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Character creation
« on: December 10, 2006, 05:30:58 AM »
 

Ancient Gamer

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Part 1, the Stats:

CharacteristicBaseMax
Strength318
Constitution318
Size818
Dexterity318
Appearance318
Intelligence818
Power318
Education (fixed amount)1616
Points to distribute amongst the above stats (except on education): 55 (You add points to the base so if you spend 10 points on STR it becomes 3 (base) + 10 (distributed) = STR 13)

Derived CharacteristicFormula
SanityPower x 5 Fluctuates during play
IdeaIntelligence x 5 Can be rolled to get hints from the GM
LuckPower x 5
KnowEducation x 5

Hit Points total = (Constitution + Size) / 2
Magic Points total = Power x 1
Damage Bonus = Strength + Size (Lookup in the damage bonus table to see what it becomes)
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Re: Character creation
« Reply #1 on: December 10, 2006, 05:42:28 AM »
 

Ancient Gamer

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Part 2, the Background Points and Dark side:

Rules:
1. You all get 6 background points.
2. You all have to have one dark side.
3. Special abilities cost 2 background points.
4. Special skills cost 2 background points.
5. Special equipment cost 1 background point.
6. Choosing a custom created dark side (as opposed to rolling for one) cost 1 background point.

This is how we do it: You say what combination you want and I roll on my tables.

Remember: You can all tell me to re-roll one roll that you did not like during this phase.
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Re: Character creation
« Reply #2 on: December 10, 2006, 05:48:36 AM »
 

Ancient Gamer

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Part 3, the Skills:

1. You must choose your profession (See below)
2. You must choose your culture (See below)
3. Notify me of your choice and I will provide info for your culture and your profession.



******************************************************************
Most standard professions are available. Those are:
All Cultures:
Gladiator (non-profit gladiators are called "close combat specialists")
Hunter
Medic
Merchant
Outcast
Scavenger
Scout
Thief

Civilized (Bleak Wood):
Craftsman (Mason, Farmer, Mechanic, Technician, Barkeeper, etc...)
Doctor
Pilot
Scientist
Soldier

Nomad:
Guard
Healer
Nomad Fatebringer (Avowed Assassins for hire, collecting souls for "The Ancient One" (See below))
Nomad Guardian (Physically guards the ancient secrests of the nomads)
Nomad Keeper (Keepers of ancient lore and secrets)
Nomad Pathfinder (Actually scouts, but renowned as the finest scouts in the... known area and surroundings)

Tribal:
Tribal Berserker
Tribal Shaman
Tribal Warrior

General roleplaying info about the cultures:
Bleak Wood:
-Vocal and often vulgar
-Tough
-Dubious morality
-Might makes right

Nomad:
-Loyal
-Highly Religious (They worship "The Ancient One" an entity they believe exists in the oasis "Amarakh" in the Wastelands)
-Distrustful of strangers
-Secretive

Tribal:
-Differs widely. Most just try to survive either by scavenging, farming, hunting, and / or by raiding and robbing.
-Has lots of nicks amongst the "better off". They are called "Wastelanders", "The Lost", "Savages", "Void Tribals" and so on. Incidents often arise when haughty civilized folk make fun of the tribals that are in town to trade, and it is the tribals that most often wind up in jail for a week or two because of that (whether they were to blame or not).


**********************************************************************************************

Cultural Differences (Game mechanism):
Tribal: +1 Constitution, +10 Hide, +5 Sneak
Nomad: +5 Astronomy, +5 Conceal, +5 Hide, +5 Sneak, +5 Navigate, +5 Track
Civilized: Access to these skills: Anthropology, Archaeology, Biology, Chemistry, Computer Use, Electronics, Medicine, Physics and Psychoanalysis. Non-civilized cultures cannot raise these skills prior to gameplay, except with special background skill points.


****************************
General info about the PCs classes:

Doctor:
Starting Equipment:
- Doctor's Bag (Scalpels, scissors, band aid, disinfectant, surgical needle, thread, hypodermic needle, hypodermic syringe, stethoscope and so on)
- White frock
- White mouth mask
- 3 doses of nanite healing agents to be injected with a hypodermic syringe (completely heals 1 person, tissue, bone damage and all).

Skills available for education skill points:
Biology, Credit Rating, First Aid, Latin, Medicine, Pharmacy, Psychoanalysis and Psychology

Nomad Scout:
Starting Equipment:
- Binoculars with 16-48x80mm zoom
- Camo clothing, brown shades
- Flare gun, single shot. Can be used as a weapon, but is intended to signal danger when all hope for the scout's life is lost. That way he can save his brethren even when death approaches.

Skills available for education skill points:
Conceal, Drive motorcycle, Hide, Listen, Navigate, Ride, Sneak, Spot Hidden and Track

Nomad Fatebringer:
Starting Equipment:
- Five throwing knives OR 1 Beretta 9mm with 20 bullets (bullets are hard to come by) OR 1 Heavy Crossbow with 20 bolts
- Long spear OR machete OR cavalry sable
- Prayer beads
- Red Robe of the Fatebringers
- Fatebringer weapon belt
- Garotte

Skills available for education skill points:
2 weapon skills of choice, sneak, hide, spot hidden, listen, climb, locksmith

Tribal Berserker:
Equipment List:
- Mallet OR Long Spear OR Large Chain
- Two wrenches OR two combat knives
- Home made body armour of steel, covers torso and groin - hip area. Might be lacquered.
- 4 "reds" (highly addictive pills that boost strength + 3 points, constitution +8 points and give pain resistance +20%. Unfortunately they lower intelligence by 5 points too. Duration: 20 minutes)
-Bearskin Cloak

Skills available for education skill points:
3 close combat weapon skills of choice, Dodge, Thrown, Smith, Jump, First Aid

Civilized Soldier:
Starting Equipment:
- Heavy Crossbow with 20 bolts
- Combat Knife and sheath
- Brown leather jacket, brown leather pants and nailed, black leather gloves. (Provides 1 point of armour on all body locations except the head and the feet)
- Weapon belt
- Serrated hunting spear

Skills available for education skill points:
2 x weapon skill, First Aid, Either Ride or Drive Motorcycle, Conceal, Hide, Dodge, Listen
« Last Edit: September 21, 2007, 06:23:10 PM by Ancient Gamer »
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Re: Character creation
« Reply #3 on: December 10, 2006, 06:09:18 AM »
 

Ancient Gamer

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Once you have your profession skills, you can begin to allot points among those skills:
1. The points you get to distribute among your profession skills* are EDU x 20 = 16 x 20 = 320
2. The points you can distribute anywhere are INT x 10 (Hobby points)
3. You might have skills from the special background
« Last Edit: December 10, 2006, 01:03:58 PM by Ancient Gamer »
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Re: Character creation
« Reply #4 on: December 10, 2006, 06:30:28 AM »
 

EchoMirage

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Ok. This will be my charrie (rough sketch)

Ceres Argenta
Culture: Civilized
fighter/doctor... occupation: doctor

my munchkin stats:
STR  16
CON  10
SIZ   18
DEX    6
APP    8
INT   15
POW  13

fear my stats.

other than that, I paid 1 BP to be horny (have a horn, OK), 1 BP for a nice gimmick (special equip), and 4 BP for special abilities.

