|
Post by rexbannon on Aug 30, 2016 14:00:53 GMT -8
Keep it up aardvark892, im loving these character builds. Keep'em coming bro.
|
|
|
Post by aardvark892 on Sept 7, 2016 12:07:34 GMT -8
Ask and you shall receive! Next up is Nermal Vance, a mutated Armadillo/Human Hybrid from Rusted Hulk!
Name: Nermal Vance Hair color: Bald Eyes: Grey Skin: Grey Home Area: Rusted Hulk Language: Common Age: 9
Character Type: Bestial Human/Armadillo Pre-Game Caste: Hunter Outfitting Code: PR Read/Write? No Math? No Height/Weight: 60kg 71cm Handedness: Right Swimming: Strong Move: 5m #Attacks/Rd: 1 BASE SV 0-58 BASE DV -62 Money: 35 silver pieces
END 64 Healing Rate: 6 STR 81 Damage: +10 Range: +50% AGL 13 DV Bonus: 0 Move Rate Mod: 0 ACC 71 SV Bonus: +8 INT 24 PRC 27 Initiative Modifier: 0 WLP 46 APP 1
Skills: Bow Weapons Expert 2 (+6 SV, +4 Damage) Wilderness Survival Dodge 1 (-5 DV) Climb 2
Armadillo: Humanoid armadillos are well plated and come equipped with a pair of terrible front claws with which they can make one attack per round; +6 SV and inflict d12+3 damage. This being is a desert dweller and comes with the mutation of arid adaptation (#8). Besides its normal defense value bonus of -30, it can entirely close up into a ball in one round and, while unable to attack others physically from within, gains an additional -30 DV while in ball mode (total -60 DV plus any man-made armor it may wear, but as it is not moving, no dodge or agility DV bonuses are applied). While in ball mode, the armadillo-man can use mental mutations. Bestial human armadillos fear jaguars, rattlesnakes and coyotes, and if forced to work with bestial specimens of these, will distrust them for many years.
Mutations: (3 Primary, 1 Minor) -Arid Adaptation -Claws (SV+7, d12 Damage, 2 attacks per round, this replaces the claws Armadillos have naturally) -Tentacles (3 Tentacles growing out of his back, Range 3m, +5 SV, d8 Damage, Tentacles in addition to regular arms) -11cm long Spines (-27 DV, +d6 punch damage, +2d6 damage kick) -Chameleon Skin (when near naked, as conceal skill level 4)
History: As one of only eight bestial humans on board the Rusted Hulk, and as one of the ugliest things in the region, Nermal quickly found his place among the hunters of the lowest decks of the Hulk. So much of the ship is unexplored, or inaccessible due to the vast numbers and variety of beasts that fill the lower decks of the ship. A decent shot with a bow, and his incredible resistance to damage due to his shell and spines, Nermal earned a reputation for fearlessness and fierceness. Unfortunately, he also had a reputation as someone that could be easily taken for granted. He’s slow, and extremely unattractive, and spent most of his non-hunting time alone. It finally got to be just too much, so Nermal gathered his meager belongings and decided to seek his fortune out in the apocalyptic wastes as an excavator! Note: due to his armor, spines and tentacles, the leather armor he started with just won’t fit, so I gave Nermal the cash equivalent instead.
Gear: Longbow (+5 SV, rate ½, d20 damage, 115m range (due to strength) Total SV: 64, d20+4 Damage 20 Arrows and Quiver Saber (d20+12 damage, Total SV 58) Dagger (d10+10 damage, Total SV 58) No armor Tinderbox 9 Torches 7 Candles Cutlery set Water skin (2L, full) Summer sleeping bag Coin pouch Backpack 4m Rope Sewing kit Whetstone Shovel Work boots Work Gloves Poncho Cotton pants Cotton shirt 16 days of dried rations
|
|
|
Post by aardvark892 on Sept 7, 2016 12:10:43 GMT -8
I really should find a different format for these characters. Notepad/Wordpad always seems to lose spaces when I paste characters here, and it makes them hard to read. I need to figure out how to put all of the info into a character sheet, and then figure out how to post the character sheet here so people can read them without having to download them. Anyone got any advice on how to do all this?
