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Post by aardvark892 on Jul 13, 2015 12:11:15 GMT -8
Ruddy has two sets of armor, -3M movement and 42kg- about 85 pounds- just for armor. A lot of weight. Neat characters though! You're absolutely right. I missed that. I was writing down everything he started with, either due to his caste or his starting equipment rolls, and I forgot to drop one of them. I'll change it. Thanks, Bloodaxe! I also need to do a totals section to avoid players or GM's from having to do the math.
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Post by aardvark892 on Aug 5, 2016 19:23:51 GMT -8
It's been a LOOONGGG time I've been gone from here. I don't know why I flit from game to game, never satisfied, and yet I keep coming back to TME. I've just finished my first Transhuman character. It started out what I thought was going to be a boring character (a farmer? C'mon!), but as it turned out using the Crossroads region and finding where he came from helped really breathe life into this one, and I think I'd choose him over all the others if I actually ever got to play!
Here he is! Completely random, beginning to end, as always! Please comment!
Name: Andro Ublehouse Hair color: Black Eyes: Black Skin: Deeply tanned Home Area: Rock Spire, in the Crossroads Region Language: Common
Character Type: TransHuman Pre-Game Caste: Farmer Outfitting Code: Poor cannot read, write, or do math 69 kg weight, 193 cm height (152 lbs, 6’ 3”) Right-handed, Excellent swimmer, 25 years old Move: 6.5 (4.75 in armor) #Attacks/Rd: 1 BASE SV 60 BASE DV -2 Money: SP 5
END 40 Healing Rate: 4 STR 28 AGL 41 -2 DV, +0.25m Move ACC 84 +10 SV INT 25 PRC 35 +1 Initiative WLP 26 APP 47
Skills: Pitchfork Weapons Expert 3 (8m throwing range) +8 SV, +6 DAM Weapons Expert 1 (Longbow) +4 SV, +2 DAM
GEAR: 2 Longbows SV: 69 Dam: d20+2 26 arrows Dagger SV: 60 Dam: d10 Heavy Junk Armor DV: -17 move: -1.5m Junk Helmet Pitchfork SV: 68 Dam: d12+8 Tinderbox 4 Torches 5 Candles Cutlery Set Full water skin (2L) Summer sleeping bag Coin pouch Backpack 12m rope Sewing Kit Whetstone Shovel Work boots Work gloves Poncho Cotton pants Cotton shirt 25 days dried rations
History: Andro has spent his entire life until now doing exactly what he was always meant to be doing, which is exactly as his father and his father’s father had done: Farm the fertile soil on top of Rock Spire. He lived with all the other townspeople in a virtual cornucopia of free energy and good food. He was taught the faith of Armagon, he who gives Voice to the God. Every day was a good day, and life seemed a paradise.
Until that day. That black day when the winged horrors in the multitudes descended on Rock Spire and took away his Brecca, and changed his entire world-view. This is not paradise, he thought, if The God would let this happen.
“The God must be unhappy with our lot, and has decided to test us. I will go forth and retrieve my Brecca, my wonderful wife, and show The God that we are worthy of his love. Those winged horrors took her into the skyline of the Forbidden Ruins, those ruins that house The God’s heart, and so I shall go there, accomplish my task, and awaken The God.”
Boy was he in for a surprise…
EDIT: P.S.: I'm still here, and still buying every single thing that comes out for this game! Keep it up, WM!
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Post by aardvark892 on Aug 7, 2016 16:56:00 GMT -8
Okay, so here's one that I deliberately did not roll randomly for type. I wanted to see what I could do with a Pleasure Bio-Replica; what I could do to make the character unique and not someone who just uses her looks to get by. I think she came out a very playable character, even if rather unskilled for the world. Everything except character type was rolled randomly, using Brock Jones online die roller (http://www.brockjones.com/dieroller/dice.htm). Let me know what you think! NOTE: All stats/numbers are updated to reflect all changes, i.e. the +2 SV bonus from ACC is already included. This character shouldn't require any work, and is completely playable as is.