« Last Edit: December 10, 2006, 08:08:28 AM by Ancient Gamer »
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Re: Character creation
« Reply #5 on: December 10, 2006, 09:06:00 AM »
 

Ancient Gamer

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Okay, EchoMirage: A pm with info about your special abilities and special equipment, as well as about your dark side, has been sent to you.
Please note that your profession, which is doctor/medic, has been added to the bottom of the post which is #3 above this one.

In order to get the skills you requested, your culture is: civilized (non Bleak Wood), and because of your background you get to start with home made armour.
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Re: Character creation
« Reply #6 on: December 10, 2006, 04:45:44 PM »
 

EchoMirage

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R.I.P.

My charie in all her splendour, munchkinism and butt-kicking goodness. Fear the charrie.

Ceres Argenta

Appearance:
Standing a healthy 6’ 5”, Ceres is as far from petite as women can get. Weighing all of burly 230 pounds, she’s no frail birch tree either. Life at her home town of Corona is, despite amenities such as walls, firm roofs and clean water, no less arduous than that in the wastes, leaving her with a good deal of muscle and little fat.
Her hair, cropped short of being shoulder-long, took after her mother, being straight and platinum blond, which is in sharp contrast with her coffee latte skin, courtesy of her black father. Dark mahogany eyes are set in a distinctive face with a strong jaw, large violet lips, prominent cheeks and a sharply cut nose. And there is that horn, yes. Certainly the first feature strangers notice is the slightly curved horn protruding a foot from her head, dark brown to golden in color and pointy as hell, a gift from auntie radiation or uncle rogue nano-bot… but who cares? Ceres certainly not: there are people with far worse deformities, and a horn won’t spoil her day. She even polishes it, and made a carved steel ring to decorate its base and a steel tip too. Still, in the eyes of the common man, it detracts a lot from her appearance.
Other distinctive features are the numerous burn marks on her arms, from when she wasn’t careful in the forge, as well as a long scar on her neck, where a bandit cut her. She takes great pains to conceal that one.
Ceres speaks with a full, resolute deep alto voice with a distinctive rumbling undertone, accompanying her speech with short gestures.
Carrying herself straight as if she had gobbled up a ruler, her gait is heavy and the rhythm of her steps somewhat irregular.

When not in doctor’s whites but on the road, she dresses in sturdy half-plate and a pot helmet with face guards, as well as a red tabard adorned with a bronze hammer-and-sickle on the chest, the device of her town.
In harsh weather she takes shelter within a long hooded leather cloak with an abundance of pockets, the rim of the hood is decorated with brass studs, the shoulders with small brass plates and the front with two rows of large brass buttons.
She’s armed with a huge two-handed sword, the Trolblandir, a gift from her father.

History:
Born in Corona, an industrious mining town that trades tools, steel weapons and armor, as well as machine parts, as the second eldest of five children of Samuel, a craftsman, and Moon, a mining engineer and geologist, she was apprenticed to a weapon smith at the age of ten, and reached a decent level of skill, yet her interest was captivated by something wholly different: the plethora of injuries resulting from the heavy dangerous work in the industry, the ailments that swept over the wastes from time to time, as well as the numerous malformations induced by the rays and toxins of the wastes, like her horn.

Due to some reason, Ceres interest flares up, whenever 'the ocean' or 'the sea' are mentioned.

She seems to take ailments very personally, as if they were living opponents, though forgetting the patient somewhat and concentrating on his injury.

Still, there was only so much the healers in Corona could teach her, and she wandered off, pursuing a deeper understanding of the enemy.

Character:
Quite straightforward, Ceres prefers a hands-on approach. What she cannot stand is being idle and bored. This sometimes leads her to being involved in debates on unfamiliar topics, having to contribute at least an educated ‘aha’. Driven, she either works on something or contemplates an idea. She’s a crappy guard, to be honest.
Somewhat aloof, she does neither takes kindly to folly nor many of the human weaknesses. Idealistic, she has a strong sense of right and wrong, a legacy of her straight upbringing at Corona, where honest work, honest thought and honest deed are held in high regard. While she has a distinctive presence and a certain measure of charisma, she’s not the most social of people, having a metaphorical safe zone into which she lets none approach. In the two years she spent with the PCs, she did not have a relationship. She claims to be ‘complicated’.
Quite swift to take offense, she’s likely to respond by adding the offender to her ignore-list rather than through verbal or physical assault (provided the culprit did not overdo it). When disagreeing with something, Ceres displays a distinctively emotionless face, a slight tick to her left eye, and speaks with a cold tinge in her voice (which is different from her obvious absent-minded unfriendliness she displays while working or occupied with thoughts of utmost importance). Greed is what upsets her most, especially if said scrooge injures others through his vice.
Ceres is fascinated by arts and delights in music, and shows respect to those who have mastered a craft or other ‘useful’ skill, as well the artistically gifted. When she has succeeded at a difficult task, finished an item or righted some perceived wrong, she will seem to glow and be really content and satisfied for a time span directly proportional to the perceived magnitude of the success.

The cold hard stats:

STR    16          SAN:    65            Sword Damage: 2D8 + 1D6
CON   10          LCK:     65            Fist Damage:   1D3 + 2 + 1D6
SIZ    18      HP:      14                    Brass Knuckles Damage: 1D4 + 3 + 1D6
DEX     6      Dmg. Bonus: +1D6
APP     8      Idea:    75
INT    15      Know:   80
EDU   16
POW    13

*Professional skills:       320 total
Biology:          0+50 = 50
Credit Rating:      15+10 = 25
First Aid:        30+42 = 67
Latin:             0+50 = 50
Medicine:        5+65 = 70
Pharmacy:       0+65 = 65
Psychoanalysis:           0+
Psychology:       5+50 = 55

*Hobby Skills:       150 total
Large Sword:         20+55 = 75
Punch:         50+20 = 70
Listen:          25+25 = 50
Smith:          10+50 = 60
Martial Art: Kickbox:  0+05 =   5
Spot Hidden:            0+02 =   2
Chemistry:               0+05 =   5
Heavy Weapons:      ?+05
Drive Truck (0% + [5% skill increase]) = 5%

My stuff (equipment, that is):

*Trolblandir, greatsword, inherited
*Plate Mail - self-made, chromed
*Firskag - broad sword, self-made
*Iron knuckles
*Tabard, red with hammer and sickle
*Sturdy leather gloves and boots with steel caps

