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deadEarth char1 (Rana L Jarvinen)

Nov 5th, 2013
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  1. Name: RANA LITVYAK JARVINEN
  2.  
  3. Base Statistics
  4. MOVES: 8 (2d6 = 2,6)
  5. RESILIENCY: 8 (1d6 + 3 = 5+3)
  6. STRENGTH: 0
  7.  
  8. AGE: 43 (2d10 = 4,3)
  9. Modified MOVES: 5 (8-3)
  10. Modified STRENGTH: -1 (0-1)
  11. Skill Points: 850 (800 + 1d6*10 = 800+5*10 = 800+50)
  12. RadMans: 10 (3d6 = 5+4+1)
  13.  
  14. HEIGHT: 69in (48 + 6d6 = 48+1+5+3+1+5+6)
  15. WEIGHT: 138lbs (69*2 [5d6 = 2+4+2+1+5 = 13])
  16. Modified MOVES: 7 (5+2)
  17. Modified STRENGTH: -2 (-1-1)
  18. Max CARRYING WEIGHT: 10 lbs
  19.  
  20. Gender: Female
  21.  
  22. NAT'L ABILITIES/INABILITIES
  23. ---------------------------
  24.  
  25. Abilities
  26. ------------
  27. Hide --> Skill in finding a location to hide and the ability to conceal
  28. yourself and objects from detection. To find someone or some-
  29. thing that is hidden, roll search.
  30. Math --> Basic skills in problem solving.
  31. Smithing --> The manufacture, repair, and maintenance of solid
  32. metal weapons and tools. This skill includes drop-forging and
  33. MIG, TIG, laser, spot, arc, and gas welding.
  34. Weapon Smithing --> The repair, manufacture, and maintenance
  35. of guns and ammunition.
  36.  
  37. Inabilities
  38. ------------
  39. Armor Repair --> Use this skill to manufacture and repair armor of
  40. all types. The prerequisites required for armor repair depend on
  41. the type of armor you are constructing or repairing.
  42. Guile --> The personality traits which make a person cunning,
  43. deceitful, tricky, treacherous, and devious. Use to hatch plots,
  44. plant suggestions, start rumors, blackmail, coerce accomplices,
  45. and conceal your actions under a guise of innocence.
  46. Troubadour --> The art of entertainment. The ability to tell a believ-
  47. able tale, with modest exaggeration, based on the attitude of
  48. your audience. This may be used to entertain as a profession,
  49. to hold an audience as a distraction, and to spread stories of
  50. your exploits in an effort to gain renown.
  51.  
  52. Summary: This character has a knack for creating weaponry presumably with
  53. the power of MATH, and is also an expert at hiding, also using the power
  54. of MATH. On the other hand, she doesn't do well making armor, isn't very
  55. devious nor that entertaining.
  56.  
  57. PLAYER'S CHOICE
  58. ----------------
  59.  
  60. I choose 2) Roll a 2D6 and multiply by 10. Add that number of skill points
  61. to your character.
  62.  
  63. Modified SKILL POINTS: 930 (850 + 2d6*10 = 850 + 4+4*10 = 850+8*10 = 850+80)
  64.  
  65. SKILLS
  66. ------
  67.  
  68. MATH - Basic skills in problem solving.
  69. LV - 5d6 (10+20+40=70pts)
  70.  
  71. SENSES - Your ability to make use of your five senses (smell,
  72. touch, taste, hear, and see).
  73. LV - 4d6 (10+20=30pts)
  74.  
  75. INTUITION - Your ability to generally make sense of the world
  76. around you, to understand nonverbal communication and foreign
  77. languages, to sense the danger level of a situation, and to read
  78. the apparent intent of others.
  79. LV - 4d6 (10+20=30pts)
  80.  
  81. STREETWISE - A knowledge of current events, laws, important
  82. people, and places in any given region. Most often culled from
  83. gossip and other loose talk. The ability to extract speci-
  84. fic information about events or items from the local community without
  85. raising suspicion. The ability to gauge the attitude of a group
  86. or a region accurately, and to determine what actions may be
  87. necessary to persuade, lie, or gamble effectively given those
  88. attitudes.
  89. LV - 5d6 (10+20+40=70pts)
  90.  
  91. APPRAISE - Make an educated guess as to the value of an item.
  92. LV - 6d6 (10+20+40+80=150pts)
  93.  
  94. HIDE - Skill in finding a location to hide and the ability to conceal
  95. yourself and objects from detection. To find someone or some-
  96. thing that is hidden, roll search.
  97. LV - 5d6 (10+20+40=70pts)
  98.  
  99. PHYSICS - A basic understanding of torque, friction, pressure,
  100. waves, and electricity.
  101. LV - 4d6 (10+20=30pts)
  102.  
  103. CHEMISTRY - A basic understanding of the elements, molecular
  104. bonds, and chemical reactions.
  105. LV - 4d6 (10+20=30pts)
  106.  
  107. METALLURGY - Knowledge of metals, their properties, and their
  108. uses.
  109. LV - 4d6 (10+20=30pts)
  110.  
  111. SMITHING (Thrown) - The manufacture, repair, and maintenance of solid
  112. metal weapons and tools. This skill includes drop-forging and
  113. MIG, TIG, laser, spot, arc, and gas welding.
  114. LV - 5d6 (10+20+40=70pts)
  115.  
  116. RUNNING - Training in speed and endurance. Add one move per
  117. even skill level (4D6, 6D6, etc.). Roll this skill to test stamina.
  118. LV - 6d6 (10+20+40+80=150pts)
  119.  
  120. SEARCH - Systematically look for important information and items.
  121. LV - 5d6 (10+20+40=70pts)
  122.  