Cheers!
|
|
|
Post by redworm on Sept 7, 2016 12:37:54 GMT -8
Just download one of the form-fillable PDF character sheets from the SOE area, fill it out, save it, then upload the saved PDF to your free Google Drive or Dropbox.
|
|
|
Post by aardvark892 on Sept 7, 2016 19:32:34 GMT -8
Redworm, thanks for the info! I'll try that tomorrow morning. Until then, here's one of the freakiest characters I've made so far. He's a "freakish horror" mutant, but you'd be hard pressed to call him that if you met him. This was almost entirely random, as usual, except for one thing: there was a minor mutation that would have really decreased his APP, but the character at that point had such a good concept going of a super vain giant, that I dropped it and re-rolled. Just about everything else was random. You'll like this one!
Name: TomTom (just TomTom, no last name) Hair color: Fox Red Eyes: Apple Red Skin: Caucasian Home Area: Banner Cove, in Aberratia Language: Common Age: 23
Character Type: Mutant, Freakish Horror/Self Proclaimed Adonis Pre-Game Caste: Infantryman (Deserter) Outfitting Code: WE Read/Write? No Math? No Height/Weight: 200kg 453cm (14.8 feet tall, 441 lbs) Handedness: Right Swimming: Fair Move: 8.5m #Attacks/Rd: 1 BASE SV 0-50 BASE DV -7 Money: 188 silver
END 136 Healing Rate: 51 (due to mutations) STR 126 Damage: +24 Range: +120% AGL 40 DV Bonus: -2 DV Move Rate Mod: +0.5m ACC 34 SV Bonus: Nil INT 33 PRC 52 Initiative Modifier: +1 WLP 35 APP 50
Skills: Weapons Expert (Javelin, +4 SV, +2 Damage) Dodge (-5 DV) Gunslinger (+1 Initiative, +3 SV, +2 Damage) Riding Knife Fighter (+2 SV, +2 Damage) Gambler (+10 Gamble Roll) Technician, Electrical
Mutations: PRIME: Size Increase (all increases applied) Acid Spit (6m range, use 2x/day per rank, SV +6, d6+2 damage per round for 1d6 rounds Increased Cellular Activity (Does not age, triple healing rate (already applied)) Aura of Protection (range: self, use 2x/day per rank, duration=WLP in rounds, -10 DV +10 pt Force Field) Force Field (use 2x/day per rank, duration=WLP in rounds, 9 points (19 total with Aura of Protection) MINOR Blood Color Alteration (Clear, no pigmentation) Awesome Body; figure is ideal for gender (bonuses already applied) Only four toes per foot Baldness (completely hairless, body smooth like a swimming champion) Elongated, square dimpled chin Extra joint in fingers and toes
FLAWS Visual Disorder – Trachoma: This character’s corneas are scarred and he cannot tolerate bright lights, and thus on sunny days or under flood lights he is easier to hit, (+30 DV) and reduce his SV by -20. A pair of good sunglasses will correct this, but only if they’re stylish and black.
