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Aidan-Terran Vice Captain
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Posted: Wed Mar 09, 2011 2:43 pm
Objective: Free-for-All battle; every man for himself
Character Limitations: • Make a character from the ground up. • No abilities are off-limits • Go nuts!
Setting: You find yourself in a post-apocalyptic gladiator's arena. You watch from the cage door as the dust blows idly at your feet and the crowd cheers madly. The announcer speaks in a language you can scarcely understand...partly due to the roar of the audience, the dialect he's speaking, and the pounding of your own heart in your throat. The weapons you carry on you are the only implements available; the open arena is flat and bare, about the size and shape of a football stadium. There are two small rusted, burned-out vehicles, and a section of fallen roofing material about 5' long by 3' wide, and maybe 4' tall. Suddenly the cage holding you and the cages on the opposite sides of the arena open and you are shoved out onto the battle field along with the rest of the combatants.
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Posted: Wed Mar 09, 2011 3:38 pm
Gaian Name: Robayn Name: Thomas Witte (pro: 'witt'-'tee') Age: 22 Hair & Eyes: Dirty Blonde & Green Nationality: American Concept: opportunist; trust fund baby.
Bio: Thomas started his life as Thomas Greene of the Pheonix Greene family. Though they were far from the only Greene family in Pheonix Thomas grew with an exceptional aptitude to arrogance which fueled his belief that there was only one Greene family that was important - his. As he grew more and more intelligent he began to suspect that his parents were not his real parents but, when he finally found the proof for himself, he never spoke a word on the matter to them. Infact he really had no desire to as he recieved everything he ever desired from them from training in martial arts from a tutor, training in ancient forms of swordplay, and all the electronic equipment he wanted to tinker with.
Coming of age found him attending Arizona State, naturally, for though they were not his real parents he still loved them and did not wish to be far from them while he attented school (nor far from their wallets.) Arrogance, social popularity, and a rather large budget for partying quickly landed Thomas as one of the most popular students at the University - despite his interests on the side.
In his second year he met a group of people who had formed a student organized 'Paranormal Research' club of sorts and found himself drawn to it. Maybe it was because he'd always felt different from those around him, or maybe it was because of a dream he had, but he soon found himself one of the members. Shortly upon becoming a full-fledged member he met Angela Witte, young, sweet, and bright (although even more arrogant than even himself,) Angela Witte. The two bonded almost instantly and even began to compete with one another on their side projects. Thomas provided himself as a subject to the committee as he soon discovered he had some potential in Psychic abilities, though he never told Angela, and soon prided himself in the ability to hold one over on her while they continued to battle one another with both will and arrogance.
Their rivalry eventually drove them apart and their arrogance dug the separation even deeper. Neither of them could tolerate the other any longer and when Angela suddenly disappeared from Campus Thomas found himself thankful and releived compared to his peers who were, for the most part, concerned.
The same day that the club president recieved an email from Angela telling them all that she hadn't disappeared or been abducted Thomas received a care package from his parents. They sent love, cookies, new socks, and a letter admitting finally that he had been adopted. They wanted to tell him in person but because he seemed so busy with school (and obsessed with his need to beat and humiliate Angela) this was the easiest way to reach him. In the same envelope was a copy of his birth record, health information, and a letter and a picture from his birth parents - Richard and Liane Witte, also of Pheonix.
It might not have meant anything to the rich-kid playing student but for the last name. He knew these people not from their picture but from what he had heard Angela speak of when they weren't at eachother's throats. It was this knowledge that spurred him into leaving the University of Arizona as well. He didn't know where Angela was, or what he would do once he found her, but now that he knew that they were bonded through blood he knew he had to either find her.
All his life he had prided himself not only in his name, his stature, his social advantages and his looks, he'd also prided himself in his 'special'ness. He did not acknowledge other Greene families because his was the only one that mattered. Now there was another Witte, a blonde, fair, twenty-two year old Witte (his twin,) and he could not accept that. When he found his sister he did not know what he would do, whether he would become overcome with a long-lost sense of 'big brother' responsibility, whether their bitter rivalry would spark once more, or if he would simply have to get rid of her.
