Hank Woodman
Character Name: Hank Woodman
Alternate Identities:
Player Name:
CHARACTERISTICS
Val Char Base Points Total Roll Notes
13 STR 10 6 13 12- HTH Damage 2 1/2d6 END [5]
14 DEX 10 12 14 12- OCV 5 DCV 5
0 CON 0 0 0 9-
13 BODY 10 6 13 12-
13 INT 10 3 13 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
13 PRE 10 3 13 12- PRE Attack: 2 1/2d6
13 COM 10 2 13 12-
7 PD 1 18 7/8 7/8 PD (4/5 rPD)
4 ED 0 12 4 4 ED (4 rED)
3 SPD 2.4 6 3 Phases: 4, 8, 12
3 REC 3 0 3
0 END 0 0 0
13 MORPHIA 13 0 13
13 ANIMA 13 0 13
13 PSYCHE 13 0 13
7" Running 6 2 7"
2" Swimming 2 0 2"
2" Leaping 3 0 2 1/2" 72 Total Characteristics Points
CHARACTER IMAGE
EXPERIENCE POINTS
Total earned: 58
Spent: 58
Unspent: 0
Base Points: 75
Disad Points: 125
Total Points: 258
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (3") 2 1/2"
V. Leap (1") 1"
DEFENSES
Type Amount
Physical Defense 7/8
Res. Phys. Defense 4/5
Energy Defense 4
Res. Energy Defense 4
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 5 DCV: 5
 
Combat Skill Levels:
+2 with DCV
+1 Tool/Weapons
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-6 7-8 9-12 13-16 17-24 25-36 37-48
RMOD 0 -1 -2 -3 -4 -5 -6 -7
Targeting shot OCV Hit Location
Head shot (Head to Shoulders) -4 1d6+3
High shot (Head to Vitals) -2 2d6+1
Body shot (Hands to Legs) -1 2d6+4
Low shot (Shoulders to Feet) -2 2d6+7
Leg shot (Vitals to Feet) -4 1d6+12

Character Name: Hank Woodman
Alternate Identities:
Player Name:
SKILLS
Cost  Name
0 Conversation (Everyman) 12-
0 Deduction 8-
3 Shadowing 12-
0 Stealth (Everyman) 12-
0 Concealment (Everyman) 12-
0 Climbing 8-
0 CuK: Merikian Culture 8-
2 CK: Tallon 11-
2 AK: Great Kraken Lakes region 11-
3 Jack of All Trades
2
1) PS: Architect 12-
3
2) PS: Artist 13-
4
3) PS: Blacksmith 14-
4
4) PS: Carpenter 14-
2
5) PS: Farmer 12-
1
6) PS: Hunter 11-
1
7) PS: Leatherworker 11-
2
8) PS: Mason 12-
2
9) PS: Plumber 12-
2
10) PS: Potter 12-
2
11) PS: Sailor 12-
2
12) PS: Shipwright 12-
2
13) PS: Tailor 12-
2
14) PS: Weaver 12-
4
15) PS: Woodworking 14-
3 Mechanics 12-
2 KS: Metalurgy 11-
7 KS: Engineering 16-
2 KS: Morphistry (Chemistry) 11-
2 KS: Animics (Physics) 11-
2 KS: Herbalism 11-
3 Weaponsmith (Muscle-Powered HTH, Muscle-Powered Ranged) 12-
3 Combat Piloting 12-
Notes: Golem Bird, Gliders
3 Animal Handler (Bovines, Equines) 12-
4 TF: Carts & Carriages, Equines, Golem Bird, Small Motorized Boats, Small Rowed Boats
1 Language: Merikian (idiomatic; literate)
3 Trading 12-
10 +2 with DCV
3 +1 Tool/Weapons
3 WF: Tools, Bows
96 Total Skills Cost
PERKS
Cost  Name
2 Contact: a couple of Tallon Guards (Contact has useful Skills or resources) 8-
2 Total Perks Cost
TALENTS
Cost  Name
0 Animate Construction: Piercing Damage - Immune, Slashing Damage - 1/2 Body, Chopping Bashing - Normal
-6 Grandfathered Life Support points from 4th Edition
-15 Grandfathered Takes No Stun points from 4th Edition
-21 Total Talents Cost
 