Name: Number Three Hair color: Flame Red Eyes: Green Skin: Very pale Home Area: Newburg, in Aberratia Language: Common Age: 18 (actually 40 chronologically)
Character Type: Bio-Replica, Pleasure Pre-Game Caste: Slave, Whore (bounty for safe return) Outfitting Code: ESC Read/Write? No Math? No Height/Weight: 54kg, 155cm (119.5 lbs, 5’1”) Handedness: Right Swimming: Strong Move: 6.5m (5.5m in armor, 5.0 with shield) #Attacks/Rd: 1 BASE SV 52 BASE DV -20 with armor (anything bites her takes 1d10 damage), -25 with shield and armor Money: Nothing
END 34 Healing Rate: (+2 Bio) Total 5 STR 24 Damage: Nil Range: Nil AGL 49 DV Bonus: -4 Move Rate Mod: +.5m ACC 40 SV Bonus: +2 INT 05 PRC 27 Initiative Modifier: Nil WLP 25 APP 124
Skills: Erotic Arts 1
Mutations/Augmentations: None
Gear: Torn, ripped and filth clothing, used to be fine silk A single tinder box Spiked leather armor Spiked shield (spikes can be used in melee like a dagger, 1d10 dam) Bow (cannot use effectively or with shield and would like to trade for some type of hand weapon) 14 arrows (1d12 damage) Knife (1d8 Damage)
History: Has multiple whip scars all over her back and a black eye Large number “3” tattooed on her neck
While she may have an Intelligence rating of only 5, Number Three is not stupid. She is extremely naïve of the outside world, as her entire existence had been in a single lavish room. She lived there with her seven sister-wives for as long as she could remember; her mother was the original number Three, whom she replaced. Her master, a high level bureaucrat whose residence is in a high tower in Primus-Burg in the center of the city, is a slovenly, cruel, vengeful pure-strain human who delights in the torture and mutilation of any mutants he or his cronies can capture. It was one of these poor souls who risked his own life to release the captured women while trying to escape the tower. Her master was gravely wounded by the scarlet, multi-armed mutant, and Three was able to escape as well. She knows that there is probably a reward for her return; she was the favorite, and considered the most beautiful in the entire region. Unfortunately, her savior mutant did not survive the escape attempt, but due to his sacrifice, Three has sworn off her fear and horror of mutant sentients, and will always attempt to help mutants in need. Three will not under any circumstances beyond absolute need use any of her “skills” to manipulate anyone. She has a natural distaste of physical contact, and it may take years for her to get over her trauma. Luckily, she’s got a lot of time ahead of her.
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Post by aardvark892 on Aug 8, 2016 20:04:23 GMT -8
I just finished another character. Again, I did not roll for type, but everything else was random using the same webpage roller specified above. I wanted to try another Beastial human, and this time it turned out to be a chimp. Sorry there's no background on this one, but 1)I couldn't think of something not too cliche, and 2)I thought maybe it would be easier for someone to use this way.
Name: Augustus Hair color: Brown Eyes: Brown Skin: Pink Home Area: Language: Common Age: 18
Character Type: Beastial Human (Chimpanzee) Pre-Game Caste: Crafts Person (Glass and Plastic Jewelry) Outfitting Code: MO Read/Write? No Math? No Height/Weight: 85 kg, 107cm Handedness: Left Swimming: Fair Move: 8.75m (7.25 with Heavy Junk Armor) #Attacks/Rd: 1 (but see below) BASE SV 52, 60 with crossbow, 56 with spear, BASE DV -22 with heavy junk armor, -25 with armor and junk helmet) Money: 42sp
END 55 Healing Rate: 6 STR 58 Damage: +6 Range: +30% AGL 58 DV Bonus: -6 Move Rate Mod: +0.75 ACC 42 SV Bonus: +2 INT 24 PRC 53 Initiative Modifier +1 WLP 42 APP 22
Skills: Riding 1 Climb 4 (can climb at full movement rate)
Mutations/Augmentations: None
History: 2 fist attacks per round 1d10 Damage each
Gear: Simple tools for glass and plastic jewelry making Shovel 14sp Debt to home town Work Boots Tinderbox Work Gloves 5 torches Poncho 11 candles Cotton pants Cutlery set 16 days dried rations Full water skin (2L) Full lantern Summer and winter sleeping bags bottle of lantern Coin pouch Hip Sack Backpack Fishing Gear 6m rope 2 person tent Sewing kit Crowbar Whetstone Pickaxe Soap Towel Toothbrush Wool coat with hood Wool pants Wool shirt Playing cards Bone dice
Weapons/Armor Crossbow with 15 bolts (+8 SV, rate 1/3, dam d20+1) Dagger (dam d10) Heavy Junk Armor (DV -17, -1.5 move) Junk Helmet (DV -3) Spear (+0/+4 SV, d20+1/d20+4, range 15m) Machete (dam d12+1) Knife (dam d8)
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Post by aardvark892 on Aug 10, 2016 17:42:13 GMT -8
Here's my very first Ghost Mutant. Again, it's all random, except in this case that I didn't want to use the pre-game caste that was rolled of Farmer... been there, done that. I did not include any equipment or gear for this character... the starting gear for a Well-Equipped character is a tremendous amount of stuff, which any player can look up independently. Oh, and BTW, it's pronounced "At-a-byule Hay-muh-rain-er". Enjoy!
