Finalized Character Sheets (in play)
- tooleychris
- Rider of Rohan
- Posts: 3578
- Joined: Wed May 01, 2013 2:07 pm
- Location: Just west of the future site of Defiance.
Finalized Character Sheets (in play)
Post your finalized sheets here when they've been approved. Please ONLY post character sheets here. No comments, corrections of others sheets, questions, ect...
Re: Finalized Character Sheets (in play)
Character Name: Goosh Goosh
Character Type: Dralasite
CHARACTER DESCRIPTION
ATTRIBUTE SCORES
Physical Strength(PS): 11
(melee Damage bonus:___) +1 per point over 15
Constitution(CN): 17
Dexterity(DX): 10
(To Hit bonus:___) +1 per point over 15
(NAKED AC Bonus:___) +1 per point over 14
Mental Strength(MS): 3
Intelligence(IN): 8
(use artifact mod:___)
Charisma(CH): 10
(max followers:_4_)
(moral adj: _0_)
Reaction adj: _0_)
COMBAT SCORES
Armor Class(AC): 10
Rear AC: 10
Unarmored AC: 10
Hit Points(HP): 73
Hit Dice(HD): 2
Experience(XP): 6000
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical:
Elasticity (can have up to 3 limbs)
Mental:
Mental Defenselessness (disregards the mental strength roll that I made and replaces it with 3...)
Lie Detection/Empathy (5% chance of it working right now)
Equipment
Goosh Gooshs' map token
Character Type: Dralasite
CHARACTER DESCRIPTION
ATTRIBUTE SCORES
Physical Strength(PS): 11
(melee Damage bonus:___) +1 per point over 15
Constitution(CN): 17
Dexterity(DX): 10
(To Hit bonus:___) +1 per point over 15
(NAKED AC Bonus:___) +1 per point over 14
Mental Strength(MS): 3
Intelligence(IN): 8
(use artifact mod:___)
Charisma(CH): 10
(max followers:_4_)
(moral adj: _0_)
Reaction adj: _0_)
COMBAT SCORES
Armor Class(AC): 10
Rear AC: 10
Unarmored AC: 10
Hit Points(HP): 73
Hit Dice(HD): 2
Experience(XP): 6000
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical:
Elasticity (can have up to 3 limbs)
Mental:
Mental Defenselessness (disregards the mental strength roll that I made and replaces it with 3...)
Lie Detection/Empathy (5% chance of it working right now)
Equipment
Last edited by Rukellian on Tue Feb 11, 2014 4:23 pm, edited 7 times in total.
Re: Finalized Character Sheets (in play)
Last Updated: 01-20-14
Update Reason: mark off fired arrow!
Character Name: Abel Simion
Character Type: Mutated Human male
Campaign #122
Dice Roller Character #: 914
CHARACTER DESCRIPTION
Sex: male
Height: 73"
Weight: 200lbs
Color skin/hair: light olive skin/black hair
Handed1: right
Eye Color: green
Distinguishing Marks: none
Description: Abel resembles a pure strain human in every sense, nondescript and unassuming. He has no scars or distinguishing marks of any kind.
ATTRIBUTE SCORES
Physical Strength(PS): 10
Constitution(CN): 14
Dexterity(DX): 9
Mental Strength(MS): 16
Intelligence(IN): 10
Charisma(CH): 7 (max followers: 3, moral adj: -1, Reaction adj: -1)
COMBAT SCORES
Armor Class(AC): 6
Rear AC: 6 (with armor worn)
Unarmored AC:10
Hit Points(HP): 51
Hit Dice(HD): d6 x Con = 14
Experience(XP): 0
XP needed for next Level: 3000xp
Movement (search/normal/run or charge): 6 / 12 / 24 meters
Weapon: Arrow (Bow)
# At: 1
Fatigue: 15 (-1)
Damage: 1-6 / 1-6
WPN Class: 9
Charges: n/a
Effective Range: 100 meters
Notes:
Weapon: Hand Axe
# At: 1
Fatigue: 14 (-1)
Damage: 1-6 / 1-4
WPN Class: 2
Charges: n/a
Effective Range: 20 meters
Notes:
MUTATIONS AND NOTES
Physical: 2
1. Density Control: A mutant with this ability can change the molecular structure of his body to increase his armor class or move more rapidly. To achieve a better armor class, the mutant's body shrinks and becomes more dense. Shrinking raises the armor class in direct proportion to the size change. A one-half size mutant has twice the normal armor class. A 1/8th size mutant is too dense to be punctured by any type of sword, spear, arrow, etc. However, becoming denser also decreases movement and reflex actions by the same amount, so that one-eighth size mutants are slowed to one-eighth normal speed.
