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KingMurdoc

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Mar 21st, 2018
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  1. Name: Darrin
  2.  
  3. Age: Unknown, roughly middle?
  4.  
  5. Gender/Sex: Male/Male
  6.  
  7. Race: Human
  8.  
  9. Appearance: Big, mean, and tough looking. Darrin has countless scars and is missing about a third of his teeth, he wears a stiff, dusty, black coat with a high collar that usually has a host of grenades, long-arms, and side-arms hanging from it. He constantly carries around a large shield that looks like some salvaged ship armor with patchwork steel plating added in a few areas. A black bandanna covers what's left of his hair and makes it that much more difficult to see his face.
  10.  
  11. Personality: His personality is best summed up as loud, somewhat crazy, and loot obsessed. He isn't the type to get pushed around(verbally or physically) and has a poor sense of his own mortality.
  12.  
  13.  
  14.  
  15.  
  16.  
  17. Level: 5(effective 7)
  18.  
  19. HP: 135
  20.  
  21. Initiative: +9
  22.  
  23.  
  24.  
  25. Stats:
  26.  
  27. Strength: 8
  28.  
  29. Dexterity: 9
  30.  
  31. Intelligence: 2
  32.  
  33. Constitution: 15(8+7)
  34.  
  35. Synergy: 3
  36.  
  37.  
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  40.  
  41. Perks:
  42.  
  43.  
  44.  
  45. Steel Shield: It pays to have armor!
  46.  
  47. 30% increased damage reduction when taking the “Defend” action, “Defend” action now applies before other effects.
  48.  
  49.  
  50.  
  51. Toughness: I’ve survived worse.
  52.  
  53. 1.3xLevel.
  54.  
  55.  
  56.  
  57. Bounce Back: I’ll survive this, you won’t.
  58.  
  59. Darrin regens 10% of his MHP at the start of each of his turns.
  60.  
  61.  
  62.  
  63. Nails for Breakfast: It’s nothin’! You’re nothin’!
  64. +[LVL] Con.
  65.  
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  69.  
  70. Flaws:
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  73.  
  74. Loot Obsession: Drop your loot and I’ll let ya go...maybe.
  75.  
  76. Any enemy may drop a item or piece of loot in front of Darrin, this forces him to make an Int save vs [useful-looking-ness] of the item, if he fails he becomes stunned while he scrambles over to pick up the item. What enemies learn to do this and whether or Darrin gets to keep the item/its actual usefulness is determined by the GM.
  77.  
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  83.  
  84. Actions: 16/18
  85.  
  86. Slots: 7
  87.  
  88.  
  89.  
  90. Shieldwall Defense: Darrin is fat and wide, his shield even more-so. Allies can take advantage of this and use him as mobile cover during a fight.
  91.  
  92. Darrin casts a ‘shadow’, which allies can enter or leave as a free action during their turn. Enemy actions aimed at allies in Darrin’s shadow hit Darrin instead. If Darrin’s shadow is filled, allies cannot enter it until somebody leaves. Darrin’s shadow is large enough for 1 ally. Darrin cannot use damaging actions while the barrier is up. He can lower the barrier as a free action during his turn.
  93.  
  94. Level 2: Darrin’s shadow is now large enough to hide two allies.
  95.  
  96. Level 3: Darrin’s shadow is now large enough to hide three allies.
  97.  
  98. Level 4: Damage taken for Allies is reduced by 10%.
  99.  
  100.  
  101.  
  102. Taunt: With a string of provoking and mocking expletives(that usually involves calling them a midget lover at least once) followed by waving around one of his guns Darrin draws the ire of a least one enemy.
  103.  
  104. One enemy is provoked into attacking/using actions against Darrin next round(in the case of AoE attacks Darrin only needs to be one of the targets).
  105.  
  106. Level 2: +1 target.
  107.  
  108.  
  109.  
  110. Shield Bash: Darrin smacks a nearby enemy with the corner of his massive shield.
  111.  
  112. Str vs Str check against one enemy, on a success that target cannot make melee attacks for one round.
  113.  
  114. Level 2: If Darrin has spikes or something similar equipped on his shield this action also inflicts those effects.
  115.  
  116.  
  117.  
  118. Entrenched: When Darrin locks down on defense almost nothing can move him.
  119.  
  120. If Darrin would be interrupted while using his Defend action without getting a chance to resist he automatically gets to make a Con vs [attacking stat] save to resist.
  121.  
  122. Level 2: Darrin gets to make the extra Con save even if he would get a different save.
  123.  
  124.  
  125.  
  126. From the Hip: Practice makes perfect.
  127.  
  128. If Darrin took the “Defend” action last round he may maintain that effect and use another action this turn, targeted actions taken from the hip have a 20% miss chance, cooldown = 1.
  129.  
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  133.  
  134. Equipment/Tricks:
  135.  
  136.  
  137.  
  138. Needlessly Large Collection of Guns: Like all Nomads Darrin loves and hoards loot, he keeps his favorite pieces on him at all times.
  139. At the beginning of combat roll the following dice to determine Darrin’s gun of choice:
  140. Damage type(1d6): Normal, Explosive/Sonic, Fire, Acid, Electric, Cold.
  141.  
  142. Modifiers(1d6, roll twice): -d2, +10% miss chance, +d2, +1d, +10% crit chance, +1 target,
  143.  
  144. Base Weapon: Deal 1d6+[Dex] damage to one target.
  145.  
  146. Level 2 - Green: Roll for a third modifier.
  147.  
  148.  
  149.  
  150. Midget Spikes: Several long sharpened pieces of metal welded onto the front of Darrin’s shield from which Midgets, Skags, and various other bits are hung.
  151.  
  152. When an enemy makes a melee attack against Darrin while he’s using the “Defend” action they take 1d6 damage, reduce wearer’s Init by 4-[Str].
  153.  
  154. Level 2 - Bigger!: Increase damage by 1d6.
  155.  
  156. Level 3 - Sharper!: Increase die size to d8s.(2d8 total)
  157.  
  158. Level 4 - Now with Blood Included!: Target also bleeds at the end of the round for pure damage equal to half the damage they took from attacking.
  159.  
  160.  
  161.  
  162. Scavenged Armor: A heavy steel-laced coat that Darrin has assembled over his years on Pandora, it’s nearly bullet proof.
  163.  
  164. +3 Damage reduction, reduce wearer’s Init by 8-[Str].
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