*Sevral books on sociology and medicine
*Suitcase chemistry set (okay, rather large suitcase)
*Compendium where Ceres notes many of the strange plants of the wastes

*Doctor's Bag (was refilled and and new stuff acquired in the garage medicine locker in Bleak Wood)
 - Scalpels, scissors, band aid, disinfectant, surgical needles, thread, hypodermic needles, hypodermic syringes, hypo canisters, blood analyzers,stethoscope and so on
 - Geiger counter shaped like an overlong pen
 -  An alcohol measurer
*White frock and mouth mask
*8 doses of nanite healing agents to be injected with a hypodermic syringe (updated to fit with quantities found in garage)
*4 doses of anti-radiation nanite agents, also to be injected with a hypodermic syringe
*Hand-crafted surgical tools
*A few shots of penicillin
*Flint and steel, whetstone, weapon oil, a few basic tools like hammer, pincers, wrench
*Long hooded coat, impregnated leather
*Small tent with mosquito net
*Filter canteen, a few spare filters
*Backpack with a steel pipe rack, impregnated cloth
*Swiss army knife, thread, needle
*10 ft. rope with grappling hook

*Edited -> added xp for episode 1
*Edited -> added truck driving skill points.
*Edited -> removed anti-radiation nanite used on Abak Loett
« Last Edit: January 14, 2008, 06:46:26 PM by Ancient Gamer »
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Re: Character creation
« Reply #7 on: December 13, 2006, 08:02:04 PM »
 

Shadoweagle

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Ralkhara

Appearance:
Short, wiry, and with a noticable limp to his right leg, Ralkhara is often under-estimated by both his peers and his foes. From head to toe he is clothed, showing nearly no skin, apart from the upper-left side of his face. Four strips of black or grey material hide most of his features - one strip horizontally covering his neck; another horizontally hiding his chin and mouth; a third wrapped diagonally from the bottom-left of his face to the top-right covering his nose, and a fourth wrapped vertically across the right side of his face, a single slit for a thin eye-hole cut out. His head is covered by a grey hood which flows down to a very frayed and well-used cloak. From beneath this hood, unkempt black hair juts down. People are often uneasy around Ralkhara, due to his hidden features and the intense stare constantly shared by his raven black eyes. Ralkhara's voice is broken and coarse, as though his throat were constantly parched.
Believing that the best defense is to not be in front of the danger at all, Ralkhara tends not to wear armour - due to his weak frame he finds such things uncomfortable, anyway. Instead, he usually wears a dusty, longsleeved camouflage shirt, dark, durable leggings, and some worn-in (and almost worn-out) boots. His right hand is covered with a light, black leather glove, and is kept on as often as the wrappings covering his face.
Clipped on the right side of his belt is a medium-sized leather quiver, containing thirteen plain bolts, and in a side compartment in the quiver two more bolts with approximately 30 feet of rope attached to them. Hanging on the left side of his belt is a simple, medium-sized crossbow.

History
Ralkhara is a nomad, through and through. He has been a stout believer of The Ancient One of Amarakh since birth, and wishes one day to head out into the blasted wastes and find the oasis for himself.
If asked of his past, Ralkhara will simply tell of the same past that most nomads have; that of travelling from place to place, learning basic survival from his clan until he came of age, reaching twenty years. Another eight years were spent with the Karlrachi clan, travelling the edges of the wasteland where he began making maps of the borders, pointing out any potentially hazardous spots.
Those who ask may notice there is a blank spot in his life two years before Ralkhara met the others of the group, where he did not walk with any nomad, but any questions made about this time are evaded; whether by changing the subject or simply flat-out refusing to speak of it. Apparantly, somewhere during this blank period, he seems to have picked up several tips and tricks about first aid and healing.
As with most of his people, he is quite secretive; rarely offering more information than what is necessary to those who ask of his knowledge.  And knowledge is his business: For some reason or other, Ralkhara is resolute about having and getting information. He is very perceptive - more-so than most other nomads - and he seems almost paranoid about not knowing any given thing.
Throughout his life, any idle time is spent practicing sketching and drawing - he has become quite skilled at this, and is often able to reconstruct images of scenes, objects or people just from description or memory.
____________________________________
Stats:
STR 10
CON 13
SIZ 10
DEX 18
APP 9
INT 14
POW 12
EDU 16

Sanity: 60
Idea: 70
Luck: 60
Knowledge: 80
Hit Points: 12
Magic Points: 12
Damage Bonus: 0
Crossbow damage: 2D4 +2
__________________________

Occupation Points layout
320 points base
+25 points spot hidden (Background bonus)
+25 points listen (Background bonus)
Nomad: +5 Astronomy, +5 Conceal, +5 Hide, +5 Sneak, +5 Navigate, +5 Track


Conceal (15% +5%) +25 = 45%
Drive motorcycle (20%) +50 = 70%
Hide (10% +5%) +60 = 75%
Listen (25% +25%) +25 = 75%
Navigate (10% +5%) +30 = 45%
Ride (05%) = 05%
Sneak (10% +5%) +60 = 75%
Spot Hidden (25% +25%) +25 = 75%
Track (10% +5%) +45 = 60%

Hobby points layout
140 points base
+25 points First Aid (Background bonus)
+25 points Pharmacy (Background bonus)

 
Art:Sketching (05%) +55 = 60%
First Aid (30% + 25%) = 55%
Pharmacy (00% + 25%) = 25%
Dodge (36%) +20 = 56%
History (20%) +15 = 35%
Throw (25%) +15 = 40%
Crossbow (25%) +35 = 60%

____________________________________

Equipment:
 - Basic crossbow
 - Quiver of bolts
    + 13 bolts
    + 2 rope bolts
 - basic survival gear (such as water skin, 2 days worth of dried food, rough blanket for warmth, matches)
 - Several charcoal sticks and a dozen leaves of thick sketching paper.
 - A belt with several hooks and pouches.
 - Three hand grenades, hidden inside said belt pouches.
 - Two "Fossil, Inc - Wrist PDA mk III" which resemble large-screened watches.
 - Binoculars with 16-48x80mm zoom
 - Camo clothing, brown shades
 - Flare gun, single shot. Can be used as a weapon, but is intended to signal danger when all hope for the scout's life is lost. That way he can save his brethren even when death approaches.

 - One can of black spraypaint, half-full
 - One sleeping bag
 - One heavily dented saucepan
 - A thin, loose wire, 25 feet long
 - Sturdy backpack
 - Two medium spare crossbow strings & wax for coating
 - 1 bag of flour
 - A pocket knife
 - Two small bells, secured in his pack so as to make no sound

_____________________________________
« Last Edit: December 19, 2006, 07:50:45 PM by Shadoweagle »
Lazarus Lightward, Elite Diabolist of the Brotherhood - Level 3 Occultist
Deathpriest Noxx, Herald of Eternal Silence – Level 2 Necromancer
STR: 2 | END: 2 | CON: 4 | DEX: 2 | CHA: 12 | INT: 13


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Re: Character creation
« Reply #8 on: December 18, 2006, 09:52:41 AM »
 

Dozus

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R.I.P.