To become less dense involves a size change the other way, and the mutant becomes larger. This lowers the armor class and strength, but allows faster movement. A twice normal size mutant is four armor classes lower than normal, but can move four times as fast as usual. A mutant may only expand to twice its normal size. There is no limit to the number of times a mutant may change its density and the change is instantaneous.
2. Heightened Vision: This is the ability to see clearly and identify objects over long distances (up to 3 kilometers). Mutants with heightened vision can see in the infrared and ultraviolet spectrums, but are not bothered by full daylight.
Mental: 3
1. Epilepsy (D): This is a body paralysis that occurs for various reasons. When attacks come on, the body is unable to respond to the environment around it and remains motionless. The referee should set up a consistent set of variables to determine when these attacks come on (i.e. 10% chance per melee turn during physical combat, or 25% chance immediately preceding any combat situation, etc.).
2. Total Healing: This allows the mutant to heal all its own lost hit points, up to four times a week, once per 24-hour period.
3. Teleportation: The mental transference of the mutant's physical self to another place is called teleportation, and works up to a range of 30 kilometers, The mutant may only teleport himself, not others. If he has not spent at least 8 hours memorizing his destination, the mutant stands a 25% chance of sustaining 10 dice (d6) of damage upon arrival.
Domars: 190
(starting domars: 750)
EQUIPMENT
Arrows fired: 6 (hits: 3, misses: 3)
Abels map token
Starting Character Rolls
Stats: STR:10, INT:10, CON:14, DEX:9, WIS:16, CHR:7
1: Starting HP (14 Con) roll [7d6] = 24
2: Starting HP (14 Con) roll [7d6] = 27
3: Starting Domars: Mutated Human [2d10x75] = 10x75 = 750
4: Starting Mental Mutations: [1d4] = 3
5: Starting Physical Mutations: [1d4] = 2
6: Random Mental Mutation roll: [1d100] = 18
7: Random Mental Mutation roll: [1d100] = 88
8: Random Physical Mutation roll: [1d100] = 97
Update Reason: mark off fired arrow!
Character Name: Abel Simion
Character Type: Mutated Human male
Campaign #122
Dice Roller Character #: 914
CHARACTER DESCRIPTION
Sex: male
Height: 73"
Weight: 200lbs
Color skin/hair: light olive skin/black hair
Handed1: right
Eye Color: green
Distinguishing Marks: none
Description: Abel resembles a pure strain human in every sense, nondescript and unassuming. He has no scars or distinguishing marks of any kind.
ATTRIBUTE SCORES
Physical Strength(PS): 10
Constitution(CN): 14
Dexterity(DX): 9
Mental Strength(MS): 16
Intelligence(IN): 10
Charisma(CH): 7 (max followers: 3, moral adj: -1, Reaction adj: -1)
COMBAT SCORES
Armor Class(AC): 6
Rear AC: 6 (with armor worn)
Unarmored AC:10
Hit Points(HP): 51
Hit Dice(HD): d6 x Con = 14
Experience(XP): 0
XP needed for next Level: 3000xp
Movement (search/normal/run or charge): 6 / 12 / 24 meters
Weapon: Arrow (Bow)
# At: 1
Fatigue: 15 (-1)
Damage: 1-6 / 1-6
WPN Class: 9
Charges: n/a
Effective Range: 100 meters
Notes:
Weapon: Hand Axe
# At: 1
Fatigue: 14 (-1)
Damage: 1-6 / 1-4
WPN Class: 2
Charges: n/a
Effective Range: 20 meters
Notes:
MUTATIONS AND NOTES
Physical: 2
1. Density Control: A mutant with this ability can change the molecular structure of his body to increase his armor class or move more rapidly. To achieve a better armor class, the mutant's body shrinks and becomes more dense. Shrinking raises the armor class in direct proportion to the size change. A one-half size mutant has twice the normal armor class. A 1/8th size mutant is too dense to be punctured by any type of sword, spear, arrow, etc. However, becoming denser also decreases movement and reflex actions by the same amount, so that one-eighth size mutants are slowed to one-eighth normal speed.
