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- Name: Doe Blackacre
- Height: 6'4
- Weight: 220
- Eye Colour: Green
- Hair Colour: Blonde
- Justify: "Don't tread on me."
- Health: 50/50
- Sanity: 31/110
- Character Skills:
- Athletics (10)
- Brawn (20)
- Stealth (90)
- Social (130)
- Biology (60)
- Chemistry (50)
- Mechanical Engineering (40)
- Electrical Engineering (50)
- Physics (80)
- Medicine (20)
- Mystic (100)
- Survival (80)
- Vehicle Skills:
- Wheeled Vehicles (60)
- Multi-wheeled Vehicles (90)
- Legged Vehicles (60)
- Ariel Winged (100)
- Ariel Heli (110)
- Naval Small (110)
- Naval Large (120)
- Creature Winged (80)
- Creature Ground (70)
- Weapon skills:
- Melee 60
- Arcing 100
- Line 80
- Spread 40
- ---
- Ballistic 40
- Laser 80
- Plasma 90
- Elemental 60
- Explosive 100
- ---
- Small 40
- Medium 60
- Large 80
- Mounted 90
- Armour Skills:
- Light 40
- Medium 80
- Heavy 90
- Exoskeleton 60
- Other:
- Use Technology: 30
- Use Magic: 90
- Grits:
- Der Ritter:
- Cannot be seen from mid range or greater while in a dense environment, assuming camouflage.
- A Der Ritter has areas called “haunts”, an area that they’re familiar with. When in a haunt they move at X3 speed, areas frequented become haunts.
- Wicker Man:
- Cannot be tracked by any means in your haunt. cannot be seen by thermal or electolite vision. This extends to magic.
- Tinkerer:
- Chance to immediately identify any object they handle (20%).
- Can reverse engineer anything, and reconstruct it with no roll.
- Finds better loot.
- Special Understanding:
- Immense knowledge of Agriculture (+40) (Only effects survival and biology rolls for plants).
- Justify:
- "Don't Tread on me."
- Pressure:
- Implacable Man:
- Your health is restored to full. Your wounds temporarily don’t affect you. 6 Rounds.
- You do not lose the health you gain from this trait when the duration ends.
- Cybernetic Augments:
- Replaced Musculature (Left Leg Working)(Right leg Working):
- "The skin and muscle of the leg have been entirely excavated and replaced with superior mechanical variants. In addition, the spine has also been removed and replaced with a shock absorbing variant. This allows inhuman feats of agility and athleticism."
- Inhuman Reflex: Reduces the Target number of Athletics rolls by up to 30. Only works to counteract a
- difficulty penalty.
- Weight Bearing Spine: Reduce the Weight Penalties by 2 Meters/2 Yards
- INVENTORY:
- Total Weight: 26.2kg/50lb
- Penalties start at: 85
- Athletics and Stealth penalty:
- Gear:
- Wooden Mask X4 (0.4kg/1lb per) (Backpack)
- "Designed with demonic faces screaming to scare passerbys. Keeps people away. You like to place them on trees and such to scare people."
- 3 Ration Bars
- Geiger Counter (0.4kg/1lb) (Backpack)
- "Detects radiation. Not dying of radiation poisoning sounds fun."
- Backpack (0.4kg/1lb)
- "Holds items and gear. very simple and good for ease of use. Made it yourself."
- 1 package of Carrots
- 1 package of onion
- 2 packages of “Instant Growth”
- >x2 Antacid(Remove acid poisoning)
- >x2 Skin replacer (Fixes flesh and gash wounds)
- >x3 Antidote (remove poison when mixed with the afflicting poison)
- >Bleach
- >Cleaner
- >unbranded Alcohol
- >Whiskey
- >Magnifying glass
- >2 Infini Batteries
- >Playtime stories, picture books,ect X35
- >Sex Education, the birds and the bed X2
- >Preserved instant food x10
- Flashlight:
- "Nothing special, takes AA. 5 hour life per, according to the writing. Seeing in the dark is nice though, good indoors, not so helpful outside."
- Lights up entire rooms smaller than 30ft.
- Beyond that, a cone of vision where you are looking.
- 1 AA Battery.
- T1 Medical Kit (12 Supplies)(0.4kg/1lb)
- A medical kit is used to treat wounds, injuries,burns and poisons.
- Negates up to 10 difficulty for medicine checks used to treat.
- T4 Medical Kit (8 supplies) (1.3kg/3lb):
- A medical kit is used to treat wounds, injuries,burns and poisons.
- Negates up to 40 difficulty for medicine checks used to treat.
- Stimulant (To power through toxin's, radiation and other various nasty bits. extreme exaustion 1 hour after use.)
- Stem injection (Stops bleeing instantly, no medicine roll required. removes most severe injury and heals you at a rate of 1 point a round for 20 rounds. So roughly a minute.)
- Unknown strange blue injection.