Name: Attibule Haymeraner (yep, that’s not a misspelling) Hair color: Red Eyes: Green Skin: Light Home Area: Galespit, in the Crossroads Region Language: Common Age: 19
Character Type: Ghost Mutant Pre-Game Caste: Cavalry Deserter (re-rolled because I already made a farmer!) Outfitting Code: WE Read/Write? No Math? No Height/Weight: 76kg, 202cm Handedness: Right Swimming: Strong Move: 7m #Attacks/Rd: 1 BASE SV 56 BASE DV -13 Money:
END 40 Healing Rate: 4 STR 57 Damage: +6 Range: +30% AGL 70 DV Bonus: -8 Move Rate Mod: +1m ACC 61 SV Bonus: +6 INT 39 PRC 18 Initiative Modifier: Nil WLP 25 APP 35
Skills: Riding 6 (+1.75 mount movement, +10 mount SV, +6 mount damage) Dodge 1 (-5 DV) Stealth 1 (silent action/pilfer/concealed movement B, conceal self A) Pick Pocket 1 (table on pg 48 TME-HUB)
Mutations/Augmentations: Mental Screen Duration: variable Hazard Check: see below.
This mutant’s mind has developed complex protective shielding from all forms of mental attacks, controls, mind readings, metal dominions, and the like. He gets to make three hazard checks from any mental attacks calling for a HC. Likewise, where either the defender’s intelligence or willpower are used as a defending trait without being used for a hazard check, consider this character’s trait scores triple for this purpose, plus, any damage from a mental attack is reduced to half. This mutant has the advanced version of this mutation, which reflects failed mental attacks directly back to the sender. In the case of a reflected mental dominion*, the victim must make his or her own type C, willpower based hazard check, or drop into a coma for 3d6 days
Stun Ray
Range: 50 meters Usage: three times per day per rank Duration: stun damage remains for one hour Strike Value: +10 Damage: 2d20 stun damage, x2 to machines Three times a day per rank, this mutant can emit a beam of blue, paralyzing energy at a range of double his current willpower score. The energy pulse temporarily scrambles the nervous systems of struck targets for 2d20 points of non-lethal damage (double this to machines such as robots, tanks and androids, as well as cyborgs). This damage remains effective within the victim for about an hour regardless of whether or not the damage was sufficient to incapacitate the individual. The Stun Ray is launched from the character’s hands.
Gear: Since Attibule Haymeraner is a Well-Equipped hero, the list of starting gear is quite extensive, and I don’t want to copy it all down here. It shouldn’t take a player too long to go through the list and make all the necessary rolls… they’ll probably have more luck on those tables than I do usually.
History: Attibule never fit in anywhere. There seems to be nothing special about him at all. As an orphan (who picked his own name because he thought it sounded heroic), he wandered from occupation to occupation all around the city, until he discovered that he was actually pretty good with horses and other mounts. Atty (as his fellow soldiers called him) soon became a valuable resource with his cavalry unit. Unfortunately, a “spat” between purists from the Empire and his mutant and skullock unit pushed him to such stress that his Stun Ray appeared and incapacitated friend and foe. Of course, that meant that both friend and foe turned on him, and Atty was forced to flee for his life. He knows that he can never return home due to the damage he did to his compatriots, and so he wanders now as an “excavator” and hopes for the future.