Bakur al-Raish

STR   3+15 = 18
CON   3+10(+1) = 14
SIZ   8+10 = 18
DEX   3+7 = 10
APP   3+2 = 5
INT   8+2 = 10
PWR   3+9 = 12

Sanity: 60
Idea: 50
Luck: 60
Know: 80

HP: (14+18)/2 = 16
MP: 12
Dmg Bonus: 18+18=36 = +1d6

Occupation Points layout
320 points base
3 close combat weapon skills of choice, Dodge, Thrown, Smith, Jump, First Aid
Sword (20+55) = 75%
Maces [wrenches] (20+40) = 60%
Grapple (25+15) = 40%
Dodge ([dex10x2]+35) = 55%
Jump (25+40) = 65%
Throw (25+30) = 55%
Smith (0+75) = 75%
Bargain (5+10) = 15% [years of being the Syringe's Trader's tribal spokesman has given Bakur some business skill]
First Aid = (30+20) = 50%

Hobby Points layout
100 points base
+25 Ride (Background bonus)
+25 Spot (Background bonus)
Tribal bonus: +10 Hide, +5 Sneak
Ride (25+15) = 40%
Spot (20+20) = 40%
Hide (10+20[+10]) = 40%
Sneak (10+15[+5]) = 30%
Climb (40+10) = 50%
Track (0+30) = 30%

Equipment List:
*Saiful'lahal - "Sword of Lahal," greatsword, self-made
*Al-Mani - "The Defender," cuirass and tasset armor, ancient steel
*Two (2) wrenches, vanadium alloy, 1'2" each
*Hunting knife, flint
*Wool robes, natural color
*Riding pants, wool with leather chaps
*Thin leather gloves
*Heavy hobnailed sandals, leather with wool socks
*Belt, leather and steel, with holsters for wrenches and sheath for knife
*Turban, cotton, heather gray
*Steel amulet, sacred of Lahal the Steel-King
*Skullcap, steel
*Cloak, boarskin

*Healing bag
 -Small scalpel
 -Tweezers
 -Bone needles and thread
 -Cotton gauze and pressure wrapping
 -Various herbs for controlling pain, infection, bleeding, vomiting, fever
 -Vial of alcohol
 -4 "reds"

*Smithing equipment
*Whetstone and oil
*Leather apron
*Waterskin
*Hare jerky, 5 pounds
*Bedroll
*Cooking pot, tin

*Imad - "Pillar," horse
*Saddle, reigns, and saddlebags

The Train People tribe
In the bleak wastelands surrounding Bleak Wood, the ruins of an old train station are home to a small but fierce tribe.  They call themselves the Bizaad al-Tabuh, meaning "People of the Train."  Their village, Hadidbad ("Steel Town"), is built around the few remains of what was once a large train yard.  Only three trains remain in tact, and they rest on a hundred-yard long length of track that has remained; the rest of the track was cannibalized for steel generations ago.  The tribe reveres the train as a gift from their god Lahal the Steel-King.  The Bizaad al-Tabuh consider themselves chosen people of Lahal, who gave them the trainyard as a means of survival and worship.  Steel smiths are members of the priesthood, with the eldest smith serving as high priest and tribal chieftain.  A patriarchal soceity, the Bizaad al-Tabuh consider smithing a manly art and women are barred from practicing.

The three train cars that have survived are holy shrines of the tribe's religion.  One is an engine car, with a coal furnace that functions as the high priest's forge.  This is the holiest temple of the tribe, and only the high priest may enter.  From here he forges idols, ceremonial swords, and other items that are considered sacred.  The high priest is also said to prophesy by reading the embers of the furnace and the spark patterns emitted while smithing.  The second existing car is a domed, two-level passenger car.  This is the temple of the smiths, where the elder smiths meet to discuss important religious and tribal affairs.  The council meets in the upper dome, able to keep watch over the village, while guests and lesser smiths listen or wait in the passenger section below.  The last surviving car is an ancient baggage car.  In worse condition than the other two, it is missing a wall and the wheels are rusted firmly onto the track, making it impossible to ever move again.  This serves as a shrine for all the village.  A steel statue of Lahal the Steel-King stands in the center, while candles and offering surround him.  Prayers are painted and etched on nearly every portion of the car.  In an annual ceremony, the men of the village push the locomotive-forge to the baggage car-temple, symbolically uniting Lahal to his forge.  The high priest then offers sacrifices of fuel into the forge, and creates a steel monument to mark the passage of the year.  These monuments are marked with a prayer to Lahal, a listing of the smith-priests in council for that year, and an almanac of important events.  The monuments are placed around the village temple car.  This tradition appears to be fairly old: over 120 monuments are found the shrine.

Bizaad al-Tabuh are suspicious of other tribes and nomads, but they will trade with them.  City-dwellers are usually considered womanly and heathen, relying on demonic devices given to them by strange gods.  Women hold no political sway, but they are valued as contributing members to society rather than property as some neighboring tribes.  Men are, however, more important.

The Train People are of Afro-Arabic descent, with dark features and broad noses.  They tend to be strongly built and fast healers, able to take many a knock before falling.  All Bizaad al-Tabuh wear a steel amulet of some sort marking them as a chosen of the Steel-King.  They tend to wear thick cloth, usually made of wool, to protect themselves from the sun and sand of the desert wastelands.

Bakur al-Raish
The son of a high-ranking smith-priest, Bakur al-Raish has always believed strongly in Lahal the Steel-King.  Raised to take the same profession as his father, Bakur took quickly to the art and science of smithing, learning also the faith of the tribe.  Despite his extensive teaching and strong belief, however, Bakur had trouble learning the priestly ways.  He could not recite by heart the Creation Song, nor did he know the proper prayers, nor could he debate well with other smith-priest in training.  When the council of smith-priests decided not to confirm Bakur as a priest, he felt both dejected and relieved, for he knew he was not fit for the priesthood.  He continued to work as an amateur smith, however; though some on the council scoffed at Bakur's practice, his influential father defended him and kept his son from being stripped of forging rights.  In his spare time, Bakur kept watch with the town's guardsmen, always keeping an eye out for Aural Raiders and invading warriors from other tribes.  Bakur learned to keep a keen eye out for enemies on the horizon.  He also excelled at combat, due in no small part to his massive size and strength.  To aid him in guarding duty, Bakur's father purchased a horse for him from nomad traders.  Bakur took quickly to the horse and became an expert rider, exploring the local mountain ridges and harsh deserts.  Bakur continued to be a watchman for years, long after the thread from the Aural Raiders had dispersed.  Eventually tiring of the village life, he set out to explore the world by joining mercenary groups and exploring life  with folk of other cultures.  Bakur has not been back to Hadidbad in a good ten years since.

