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- Name: RANA LITVYAK JARVINEN
- Base Statistics
- MOVES: 8 (2d6 = 2,6)
- RESILIENCY: 8 (1d6 + 3 = 5+3)
- STRENGTH: 0
- AGE: 43 (2d10 = 4,3)
- Modified MOVES: 5 (8-3)
- Modified STRENGTH: -1 (0-1)
- Skill Points: 850 (800 + 1d6*10 = 800+5*10 = 800+50)
- RadMans: 10 (3d6 = 5+4+1)
- HEIGHT: 69in (48 + 6d6 = 48+1+5+3+1+5+6)
- WEIGHT: 138lbs (69*2 [5d6 = 2+4+2+1+5 = 13])
- Modified MOVES: 7 (5+2)
- Modified STRENGTH: -2 (-1-1)
- Max CARRYING WEIGHT: 10 lbs
- Gender: Female
- NAT'L ABILITIES/INABILITIES
- ---------------------------
- Abilities
- ------------
- Hide --> Skill in finding a location to hide and the ability to conceal
- yourself and objects from detection. To find someone or some-
- thing that is hidden, roll search.
- Math --> Basic skills in problem solving.
- Smithing --> The manufacture, repair, and maintenance of solid
- metal weapons and tools. This skill includes drop-forging and
- MIG, TIG, laser, spot, arc, and gas welding.
- Weapon Smithing --> The repair, manufacture, and maintenance
- of guns and ammunition.
- Inabilities
- ------------
- Armor Repair --> Use this skill to manufacture and repair armor of
- all types. The prerequisites required for armor repair depend on
- the type of armor you are constructing or repairing.
- Guile --> The personality traits which make a person cunning,
- deceitful, tricky, treacherous, and devious. Use to hatch plots,
- plant suggestions, start rumors, blackmail, coerce accomplices,
- and conceal your actions under a guise of innocence.
- Troubadour --> The art of entertainment. The ability to tell a believ-
- able tale, with modest exaggeration, based on the attitude of
- your audience. This may be used to entertain as a profession,
- to hold an audience as a distraction, and to spread stories of
- your exploits in an effort to gain renown.
- Summary: This character has a knack for creating weaponry presumably with
- the power of MATH, and is also an expert at hiding, also using the power
- of MATH. On the other hand, she doesn't do well making armor, isn't very
- devious nor that entertaining.
- PLAYER'S CHOICE
- ----------------
- I choose 2) Roll a 2D6 and multiply by 10. Add that number of skill points
- to your character.
- Modified SKILL POINTS: 930 (850 + 2d6*10 = 850 + 4+4*10 = 850+8*10 = 850+80)
- SKILLS
- ------
- MATH - Basic skills in problem solving.
- LV - 5d6 (10+20+40=70pts)
- SENSES - Your ability to make use of your five senses (smell,
- touch, taste, hear, and see).
- LV - 4d6 (10+20=30pts)
- INTUITION - Your ability to generally make sense of the world
- around you, to understand nonverbal communication and foreign
- languages, to sense the danger level of a situation, and to read
- the apparent intent of others.
- LV - 4d6 (10+20=30pts)
- STREETWISE - A knowledge of current events, laws, important
- people, and places in any given region. Most often culled from
- gossip and other loose talk. The ability to extract speci-
- fic information about events or items from the local community without
- raising suspicion. The ability to gauge the attitude of a group
- or a region accurately, and to determine what actions may be
- necessary to persuade, lie, or gamble effectively given those
- attitudes.
- LV - 5d6 (10+20+40=70pts)
- APPRAISE - Make an educated guess as to the value of an item.
- LV - 6d6 (10+20+40+80=150pts)
- HIDE - Skill in finding a location to hide and the ability to conceal
- yourself and objects from detection. To find someone or some-
- thing that is hidden, roll search.
- LV - 5d6 (10+20+40=70pts)
- PHYSICS - A basic understanding of torque, friction, pressure,
- waves, and electricity.
- LV - 4d6 (10+20=30pts)
- CHEMISTRY - A basic understanding of the elements, molecular
- bonds, and chemical reactions.
- LV - 4d6 (10+20=30pts)
- METALLURGY - Knowledge of metals, their properties, and their
- uses.
- LV - 4d6 (10+20=30pts)
- SMITHING (Thrown) - The manufacture, repair, and maintenance of solid
- metal weapons and tools. This skill includes drop-forging and
- MIG, TIG, laser, spot, arc, and gas welding.
- LV - 5d6 (10+20+40=70pts)
- RUNNING - Training in speed and endurance. Add one move per
- even skill level (4D6, 6D6, etc.). Roll this skill to test stamina.
- LV - 6d6 (10+20+40+80=150pts)
- SEARCH - Systematically look for important information and items.