POWERS
Cost  Power END
Animate Abilities
45
1) Automaton (Takes No STUN (loses abilities when takes BODY))
0
6
2) Tireless: Reduced Endurance (0 END; +1/2) for up to 13 Active Points of STR
0
12
3) Wooden Body: Damage Resistance (4 PD/4 ED)
0
15
4) Hand-To-Hand Attack +3d6, To Match increased cost on STR (+1/2); Hand-To-Hand Attack (-1/2)
2
31
5) Animate Body: Life Support (Eating: Character does not eat; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 200 Years; Safe Environment: Zero Gravity; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep); Real Materials Power loses about a third of its effectiveness (-1/2)
Notes: The life support may be modified by the special effect of the material as the GM sees fit.
0
109 Total Powers Cost
EQUIPMENT
Equipment END
Treated wood finishes and superior materials: Armor (1 PD/0 ED)0

Character Name: Hank Woodman
Alternate Identities:
Player Name:
DISADVANTAGES
Cost  Disadvantage
15 Distinctive Features: Animate (Not Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10 Reputation: Animate, 11-
10 Vulnerability: 1 1/2 x STUN Fire (Common)
15 Psychological Limitation: Honorable (Common, Strong)
10 Psychological Limitation: Fear of Fire (Common, Moderate)
10 Psychological Limitation: Protective of Others (Common, Strong, Over Cost)
50 Advanced Experience, Takes -2 pts per XP Award
1 Quirk: Likes to have tools handy
1 Quirk: Always Polite
1 Quirk: Detached from own past
1 Quirk: Dakota Loyalist
1 Quirk: Likes to keep busy
125 Total Disadvantages Cost
APPEARANCE
Hair Color: None
Eye Color: Steel Gray
Height: 1.67 m
Weight: 54.00 kg
Description:
Hank is made nearly entirely of wood. The pieces are fairly simple and easy to come by. A barrel, some fence posts, a head-like log, glove-covered chains for hands, some boots, and a few odd nails and staples. Even an unskilled craftsman could make a workable replacement body, given time and tools. His face is somewhat comical with a perpetual smile.
Hank underwent an upgrade during his adventuring career, a difficult proposition for an animate. Normally animates are fairly fixed in their physical and mental abilities, but Hank's creation was rather unique. Also, he had the assisatnce and guidance of a Grandmistress. He has upgraded his materials to provide him a far more durable body. (Reflected in the Equipment list, since if injured away from the superior materials and workshop of Grandmistrees Dakota, he will need to repair himself with ordinary ones.
BACKGROUND
Hank's memories of his human life are sparse. He does not remember becoming a manikin. He recently became self aware when his wooden head was found in a box by Tira Wolfsdaughter. Apparently, his head had been found and kept by the Rat warlord Black Fang as a sort of personal totem. Under Hank's patient direction, Tira built him a crude body. Once ambulatory, he and Tira escaped, eventually making their way to Ungava, where they were adopted by the Kor Wolf Pack. Hank used his vast array of talents for the benefit of the Pack for several years.

When an expedition from Merikia came to Ungava, Hank recognized the name of their home city, Tallon. He knew that was where he came from. By questioning River Master Crockett, the leader of the expedition, he realized that the gap in his memory spanned over 75 years. He realized that it was unprecedented for an animate to keep its spirit while decapitated for such a long period of time. He has journeyed to Tallon partly to keep Tira safe, and partly to solve the mystery of his origin.

Hank Eventually discovered that he was an abortive attempt to make an animate by Archon Ningan. As a young man, then HighMaster Ningan had attempted to save the life of a prominent Tallon Builder after the latter was mortally wounded in a cave-in. The only handy item nearby was a wooden scarecrow. The transfer was improperly done, and the spirit of Hank Builder was trapped in transit until released by the nascent Sympath, Tira Wolfsdaughter. Hank has since recovered many of the memories of his prior life and has even been reunited with a descnedant, a young Priestess of Tallon, Sister Winnipeg.

Currently, Hank has been seriously injured, perhaps destroyed in an attack from the Celestial City. A creature called a Line Eater apparently devoured the internal leylines that maintain his life. His remains are held by Grandmistress Dakota, in the hopes that he may once again be brought out of oblivion by the Sympath Tira.
PERSONALITY
Hank is a likeable fellow. Fairly proper and easygoing, he makes friends quickly. He likes to keep busy and uses his many talents to help others. He is rather peaceful by nature and not a willng combatant. He is quite willing to sacrifice his safety for that of his friends
QUOTE
"How can I be of help?"
POWERS/TACTICS
Like all manikins, Hank does not need to eat, breathe or rest. He uses this to his advantage, working constantly to do the work of three men. In combat, he is most skilled in using workmen's tools and prefers these to traditional weapons.
CAMPAIGN_USE
Hank is a Jack of all trades and master of many. During his life, he was a true Renaissance man, and he carried these skills with him into his afterlife. Hank can fix, build or alter just about any man-made object.
Character created with Hero Designer (version 2006092409)