Bakur is a very large man, his bones wrapped with thick sinewy muscles under his warm brown skin.  A trim beard lines his wide jaw, connecting to the rest of his hair just above the ear.  His black hair is kept in tight braids, with a small tonsure at the top of his skull marking him as a smith.  A dark scar runs across the bridge of his nose down to his jaw.  Dark eyes peer out from thick sockets in his large skull.  On the rare occasion he speaks, his deep voice is marked with a thick accent.  Bakur wears thick woolen robes and riding pants under his armor, a patchwork of ancient train fragments etched with runes and prayers to Lahal.  He normally wears a turban made from grayed cloth, but also carries a metal skullcap for combat.  At his back is a huge steel greatsword, well-crafted and with a single razor edge.  A wrench sits on either side of his waist at a belt, the chrome sheen of the vanadium long since replaced by black smithing soot.  Bakur is rarely seen travelling without his horse, Imad, a stallion with a chocolate brown coat.
« Last Edit: October 10, 2007, 12:01:32 PM by Ancient Gamer »

Dozus the Windward
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STR: 4 | END: 2 | CON: 4 | DEX: 3 | CHA: 3 | INT: 4
 

Re: Character creation
« Reply #9 on: December 19, 2006, 08:04:52 PM »
 

Murometz

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‘Badblood' Kiph

Nomad Fatebringer

STR 11
CON 15
SIZ   9
DEX 20 (+2 bonus)
APP 7
INT 13
PWR 13
EDU 16

Sanity 43
Idea 65
Luck 65
Know 80

Starting Equipment:

- Five throwing knives
- Machete
- Prayer beads
- Red Robe of the Fatebringers
- Fatebringer weapon belt
- Garotte
- Night Vision Goggles
- Leather vest
- Snake-skin, full face mask, not worn (stolen off a dead man)
- 4 gel lozenges (filled with blood)
- Tape recorder
- fetish
- 1 x heavy morning star
- 1 x tin ring with dragon emblem (free meals and room at "The Dragon Tavern", as long you fight occasionally)
- 3 x amphetamine (In portion packs (powder))
- 1 x flask of medical morphine (for the wounds)
- 1 x Iron Cross medal
- 1 x M9 Side Arm (Beretta)
- 1 x Fossil, Inc - Wrist PDA mk III, linked to Ralkhara's identical device. Kinetic energy based. Amazingly still broadcasts and receives GPS signals, and reads Ralkhara's position at all times. Built in walkie talkie, can communicate at any frequency.
- 1 x Smith & Wesson .38 super caliber pistol (Model SW1911 DK Pistol)
- 20 x .38 super caliber

(Skills available for education skill points:
2 weapon skills of choice, sneak, hide, spot hidden, listen, climb, locksmith)

(Nomad: +5 Astronomy, +5 Conceal, +5 Hide, +5 Sneak, +5 Navigate, +5 Track)

1 BP Equipment-Goggles
2 BP Background
1 BP Dark Side

Machete (20% + 50% + [1% Perk]) = 71%
Garrote (40% + 20%) = 60%
Thrown (25% + 25%) = 50%
Sneak (10% + 60% [+5%] + [8% skill increase]) = 83%
Hide (10% + 46% +[5%] + [5% skill increase]) = 66%
Spot Hidden (25% + 35% + [8% skill increase]) = 68%
Listen (25% + 25% +[3% skill increase]) = 53%
Climb (40% + 10%) = 50%
Locksmith (1% + 49%) = 50%
Drive Truck (0% + [5% skill increase + 6 % skill increase]) = 11%


Astronomy (1% + +5%) = 6%
Conceal (15% + 30% +5%) = 50%
Navigate (10% + 5% +5%) = 20% +5 skill points= 25%
Track (10% + 35% +5%) = 50%
Pursuade (15% + 10%) = 25%
Disguise (1% + 25%) = 26%
Biology (1% + 25%) = 26

Mind Probe: (0% + 10%) = 10%

New Skills--to be acquired.

Feet of the Assasin: cost: 5 skill points
Cloud Mind: cost: 5 skill points

Perks:
Pit Fighter:
+10 Glorious Reputation in Neon (+10% on communication in Neon, lowered prices and so on)
+ 1% Dagger (Machete) skill, + 5 % dagger

Appearance:

Average height, slight of build, but lithe. Dirty blonde short-cropped hair, a disproportionate mouth, set a bit too wide, and small jaundiced eyes. His arms and most of his body and face are covered by literally hundreds of tiny (and a few no so tiny) fine scars, like white pine needles, obvious, but unobtrusive.

Background

Kiph has no idea where he was born, and remembers little of his formative years, until his capture, when he was fifteen years old. Whether or not this memory loss was self-imposed, his own way of coping with his torment and anguish from some deeply seeded pain, or the degenerate effects of the many vile experiments and torture performed and conducted on his person by his oppressors, is impossible to determine, even for Kiph.

For five long years, Kiph was a prisoner of a mysterious group, known only as the Last Gambit. Kiph has likewise little memory of this time, his mind, body and nerves mostly in degenerate shock from the experience, until his even more mysterious escape, and his salvation at the hands of a Fatebringer, who found Kiph, near death, face down in the dirt, when he accidentally came upon him, and saved the now young man from a merciful death.

Now twenty, Kiph went with the nomads and learned their ways, even embracing them, and in turn adopted by the Fatebringer’s allies.  Though somewhat lacking in several virtues these people held dear, one virtue was not lost upon Kiph…secrecy. That was a trait and lifestyle Kiph could embrace, as he would attempt to nurse his scar-covered body and ravaged mind back to health. It was due to this trait if no other, that Kiph was taken to the “special place” by his Fatebringer savior and showed the secrets of the society. Once again Kiph embraced the ways of his new chosen family, and studied and learned under his new master, the red-robed man.

More to come in another paragraph. (I’ve kept my secrets, secret.)

