropping of rock just off the beach.

Exhausted Slocum was slipping away into unconsciousness when a strange sound woke him. Having never heard anything like it before he braved a look out from his shelter to see that the black clouds had begun to take on a foreboding, dark, green cast, illuminated by lightning that flashed brilliantly in what seemed like blood red arcs across the sky. He began to breathe faster as the fear of such a supernatural sight startled and entranced him. He noticed that not only was he getting cold, but that what had been a warm humid night only minutes before was now so cold that he could see his breath.

Looking as far out on the horizon as he could, he noticed a shape floating out on the water. The lightning seemed to be drawn to it, and the clouds swirled and twisted as if in response to the unknown object’s commands. He heard the noise again echoing out over the water. Loud enough to be heard over the crashing of the waves, and the ceaseless pounding of lightning, it seemed to sweep out from the shape as it began to lift out of the water. A purring cackling noise not unlike that of an old man laughing wheezed and popped as a bolt of crimson electricity illuminated the form showing it to be humanoid. Just then the wind began to howl and the deluge of rain became so fierce that Slocum was forced back into his shelter.
When he was able to look out again the winds had died and the clouds had lifted showing nothing but a starry sky over a once again calm ocean.

This event is probably the one thing that later drove Slocum to leave the land of his ancestors to find his future on the open seas. Always searching, trying to find the answer to what he saw that night under that rock outcropping.

Years at sea as a sailor hardened his body and mind, but it wasn’t until his cargo ship was attacked by pirates did he have a chance to truly prove his inner strength as well. Fighting to his last breath with his cutlass in front of him and his dead crew around him, he slipped in a pool of the blood of his enemies only to be taken down by a blunt strike to the head. Upon awaking he was taken to the captain of the pirate vessel “Scourge” and given a chance to live by the skull and crossbones or die in the middle of shark infested waters.

Curious by nature, though saddened by the loss of his crew, he vowed in his mind to seek revenge some day and accepted the captain of the Scourge’s offer. Years with the pirates taught him how to use his unusual strength and speed to fight with sword and shield. His ability to fight off multiple foes while the rest of his crew boarded and surrounded the enemy gained him the respect of his mates and the captain. His ability to speak and understand the common tongue, so foreign to his Hittan roots came slowly, but a desire to communicate with his peers accelerated his learning until he found that he was able to speak the language fluently enough to have a conversation though his accent would always remain.

After years aboard the Scourge, and grudgingly having found himself a part of a family (though extremely dysfunctional one) Slocum was finally able to put his vow for revenge to rest, and he was able to forgive the captain and crew for their crimes. After all was he any better than they? Forgiveness though medicinal in nature, curing much of the rage and anger inside of him, still couldn’t heal every wound as Slocum would find himself hacking and slashing at his enemies until they were long dead as if he could exorcise the demons of his former crew.
Everything was going well until the sightings started. Massive over night freezing of ocean waters, thousands of dead fish landing on the beaches in the morning. Strange reports of demonic activity, and stories from religious men of all manners of otherworldly activities pricked at the back of his mind.

One day while in port unloading some “cargo” Slocum overhears some local fishermen talking about how the local Duke has been hiring adventurers to help him investigate these occurrences and to attempt to get to the bottom of them.

Overwhelmed by curiosity and the memory of that night long ago, Slocum retires that very night from piracy to begin a new adventure in the employee of the Duke.

Slocum

Ainvar kcrobk