Permanent Rhinitis – 45% chance each day of sinuses being completely blocked, otherwise is almost always stuffed up and sniffly. Faulty Immune System – All immune system type Hazard checks are two categories more difficult
Gear (all clothing and armor items altered to fit Tom’s incredible size) 11 silver piece debt to home town Machete (SV 50, d12+25 damage) 2 Knives (SV 52, d8+26 damage) Bow (SV 50, d12+24 damage) 8 Arrows 2 Javelins (SV 54, d12+26 damage) Submachinegun (+1 Initiative, SV 63, d20 damage) 48 SMG ammo Survival Rifle with full clip and 8 extra rounds (+1 Initiative, SV 67, d20 damage) Wrist lock Sling Shot (SV 52, d6 damage (possibly d6+24 if GM allows strength bonus) Thorn Armor (-18 total DV, -0.5 movement, 3kg, Biters take d6 damage) Studded Leather Armor (total -19 DV, -0.5m movement, 5kg) Junk Armor (Sell this off. Tom’s waay too vain to wear junk armor) Junk Shield (ditto) Junk Helmet (ditto twice) Spiked Shield (-5 DV, can be used as dagger in melee) 2 Iron Helmets (won’t wear it because it messes up his hair, and one to spare) Electrical Technician Toolset Tinderbox 10 Torches 1 candle Cutlery Set Full Water Skin (2L) Summer Sleeping Bag Winter Sleeping Bag Stylish black sunglasses Coin Pouch Backpack 5m Rope Sewing Kit Whetstone Shovel Work Boots Work Gloves Poncho Cotton Pants Cotton Shirt 25 days Dried Rations Lantern (full of oil, plus additional bottle) Hip Sack Fishing Gear 2 Person Tent (only Tom fits) Pickaxe Crowbar Soap Towel Toothbrush Wool Coat with Hood Wool Pants Wool Shirt Playing Cards Bone Dice
History: A 14 foot Adonis… or at least that’s what TomTom thinks of himself. He’s almost right, though… golden tan, rippling toned muscles, red hair and eyes, smooth and hairless. It helps that he’s got to always wear sunglasses due to his trachoma. For a “Freakish Horror”, he’s quite handsome… until you talk to him. Due to the ever present stuffiness, he always sounds stuffed up, and his nose is always running. TomTom is also very faint hearted whenever it comes to anything that might get him sick… he’s always the first one in a crowd to catch the latest virus. All that said, TomTom can be a true combat monster. He’s super tough, heals extremely fast, can dish out a ton of hand to hand damage, and he’s got a good deal of combat training under his belt from his infantry days. Speaking of which, the infantry was just too dirty a job for him, so he bailed out at the first chance he got. He’s easy to spot and remember, so TomTom’s always careful to avoid anywhere near his home town.
|
|
|
Post by aardvark892 on Sept 7, 2016 19:41:42 GMT -8
Just took a look at the form-fill sheets. Unfortunately, there is way too little space for equipment on those. I might try to create my own PDF's using Word.
EDIT: Was able to turn my Word doc into a PDF really easy. If I post the PDF somewhere online, such as OneDrive, Google, etc, how can I then get the character sheet to show here as a post in a way that players can see it without downloading it? Do I have to convert the PDF into a JPG or something? Sorry for the dumb questions... I haven't done anything like this is a long while.
|
|
|
Post by aardvark892 on Sept 9, 2016 6:00:22 GMT -8
Name: Krowe Lusser Hair color: Olive Green and Turquoise Camo Eyes: Bloodshot Black Skin: Coffee Colored Home Area: Newburg, in Aberratia Language: Common Age: 23
Character Type: Mild Mutant Pre-Game Caste: Slave, Gladiator (Bounty in effect) Outfitting Code: ESC Read/Write? No Math? No Height/Weight: 87kg, 163cm Handedness: Left Swimming: Strong Move: 6.25m #Attacks/Rd: 1 BASE SV 50 BASE DV -39 Money:
END 65 Healing Rate: 7 STR 82 Damage: +10 Range: +50% range AGL 35 DV Bonus: -2 Move Rate Mod: +0.25 ACC 23 SV Bonus: 0 INT 25 PRC 51 Initiative Modifier: +1 WLP 80 APP 20
Skills: Brawling 5 +11 SV and +d6+4 Damage Knife Fighter 1 +2 SV and +2 Damage Junk Crafter 1 Wilderness Survival 1 Dodge 2 -8 DV