To become less dense involves a size change the other way, and the mutant becomes larger. This lowers the armor class and strength, but allows faster movement. A twice normal size mutant is four armor classes lower than normal, but can move four times as fast as usual. A mutant may only expand to twice its normal size. There is no limit to the number of times a mutant may change its density and the change is instantaneous.
2. Heightened Vision: This is the ability to see clearly and identify objects over long distances (up to 3 kilometers). Mutants with heightened vision can see in the infrared and ultraviolet spectrums, but are not bothered by full daylight.
Mental: 3
1. Epilepsy (D): This is a body paralysis that occurs for various reasons. When attacks come on, the body is unable to respond to the environment around it and remains motionless. The referee should set up a consistent set of variables to determine when these attacks come on (i.e. 10% chance per melee turn during physical combat, or 25% chance immediately preceding any combat situation, etc.).
2. Total Healing: This allows the mutant to heal all its own lost hit points, up to four times a week, once per 24-hour period.
3. Teleportation: The mental transference of the mutant's physical self to another place is called teleportation, and works up to a range of 30 kilometers, The mutant may only teleport himself, not others. If he has not spent at least 8 hours memorizing his destination, the mutant stands a 25% chance of sustaining 10 dice (d6) of damage upon arrival.
Domars: 190
(starting domars: 750)
EQUIPMENT
Abels map token
Stats: STR:10, INT:10, CON:14, DEX:9, WIS:16, CHR:7
1: Starting HP (14 Con) roll [7d6] = 24
2: Starting HP (14 Con) roll [7d6] = 27
3: Starting Domars: Mutated Human [2d10x75] = 10x75 = 750
4: Starting Mental Mutations: [1d4] = 3
5: Starting Physical Mutations: [1d4] = 2
6: Random Mental Mutation roll: [1d100] = 18
7: Random Mental Mutation roll: [1d100] = 88
8: Random Physical Mutation roll: [1d100] = 97
Yosef Travathas: High Elf Fighter4/Magic-User3 (rredmond's Pacesetter Games "Legacy of the Unknown" OSRIC Playtest)
Brok Sterling: Human Assassin3 (ToniXX's Incursion into Newiron OSRIC Playtest)
Tanik Tremwoodak: Dwarf Cleric3 (Dave's 1e Skype Game)
DM: home-brew OSRIC "A New Hope to the West" campaign
Fireball... good!!
"What's it gonna take?"
"Everything."
Brok Sterling: Human Assassin3 (ToniXX's Incursion into Newiron OSRIC Playtest)
Tanik Tremwoodak: Dwarf Cleric3 (Dave's 1e Skype Game)
DM: home-brew OSRIC "A New Hope to the West" campaign
Fireball... good!!
"What's it gonna take?"
"Everything."
tkrexx as Emm the Avenging Druid wrote:I shall burn you, and I shall sink your petty warship with fire and lightning, and the ocean shall swallow it and all aboard, and no one will remember any of you!
Re: Finalized Character Sheets (in play)
Character Name: Alex Auster
Character Type: Humanoid
Campaign #122
Dice Roller Character #: 889
CHARACTER DESCRIPTION
Sex: Male
Height: 6’
Weight: 180
Color skin/hair/fur: Tanned skin, brown hair
Handed: right
Eye Color: blue
Distinguishing Marks:
Description: Alex had always been good at figuring out how to use artifacts, and early on he learned to pretend that it was simply a matter of his intelligence. He knows, however, that that is only a small part of it, he can just feel which way is right, and which is wrong. He inherited his weakness to poison from his father and his epilepsy was believed to be part of it. A recent attack by venomous rodents left he and his father reeling, but his father used the last cur-in dose they had brought with on Alex and saved him at the cost of his own life. Alex returned home, but could not make sense of things, and is now wandering the waste looking for some sort of meaning or explanation. His mother gave him the cur-in doses that were not brought with on the last fateful trek with his father.