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Post by Dungeon Master on Aug 11, 2016 5:07:14 GMT -8
Looks like a solid character build with a few able companions to get through a few digs. Atti has that ability to be a party lead, push a new kind of life in the epoch while also trying to unlearn old prejudice as he is forced to mingle with freaks and mutants just to survive day to day in the wilds of the freeholds. He also has a chance of striking out for ABBY, completely turning on his old life for the horrors of the Abberatia freak show.
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Post by aardvark892 on Aug 11, 2016 18:05:27 GMT -8
DM! (Cool mask, BTW). Thanks for the input. I thought a farmer would be boring, but he turned out very playable. Welcome to the Forums, BTW... I see you're a new member. Do you have a TME group? Are you new to the game? Hope you enjoy it here... it's been a bit slow with Mutant Epoch material a bit slow in coming, but it'll pick up a HUGE amount I'd bet with the release of the expansion!
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Post by aardvark892 on Aug 11, 2016 18:08:43 GMT -8
And now for another Pure Strain. This one is an unusual one, in that I rolled (all random, as usual) an Assassin! He's a solid adventurer, but he's got an absolute TON of stuff to carry around. I listed everything, stats and all, so all the player has to do is choose what to keep, and stash the money away. I did not write a history, except for determining his home locale... I figure an assassin would keep that info close to his chest.
Name: Caster Nova Hair color: Blonde Eyes: Blue Skin: Fair Home Area: Rusted Hulk in the Crossroads Region Language: Common Age: 25
Character Type: Pure Stock Human Pre-Game Caste: Assassin Outfitting Code: FA Read/Write? No Math? No Height/Weight: 67kg, 194cm Handedness: Ambidextrous Swimming: Poor Move: 6.25m #Attacks/Rd: 1 BASE SV 54 BASE DV -2 Money: 217 sp, 10 gp
END 64 Healing Rate: 6 STR 45 Damage: +4 Range: +20% AGL 38 DV Bonus: -2 Move Rate Mod: +0.25m ACC 45 SV Bonus: +4 INT 45 PRC 45 Initiative Modifier +1 WLP 20 APP 41
Skills: Martial Arts 2: +7 SV, +2 Damage (Total SV 61, +6 HTH damage) Knife Throwing 2: +6 SV, +4 Damage, and 7m range Medic 1 Weapons Expert 2 Pump Shotgun
Gear: (there’s a TON of stuff! Choose and sell off the extra) Lizard Scale Armor (-11 DV, -1m move, 5kg, 32sp value) Junk Armor (-12 DV, -0.5m move, 4kg, 29sp value) Scrap Relic Armor (-20 DV, -0.75m move, 3kg, 582sp value) Junk Shield (-6 DV, -0.5m move, 6kg, 19sp value) Leather Helmet (-2 DV, no move penalty, 500grams, 4sp value) Junk Helmet (-3 DV, -0.25m move, 1.5kg, 15sp value) Iron Helmet (-4 DV, -0.25m move, 1.5kg, 18sp value) Pump Shotgun (+20 SV, rate 1, 3d10 Damage, range 30m, 2 handed, 4kg, 1355sp value) Totals with Weapons Expert: 80 SV, 3d10+4 Damage 9 shells Bow (+0 SV, ½ rate, d12 Damage, 40m range, 2 handed, 1kg, 15sp value) 28 Arrows 2 Knives (+0 SV, rate 1, d8 Damage, 3m range, 1handed, 250g, 3sp value each) With Knife Throwing: 60 SV, d8+4 Damage, 7m range Spear (One Handed: +0 SV, d20+1 Damage, 15m range, 2kg, 5sp value) Machete (d12+1 Damage, 1kg, 18sp value) Black Cloak Ninja Outfit Normal clothes Medic bag Tinder box 11 torches 5 candles Cutlery set Full water skin (2L water) summer sleeping bag Coin pouch Backpack 8m of rope sewing kit Whetstone Shovel Work boots Work gloves Poncho Cotton pants Cotton shirt 18 days of dried rations Full lantern Bottle of lantern oil Winter sleeping bag Hip sack Fishing gear 2 person tent Crowbar Pickaxe Soap and towel Toothbrush Wool coat with hood Wool pants and shirt Playing cards and bone dice
Well trained and obedient farm dog, which only barks when raising the alarm, and only attacks when ordered to do so.
Unfortunately, I didn’t score a riding horse… bad roll. A horse with big saddlebags sure woulda come in handy!