Edit: updated after episode 1 (AG)
Edit: added character perk: Pit Fighter (AG)
Edited: added truck driving skill points (AG)
Edited: added pit fight gear (AG)
Edited: updated 20 acquired skill-points. (M)
Edited: added wrist PDA, M9 Beretta, Smith and Wesson and 20 caliber .38 rounds (AG)
« Last Edit: March 04, 2010, 10:29:12 AM by Murometz »
Strolenati Guild – Adept-Seeker
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Re: Character creation
« Reply #10 on: September 20, 2007, 07:00:25 PM »
 

valadaar

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Riv Scarlette

Male Civilized Soldier

STRength14
CONstitution14
SIZe12
DEXterity15
APPearance11
INTelligence12
POWer8
EDUcation16
SANity40
IDEA60
LUCK40
KNOW80

Skills:

Professional 320 points
Shotgun 30 + 60 + [1 Perk] +5   = 96
Submachinegun 91 / 2 = 46 (+ 30 Green Laser Sight) = 76
Spear 20+ 60   = 80
First Aid 30+30= 60   
Ride 5+40+20(bg)= 65
Conceal 15+20= 35   
Hide 10+40=   50
Dodge 30+50+5=   85
Listen 25+20   45
Drive ? + 5 = 5+6 = 11
5+3 assault rifle


Hobby 100 points
20 to Ride
Chemistry 0+30 =30
Punch 50 + 10 = 60
Knife 20+20 = 40
Mechanical Repair 20+20 +5= 45

Perks:
Quote
Murderer:
+20 Infamous Reputation in Neon (+20 on fear based communication)
+1% shotgun

Champion Perks:
Quote
Bullet Dancer (costs 5 points):
Riv gains extraordinary prowess, allowing him to know where opponents are gonna shoot. Thus he may actually dodge bullets. This is not Matrix-style bullet dodging, rather he sees where the opponent aims and he knows which trajectory the bullet(s) will have. His wit and reflexes will then aid him in survival.

This skill acts as a trump card against the GM declaring that you are dead; "He aims, shoots aaaand... hot d**n, you are dead".

As long as you can see the shooter (if it is not immediately clear that you see him, make a spot hidden check), you can attempt to dodge his bullets.

Quote
Duck & Cover (costs 5 points):
Riv has uncanny reflexes and will immediately find any crook and cranny to hind in when there is an explosive blast nearby. Nukes and nades have never been easier to survive! (Halves damage on failed dodging, negates any damage on a successful evade)

Riv appears as a compact, well muscled man. His has close cropped sandy blond hair and no beard or mustache.  His eyes are a vague grey-blue. He is reasonably good looking and would be more so, if it were not for the scars on his face and hands.  Severe burns, long healed, have left their mark.

On horseback, he wears a long, garish robe, an odd metal helmet, and a heavy metal breastplate.  A shotgun hangs near his hand.

Background

His people had thought themselves lucky at first.  Went It came, they were out in the desert, enjoying their festival. The commune of hippies, silicon-valley type nerds, and others were aware of the tense world politics, but this place was where they could forget, at least for a while.  Here they were free.

No one bombed deserts without value, and this is what allowed them to survive the Armageddon.  When it came, all of their wireless trinkets failed, and the EMP detonations ruined much of what was left.  They were alive, but in a bleak desert.  At first their society was organized and hopeful – they would rebuild and the world would be better this time.

This sentiment lasted a scant few years as the horrid reality settled in. With too many people for too little resources, murder and later cannibalism shattered their innocent dream.  Those that survived eventually established a small, but thriving community, a far cry from their hopes, but better then most.  The quality of their genes – intelligence and artistry, served the survivors well.

Riv did not know this, however, his people lived for the day and kept few memories beyond a generation.  But he carried forth one artifact of his origins- the reverence for the Burning Man.


Equipment


Pump Action Shotgun, spas-12
12 buckshot ammunition +25% to hit
   short range(10 mts/30 feet): 4D6 damage
   medium range(25 mts/60 feet): 2D6
   long range(50 mts/120 feet): 1D6 damage
10 slug ammunition +0% to hit
   4D6 damage short, medium and long range.
2 birdshot ammunition
18 x .22 caliber ammunition
11 x .38 caliber regular ammo
12 clay pigeons 
Infanterie-Panzer (Heavy plate armor for torso and groin)
Butcher's knife

Skien of nylon rope (50')
Backpack
Backup Flint and Steel
Leather belt.
Tie-dyed arab-type robe (I know there is a word for it)
Dark cloak (to wear over garish robe, and double as bedroll)
Hunting Knife
Folding bayonet attached to shotgum.
Tight leather cap
Magnifying glass
2 flasks of Oil
wide brimmed metal helmet (similar to english WW1 helmet), mainly for cooking, actually.
Brown webbing pouch
Left leather combat glove (+2 fist damage)
PDA with 250 GB porn, multimedia capabilities, word processor and wireless network card.
Green laser weapon sight (can be mounted on a gun, but you don't have one. The green laser increases hit probability with +50% at short and middle range, but also alerts the enemy to your presence).

saddle, bit & bridle.

Edit: Added Murderer Perk (AG)
Edit: Removed the horse, Blaze (AG)
Edit: Added 2 birdshot and removed 1 buckshot(AG)
Edit: Removed 3 Buckshot (V)
Edit: Added PDA and some of the loot from Cancer (AG)
Edit: Added the ammo from Dog in Neon
Edit: Added skill points. Need ammo used from AG...(V)
Edit: Removed ammo as per comment above (AG)
Edit: Cosmetic changes (AG)
Edit: Added Green Laser Sight from Doctor Brevil Cornell(AG)
« Last Edit: March 04, 2010, 07:26:52 AM by valadaar »
   
         Human Strolenati
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         STR: 4| END: 4| CON: 4| DEX: 4 | CHA: 3 | INT: 7
         Authentic Strolenite™©®
      
   
            
         
                
         
 

Re: Character creation
« Reply #11 on: October 01, 2007, 06:29:00 PM »
 

dark_dragon

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Brevil Cornell-(Work In Progress)

STR: 3 + 7 = 10 +1bonus = 11
CON: 3 + 7 = 10
SIZ: 8 + 10 = 18
DEX: 3 + 6 = 9
APP: 3 + 3 = 6 +1bonus = 7
INT: 8 + 10 = 18 +1bonus = 19
POW: 3 + 12 = 15
EDU: 16 + 0 = 16

Derived Characteristics
Sanity   75
Idea   90
Luck   75
Know   80

Hit Points total = 14

Magic Points total = 15

Damage Bonus =(29) +1D4 damage (melee) or +1D2 (thrown and bow)

Professional skills: 320 pts
Biology: 00 + 60 = 60%
Credit Rating: 15 + 00 = 15%
First Aid: 30 + 20 = 50%
Medicine: 05 + 55 = 60%
Pharmacy: 00 + 70 = 70%
Psychoanalysis: 00 + 40 = 40%
Psychology: 05 + 35 = 40%
Computer use: 00 + 40 = 40%

hobby skills: 180pts
Electronics: 00 + 50 = 50%
Drive: 20 + 10 = 30%
Gun use: 20 + 30 = 50%
Fist/punch: 50 + 10 = 60%
Physics: 00 + 35 = 35%
Grapple: 25 + 25 = 50%
Knife-fighting: 00 + 20 = 20%

special ability
- Superhuman: You are better fit than most other people. +1 Strength, +1 appearance, +1 Intelligence
- Animal Charm: Animals seem to love you, no matter what their ordinary disposition. War dogs wag their tails and cave bears give you time to get away. Horses that no one else can ride will calm down and let you on their backs. Be advised: Exercise caution when dealing with hungry and aggressive animals. Your skill gives you an edge, not immunity.