Along with a regular source of income from his parents Thomas earns a little extra on the side as he travels as a thrill-seeker and general dare-taker. Betting money on his ability to survive without letting them on to his extra abilities is one of the more entertaining pursuits he's taken on in his life.
PRIMARY STATS Strength: 3 Agility: 4 Stamina: 1 Intellect: 3 Will: 5 Perception: 2 Power: 1 Charisma: 3 Luck: :1
SKILLS Athletics: 2 Awareness: 2 Combat - Melee: 2 Combat - Unarmed: 3 Focus: Martial Arts Craft: 2 Guile: 2 Influence: 2 Knowledge: 3 Focus: Science Technology: 3 Focus: Electrical Engineering
SECONDARY STATS Life: 5 Guts: 2.5 Threshold: 8 Critical Threat: 12 Defensive Limit: 4 Wait: 4 Last Resort: 1 Weapon Proficiencies: Melee Weapons Armor Proficiencies: Light armor
Armor 5 Physical: Elemental: Biological: Magical:
LIMIT EFFECT
Counter Quick Pre-Requisite: None Description: The character abandons defense, going all out on his enemy and striking back with vicious ferocity every time he is attacked. Effect: The character may, as a reflexive action, freely counter any attack that targets him which he is in range to counter.
THRESHOLD EFFECT
Bender Description: The character attempts to drown his sorrows in alcohol and forget his troubles in drugs and wild hedonism. He goes on a sin-spree where nothing is taboo and where horrible consequences can come from his wreckless behavior. Effect: The long-term effects of the bender are up to the Judge and Player to decide; they can include new addictions, weight gain, memory loss, STDs, unwanted pregnancies, broken relationships, loss of one's job/resources, and a number of other unwanted side-effects.
EQUIPMENT (Carrying Capacity: 9/12 )
Nano-fiber Armor Woven from incredibly dense and durable fibers, this material provides lightweight, comfortable, and reliable defense against bullets. Cost: $1,500 Purchase: Valid ID (must not be a convicted felon) Size: 2 Armor: +5 Physical Armor Notes: • Against Handguns, this armor has a 60% chance of stopping a bullet (roll after being hit) • Against Rifles, this armor has a 40% chance of stopping a bullet (roll after being hit) • Imposes no Agility or movement penalties
Brass Knuckles A series of brass rings worn over the knuckles to add power to a bare-fisted attack. Cost: $15 Purchase Restrictions: Valid ID Size: 0 Wield: 1 handed Damage: Strength + 2 Physical Notes: • If a natural 20 is rolled when attacking with this weapon, the bone supporting the damaged area will fracture and possibly break under additional pressure. • +1 damage on an attack roll that shows a natural success • +5 to Guile feats for concealing the weapon
Katana These masterfully crafted oriental swords are made by folding thin layers of steel to increase the sword's durability while keeping it lightweight. Cost: $1,000 Purchase Restrictions: Valid ID Size: 1 Wield: 1 handed Damage: Strength + 1d8 Physical Notes: • If a natural success is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 3 points of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative. • +1d8 damage on an attack roll that shows a natural 19 or 20 • Weapon may be gripped with both hands to add +1d8 damage
Duct Tape Touted by many as the essential tool for fixing anything, one cannot deny the endurance and flexibility of this product...especially in improvised repairs and invention. Cost: $5 Size: 0 Notes: • Too many uses to name. Be creative.