Mutations Strength Burst (use 2x/day, duration 4 rounds/rank, STR become 328, +126 Damage, +530% throwing range) Beam Eyes (Range 131m, use 2x/day per rank, +15 SV, damage 10 points + d6/rank) Spines (-29 DV, Fist attacks +d6 damage, Kick attacks +2d6 damage (Minor) Protruding Veins (Minor) Nutriment Cache (40 days of food stored inside stomach)
Gear: Ripped, flea-infested clothing Whip scars all over back Shovel Knife (SV 0-52, d8+10 Damage) Spear (+4 SV if two handed, damage d20+11 one handed, d20+14 two handed)
History: Once a powerful leader of the city Guard, Krowe earned enemies in the town leadership due to his outspoken attitude towards corruption. He exposed several city leaders during his time in the Guard, and was beginning to get a following among the people. Even though Krowe had no political aspirations, the upper echelon of the city leaders became convinced that their own positions were in jeopardy. A fabricated plot was developed, and Krowe Lusser was hunted down by his own men and thrown into slavery, to fight in the gladiator pits, making money for the very men who framed him. Luckily there was one among his men who never believed the outrageous story against Krowe, and that man helped him escape. Krowe’s bounty of 2000 silver has been well advertised all across the Kingdom of Aberratia, but that same following that he earned while in the guard has turned into a secret, growing group of support for Krowe’s leadership. Now that he has escaped, he has plans to someday return to Aberratia and lead his followers into the city to take ove
|
|
|
Post by aardvark892 on Sept 13, 2016 7:31:02 GMT -8
In case anyone's interested, or if anyone is even reading these boards anymore, I've begun a Mutant Epoch PbP game at ObsidianPortal.com. Look for "Madness of the Apocalypse" in NE Oregon. I've posted almost all of the characters I've created, and I've put in info for the first adventure, the One Day Dig #1. Let me know if you have questions!
Tim
EDIT: This went nowhere. No interest at all, not even a nibble, so it's gone. Dang. I was really looking forward to actually playing TME.
|
|
|
Post by aardvark892 on Sept 13, 2016 18:13:01 GMT -8
I just posted this next character on Rex's thread, but I want to keep them all centralized.
This one turned out quite deadly. The only thing that wasn't random was the type... I wanted to see what an Infiltration Bio-Replica could turn out like. He missed out on some great gear, but otherwise this character would be a real killer!
Name: Nigel Heathstone Hair color: Brown Eyes: Green Skin: Light Tan Home Area: Holy Port, in the Purist Empire Language: Common Age: 21 (chronologically 11)
Character Type: Bio-Replica, Infiltration Pre-Game Caste: Assassin Outfitting Code: FA Read/Write? No Math? No Height/Weight: 89kg, 182cm (196lbs, 6’) Handedness: Left Swimming: Can’t Swim Move: 7.5m #Attacks/Rd: 1 BASE SV 0-62 BASE DV (see armor listings below) Money: 207sp, 18gp
END 70 Healing Rate: 7 STR 72 Damage: +8 Range: +40% AGL 90 DV Bonus: -12 Move Rate Mod: +1.5 ACC 91 SV Bonus: +12 INT 61 PRC 87 Initiative Modifier: +3 WLP 47 APP 41
SKILLS: Martial Arts 2 (+7 SV, +2 Damage) Knife Throwing 3 (+9 SV, +5 Damage, 8m range, 2 thrown per round) Disguise Artist 1 Dodge 3 (-11 DV) Junk Crafter 1 Sniper 1 (+5 SV, +1d6 Damage) Stealth 1 Gambler 1 Gun Slinger 1 (+1 Initiative, +3 SV, +2 damage with handguns)
GEAR (See weapon bonus totals at the bottom of the gear listing) Black ninja outfit 100ml of Type C Death Poison 3 Musket Pistols (+7 SV, rate 1 every 3 rounds, d20 damage, range 25m) 22 shots Saber (d20+2 damage) Dagger (d10 damage) Pocket Pistol (+5 SV, rate 2, d20 damage, range 120m) 14 pistol rounds Spare clip Tinder box 6 torches 8 candles Cutlery set Full water skin (2L water) Summer sleeping bag Coin pouch Backpack 4m of rope Sewing kit Whetstone Shovel Work boots & work gloves Poncho Cotton pants and shirt 18 days of dried rations Spear (+4 SV two handed, d20+1/d20+4 damage, 15m range) 2 Machetes (d12+1 damage) Knife (d8 damage) Lizard Scale Armor (-11 DV, -1m movement, 5kg) Leather Helmet (-2 DV) Full lantern and bottle of oil Winter sleeping bag Hip sack Fishing gear 2 person tent Crowbar and pickaxe Soap and towel Toothbrush Wool coat with hood Wool pants and shirt Playing cards and bone dice Stun Stick (+7 SV, 2d20 Stun damage) 41 Charges for Stun Stick Spiked Leather Armor (-16 DV, -1m movement, 9kg) Spiked Shield (-5 DV, -0.5m movement)
