Here are stat blocks for the current Tempora Mutantur PCs (in alphabetical order):
Note that deceased PCs, unfinished characters, and those who are currently being run as NPCs have been moved to the Boneyard.
Characters will be summarized in an ‘abbreviated’ format here. Players are encouraged to also maintain a character sheet for their active PC.

Billy (aka ‘Brother William’; Tim’s PC)
Race & Class: Pure-Strain Cleric (Law), 1st level.
Experience: 1,140 XP (+20% XP bonus; 2,000 req’d for 2nd.)
| STR: | 12 | (+0) |
| INT: | 9 | (+0) |
| WIS: | 15 | (+1) |
| DEX: | 10 | (+0) |
| CON: | 12 | (+0) |
| CHA: | 12 | (+0) |
Combat Stats: 10 HP, AC 17, Init +0, MV 35’, Lt Mace (Melee Atk +0, 1d6), Sling (Ranged Atk, +0, 1d4), Save 15.
Traits & Abilities: Adaptability (+10% XP bonus). Exorcism, +1 vs. petrification or paralysis. Speaks Unislang (Literate).
Possessions: Chain mail, large shield, light mace, sling (20 stones), backpack, holy symbol, juju healing salve (heals 1d4 hp), mutant pumpkin seeds (5), standard rations, waterskin. 192 gp.

Race & Class: Mutant Psionicist, 3rd level.
Experience: 5,600 XP (+15% XP bonus; 7,000 req’d for 4th.)
| STR: | 8 | (-1) |
| INT: | 17 | (+2) |
| WIS: | 16 | (+2) |
| DEX: | 15 | (+1) |
| CON: | 12 | (+0) |
| CHA: | 17 | (+2) |
Combat Stats: 17 HP, AC 16, Init +1, MV 40’, Lt Mace (Melee Atk -3, 1d6-1), Save 13 (15 in combat).
Mutant Perks: Regeneration (heals 1 hp/turn), Sonic Blast (3d6 damage to 30’ cone, 3/day), Pheromone Control (Hypnotize living creatures, 3/day), Wings (can fly short distances).
Mutant Flaws: Bleeder (wounds bleed 1 hp/round), Fear Response (-2 to Atk/Save in combat, must roll morale), Poison Susceptibility (fails Saves vs. poison), Poor Vision (-4 ranged Atk, increased risk of surprise).
Traits & Abilities: Visibly Mutated (-1 Rx’n penalty). Psionic Powers (see below). Speaks Unislang (Literate, 2 unused language slots).
Psionic Powers (6 ISP): Empathy, Far Hand, and Telempathic Projection (each cost 1 ISP).
Possessions: Leather armour, mace, backpack, tinderbox, torches (6), candles (2). Remains of restless dead, Master Kastor’s ring. 45 gp.

The Slinker says he is something called a ‘journalist’, sent out from his underground colony to compile a report on current conditions in the wastes.
Race & Class: Near-Human Thief, 2nd level.
Experience: 2,935 XP (+5% XP bonus; eligible for 3rd!)
| STR: | 12 | (+0) |
| INT: | 13 | (+1) |
| WIS: | 6 | (-1) |
| DEX: | 16 | (+2) |
| CON: | (+0) | |
| CHA: | 7 | (-1) |
Combat Stats: 11 HP, AC 16, Init +2, MV 35’, Short Sword (Melee Atk +0, 1d6) or Light Crossbow (Ranged Atk +2, 1d8) or Dagger (Melee Atk +0, 1d4 or Ranged Atk +2, 1d4), Save 13.
Mutant Perks & Flaws: Adrenaline Burst (Haste self, 1/day); Immunodeficient (fails Saves vs. disease).
Traits & Abilities: Spot/Listen (3 in 6), Search (2 in 6), Sneak (2 in 6), Sleight of Hand (1 in 6), Disable Device (1 in 6), Climb (4 in 6), Backstab (×2). Speaks Unislang and High Tongue (Literate). Slime plague victim.
Possessions: Wireweave shirt, short sword, light crossbow (20 bolts), dagger, man purse, Biro pens (3; red, green, & blue), spiral-bound notepad (40 sheets), sunglasses, cigarette lighter (unknown charges), swamp herbs, xeno jerky, xeno liquor (jar), antitoxin wafer (as Oil of Remedy). 194 gp.