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Post by aardvark892 on Aug 14, 2016 16:22:14 GMT -8
Y'know, I just gotta say this somewhere, so why not here. The vast majority of characters I build for TME are done completely random. Completely. And yet, they turn out great! It says a lot for the decisions that went into the character building process. Random characters can turn out ridiculous with some games, and even TME has an occasional bad roll that turns out something freaky, but generally they are very playable. Kudos to you, Outland Arts! Once you release the expansion (and I can NOT wait for that!) TME will be the end-all and be-all for Post Apocalyptic RPG'ing. Gamma World can finally be put to rest, at peace.
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Post by redworm on Aug 14, 2016 23:25:21 GMT -8
I agree wholeheartedly. I haven't run a TME game in a few months, but just this week I was pulling out the Hub Rules and rolling random characters. I never ever "pick" from a category - totally random is the way to go. I like getting to the end, crunching all the number totals, then sitting back and seeing what I have. It creates a true character.
I've had enough of systems that you pick what you want to be, or use a point-buy system. It's super rare that you see anyone create a flawed character with systems like those.
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Post by aardvark892 on Aug 15, 2016 12:19:31 GMT -8
And now for something different. Some of my characters have scored a dog companion, so I decided to stat up that dog, using the TME stats and my memories of my very much missed Border Collie, Katie.
Name: Katie, the Border Collie Hair color: Black and White Eyes: Black Skin: Pinkish Home Area: Everywhere a Human(oid) is Language: Bark, really Loud Age: 3 years old
Character Type: Farm Dog Pre-Game Caste: Farm Dog Outfitting Code: NA Read/Write? NA Math? NA Height/Weight: 13kg, 60cm long Handedness: Dog Swimming: Strong Move: 11.25m #Attacks/Rd: 1 BASE SV 50 (52 with ACC bonus) BASE DV -8 (-10 with AGL bonus) Money: Loyalty Morale: Fair
END 8 Healing Rate: 2 STR 12 Damage: Nil Range: Nil AGL 44 DV Bonus: -2 Move Rate Mod: +0.25m ACC 40 SV Bonus: +2 INT 9 PRC 44 Initiative Modifier: +1 WLP 19 APP A beautiful dog
Skills: Herd Animal 1
Mutations/Augmentations: None (stock farm dogs have a 25% chance of 1 mutation)
Gear: None
History: This is Katie, my now long gone Border Collie. I miss her mucho, and now she can join in in spirit to my TME games! You can use these stats if your character has a farm dog, too.
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Post by aardvark892 on Aug 16, 2016 12:57:24 GMT -8
I simply can NOT believe I missed this! I'm talking, of course, about the Creatures of the Apocalypse Codex! I thought is was just a collection of the released free download creatures. I didn't know until about 10 minutes ago that it had other creatures. I found out by seeing a reference to the Rubble Troll, which is something I didn't remember seeing before.
And I gotta say the Rubble Troll is AWESOME! What a perfect beast! So much information! So many variants! WM, you have created in the Rubble Troll the Best Monster Ever For An RPG, I don't care what anyone else says. Man oh Man this makes me drool that much more for the Expansion! Thank You!
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Post by aardvark892 on Aug 16, 2016 20:23:55 GMT -8
I decided to take the Border Collie idea one step further, and created a Domestic Dog hybrid based on Katie above. She's in bad shape, and has had a horrible life, but may end up being an excellent character to play!