  123. STEALTH - Move quietly and gracefully to avoid being detected.
  124. LV - 4d6 (10+20=30pts)
  125.  
  126. SPOT TRAP - Skill in determining the most likely location of an
  127. ambush. May be used to set an ambush.
  128. LV - 4d6 (10+20=30pts)
  129.  
  130. WS THROWN - Use grenades, throwing knives, and spears.
  131. Thrown weapons have a range equal to your ws thrown skill.
  132. Therefore, to determine how far you are able to throw something,
  133. roll ws thrown.
  134. LV - 5d6 (10+20+40=70pts)
  135.  
  136. (count:930allot,0lft)
  137.  
  138. Summary: This character has decent awareness and senses, having a
  139. good mixture of street smarts and book smarts. She focuses on tactical
  140. espionage and uses thrown weaponry to attack from far away. She is
  141. also pretty good at running, which may come in useful in a sticky situation.
  142.  
  143. RADIATION MANIPULATIONS
  144. -----------------------
  145.  
  146. The meat of this chargen! Here we go! We have 10 radiations.
  147.  
  148. 192: Instill psychosis.
  149. You may literally drive someone to the
  150. brink of insanity. For the period of affect, your victim will have no
  151. sense of morality and will act at -2D6 for all rolls.
  152. cost: 35 skill points per day (must spend all up front).
  153. range: touch.
  154. effect: binary.
  155.  
  156. Rana's trump card - being able to make someone go literally mad.
  157. Unfortunately, she can't use this right away since she already used up
  158. all her skill points.
  159.  
  160. 147: Cold blooded.
  161. You quite simply become cold blooded.
  162. Subtract one move per 10 degrees farenheit below 70. Add one
  163. move per 10 degrees farenheit above 80.
  164. cost: none.
  165. range: self.
  166. effect: binary.
  167.  
  168. Rana unfortunately doesn't do well in cold environments.
  169. Hopefully she isn't actually a reptilian spy.
  170.  
  171. 392: Cellular decay.
  172. The cells in your body have been badly
  173. affected by the radiation of deadEarth. Every week roll a D6. That
  174. many areas of your body will lose one hit point for the week. Roll
  175. on the damage table to determine which areas are affected. You
  176. must eat twice your normal rations in order to keep your energy
  177. up to fight infection.
  178. cost: none.
  179. range: self.
  180. effect: cumulative.
  181.  
  182. Unfortunately, on top of Rana's coldbloodedness, she also had the
  183. terrible fate of taking one too many tactical operations in
  184. deadEarth, causing her body to become heavily affected by its
  185. totally realistic radiation. She has no choice but to buff her
  186. appetite in order to ensure survival.
  187.  
  188. 316: Heart of stone.
  189. Your heart cannot take damage. Hence,
  190. your heart is no longer a critical damage area.
  191. cost: none.
  192. range: self.
  193. effect: binary.
  194.  
  195. Rana's heart is very strong though. Sounds like something from
  196. a cheesy shounen anime or something. Or a mecha anime?
  197.  
  198. 388 Animality.
  199. You know the beast inside you, and so does
  200. every other animal you come in contact with. All domesticated
  201. animals become wild around you, and any wild animals you
  202. encounter will try to attack you immediately and before all others.
  203. All beast handling and beast ride skill rolls are at least difficult for
  204. you.
  205. cost: none.
  206. range: self.
  207. effect: binary.
  208.  
  209. This thing right here is probably why she's so stealthy. Damn guard dogs
  210. always interrupting her freakin' stealth missions.
  211.  
  212. 610: Multiplexing.
  213. New directions in one's life are often obtained
  214. in strange ways. Compare each of your skills to each of the skills
  215. of the next player you come in contact with. Roll a D6 for each
  216. skill. On a roll of 1, 2, or 3, those skills are unchanged. On a roll
  217. of 4, 5, or 6, swap the levels of the two skills.
  218. cost: none.
  219. range: touch.
  220. effect: permanent.
  221.  
  222. Rana quite likes the current state of her mental toolbox, but she supposes
  223. she isn't entirely against perhaps mixing things up a little.
  224.  
  225. 853: Hubris.
  226. +D6 to charisma.
  227. cost: none.
  228. range: self.
  229. effect: cumulative.
  230.  
  231. This would mean something if Rana actually had Charisma.
  232.  
  233. 604 Mammal.
  234. You have cross-mutated with a mammal. Take
  235. one attribute from a mammal of your choice and apply it to your
  236. character.
  237. cost: none.
  238. range: self.
  239. effect: cumulative.
  240.  
  241. Rana got into a pretty bad fight with a platypus and ended up
  242. mutating, which made her heels grow spurs that secrete poison.
  243. Pretty :evil: poison.
  244.  
  245. 054 Menacing.
  246. +2D6 to intimidate, -D6 to charisma.
  247. cost: none.
  248. range: self.
  249. effect: cumulative.
  250.  
  251. This would mean something if Rana actually had Charisma and Intimidate.
  252. Fun fact - if she had Charisma, Menacing and Hubris modifiers would
  253. cancel each other out.
  254.  
  255. 634 Mind clutter.
  256. You have a difficult time concentrating on
  257. anything from now on. -1 to all rolls.
  258. cost: none.
  259. range: self.
  260. effect: cumulative.
  261.  
  262. Someday this will get her killed maybe.
  263.  
  264. $TARTING $TANDARD$: $1500 (3d6 * 100 = 6+6+3 * 100 = 15*100)
  265.  
  266. Summary: Rana's not that exciting by deadEarth standards, really, aside from
  267. the whole radiation poisoning CELLULAR DECAY shit...
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