ATTRIBUTE SCORES
Physical Strength(PS): 13
- - - (melee Damage bonus: 0) +1 per point over 15
Constitution(CN): 8
Dexterity(DX): 17
- - - (To Hit bonus: +2) +1 per point over 15
- - - (NAKED AC Bonus: +3) +1 per point over 14
Mental Strength(MS): 8
Intelligence(IN): 16
- - - (use artifact mod: -1)
Charisma(CH): 8
- - - (max followers: 3) (moral adj: -1) (Reaction adj: 0)
COMBAT SCORES
Armor Class(AC): 3 (sturdy leather armor)
Rear AC: 5
Unarmored AC: 7
Hit Points(HP): 29
Hit Dice(HD): 2
Experience(XP): 6000
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical:
Heightened Touch: Mutants with this power have a better chance to
figure out the use of ancient devices (see ARTIFACT USE AND OPERATION).
Given time, a mutant with heightened touch can “feel” the weak points of
any given object. This ability could be very useful when trying to pick a
safe, open a locked door, or escape from confinement.
No Resistance to Poison (D): Exposure to any poison will kill this
mutant unless the appropriate antidote is quickly administered.
Mental:
Molecular Understanding: This power allows the mutant to know the
weaknesses of any object and its separate parts. Because of this, the
mutant does 1 extra die of damage, over and above any damage he would
normally inflict in combat. Mutants with this power are also able to
instantly figure out the use of any artifact on CHART A, and subtract 2
points from the die roll on the other charts (see ARTIFACT USE &
OPERATION).
Epilepsy (D): This is a body paralysis that occurs for various reasons.
When attacks come on, the body is unable to respond to the environment
around it and remains motionless. The referee should set up a consistent
set of variables to determine when these attacks come on (i.e. 10% chance
per melee turn during physical combat, or 25% chance immediately preceding
any combat situation, etc.).
WEAPONS
Weapon: Sling
# At:
Fatigue: 18 (-1)
Damage: 2-5 / 2-7
WPN Class:
Charges:
Effective Range:
Notes:
Weapon: Hand Axe
# At:
Fatigue: 14
Damage: 1-6 / 1-4
WPN Class: 2
Charges: NA
Effective Range: 20 m.
Notes:
Weapon: Knife (dagger)
# At:
Fatigue: 18
Damage: 1-4 / 1-3
WPN Class: 2
Charges: NA
Effective Range: 20 m.
Notes:
Domars: 1,050 - 770 = 280
EQUIPMENT /WEIGHT/LOCATION
Alexs' Map token
Character Type: Humanoid
Campaign #122
Dice Roller Character #: 889
CHARACTER DESCRIPTION
Sex: Male
Height: 6’
Weight: 180
Color skin/hair/fur: Tanned skin, brown hair
Handed: right
Eye Color: blue
Distinguishing Marks:
Description: Alex had always been good at figuring out how to use artifacts, and early on he learned to pretend that it was simply a matter of his intelligence. He knows, however, that that is only a small part of it, he can just feel which way is right, and which is wrong. He inherited his weakness to poison from his father and his epilepsy was believed to be part of it. A recent attack by venomous rodents left he and his father reeling, but his father used the last cur-in dose they had brought with on Alex and saved him at the cost of his own life. Alex returned home, but could not make sense of things, and is now wandering the waste looking for some sort of meaning or explanation. His mother gave him the cur-in doses that were not brought with on the last fateful trek with his father.
ATTRIBUTE SCORES
Physical Strength(PS): 13
- - - (melee Damage bonus: 0) +1 per point over 15
Constitution(CN): 8
Dexterity(DX): 17
- - - (To Hit bonus: +2) +1 per point over 15
- - - (NAKED AC Bonus: +3) +1 per point over 14
Mental Strength(MS): 8
Intelligence(IN): 16
- - - (use artifact mod: -1)
Charisma(CH): 8
- - - (max followers: 3) (moral adj: -1) (Reaction adj: 0)
COMBAT SCORES
Armor Class(AC): 3 (sturdy leather armor)
Rear AC: 5
Unarmored AC: 7
Hit Points(HP): 29
Hit Dice(HD): 2
Experience(XP): 6000
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical:
Heightened Touch: Mutants with this power have a better chance to
figure out the use of ancient devices (see ARTIFACT USE AND OPERATION).