Backpack A durable canvass pack with many compartments, perfect for carrying equipment around in. Cost: $40 Size: 0 Notes: • Grants an additional 5 slots to carrying capacity
Crowbar A metal bar with curved ends, most often used for prying things open...occassionally used as a club. Cost: $40 Size: 2 Notes: • When used to pry something open, provides a +3 bonus to the required Strength check
Plating Underlay Thick ceramic plates placed in pouches underneath a particular piece of armor to increase its effectiveness against ballistic assault. Cost: $150 Size: 0 Notes: • Increases Physical Armor by 1 • Increases Handgun Stoppage by 10% • Increases Rifle Stoppage by 5% • Adds an additional -1 penalty to Agility
C2 Tazer A sleek blue-for-him or pink-for-her tazer which can incapacitate attackers with a concentrated burst of electricity. Cost: $350 Size: 0 Notes: • Range: 15 feet • Damage: 1d6 Elemental • Stuns target
Data Phone Not only does it make and receive calls, but this amazing device contains a host of other useful features. Cost: $500 Size: 0 Notes: • Make and receive calls to any wireless device or landline. • Access the internet. • Use as a GPS • Use as a portable translator • Offers entertainment in the form of games, movies, and MP3s • May not work in remote or underground areas where signal strength is weak.
Night Vision Goggles Strapped to the head, these specs are capable of seeing in low-light scenarios in hues of black and green. Cost: $2,500 Size: 1 Notes: • Provides visual clarity in all but pitch darkness, eliminating penalties associated with darkness Ghillie Suit A full-body suit designed to resemble thick foliage, allowing the wearer to perfectly blend into his environment. Cost: $60 Size: 1 (when unequipped) Notes: • Grants a +5 bonus to to Stealth checks • Stealth checks that total to 20 or higher automatically count as critical successes
Camping Pack A pack filled with the necessities for an extended stay in the great outdoors. Cost: $200 Size: 2 Notes: • Includes a personal tent, sleeping bag, canteen, utility knife, insect repellant, compass, water purification tablets, and wire saw.
ADVANTAGES
Resources Cost: 2 Pre-Requisite: None Level: 5 Description: The character has a source of regular income, whether it be a steady job, investments, or lottery winnings that provide him with additional starting money and a regular cash flow throughout the game. Effect: Grants the character an extra $1000 per rank to start the game with and a $100 per rank deposited into his bank account every real-world week. "Whoever said money can't buy happiness obviously never drove one of these babies!"
Charmed Life Cost: 1 Pre-Requisite: Luck > 3 Level: 3 Description: Luck abounds in the character's life as even situations that look like they're going to go horribly bad often turn in his favor or turn out to be not as bad as originally believed. Effect: The character is protected against a number Dare failures each real-world month equal to the rank of this Advantage. When applied, this Advantage allows him completely ignore the fact that the target Dare roll failed. This Advantage may be used once per feat. "What can I say? I'm just lucky."
Combat Training - Unarmed Cost: 2 Pre-Requisite: Combat-Melee, Combat-Ranged, or Combat-Unarmed > 3 Level: 3 Description: Rigorous training in the art of combat has honed the character's reflexes and instincts, making him a deadly force in battle. Effect: Add an extra 1d6 damage (per rank) to one attack made against a single target each round. "Training is nothing but the will to act."
Daredevil Cost: 3 Pre-Requisite: None Level: No Description: As an adrenaline junkie and risk taker, the character is skilled at thinking on his feet and using that heady rush that occompanies danger to his advantage. Effect: Any time an added Difficulty is imposed on a feat of a physical nature, the character receives an additional d20 to make the feat roll with. "Man! What a rush!"
Fearless Cost: 3 Pre-Requisite: Will > 3 Level: No Description: A will of iron and a pervasive bravery define the character. Even when faced with terrifying spectres that would send other's minds reeling, the character remains resolute. Effect: Damage to the character's Threshold is reduced by half (round down in the character's favor). "I ain't afraid of no ghost."
Lethal Weapon Cost: 4 Pre-Requisite: None Level: No Description: Whether through martial training, a talent for war, or even natural weapons integrated into the character's body, unarmed attacks from the character are much more deadly than those from other brawlers. Effect: Default physical damage from unarmed attacks is equal to Strength x 3. "Few men can say they've ever killed someone. Fewer can say they did it with their bare hands."
Licenced Cost: 1 Pre-Requisite: None Level: No Description: Certain items require the character to possess a certain licence in order to purchase and use the item legally. This Advantage denotes the fact that the character has obtained such a licence. Effect: The character possesses one of the following licences: (this Advantage may be purchased multiple times for multiple licences) Valid Driver's Licence
Natural Cost: 1 Pre-Requisite: None Level: No Description: The character has a knack for succeeding, often in a dramatic and significant way when he really needs to pull through. Effect: A roll of 20 automatically counts as a critical success for the character. "Hey, what can I say? Sometimes things just work out."