WEAPON STATS Musket Pistols: +27 SV, d20+1d6+2 damage, range 25m Pocket Pistol: +25 SV, 1d20+1d6+2 damage, range 120m
Saber: +12 SV, d20+2+8 damage Dagger or Knife, melee: +12 SV, d10+8 damage Dagger or Knife, thrown: +21 SV, d10+5 damage, 11.5m range, throw 2 per round Spear, melee or thrown: +12/+16 SV, d20+9/d20+12 damage Machete: +12 SV, d12+9 damage Stun Stick: +19 SV, 2d20 Stun Damage
This is another one of those way over equipped characters. It’s up to the GM, but you should pick and choose and sell off some of this stuff.
HISTORY Nigel, a former member of the Assassin’s Brotherhood (who currently has a substantial bounty set for his head), fled that organization after a dispute with a superior Assassin over who was really responsible for the death of an expensive target. After the heated exchange between Nigel and that superior, Nigel soon learned that a target had been put on his own head; the superior Assassin apparently didn’t like getting his feathers ruffled. Nigel is now on the run, and his primary goal is to work as an excavator, using his (he thinks) superior skills to amass a fortune and either start another guild of his own, or at least buy some property far from the grasp of his former brotherhood. He’s a trained assassin, but he’s not evil. It’s just a (very highly) paying job, and he’s very good at it. He must be careful though… there’s a change that a current member of the Brotherhood may recognize him in town (13%)
|
|
|
Post by aardvark892 on Sept 14, 2016 16:16:57 GMT -8
Here's something I just created that I find useful that others may as well. Since many starting characters have so much gear, it's sometimes a pain just to write it all down. I had been copy-pasting the info from the core rule book, but honestly there are quite a few things that need a good errata for. So what I did is transcribe all the gear lists for the different levels, fixed it up, cleaned it up, and formatted it in such a way that it would be much easier to cut and paste into a character sheet. BTW, some day we need a character sheet that has more than just a tiny little block for equipment. Here it is, use it if you find it useful! EDIT: I changed all the lists to include equipment from lower levels, i.e. some of the higher levels include everything that the Poor and Modest levels have, so I added all that extra stuff to their levels, making the cut-n-pasted a single task. EQUIPMENT.pdf (146.58 KB)
|
|
|
Post by aardvark892 on Sept 16, 2016 15:14:04 GMT -8
It's funny. A couple of times now I have been creating a character that randomly rolled "Freakish Horror" mutant. Both times, the character turned out to not be all that freakish or horrific at all. I keep hoping for some crazy thing like the big claw armed dude on the front cover of the hub rules. Maybe I ought'a just pick and choose, instead of randomly rolling. Or maybe I'll figure out a point buy system... isn't there already one in the hub rules? I also wanna create my own adventure. I'd love to see that published here!
|
|
|
Post by aardvark892 on Sept 18, 2016 11:42:10 GMT -8
Almost all of my characters have been at least 90-95% random. Not this one. I rolled randomly for everything except mutations. Honestly, many of my mutant characters have been not so freakish, and not so horrific. This time, if I rolled a mutation that wasn't physically obvious and freaky, I'd just keep re-rolling until I got one. So this is random-ish, right?
Meet Adam and Steve!