Given time, a mutant with heightened touch can “feel” the weak points of
any given object. This ability could be very useful when trying to pick a
safe, open a locked door, or escape from confinement.
No Resistance to Poison (D): Exposure to any poison will kill this
mutant unless the appropriate antidote is quickly administered.
Mental:
Molecular Understanding: This power allows the mutant to know the
weaknesses of any object and its separate parts. Because of this, the
mutant does 1 extra die of damage, over and above any damage he would
normally inflict in combat. Mutants with this power are also able to
instantly figure out the use of any artifact on CHART A, and subtract 2
points from the die roll on the other charts (see ARTIFACT USE &
OPERATION).
Epilepsy (D): This is a body paralysis that occurs for various reasons.
When attacks come on, the body is unable to respond to the environment
around it and remains motionless. The referee should set up a consistent
set of variables to determine when these attacks come on (i.e. 10% chance
per melee turn during physical combat, or 25% chance immediately preceding
any combat situation, etc.).
WEAPONS
Weapon: Sling
# At:
Fatigue: 18 (-1)
Damage: 2-5 / 2-7
WPN Class:
Charges:
Effective Range:
Notes:
Weapon: Hand Axe
# At:
Fatigue: 14
Damage: 1-6 / 1-4
WPN Class: 2
Charges: NA
Effective Range: 20 m.
Notes:
Weapon: Knife (dagger)
# At:
Fatigue: 18
Damage: 1-4 / 1-3
WPN Class: 2
Charges: NA
Effective Range: 20 m.
Notes:
Domars: 1,050 - 770 = 280
EQUIPMENT /WEIGHT/LOCATION
Last edited by NJWilliam on Tue Feb 18, 2014 11:31 pm, edited 3 times in total.
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
- GronkTheBold
- Scout
- Posts: 91
- Joined: Mon May 27, 2013 12:56 pm
Re: Finalized Character Sheets (in play)
Character Name: Zengar The Marvellous
Character Type: Humanoid Mutant “Wizard”
Campaign #122
Dice Roller Character #: PC ID: 919
CHARACTER DESCRIPTION
ATTRIBUTE SCORES
Physical Strength(PS): 16
(melee Damage bonus:(+1) +1 per point over 15
Constitution(CN): 15
Dexterity(DX): 13
(To Hit bonus:(0) +1 per point over 15
(NAKED AC Bonus: (0) +1 per point over 14
Mental Strength(MS): 9
Intelligence(IN): 12
(use artifact mod:(+0)
Charisma(CH): 10
(max followers: (4)
(moral adj: (Normal)
Reaction adj: (Normal)
COMBAT SCORES
Armor Class(AC): 7
Rear AC: 7
Unarmored AC: 10
Hit Points(HP): 41/42
Hit Dice(HD): 15
Experience(XP): 600
XP needed for HD: 3,000
Movement:
MUTATIONS AND NOTES
Physical: Heat Generation, New Body Part (Eye on forehead).
Mental: Total Healing.
WEAPONS
Weapon: Longsword
# At: 1
Fatigue: Begins at 14
Damage: 1-8 Vs Small, 1-12 Vs large
WPN Class: 3
Charges: None
Effective Range: Melee
Notes: Zengar names this blade Ragnez. He's not that creative, as we can clearly tell.