Psychic Cost: 5 Pre-Requisite: Intellect > 3 Level: No Description: Human beings typically only use 11% of their brain for memory, logic, and cognitive thought. For whatever reason, the character has been able to tap into a vast realm of lost potential and exhibits a measure of psychic abilities through it. Effect: This Advantage may only be purchased once. The character may possess one of the following psychic powers: • Mind Reading: Hear the surface thoughts of those nearby. The character hears all the thoughts of those nearby at once, so listening in on a single person can be difficult - like trying to hear a single conversation two tables away in a crowded restaurant. Focusing in like this requires an Intellect + Observation feat. "Some call me a freak. Other's say I'm special. To me, I'm just...different."
SPIRITUAL POWERS
Kinetic Shock Cost: 3 Pre-Requisite: Psychic Advantage Use: At-Will Target: Other Range: 50 yards Duration: One attack Description: Though the character possesses psychokinetic abilities, he has no control over his absurd level of power. His power is less like a fine instrument and more like a blunt weapon. Effect: Deals the character's Intellect score as Physical damage to a target. The target, being unable to see the raw, invisible kinetic force of the attack cannot defend himself against it. Additionally, targets must make an Agility + Athletics feat to keep their footing when attacked or be thrown back several feet and knocked prone.
Pyrokinesis Cost: 5 Pre-Requisite: Psychic Advantage Use: Varies Target: Other Range: 25 yards Duration: Until flame goes out Description: By exerting precise telekinetic control over the vibrations of molecules in the air, the character can control fire, creating and dousing flames at will. Effect: Control over fire offers the character several unique abilities: • Start fires of low initial intensity (roll 1d4 and compare to the chart below to determine the blaze's starting intensity) that will grow in power as fuel and oxygen are consumed. (Use: Periodically once every 30 minutes) ) • Increase or decrease the intensity of an existing fire by one degree. (Use: At-will) • Ignite a living target; roll 1d6 to determine the flame's intensity level. The target will take Intensity x 2 points of Elemental damage each round they remain engulfed. (Use: Periodically (once every 10-15 minutes) ) • Create and throw a fireball (range in yards = (Strength + Athletics) x 5) that will deal Intellect + 2d12 points of Elemental Damage and has a 50% chance of igniting the target with a flame which has an intensity level of 4. (Use: Periodically (once every 10-15 minutes) )
FAULTS
Addiction Bonus: 200 Level: 1 Description: There is some detrimental substance or experience that the character continually craves. It can be as harmless as a cup of coffee each morning, but the character physically needs this substance regularly in order to maintain a normal mental state. Effect: Every hour the character goes without feeding his addiction in some way, his Threshold drops by 1. Points lost in this manner will be restored once the character fully indulges his addiction. The seriousness of an addiction varies by rank: Rank 1: A relatively benign addiction or one that has no immediate consequences such as caffeine, cigarettes, or video games
Corrupted Bonus: 400 Level: No Description: Something in the character's soul has become twisted and corrupt, making him more susceptible to the influence and attacks of malevolent spiritual entities. Effect: Agents of evil and chaos receive a -3 Difficult on all feats made against the character and a +5 bonus to any Will struggles against said character. Additionally, any wards or attacks that specifically target evil will harm the character as well, inflicting half of their full effect on him.
Death Wish Bonus: 400 Level: No Description: The character wants to die. He intentionally puts himself in harms way and takes unnecessary risks because either consciously or unconsciously, he wants his life to end. Effect: At 0 Life, the character gets only one strike on his Stamina+Will save against death. If he fails before medically treated, he is permanently dead and cannot be resurrected.