Name: Kur Hair color: Black and White Eyes: Black Skin: Pinkish Home Area: The Undercity of Overpass Language: Common (pidgeon) Age: 7
Character Type: Bestial Human (Domestic Border Collie Hybrid) Pre-Game Caste: Slave, Labor Outfitting Code: ESC Read/Write? No Math? No Height/Weight: 57kg, 92cm Handedness: Right Swimming: Fair Move: 8.75m #Attacks/Rd: 1 (+additional bite attack) BASE SV 50 (Bite attack 62, Damage d12+9) BASE DV -4 (-7 with Hide Armor) Money: None
END 33 Healing Rate: 3 STR 56 Damage: +6 Range: +30% range AGL 34 DV Bonus: Nil Move Rate Mod: Nil ACC 33 SV Bonus: Nil INT 37 PRC 29 Initiative Modifier: +2 WLP 17 APP 8 (No wounds, whip scars or black eyes)
Skills: None
Mutations/Augmentations: None
Gear: Flea infested rags Manacles on wrists (no longer attached) Pickaxe (d12+6 Damage, 2 Handed, 4 kg) Staff (d12+6 Damage, 2 Handed, 1.5 kg) Tattered Hide Armor (-3 DV, -0.25m Movement, Flammable)
History: She doesn’t know what her history is. Trauma has ensured that she won’t remember her origins before becoming a slave. She’s managed to escape (barely) and is on the run. It’s doubtful that her previous master has even noticed she’s missing, as she was part of a very large pack of slave dogs of all types, but she doesn’t know for sure. The only thing she does know is cruelty in all things. Her previous master lives in the undercity of Overpass, but she knows that it is unlikely that he would come to the surface, so as long as she can get cleaned up with new clothes, she may be able to pass for a regular citizen. She’s been beaten so regularly that it has almost become normal. Now Kur fights to remind herself of her lost dignity. Her once beautiful black and white fur has become a filthy, infested mess, and she hopes to find someone kind enough to at least let her take a warm bath. Any show of kindness will not be initially trusted, but if trust does eventually come, loyalty absolute comes with it.
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Post by aardvark892 on Aug 19, 2016 14:38:43 GMT -8
And now for my first published Cyborg - Patel! I've started SO many cyborg characters, but for some reason always just don't seem to like them much and don't finish. This one turned out great. Again, almost 90% random; I only chose the type (Cyborg). He's got a weird background, but I think you'll like him!
Name: Patel Basanti Hair color: Black Eyes: Black Skin: Dark Home Area: Pitford Language: Common Age: 24
Character Type: Cyborg Pre-Game Caste: Pirate! Outfitting Code: PR Read/Write? No Math? No Height/Weight: 74kg, 181cm Handedness: Left Swimming: Fair Move: 4.25m #Attacks/Rd: 1 BASE SV 50 BASE DV -2 (With Carapace, Leather Armor and Iron Helmet: -47 total) Money: 18 sp
END 82 Healing Rate: 8 STR 25 Damage: Nil Range: Nil AGL 36 DV Bonus: -2 Move Rate Mod: +0.25 ACC 92 SV Bonus: +12 INT 21 PRC 19 Initiative Modifier: Nil WLP 22 APP 6
Skills: Navigate by Stars 1 Pick Pocket 1 Barter 1 Sniper 1 +5 SV, +d6 Damage, Stealth 1 Tracking 1 Relic Knowledge 1
Augmentations: Weapon Arm (Assault Rifle (+12 SV), 2 full 40-round drum magazines, 96 spare rounds, rate 3, D20 Damage) Telescoping Thrust Blade (+60 SV and +5 Initiative with surprise, only +8 SV afterwards) Power cell lasts 3 years. Damage is d20+10 Armor Enhancement (Steel Carapace, -31 DV, -12 APP, -1.5m Movement, 42kg, 2d12 punch damage) Atmospheric Hydro Converter Floodlight Orb Grappling Hook Power cell lasts for 50 uses. 20m range, +30 SV on surprise attack, d20+1 Damage
SV TOTALS: Weapon Arm Assault Rifle: +29 SV HTH combat: +12 Thrust Blade: +77 with surprise, +27 without Machete: +17
Gear: 15sp Debt to Home Town (Pitford, the barkeep at the Dust Devil Saloon) Tinderbox 7 Torches 8 Candles Cutlery Set Full Water Skin (2L) Summer Sleeping Bag Coin Pouch Backpack 4m of Rope Sewing Kit Whetstone Shovel Work Boots Work Gloves Poncho Cotton Shirt Cotton Pants 26 Days Dried Rations Machete (d12+1 Damage) Leather Armor (-10 DV, -0.25m) Iron Helmet (-4 DV, -0.25m)
History: Patel is a “recycled” cyborg. Originally part of the Pitford militia, Patel fled after a particularly horrific beast destroyed his unit. Eventually, he found himself in the most unlikely professions for a cyborg: Pirate! As can be imagined, he wasn’t very successful; he is only a fair swimmer, but the extra weight from the augmentations makes it almost impossible for him to stay afloat for very long. Disgruntled and disappointed, Patel returned to Pitford to live with his extended family. This didn’t last long either, as the unfocused young cyborg just couldn’t find a living that suited him. His family, anxious to get him out of the house, gathered up what meager silver they could find (15 sp), and bid him farewell on his new life as an Excavator. Patel now lives for one purpose: to make his family proud, and to be able to return home wealthy!