Culture: civilised
Profession: scientist(doctor), specialised in mutagens.

Appearance:
Tall (6'7"-6'8") and Albino, Brevil is instantly recognisable. He tries in vain to hide his willowy frame in long travelling cloaks. Even for an Albino, he doesn't see much sunlight, preferring the confort of his small makeshift lab. (well, at least until the skies decide to crash down) His face is thins and looks in serious need of serious food, although he is perfectly healthy and has had this look for his entire life. He keeps his hair short and without fuss. Around his waist is a belt, and upon it is a large knife. (You can never be too careful)

character:
Vicious, shrewd, Creepy, fascinated by the space dwellers, feels himself 'special', believes one day he may get to go where the space dwellers are, contemptuous, very able, bullied as a child: tall and albino; Not strange enough for him to be given as a mutant. strange death have happened around him, good knowledge of poisons, no proof, people give him wide berth: creepy.

Acts as a doctor in some cases, for example, he is cheaper than a real doctor so slave traders can make a wider profit. He makes his living by repairing what is left from before the event, or by repairing the new technologies.

Equipment
- Doctor's Bag (Scalpels, scissors, band aid, disinfectant, surgical needle, thread, hypodermic needle, hypodermic syringe, stethoscope and so on)
- White frock
- White mouth mask
-small collection of lab books, meticulously dated and annotated, which he will guard viciously. (You don't want to know what is in them.)
-large notebook, half filled with anatomy diagrams and covered in minuscule and meticulous writing.
-pen, sketch pencils
-collection of disks, on which he used to store his research data, the computer he made them on (which he had repaired himself from scraps) now gone from the incident.
-small leather instrument holder with a spotless collection of dissection gear, the metal handles beraing the marks of frequent use.
-small digital paper book with a wide collection of volumes: Human Psychology, anatomy, physiology, influence techniques, Mutagens, chemistry, etc...
-large belt-worn knife (especially if outside of BleakWood)
-small belt pack, in which he keeps the smaller items (digital books, cds)
-messenger bag for the rest of his stuff, which he wears underneath his travelling cloaks.
-large specimen bags and test tubes, as well as a couple of glass seringes
-reasonable collection of small vials filled with unfathomable substances.

Special Equipment
two doses of "Mutine XII": Nanobots (called nanites) and radioactives that reengineer DNA. The XII mixture enhance strength and constitution, at the cost of intelligence and an increased bloodlust / brutality. The mixture goes way beyond stereoids. When several doses are used on the same individual, the person starts undergoing drastic changes in appearance, for the worse. The mutant nature of the individual can no longer be denied.
1 dose: Drastically enhanced physical fitness. Lowered intelligence and increased aggressiveness
2 doses: Extremely heightened physical fitness. Muscles everywhere, even in the face. No longer looks like an ordinarily trained human. Drastically lowered intelligence and uncontrollable bloodlust.
3+ doses: The subject is no longer human. The mutant trolls are in this category, and are in effect powerful war machines. They have an animal intelligence and know how to operate heavy weapons. Height is increased as well, as the nanites start reenginering the skeletal structure of the subject. It is considered a crime to use 3 doses and more on the same individual.

- 3 fragmentation grenades
- Green laser weapon sight (can be mounted on a gun, but you don't have one. The green laser increases hit probability with +50% at short and middle range, but also alerts the enemy to your presence).

« Last Edit: January 13, 2008, 07:50:50 AM by dark_dragon »
"Reality is that which, when you stop believing in it, doesn't go away."-Philip K. Dick
 

Re: Character creation
« Reply #12 on: October 02, 2007, 02:07:25 AM »
 

EchoMirage

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Ooookay. Given the cast, I suggest we shift the theme from Fallout to Grey's Anatomy. Riv can drive the ambulance. Kiph will be the nurse.
"Captain, the buttocks are moving from the pink into the red and purple spectrum! We cannot maintain this rate of spanking any longer!"

Authentic Strolenite (though spanked) (C) (R)
 

Re: Character creation
« Reply #13 on: October 02, 2007, 06:41:05 AM »
 

dark_dragon

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Echo, Dont feel too threatened. He is mainly a scientist specialising in mutagens. If you wish, I'll take out the doctor stuff and leave him as a scientist only. Notice too his high magics and the slant on knowledge. He is different from you character, and his skills will show that. He studies the effect of 'the event' and what made him the way he is.
"Reality is that which, when you stop believing in it, doesn't go away."-Philip K. Dick
 

Re: Character creation
« Reply #14 on: October 02, 2007, 07:30:02 AM »
 

EchoMirage

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Echo not feel threatened. Echo try humor. Echo fail.
"Captain, the buttocks are moving from the pink into the red and purple spectrum! We cannot maintain this rate of spanking any longer!"

Authentic Strolenite (though spanked) (C) (R)
 

Re: Character creation
« Reply #15 on: October 02, 2007, 08:05:44 AM »
 

Murometz

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Echo not fail. Muro laugh. :lol:
« Last Edit: October 02, 2007, 08:09:06 AM by Murometz »
Strolenati Guild – Adept-Seeker
Dwarven Guild – Ironball Steelbutter
Level 2
STR: 4 | END: 3 | CON: 3 | DEX: 4 | CHA: 3 | INT: 3
Authentic Strolenite™©®
ex-illuminati Strolenati
Down with elves
 

Re: Character creation
« Reply #16 on: October 02, 2007, 09:54:11 AM »
 

dark_dragon

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Sorry Echo, I'm just a bit slow.....  :hypno:
"Reality is that which, when you stop believing in it, doesn't go away."-Philip K. Dick
 

Re: Character creation
« Reply #17 on: October 02, 2007, 10:40:55 AM »
 

Ancient Gamer

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Well, you made me laugh. So: Partial success!

Anyways, I think these two docs are vastly different. ;)
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Re: Character creation
« Reply #18 on: October 12, 2007, 03:23:02 AM »
 

Ancient Gamer

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Brevil Cornell is up and ready. Splendid, dark_dragon!
Authentic Strolenite™©®

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Harbinger of Acorns!

 

Re: Character creation
« Reply #19 on: October 22, 2007, 02:39:50 AM »
 

Ancient Gamer

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Characters updated (ammo and supplies used have been removed, Kiph and Riv earned perks, Kiph and Ceres got driving skill points)
« Last Edit: October 22, 2007, 04:41:38 AM by Ancient Gamer »
Authentic Strolenite™©®

"Secretly a Squirrel"
Guild Master of the Squirrelati
Scourge of Nutanuns!
Harbinger of Acorns!