Hallucinations Bonus: 300 Level: No Description: A chemical imbalance in the character's brain causes him to see, hear, and experience vivid illusions which, to him, are as real and tangible as every day life. As this condition persists, it becomes impossible to distinguish between what is real and what is imaginary. Effect: At random moments, the character will experience hallucinations which will cause him to react in such a way as to adversely affect those around him or even himself. Occassionally, those with great psychic powers or the ability to see the future suffer from this disorder, only instead of seeing visions of no real significance, their hallucinations are laden with hidden meaning, predictions of the future, or insight into the mysteries around them.
Hemophiliac Bonus: 1000 Level: No Description: A blood disorder which prevents wounds from healing affects the character. His injuries heal with great difficulty, often bleeding with even the slightest provocation. Effect: Each time the character recovers life through non-supernatural means, he recovers half the amount he would normally be entitled to.
Manic Depressive Bonus: 350 Level: No Description: Violent mood swings are the hallmark of the character's behavior. One minute, he will be happy, bright, and cheerful...the next, somber, sullen, and depressed. He is difficult to be around and his relationship are often fractured as a result. Effect: The character experiences wild mood swings with little or no provocation which should be portrayed through role playing.
Sadist Bonus: 200 Level: No Description: The character enjoys causing others pain. Whether this comes from deep-seated insecurities or anti-social tendencies, the character's desire to inflict unnecessary suffering on others can be rather unnerving. Effect: When an enemy reaches 0 Life or surrenders, the character must make a Will Feat or continue attacking them. The character may attempt a Will Feat after each successful attack to cease attacking the target. You may not target another enemy until you stop attacking the one you are focused on. Also, other characters who view this act are sure to think you are dangerous or mentally unstable.
Spiritual Magnetism Bonus: 100 Level: No Description: Something is strange and alluring about the character's spiritual essence. It draws supernatural entities and circumstances to it like a magnet...which always results in strange, madcap scenarios which have come to define the character's rather unorthodox life. Effect: All manner of supernatural beings are drawn to the character which, more often than not, constantly puts his life and sanity in danger.
Gaian Name: Aidan-Terran Name: Greg Age: 23 Concept:
Bio:
PRIMARY STATS Strength: 3 Agility: 4 Stamina: 3 Intellect: 2 Will: 2 Perception: 3 Power: 1 Charisma: 1 Luck: 3
SKILLS Arcane: Athletics: 3 Awareness: 3 Combat - Melee: 5 Combat - Ranged: 5 Combat - Unarmed: Craft: Defense: 5 Guile: Influence: Knowledge: Language: Medicine: Technology: Wilderness:
SECONDARY STATS Life: 15 Guts: 7 Threshold: 4 Critical Threat: 10 Defensive Limit: 5 Wait: 4 Last Resort: 1 Weapon Proficiencies: longarm, handgun, flails Armor Proficiencies: none
Armor Physical: 0 Elemental: 0 Biological: 0 Magical: 0
LIMIT EFFECT
Regeneration Pre-Requisite: None Description: Though the body may be injured, the character's spirit is strong enough to keep him fighting. As his spirit is lifted with each minor victory, his body seems to respond in turn with additional strength and vitality. Effect: Recover 1 point of lost Life for each successful feat rolled while under this effect. If rolling multiple d20, recover 1 point of Life for each d20 that displays a success.
THRESHOLD EFFECT
Bender Description: The character attempts to drown his sorrows in alcohol and forget his troubles in drugs and wild hedonism. He goes on a sin-spree where nothing is taboo and where horrible consequences can come from his wreckless behavior. Effect: The long-term effects of the bender are up to the Judge and Player to decide; they can include new addictions, weight gain, memory loss, STDs, unwanted pregnancies, broken relationships, loss of one's job/resources, and a number of other unwanted side-effects.
EQUIPMENT (Carrying Capacity:_7_) $60
Mossberg Model 500 The Mossberg 500 series are some of the most popular shotguns in police service today. Grueling tests have led the military to adopt use of this series of shotgun as well. Cost: $500 Purchase Restrictions: Firearms Licence Size: 4 Range: 40/60 Ammunition: 8 Rate of Fire: Single Enhancement Slots: 2 Damage: 2d8 Physical Fail: 3 Notes: • +5 Difficulty to Guile feats made concealing the weapon • +1d8 damage on an attack made within 10 feet of the target • -1d8 damage on an attack made from 41 or more feet away from the target • +1d8 damage on an attack roll that shows a natural 19 or 20 • Attacks from this weapon deal damage to all enemies adjacent to the primary target. • Attacks made from within 40 feet of the target gain a +2 bonus to hit. • This weapon may be modified to become a "sawed off" version, reducing its range to 20/40 and permanently increasing damage by 1d8. The +5 Difficulty for concealing the weapon is also removed.