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Post by aardvark892 on Aug 25, 2016 20:11:35 GMT -8
Characters that are "well equipped" are most certainly that. Here's another character that random rolls turned into a great character, and she's definitely got a lot of stuff. It's up to you or your GM as to how much of the stuff she's entitled to she can keep, or carry or keep in saddlebags. The values I posted by stuff she may want to sell off is just a middle of the road value; your GM can decide if those values are fair in his area. Now, meet Antoinette Gimble!
Name: Antoinette Gimble Hair color: Brown Eyes: Hazel Skin: Fair Home Area: Seahome, in the Lower Freehold area Language: Common Age: 21 Gender: Female
Character Type: Pure Stock Human Pre-Game Caste: Technician Outfitting Code: WE Read/Write? Yes Math? Yes Height/Weight: 54kg, 165cm (119.5lbs, 5’ 4”) Handedness: Right Swimming: Poor Move: 6m #Attacks/Rd: 1 BASE SV 0-52 BASE DV 0 without any armor Money: 81sp
END 99 Healing Rate: 10 STR 30 Damage: +0 Range: +0 AGL 28 DV Bonus: Nil Move Rate Mod: Nil ACC 41 SV Bonus: +2 INT 66 PRC 23 Initiative Modifier WLP 24 APP 44
Skills: Computer Tech 2 Electrical Tech 2 Mechanical Tech 3 Robotics Tech 4
Gambler 1 Gambling roll: 45 (+10 to gambling rolls) Knife Fighter 1 +2 SV, +2 Damage Martial Arts 1 Pilot 1 Stealth 1
Armor (Pick and choose, sell the rest for stated value) Leather Armor -10 DV, -0.25m Movement, 4kg, value: 12sp Buckler -4 DV, 1kg, value: 6sp 3 Iron Helmets -4 DV, -0.25m Movement, 1.5kg, value: 9sp each Junk Armor -12 DV, -0.5m Movement, 4kg, value: 12sp Breastplate (can be worn over) -15 DV, -0.5m Movement, 10kg, and value: 45sp Heavy Leather Armor -14 DV, -0.5m Movement, 7kg, value: 20sp Chainmail Vest (can be worn over) -7 DV, -0.25m Movement, 8kg, and value: 20sp
Weapons (Pick and choose, sell the rest for stated value) 2 Machetes d12+1 Damage, 7sp each 2 Knives d8 Damage, 1sp each Assault Rifle +12 SV, Rate: 3, d20 Damage, value: 2500sp 8 Rifle Rounds value: 80sp each Stun Stick +7 SV, 2d20 Stun Damage, value: 1800sp 71 Stun Stick Rounds value: 50sp each Musket Pistol +7 SV, rate: 1/3, d20+3 Damage, value: 140sp 7 Shots value: 10sp each Saber d20+2 Damage, value: 18sp Dagger d10 Damage, 6sp value
Gear: 17sp Debt to home town Tinderbox 3 Torches 7 Candles Cutlery Set Full Water Skin (2L) Summer Sleeping Bag Coin Pouch Backpack 7m Rope Sewing Kit Whetstone Shovel Work Boots Work Gloves Poncho Cotton Pants Cotton Shirt 21 Days of Dried Rations Full Lantern Bottle of Lantern Oil Winter Sleeping Bag Hip Sack Fishing Gear 2 Person Tent Crowbar Pickaxe Soap Towel Toothbrush Wool Coat with Hood Wool Pants Wool Shirt Playing Cards Bone Dice Saddle Horse
History: Everyone knows that when you’re venturing into the apocalyptic ruins of the ancients, there is absolutely no one better to have around than Antoinette Gimble. She’s got a ton of gear, and there’s very little tech in those ruins she doesn’t know how to fix. She’s as tough as nails, and can take a lot of punishment, skills she’s learned as a very adept excavator. She doesn’t seem to have any issues with mutants or cyborgs, as long as they carry their load and don’t get other people killed. Antoinette, having been raised in Seahome, has had a lot of contact from peoples all over the ravaged areas, and she can adapt to strange circumstances very well.
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