- LV - 5d6 (10+20+40=70pts)
- STEALTH - Move quietly and gracefully to avoid being detected.
- LV - 4d6 (10+20=30pts)
- SPOT TRAP - Skill in determining the most likely location of an
- ambush. May be used to set an ambush.
- LV - 4d6 (10+20=30pts)
- WS THROWN - Use grenades, throwing knives, and spears.
- Thrown weapons have a range equal to your ws thrown skill.
- Therefore, to determine how far you are able to throw something,
- roll ws thrown.
- LV - 5d6 (10+20+40=70pts)
- (count:930allot,0lft)
- Summary: This character has decent awareness and senses, having a
- good mixture of street smarts and book smarts. She focuses on tactical
- espionage and uses thrown weaponry to attack from far away. She is
- also pretty good at running, which may come in useful in a sticky situation.
- RADIATION MANIPULATIONS
- -----------------------
- The meat of this chargen! Here we go! We have 10 radiations.
- 192: Instill psychosis.
- You may literally drive someone to the
- brink of insanity. For the period of affect, your victim will have no
- sense of morality and will act at -2D6 for all rolls.
- cost: 35 skill points per day (must spend all up front).
- range: touch.
- effect: binary.
- Rana's trump card - being able to make someone go literally mad.
- Unfortunately, she can't use this right away since she already used up
- all her skill points.
- 147: Cold blooded.
- You quite simply become cold blooded.
- Subtract one move per 10 degrees farenheit below 70. Add one
- move per 10 degrees farenheit above 80.
- cost: none.
- range: self.
- effect: binary.
- Rana unfortunately doesn't do well in cold environments.
- Hopefully she isn't actually a reptilian spy.
- 392: Cellular decay.
- The cells in your body have been badly
- affected by the radiation of deadEarth. Every week roll a D6. That
- many areas of your body will lose one hit point for the week. Roll
- on the damage table to determine which areas are affected. You
- must eat twice your normal rations in order to keep your energy
- up to fight infection.
- cost: none.
- range: self.
- effect: cumulative.
- Unfortunately, on top of Rana's coldbloodedness, she also had the
- terrible fate of taking one too many tactical operations in
- deadEarth, causing her body to become heavily affected by its
- totally realistic radiation. She has no choice but to buff her
- appetite in order to ensure survival.
- 316: Heart of stone.
- Your heart cannot take damage. Hence,
- your heart is no longer a critical damage area.
- cost: none.
- range: self.
- effect: binary.
- Rana's heart is very strong though. Sounds like something from
- a cheesy shounen anime or something. Or a mecha anime?
- 388 Animality.
- You know the beast inside you, and so does
- every other animal you come in contact with. All domesticated
- animals become wild around you, and any wild animals you
- encounter will try to attack you immediately and before all others.
- All beast handling and beast ride skill rolls are at least difficult for
- you.
- cost: none.
- range: self.
- effect: binary.
- This thing right here is probably why she's so stealthy. Damn guard dogs
- always interrupting her freakin' stealth missions.
- 610: Multiplexing.
- New directions in one's life are often obtained
- in strange ways. Compare each of your skills to each of the skills
- of the next player you come in contact with. Roll a D6 for each
- skill. On a roll of 1, 2, or 3, those skills are unchanged. On a roll
- of 4, 5, or 6, swap the levels of the two skills.
- cost: none.
- range: touch.
- effect: permanent.
- Rana quite likes the current state of her mental toolbox, but she supposes
- she isn't entirely against perhaps mixing things up a little.
- 853: Hubris.
- +D6 to charisma.
- cost: none.
- range: self.
- effect: cumulative.
- This would mean something if Rana actually had Charisma.
- 604 Mammal.
- You have cross-mutated with a mammal. Take
- one attribute from a mammal of your choice and apply it to your
- character.
- cost: none.
- range: self.
- effect: cumulative.
- Rana got into a pretty bad fight with a platypus and ended up
- mutating, which made her heels grow spurs that secrete poison.
- Pretty :evil: poison.
- 054 Menacing.
- +2D6 to intimidate, -D6 to charisma.
- cost: none.
- range: self.
- effect: cumulative.
- This would mean something if Rana actually had Charisma and Intimidate.
- Fun fact - if she had Charisma, Menacing and Hubris modifiers would
- cancel each other out.
- 634 Mind clutter.
- You have a difficult time concentrating on
- anything from now on. -1 to all rolls.
- cost: none.
- range: self.
- effect: cumulative.
- Someday this will get her killed maybe.
- $TARTING $TANDARD$: $1500 (3d6 * 100 = 6+6+3 * 100 = 15*100)
- Summary: Rana's not that exciting by deadEarth standards, really, aside from
- the whole radiation poisoning CELLULAR DECAY shit...
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