 

Re: Character creation
« Reply #20 on: January 14, 2008, 06:40:47 PM »
 

dark_dragon

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Retired with pregnant wife

Cormac Jefferson, human civilised Mercenary

Characteristics: (0 remaining)
Strength:   3 + 15 = 18
Constitution:   3 + 07 = 10
Size:      8 + 10 = 18
Dexterity:   3 + 03 = 6
Appearance:   3 + 11 = 14
Intelligence:   8 + 06 = 14
Power:      3 + 03 = 5
Education:    16     = 16

Derived Characteristic:
Sanity:   25
Idea:   55
Luck:   25
Know:   80

Hit Points = 14.5
Magic Points = 6
Damage Bonus = 36 -> 1d6


special ability:
Ladies' man - You are a charmer alright. Due to your magnetic personality, your animal charisma, the ladies just drop over when you talk. You got that special look, that magnetising stare, and get the following boosts, depending on your appearance.
(+20 ladies' man bonus when using social skills with a member of the opposite sex)


Special skill:
+25 rifle skill
+25 hide

Professional Skills: (0 remaining)
computer use       00 + 25 = 25
electronic      00 + 25 = 25
medicine      05 + 20 = 25
rifle         25 + 50 = 75 (+25 special bonus) (+4 Episode 2 Bonus) = 104
handgun         00 + 80 = 80
First Aid      30 + 30 = 50 (+5 Episode 2 bonus) = 55
Drive Motorcycle   20 + 20 = 40
Hide         10 + 15 = 25 (+25 special bonus) = 50
Dodge         12 + 30 = 42
Listen         25 + 25 = 50


hobby skills: (0 remaining)

martial arts      00 + 60 = 60
Knife fighting      00 + 50 = 50 (+10 six month downtime) = 60
weaponsmith      00 + 10 = 10
Grapple         00 + 05 = 05
Persuasion      00 + 15 = 15 (+5 Episode 2 bonus) (+10 Episode 2 gained) (+5 six month downtime) = 35

climb          40 + 00 = 40
conceal       15 + 00 = 15
credit          15 + 00 = 15
drive          20 + 00 = 20
fist/punch       50 + 00 = 50
kick          25 + 00 = 25
listen          25 + 00 = 25
mechanical repair    20 + 00 = 20
shotgun       30 + 00 = 30
sneak          10 + 00 = 10
spot hidden       25 + 00 = 25
track          25 + 00 = 25


Equipment:
-Black spec ops uniform, tear drop insignia on chest and shoulder
-Combat knife
-.50AE Desert Eagle with two full clips (7 rounds each)
-Hand cuffs with key (you wore those)
-H&K G36 Assault Rifle with 30 round clip
-2x30 round ammo clip (5.56mm)

In backpack:
-Last Gambit walkie talkie, complete with insignia engraving
-7 x M9 Pistol
-67 x FMJ 9x19mm Parabellum
-4 x Access Card
-9 x usable eye balls
-1xPreserved set of fingerprints of last gambit operative
-2 x key ring with keys
-Last Gambit Laptop with 9 disks
-10 Blue ray disk
Quote
Disc 1: Software development tools
Disc 2: Operating Systems
Disc 3: Server Software
Disc 4: Critical Service Packs and Updates
Disc 5: Applications (Office and management programs)
Disc 6: Network & Security disc (hacking software suite)
Disc 7: Ancient pre-war samurai movies
Disc 8: Ancient pre-war ridiculous science fiction movies, including men in silly costumes
Disc 9 & 10: Security footage

Special items:
- IDstick (universal tool, like a round usb pen, that: stores credits, contains all personal files / dna signature / blood type / etc, acts as a key, acts as a user/password logon tool, allows access to e-mail and personal files, stores information and so on) Your digistick can be hacked and you can change, well... everything. Most commonly hackers boost credits or change name and surname, but the law of the Space Faring Nations clearly states that doing so is punishable by death. IDstick usage is traced.
- Black glasses. These glasses seem ordinary at first glance, but when donned the user will truly learn what these babies can do. They provide target tracking, targetting assistance (must calibrate with handgun, which you have done), thermal imaging and weather data (forecast and current temperature).
+20 any ranged weapon skill while donned. Targetting assistance is not available while termal imaging is active.
- Negates penalties for night combat while termal imaging is active.


Episode 2 Skill Increase:
+5 first aid
+5 persuasion
+4 rifle
+10 skill points to distribute as you see fit (10 allocated to persuasion)
Sixth month downtime skill increase
+15 skill points to distribute as you see fit. (5 allocated to persuasion, 10 allocated to knife fighting)

[(d_d)edit: minor skill adjust.]
edit(AG): added G36 and ammo.
[edit (d_d)]: Inventory update
[edit (d_d)]: Episode 2 skill advance
[edit (d_d)]: Six month downtime skill advance
« Last Edit: March 13, 2010, 01:36:58 PM by Ancient Gamer »
"Reality is that which, when you stop believing in it, doesn't go away."-Philip K. Dick
 

Re: Character creation
« Reply #21 on: January 14, 2008, 06:43:14 PM »
 

Ancient Gamer

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I just have to add: the +15 bonus is not to appearance, but to any social skills used on ladies of your race (humans)

36 = 1D6 damage bonus
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Re: Character creation
« Reply #22 on: January 14, 2008, 06:45:56 PM »
 

valadaar

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Heh, Riv has 11 appearance too, or he did.... :P
   
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         DwarvenGuild - Dorak Stonehammer
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         STR: 4| END: 4| CON: 4| DEX: 4 | CHA: 3 | INT: 7
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Re: Character creation
« Reply #23 on: January 14, 2008, 08:34:35 PM »
 

dark_dragon

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I just have to add: the +15 bonus is not to appearance, but to any social skills used on ladies of your race (humans)

I dont have any social skills.... :shock:
"Reality is that which, when you stop believing in it, doesn't go away."-Philip K. Dick
 

Re: Character creation
« Reply #24 on: January 15, 2008, 02:00:45 AM »
 

Ancient Gamer

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Heh, Riv has 11 appearance too, or he did.... :P


It is a special ability. While he may look no better than Riv, appearance-wise, he has a considerable amount of charisma. He is one of those people you just notice for their dashing smile, their refreshing laughter and their wit.

Also, Riv has been mostly healed by the nanites. No reduction in appearance, unless you specifically want it.

d_d:everyone has social skills. If you haven't trained them, well, lets say that the base +15 is better than just the base.

example: Cormac tries to fast talk his way out of a dangerous situation where a female guard aims a submachinegun at him. his base chance is 05 + 15 = 20% chance of success.

If the guard had been male, his chances would have been reduced to 05.
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