Name: Adam and Steve Smith
Hair color: Blonde (left head) and Black (right head)
Eyes: Ice Blue (left head) and Green (right head) Skin: Pale and warty
Home Area: Sandbarra, in the Lower Freehold
Language: Common Age: 25
Character Type: Typical Mutant
Pre-Game Caste: Mercenary
Outfitting Code: WE Read/Write? Yes Math? No
Height/Weight: 73kg (160lbs), 368cm (12’)
Handedness: Right Swimming: Poor
Move: 18.75m (yep, that’s not a misprint, 18.00 in armor and helmet)
#Attacks/Rd: 1 +1 extra for the bladed limb
BASE SV 0-59 hand to hand
BASE DV -15 in armor and helmet
Money: 80sp
END 95 Healing Rate: 10
STR 68 Damage: +8 Range: +40%
AGL 33 DV Bonus: +0 Move Rate Mod: +0
ACC 27 SV Bonus: +0
INT 91 / 53
PRC 16 / 11 Initiative Modifier: +1 (from multi-head)
WLP 28 / 22
APP 27 / 56 Numbers before the / are for the left head, after the / right head
Skills:
Martial Arts 3 (+9 SV, +d6+1 Damage)
Tracking 2
Dodge 1 (-5 DV)
Climbing 2 (+2m climb rate due to tentacles)
Gunsmith 1
Grapple 1
Knife Thrower 2 (+6 SV, +4 Damage, 7m range)
Knife Fighter 1 (+2 SV, +2 Damage)
Medic 1
Gambling 2 (+20% Gamble Roll = 72)
Riding 1
Mutations: (NOTE: all changes already implemented)
Multi Armed (2 additional arms)
Size Increase (total of 368cm/12 feet, +1.25m movement, +40 STR, +60 END)
Tailed (Fox tailed, 1.25m long, +6 AGL, +1.5m movement)
Multi Head (1 additional head, -2 APP, +1 Initiative)
- Left Head Mental Mutations:
- - - -1 Mental Screen
- Right Head Mental Mutations:
- - - -1 Mind Waste (range: line of sight, use 1x day/rank, takes 5 rounds to charge, d100 damage, type D INT Hazard check, can self-detonate if interrupted during charge up time)
- - - 2 Electrical Pulse (range = WLP in meters times rank, use 3x/day per rank, +20 SV, damage is d20 to organics, 3d20 to machines)
Tentacles (4 tentacles, reach 3m, +5 SV, d8 damage each, these are in addition to regular arms)
Bladed Limb (one additional arm sprouting from the back, one additional attack per round, +6 SV, damage is d12+2)
Dog Legs (+10m movement)
Warty Skin (-6 APP)
Gear:
Thorn Armor (-11 DV, -0.5m movement)
1 Iron Helmet (-4 DV, -0.25m movement)
Musket (+14 SV, rate 1 every third round, d20+3 damage, range 140m)
Musket Pistol (+7 SV, rate 1 every third round, d20 damage, range 25m)
72 shots worth of lead, wadding, powder
Submachinegun (+10 SV, rate 5 per round, d20 damage, range 250m)
18 bullets
Halberd (+4 SV, d20+3 plus 8 for STR damage)
Knife (+8 damage plus 8 for STR)
Horse (see below)
Tinder box
4 torches
7 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
5m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
14 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice
History:
Adam and Steve, bitter rivals and brothers in arms… literally. Growing up in Sandbarra actually wasn’t too difficult for him, as they always had a close relative nearby. Very nearby. That closeness leads sometimes to bickering and name-calling, but when the going gets tough (as it usually does), he can work together quite well. As a five armed (the fifth one has a bone blade instead of a hand), two headed, dog-legged, fox-tailed warty freak of nature, Adam and Steve fit into a mercenary job easily, especially since he is so handy (get it?). Unfortunately, the constant fighting at relatively little pay (he does have two mouths to feed) became too difficult to maintain, and after a long conversation amongst themselves, Adam and Steve decided to set out into the apocalyptic wastelands to seek their fortune. Adam, the left, blonde head, speaks with an affected California Valley accent, while Steve, the black hair, green eyed head on the right speaks with a heavy Scottish brogue. Just because.