- 10 Days food (0.4kg/1lb per) (Backpack)
- 3 Days water (1.6kg/3.5lb per)
- Ammunition:
- 4 20 Gauge Shotshell
- 2 20 Gauge Shotshell (Loaded into Rusky)
- Magazines:
- 9mm/8 Round/Pistol (Loaded into Luger)
- 9mm/8 Round/Pistol (5 Shots)
- Plasma Rivet/3 Round (Loaded into Plas Hand cannon)
- 7.62/8 Round/R (4 Shots)
- 7.62/ 30 Round/R (30 Shots) (Loaded into Marksmen's 7.62)
- 7.62/ 30 Round/R (30 Shots)
- Arsenal:
- Luger:
- "The pistol that almost took over the world, twice. However, despite it's reputation it is very dated and it's mechanics are venerable to the jungle's harsh conditions.
- Weight: 0.9Kg/2lb
- Loaded: 8 Round 9mm Mag
- Line, Ballistic,Small
- Target Number: 53
- Ammo type: 9mm/.355 pistol
- Damage: 14
- Minimum: 8
- Firing Type: Semi-Auto
- Effective Range: 16 Meters/18 Yards
- //Special Effects//
- Pistol: No close quarters combat penalty
- Dated mechanics: Requires regular repairs
- "Rusky" Break Action shotgun:
- "A cheap and easily made gun created near the end of the war. It was a sidearm and it's purpose was to be used to steal better weapons. Damn things last forever though."
- Weight: 1.8Kg/4lb
- Loaded: 2 20 gauge Shotshell
- Spread,Ballistic,Small
- Target Number: 40
- Ammo type: 20 Gauge
- Ammo Capacity: 2
- Damage: 34
- Minimum: 19
- Firing Type: Single Fire
- Effective Range: 18 Meters/20 Yards
- //Special Effects//
- Sawnoff: No close quarters combat penalty, 10 range penalty.
- Break Load: 2 Round Reload
- Nigh-Indestructable: Cannot be damaged by enviromental conditions, heat, cold, acid or electricity.
- Machete:
- "While many need to cut through the forest, you don't need to in your haunt. However, people are quite a different story. This weapon in particular is a handforged machete, the hammer marks are slightly visible, but it is well maintained and very deadly."
- Weight: 1.8Kg/4lb
- Melee,Ballistic,Medium
- Target Number: 53
- Damage: 22 (25)
- Minimum: 14 (17)
- Attack Type: Single Strike
- Effective Range: Melee
- //Special Effects//
- Cleave: If this weapon breaks the Damage Threshold, it always critically hits.
- Durable: Only needs to be repaired half as often.
- Marksman’s 7.62:
- Weight: 2.2Kg/5lb
- Loaded: 30 Round 7.62 Mag (30 Shots)
- Line, Ballistic,Medium
- Target Number: 66
- Ammo type: 7.62mm/.312 R
- Damage: 24
- Minimum: 18
- Firing Type: Semi-Auto
- Effective Range: 38 Meters/40 Yards
- //Special Effects//
- Medium range Scope: Increased range by 10, +10 Difficulty close range penalty when shooting.
- Long Barrel: +20 Difficulty to shooting when in melee range of the target.
- .44 Revolver “Dead Weight”:
- "Hew, Sunder, Cull"
- Weight: 2.2Kg/5lb
- Line,Ballistic,Small
- Target Number: 53
- Ammo type: .44 P
- Load Capacity: 6
- Loaded: 6 .44 Pistol rounds
- Damage: 16
- Minimum: 13
- Firing Type: Single Fire
- Effective Range:22 Meters/24 Yards
- //Special Effects//
- Handgun: No close quarters combat penalty
- Revolver: loads bullets individually at a rate of 1 per action. Bullets can be exchanged for different types on the fly using one action. The bullets you fire can be mixed and you choose what bullet of the loaded bullets you want to fire dynamically.
- Armour:
- Padded Vest (Equiped):
- "An old vest you found and placed some metal plates in, along with some hides. Only good against handguns at best. Anything more than .357 and you could be in a world of hurt."
- Weight: 2.7kg/6lb
- Durability: 66/70
- Damage Resistance: 8
- Damage Threshold: 14
- Military Gear:
- (destroyed)
- Base:
- >A Mechanical Maintenance Kit
- >Carpenders station(Destroyed)
- >Chemistry and material research station
- >20 rounds of .357 Ammunition
- >50 .357 casings
- >8 .357 Carbines.
- >1 Flak grenade
- >1 87lb Minigun.
- >30 5.56 rounds.
- >Small Black Case (Unopened)
- >Survival Knives
- >15 condensed ration bars
- >Duffel bag
- >Large plastic case of salt
- >Package of potato seeds, estimated yeild of 186 potatoes. They produce seeds in their insides but do not grow without human interaction.
- >A small bottle, half-filled with an alcoholic beverage labeled "Vodka" It has a note saying "Enjoy, in moderation"
- >Large amount of scrap metal, hydralics.
- Large Tent (2.7kg/6lb) (Backpack)
- "Holds up to 3 people. Or rather, 1. Having room is nice."