S&W Sigma Series Handgun Smith & Weston's modern double-action-only handgun is a comfortable and powerful weapon favored in federal and law enforcement circles. Cost: $350 Purchase Restrictions: Firearms Licence Size: 1 Range: 30/60 Ammunition: 17 Rate of Fire: Single Enhancement Slots: 3 Damage: 2d6 Physical Fail: 3 Notes: • +2 to Guile feats made concealing the weapon
Bullwhip This length of leather was the first man-made object to break the speed of sound and is capable of cutting just as deeply as any sword. Cost: $30 Purchase Restrictions: Valid ID Size: 1 Wield: 1 handed Damage: Strength + 1d6 Physical Notes: • If a natural 19 or 20 is rolled when attacking with this weapon, the blow strikes deep enough to cause serious bleeding. A bleeding target loses 1 point of Life at the beginning of his turn each round until medically treated. Effects from subsequent attacks that cause bleeding are cumulative. • If a natural 19 or 20 is rolled when attacking with this weapon, the flail entangles the target, preventing it from acting or moving while ensnared. The target may free itself with an Agility + Athletics feat (made at the end of its turn). • +2 damage on an attack roll that shows a natural 18, 19, or 20.
Standard Rounds*2 (pistol and shotgun) Bullets come in a variety of shapes and sizes and each is designed for use within a specific weapon system. Cost: $25 for a box of 100 *2 Purchase Restrictions: Valid ID Size: 0 Notes: • Rounds are purchased with a specific gun type in mind (handgun, shotgun, etc.) and will not work with another gun type.
Disposable Camera A camera which takes rather poor quality photographs but is cheap and easy to use. Cost: $10 Size: 0 Notes: • Takes low resolution photographs with no zoom and little flash.
ADVANTAGES Accelerated Healer Cost: 8 Pre-Requisite: None Level: Yes; max 5 Description: The character's body repairs damage at a phenomenal rate. Even sever wounds close rapidly, healing before the eyes of astounded onlookers. Of course, it does not recover lost blood quite so quickly, leaving the healed weak and broken bones will also mend exceptionally fast...even if the bone has not been correctly set. Effect: The character recovers 1 point of damage (per Advantage Rank) every post (made by himself or others). The Judge may impose penalties on feats of a physical nature (due to blood loss) if the character has sustained and recovered from significant injuries without resting. Broken bones that heal incorrectly can also impose permanent physical penalties (at least until the bones are broken and reset properly). "The wound is nothing. It's the pain that gets to you."
Natural Cost: 1 Pre-Requisite: None Level: No Description: The character has a knack for succeeding, often in a dramatic and significant way when he really needs to pull through. Effect: A roll of 20 automatically counts as a critical success for the character. "Hey, what can I say? Sometimes things just work out."
Resources Cost: 2 Pre-Requisite: None Level: Yes; max 10 Description: The character has a source of regular income, whether it be a steady job, investments, or lottery winnings that provide him with additional starting money and a regular cash flow throughout the game. Effect: Grants the character an extra $1000 per rank to start the game with and a $100 per rank deposited into his bank account every real-world week. "Whoever said money can't buy happiness obviously never drove one of these babies!"
Ranged Combat Specialization Cost: 2 Pre-Requisite: None Level: No Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it. Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll. "Yeah, I'm something of a whiz with computers. It just comes naturally to me."