HORSE:
Name: Bluebell
DV: 0
END: 50
Movement: 13m
# Attacks: 1, SV 0-55, Damage d12
Weight: 500kg
No Mutations
STR 96
AGL 39
ACC 41
INT 8
WLP 35
PRC 26
|
|
|
Post by aardvark892 on Sept 25, 2016 20:14:26 GMT -8
And now for something a bit different:
Name: Sunshine Noodles
Hair color: Brown Eyes: Hazel Skin: Fair
Home Area: Rusted Hulk in the Crossroads Region
Language: Common Age: 30 (appears 22)
Character Type: Bio-Replica, Industrial
Pre-Game Caste: Draftee
Outfitting Code: MO Read/Write? Yes Math? No
Height/Weight: 70kg, 191cm (154lbs, 6’4”)
Handedness: Left Swimming: Cannot Swim
Move: 6m, 5m in armor #Attacks/Rd: 1
BASE SV 0-50
BASE DV -29 with armor and helmet
Money:
END 82 Healing Rate: 10
STR 92 Damage: +12 Range: +60%
AGL 31 DV Bonus: 0 Move Rate Mod: 0
ACC 34 SV Bonus: 0
INT 18
PRC 30 Initiative Modifier: 0
WLP 33
APP 12
Skills:
Gunsmith 1
Pick Pocket 1
Gear:
Musket (+14 SV, rate 1 every 3 rounds, d20+3 damage, range 140m)
Musket Pistol (+7 SV, rate 1 every 3 rounds, d20 damage, range 25m)
70 shots worth of wadding, powder, etc.
Machete (damage d12+1)
Knife (d8 damage)
Leather Armor (-10 DV, -0.25m movement)
Breast Plate (-15 DV, -0.5m movement)
Iron Helmet (-4 DV, -0.25m movement)
53sp
Tinder box
12 torches
4 candles
Cutlery set
Full water skin (2L water)
Summer sleeping bag
Coin pouch
Backpack
9m of rope
Sewing kit
Whetstone
Shovel
Work boots & work gloves
Poncho
Cotton pants and shirt
23 days of dried rations
Full lantern and bottle of oil
Winter sleeping bag
Hip sack and fishing gear
2 person tent
Crowbar and pickaxe
Soap and towel
Toothbrush
Wool coat with hood
Wool pants and shirt
Playing cards and bone dice
A well-trained and obedient farm dog, which only barks when raising the alarm, and only attacks when ordered to do so.
History:
Sunshine Noodles (she found that name on a broken billboard in the ruins; she will never know what her real name was) lead a boring, life full of hard work, tedium, and loneliness… until someone in the town militia decided that she was just what they needed; a strong work horse to carry all their gear around for them. As it turns out, Sunshine felt that slave work really wasn’t her cup of tea, and she fled. Since she also ran away with most of the squad’s gear, she feels it probably not be in her best interest to ever return to town (there’s a 73% chance of being recognized and thrown in jail if spotted). Luckily, she’s found that her endurance and strength work well for an excavator, and so Sunshine has decided to throw her lot in with adventurers!
|
|
|
Post by aardvark892 on Oct 5, 2016 7:13:09 GMT -8
The Obsidian Portal PbP game showed no interest at all, so I deleted it.
|
|
|
Post by rexbannon on Oct 10, 2016 5:17:26 GMT -8
keep up the good work man, don't get discouraged. I am loving the new characters you have been making and would like to see more. Remember there is a heroes of the Epoch thread here on the forum and when we get about 100 characters in there William will publish a book of the characters we make. Only one problem, each member of SOE can only most five characters. I did that myself within the first five minutes of the thread being up, But I encourage you to add to it and hopefully that project will come back to life. I do hope he lifts that cap because ill post twenty or thirty more characters myself.
|
|