- Specimen Kit (0.4kg/1lb):
- A specimen kit is used to store and retrieve biological samples. It is also used to preserve said samples for up to two weeks at a time.
- The Kit is full of strange glowing plants from the Fae Queens Prison. They are still very much alive, despite being removed from the area.You assume that they are strangely durable.
- glowing blue white vine
- Pink fiercly glowing flower
- Purple berry vine
- Pure white flower
- Black vine with white glowing whiskers
- Blue-teal wood sapling, with live embers on tips
- Planted crops:
- 1 package of fig vines
- 1 package of venus flytraps
- 1 package of pitcher plants (Perimiter)
- 1 Extra large package of potato (186 estimated)
- 1 Blue Embered sapling
- SI Plasma Handcannon:
- "A simple combat model for experimental plasma weaponry. Fires superheated plasma "Rivets". These rivets are basicly needles that contain gasses in a hollow space, when they impact they break open releasing the superheated gas. The problem with the weapons is it's weight for size, and ammo rarity."
- Weight: 1.8Kg/4lb
- Arcing,Plasma,Small
- Target Number: 76
- Ammo type: Plasma Rivet
- Damage: 26
- Minimum: 18
- Firing Type: Single Fire
- Effective Range: 16 Meters/18 Yards
- //Special Effects//
- Pistol: No close quarters combat penalty
- X7 Shrapnel Bomb (7 planted at base):
- Weight: 0.8Kg/2lb
- Explosive
- Damage: 25
- Minimum: 25
- Area Of Effect: 6 Meters/6 Yards
- //Special Effects//
- Tripwire: This weapon is placed as a trap. The tripwire may be set in a straight line no longer than 6 Meters/Yards. The creature that trips the wire, as well as any creature within 6 Meters/Yards of them are damaged by this weapon.
- Bleeding: Enemies hit by this weapon bleed for 2 damage a round.
- Cartridge Trap (10)
- Trap:
- The cartridge trap is usually buried underground. when it is triggered by someone stepping on it, a spike is driven into the bottom of a live round and the shot fires upward, usually passing through the foot of the unfortunate soul who triggered it.
- Damage: 14
- Minimum: 9
- Chance of a critical hit: 50%
- Chance of leg critical: 70%
- Chance of other critical:30%
- How Armour works:
- Damage resistance reduces damage, but only to the "minimum" damage.
- If a weapon's damage stat is greater than the Damage Threshold, it simply penetrates your armour and does full damage.
- If your armour would make a task harder, you roll using your armour skill, then roll using the skill you would normally use for the task in question. If both succed, it is a success. If one fails, it is a partial success.
- How Ammunition works:
- The type of ammunition determines the Weapon's effective range and damage.
- The weapon's Magazine determines how many bullets it can hold at once.
- When the weapon has fired all bullets it contains, it must be reloaded, this takes 1 Round in most cases.
- Firing Modes:
- Single Fire: Fires once an action.
- Semi-Auto: Can fire up to 2 times an action. Second shot is at a +10 difficulty.
- Automatic: Can fire up to 3 times an action. Second at +10, third at +20.
- Shred: Can fire up to 4 times an action. Second at +10, Third at +20, Fourth at +30.
- You can always choose to fire less times.
- Melee Modes:
- Single Strike: Attacks once an action
- Double Strike: Attacks up to twice an action, Second at +10 difficulty.
- Jab: Attacks up to 3 Times an action. Second at +10, Third at +10.
- Saw: Attacks up to 4 Times an action. Second at +10, Third at +10, Fourth at +20.
- Weight and you:
- Every 10 pounds (4.5 Kilograms) past 15 pounds (6.8 Kilograms) induces a penalty to movement (2 Meters/2 Yards), a penalty to stealth (+10) and a penalty to Athletics (+5)
- Every 10 your brawn skill is below 60, the weight penalty is reduced by 10 pounds (4.5 Kilograms). Excluding stealth.
- Combat Stuff:
- A Round is Divided into each character's turns.
- Each Turn has 2 Actions.
- Moving: You can move up to 6 yards/6 Meters in an action.
- Attacking: Attacking Requires an action. Your firing mode determines how many times you can attack in one action. Taking the attack action more than once in a turn increases the difficulty by 30.
- Taking Aim: Decreases your target number to hit an opponent with a weapon by 10. You can take aim as many times as you like, the bonus to hit carries over to the next round. The maximum is +30.
- Taking Half Cover: Increases the difficulty to hit you by 20.
- Taking full Cover: Increases the difficulty to hit you by 40, but you cannot attack while in cover. Coming out of full cover requires an action.
- Dead Sprint:
- If you succeed an Athletics Roll, you can sacrifice both your actions to move 20 Meters/20 Yards.
- Other wise, you simply move 12 Meters/12 Yards
- Btw, I'm going to try and use Imperial for most of this. The Metric numbers are merely to help people who are not good with Imperial. And I know yards/meters are not 1:1, that is mostly for simplicity's sake.
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