Longarm Proficiency Cost: 1
Flail Proficiency Cost: 1
SPIRITUAL POWERS
Faults 100xp extra Suicidal IV Bonus: 150*4=600 Level: Yes; max 10 Description: The character often contemplates taking his own life. His motivation for doing so may be a great burden of guilt he bears, clinical depression, or simply a lingering despair that nothing seems to wash away. He has tried unsuccessfully to kill himself before...but his next attempt may be his last. Effect: Each time the character takes a rest by himself, there is a Fault rank x 10% chance that he will try to kill himself (rolled by the Judge). If this roll is successful, the character rolls 1d8 and adds his Luck to the roll. The Judge rolls 1d20. If the character has the higher number, his suicide attempt fails. If the Judge has the higher number, the character succeeds in killing himself.
Spiritual Magnetism Bonus: 100 Level: No Description: Something is strange and alluring about the character's spiritual essence. It draws supernatural entities and circumstances to it like a magnet...which always results in strange, madcap scenarios which have come to define the character's rather unorthodox life. Effect: All manner of supernatural beings are drawn to the character which, more often than not, constantly puts his life and sanity in danger.
Sadist Bonus: 200 Level: No Description: The character enjoys causing others pain. Whether this comes from deep-seated insecurities or anti-social tendencies, the character's desire to inflict unnecessary suffering on others can be rather unnerving. Effect: When an enemy reaches 0 Life or surrenders, the character must make a Will Feat or continue attacking them. The character may attempt a Will Feat after each successful attack to cease attacking the target. You may not target another enemy until you stop attacking the one you are focused on. Also, other characters who view this act are sure to think you are dangerous or mentally unstable.
Phobia Bonus: 400 Level: No Description: The character is plagued by a serious and crippling fear of something. His phobia goes beyond simply being uncomfortable or afraid of something - his fear paralyzes him, reducing him to a cowering, whimpering mess. Effect: Make a Will feat at +5 Difficulty when the character encounters his fear. Failure will cause him to sieze up, paralyzed by fear and unable to take any action unless he makes a successful Will feat on his next turn. Failing this Will feat will induce a panic attack. In any case, he suffers a loss of 1d4 Threshold each time he encounters his fear. Some common phobias to choose from include: Acrophobia: Fear of heights
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Aidan-Terran Vice Captain
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Aidan-Terran Vice Captain
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Posted: Wed Mar 09, 2011 3:42 pm
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Posted: Wed Mar 09, 2011 3:43 pm
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Aidan-Terran Vice Captain
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Posted: Thu Mar 10, 2011 12:33 pm
~reserving for the sake of my horrible math
~reserving for the sake of my horrible math
Daredevil: +1D20 for any difficulty on physical feat. Natural: 20's auto critical Threshold damage/2
Fist: d20(specialization+6(modifier+ability score) Damage: 1d6(Combat training)+9(lethal weapon) Sword: d20(specialization+6(modifier+ability score) Defend: d20+ 4(Agility) Armor: -5 physical damage * handgun: 70% chance stoppage (aka, 0 damage) * rifle: 45% stoppage (aka, 0 damage) Kinetic shock: d20+5(Will) *3 damage (Intellect score) *cannot defend *agility+athletics roll to keep footing *range: 50yards Pyro: d20+5(Will) ignite: 1d6 for intensity, damage = intensityx2 elemental fireball: damage = 3+D12, 50% to ignite (level 4) *range 25yards increase/decrease intensity: 1 degree
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Posted: Mon Mar 14, 2011 4:26 pm
Consciousness returns slowly to Greg, as the sedative reluctantly releases its grip.
Must be time to kill again, they only hit me with the trank to move me... and I hear a crowd... he thinks to himself, groaning, as he picks himself up from the ground, and shakes his aching head.
Once his head clears, he looks around, finally noticing his armament, and checking that the safeties are off, and a round is chambered in each firearm, just as he was taught before his capture 5 months before... but he doesn't think of that. Once he was promised his freedom, if he could survive. So far, he has...
The announcer yells, the crowd roars, and the steel door of the Arena cell swings open on rusty hinges, and he moves cautiously onto the floor, pistol ready in his right hand, bullwhip coiled in his left, civilization and past forgotten...
((Write a little establishing set, then make your first move... ))
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Aidan-Terran Vice Captain
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