Race & Class: Mutant Fighter, 2nd level.
Experience: 2,310 XP (+5% XP bonus; 3,000 XP req’d for 3rd)
| STR: | 17 | (+2) |
| INT: | 10 | (+0) |
| WIS: | 10 | (+0) |
| DEX: | 11 | (+0) |
| CON: | ( |
|
| CHA: | 12 | (+0) |
Combat Stats: 23 21 HP, AC 17, Init -1, MV 35’, Wicked Long Sword (Melee Atk +5, 1d8+2), Save 15.
Mutant Perks: Heightened STR (+3), Robust (+10 hp), Berzerker (2 Atks/round, -2 AC; usable 3/day), Dermal Neurotoxin (Save vs. paralysis).
Mutant Flaws: Reduced STR (-2), Poor Vision (-4 ranged Atk, increased risk of surprise), Poor Hearing (-1 Init, always fails listen checks), Poison Susceptibility (fails Saves vs. poison).
Traits & Abilities: Visibly Mutated (-1 Rx’n penalty). Weapon Familiarity, +2 vs. poison or death. Speaks Unislang (Literate). Slime plague victim.
Possessions: Tire tread armour, large shield, wicked long sword (mastercaft), backpack, rope, tinderbox, torches (6), preserved rations, waterskin, antitoxin wafer (as Oil of Remedy). 15 gp.

Race & Class: Mutant Druid (Neutral), 1st level.
Experience: 1,250 XP (+15% XP bonus; 2,000 req’d for 2nd.)
| STR: | 10 | (+0) |
| INT: | 13 | (+1) |
| WIS: | 15 | (+1) |
| DEX: | 9 | (+0) |
| CON: | 7 | (-1) |
| CHA: | 13 | (+1) |
Combat Stats: 8 HP, AC 14, Init +0, MV 40’ (Fly 30’), Staff (Melee Atk -6, 1d6), Short Bow (Ranged Atk -6, 1d6), Save 15 (17 in combat).
Mutant Perks: Dermal Neurotoxin (save vs. paralysis), Pheremone Control (Hypnotize living creatures, 3/day), Shriek (creatures within 10’ take 2d6 damage), Wings (can fly short distances).
Mutant Flaws: Crude Hands (-4 with hand-held items), Dwarfism (small-sized, weapon limitations, cannot use normal armour), Fear Response (-2 to Atk/Save in combat, must roll morale), Reduced Constitution (-3 CON score).
Traits & Abilities: Visibly Mutated (-1 Rx’n penalty). Animal Affinity, +1 on saves vs. cold, fire, and lightning. Speaks Unislang (Literate, 1 unused language slot).
Possessions: Studded leather, staff, short bow (20 arrows), web belt, juju healing salve (heals 1d4 hp). 26 gp.
Animal Companions: 7 dogs (AC 14; MV 50’; HD 1+1; hp 5 each; Melee Atk +1, 1d4).

Patrick’s PC (Garble) has been (mostly) posted.
Still to do: roll for hit points and select equipment.
Kevin’s new PC (Crash) has been (mostly) added. Check out those ability scores! But one bad encounter with poison and he’s done for (plus of course the whole ‘Flight’ and ‘Poor Vision’ combo)…
Adam’s PC – Xel’ the Fighter – has been added. Here is his extended character description:
Now that he’s made it to 2nd level, Slinker will take one rank in Spot/Listen and one rank in Search. I’ll use the secure dice roller for my HD.
Done; Slinker has been updated to 2nd lvl.
Ok, so I rolled the new hit die after reaching lvl 2, and promptly rolled a 1… the secure dice roll should be in your email box.
That being said, my HP don’t actually change since my initial roll was obviously higher, right? I don’t gain any new HP for reaching lvl 2, as thats what my starting 6, plus my first HP roll was for… just want to make sure I understand.
You are correct, Skrog. You get to keep your original hit points since they are higher. Better luck next level!
Zajora – Adam’s new PC – has been added, and ‘Xel has been shifted to the Boneyard (although he may return if he escapes from the Slime God).