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Roget

BAD BAD BAD BAD BAD BAAAAAAAD

Nov 8th, 2012
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  1. Dr. Samantha Day Fitzgerald (Alright, this is an okay name, maybe a tad bit elaborate)
  2. Player Name
  3. Ms_March
  4.  
  5. Name
  6. Dr. Samantha Day Fitzgerald
  7.  
  8. Concept
  9. Medical doctor, Anthropologist, and religious person.(I don't see how anthropologist and M.D fit, but maybe that's just me.)
  10.  
  11. Aspects
  12. Aspect of the Badger: Dr. Fitzgerald's meditation leads to extreme apathy from time to time. Her willpower is higher as a result, and she may be perceived as distant from time to time. (I...uh...What? First off, this aspect isn't really applicable to any skills. Secondly, an aspect that boosts "willpower" but makes you "distant" seems kind of...emo? Is that the right word? Maybe 2deep4u? i dunno. One of those two.)
  13.  
  14. Healing Hands: Dr. Fitzgerald is very well read in medicine, and human biology. She can perform operations very quickly and effectively. It is rumored that she can cure the occasional "hangover" in a patient. (This aspect is not an aspect, because the GM cannot compell it, and it's really generic and boring. For a healing aspect, it's have to be unique.)
  15.  
  16. Fists of Neutral Resentment: Dr. Fitzgerald is a decent fighter with her hands, having moderately studied martial arts. (Same problems with the one above stand with this one. I'd also like to note that the language you use here seems kinda awkward, with "decent fighter with her hands" being an example of that awkwardness.
  17.  
  18. Color sickness: Dr. Fitzgerald can come to frequent headaches, if her sight is overloaded with colors. If she is under a lot of stress, her headaches will also manifest; bright lights do not phase her. (This one is just dumb as all hell. It doesn't work as an aspect and makes almnost 0 sense altogether. What does "overloaded with colors" even mean?)
  19.  
  20. Skills
  21. •Agility: 7(7)
  22. •Strength: 4(11)
  23. •Perception: 7(18)
  24. •Persuasion: 6(24)
  25. •Medical: 7(31)
  26. •Academics: 4(35)
  27. •Science: 4(39)
  28. •Survival: 4(41)
  29. •Melee Weapons: 6(47)
  30. •Physical Defense: 6(53)
  31. •Mental Defense: 8(61)
  32.  
  33. (I'm aware you get certain bonuses for stuff, and I don't have that sheet in front of me to check for sure, but I am fairly certain you used way too many points.)
  34.  
  35. •Body: 6
  36. •Mind: 8
  37. •Action Points: 3
  38. •Load Limit: 10
  39. •Current Load: x
  40. •XP Held: 0
  41. •XP Used: 0
  42. Only include the skills you have points in - erase the rest. Everyone starts with 3 Action points, unless told otherwise by a GM. You cannot put points into XP, so don't even try. If you have equipment that boosts the skill, list it beside the skill in parentheses along with what the bonus is. If the equipment piece boosts multiple skills, place it beside each skill that it boosts.
  43.  
  44. Equipment
  45. This is only for equipment that you have unlocked using XP and that boosts your skill. List it below, along with what skill it increases, by how much, and the XP cost.
  46.  
  47. •Generic Gun | Ranged Attack | +1 | 10 bajillion XP
  48. •Cool Boots | Athletics | +2 | Physical Defense | +1 | 5 gazillion XP
  49. Possessions
  50. Possessions are organized by two sections:
  51.  
  52. Load:
  53.  
  54. Load is what a character takes with them on a run. Anything not listed in Load may not be used during a mission, and any new additions to Load must be gone over with the GM. The GM will assign basic load points to the equipment filed under this
  55.  
  56. •Rope
  57. •Matches
  58. Other:
  59.  
  60. Possessions left in the character's room, such as fluff, may be listed here.
  61.  
  62. •Medical Books (Okay, makes sense for a doctor to have)
  63. •Anthropological Books (Doctor/Anthropologist)
  64. •Various Holy Books (No specific religious books, but we do have some riddled with holes!)
  65. •Sketch Pad/Pencils [no paints] (Uhh...okay?)
  66. •Journal (Sounds legit)
  67. Personal History
  68. Dr. Samantha Day Fitzgerald worked as a Biological/Cultural Anthropologist (Is that first one even a thing?) for a well known University(Well Known University? That's my Alumni! GO [SPORTSTEAM]!) and Doctor for a Medical Hospital(MEdical Hospital: Where we Doctor your Injury with Medicine). She faintly recalls her childhood, and mentions it being "not fun"(The GM faintly remembered his time reading that sentance, and mentions it as "really dumb"), and being taught thoroughly(I think those last 2 words might need to be swapped) human biology/medicine(Why does the anthropologist/doctor also have biology knowledge now?), Anthropology, and medical drawing(You mean anatomy drawings?). After an incident with SCP-███, Ms. March was brought into the Foundation, after viewing her as an asset. (Okay, this is kinda the same thing I have on Ralphs sheet, but in that case I was specific with what he did. Just saying she was "an asset" isn't enough.)
  69.  
  70. After containment breach of SCP-████, Dr. Fitzgerald's medical knowledge and apathy in a hostile situation(LOLNO), she was soon re-assigned to Area 354.
  71.  
  72. Miscellaneous
  73. On the inside of her left wrist is a sigil(wat), that she says has been with her since birth(WAT). She is quiet, and orderly, very polite(I thought she was apathetic), and very keen to lend a helping hand(While also being apathetic?). She comes in at exactly 5 feet(So 5 feet tall, or she just has 5 feet?), has brown hair [pixie cut](*[Unnecesary detail]), and often wears yellow/purple combination(Okay?).
  74.  
  75. She isn't fond for anything colorful, because "it is sickening to look at for too long"(lol). Except for the color yellow which is "soothing" and purple "is an ok color" when worn with yellow.(Yeah this is just kinda Mary-Sue-esque)
  76.  
  77. She has technical drawing skills, despises paintings(why), and uses her moderate talent in music(wait when did she get this) to help her meditate.(So she meditates now?)
  78.  
  79. Do recall you must review artistic ability and education with the GM!
  80.  
  81.  
  82. Overall, this character feels like a kinda good idea buried under mountains of lame characterization and poor design. The aspects and skills are forgivable, since they're basic mistakes everyone does on their first characters, but the whole rest of the Misc. Details are just...blah eurgh meh. It really feels like a Mary Sue. you're trying to put all this stuff into a character, but most of it doesn't mesh and the end result is a mess. A painter/archaeologist/Biologist/Doctor/Musician who came to the Foundation because she totally stopped a containment breach by herself and has all this unusual unspecified religious stuff and a special birthstone and very specific taste and is totally apathetic but also friendly but also not friendly is just //way// too much. I would just focus on the archaeologist bit, since I can see that working at the pool (i.e identifying unusual animals or ancient culture stuff).
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