Weapon: Vibro Dagger
# At: 1
Fatigue: Begins at 18
Damage: 10 points
WPN Class: 4
Charges: Battery Life: 30 minutes
Effective Range: melee
Notes: It is referred to as the Blade of Light by Zengar
Weapon:.22 rifle
# At:1
Fatigue:
Damage:0
WPN Class:12
Charges:holds 12 bullets
Effective Range: <100 yards
Notes:no ammo
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars:
EQUIPMENT /WEIGHT/LOCATION:
Zengars Map token
Character Type: Humanoid Mutant “Wizard”
Campaign #122
Dice Roller Character #: PC ID: 919
CHARACTER DESCRIPTION
Physical Strength(PS): 16
(melee Damage bonus:(+1) +1 per point over 15
Constitution(CN): 15
Dexterity(DX): 13
(To Hit bonus:(0) +1 per point over 15
(NAKED AC Bonus: (0) +1 per point over 14
Mental Strength(MS): 9
Intelligence(IN): 12
(use artifact mod:(+0)
Charisma(CH): 10
(max followers: (4)
(moral adj: (Normal)
Reaction adj: (Normal)
COMBAT SCORES
Armor Class(AC): 7
Rear AC: 7
Unarmored AC: 10
Hit Points(HP): 41/42
Hit Dice(HD): 15
Experience(XP): 600
XP needed for HD: 3,000
Movement:
MUTATIONS AND NOTES
Physical: Heat Generation, New Body Part (Eye on forehead).
Mental: Total Healing.
WEAPONS
Weapon: Longsword
# At: 1
Fatigue: Begins at 14
Damage: 1-8 Vs Small, 1-12 Vs large
WPN Class: 3
Charges: None
Effective Range: Melee
Notes: Zengar names this blade Ragnez. He's not that creative, as we can clearly tell.
Weapon: Vibro Dagger
# At: 1
Fatigue: Begins at 18
Damage: 10 points
WPN Class: 4
Charges: Battery Life: 30 minutes
Effective Range: melee
Notes: It is referred to as the Blade of Light by Zengar
Weapon:.22 rifle
# At:1
Fatigue:
Damage:0
WPN Class:12
Charges:holds 12 bullets
Effective Range: <100 yards
Notes:no ammo
Weapon:
# At:
Fatigue:
Damage:
WPN Class:
Charges:
Effective Range:
Notes:
Domars:
EQUIPMENT /WEIGHT/LOCATION:
That low level hireling who carries the ten foot poles...
Re: Finalized Character Sheets (in play)
Character Name: Elvis Bieber
Character Type: Mutant humanoid
Campaign #122
Dice Roller Character #: 941
CHARACTER DESCRIPTION
Sex: M
Height: 5'10"
Weight: 165 lbs
Color skin/hair/fur: Greenish-tinted skin & brown scales
Handed: Right
Eye Color: Yellow
Distinguishing Marks:
Description: Elvis looks like a typical humanoid except for a slight greenish tint to his skin and the hard brown scales across his shoulders, back and head. His parents were fans of Ancient music. The music they were able to find was of varying quality.
ATTRIBUTE SCORES
Physical Strength(PS): 7
(melee Damage bonus: 0)
Constitution(CN): 12
Dexterity(DX): 14
(To Hit bonus: 0)
(NAKED AC Bonus: 0)
Mental Strength(MS): 15
Intelligence(IN): 15
(use artifact mod: 0)
Charisma(CH): 9
(max followers: 4)
(moral adj: normal)
Reaction adj: normal)
COMBAT SCORES
Armor Class(AC): 4
Rear AC: 4
Unarmored AC: 6
Hit Points(HP): 45
Hit Dice(HD): 12
Experience(XP): 600
XP needed for HD:
Movement: 24m (12m in darkness)
MUTATIONS AND NOTES
Physical:
Increased Speed: Mutants with this ability are able to move at twice normal speed. They accomplish mental tasks in a much shorter time than normal and, in combat; they are allowed to strike twice each melee turn.
Partial Carapace: A partial carapace is a thick shell covering the back and head that will reduce the damage done to the body by one half, if hit in those areas. It gives the mutant a basic armor class of 6.
Photosynthetic Skin: This allows the mutant to produce its own food in sunlight or its equivalent. Such mutants may also heat lost hit points four times as fast as normal if they spend most of their time basking in the sun without moving. Mutants with photosynthetic skin suffer 1 extra point per die of damage from heat and cold attacks, and move at one-half speed in periods of darkness.
Mental:
Telepathy: This is the power to read another creature’s thoughts and/or emotions and send your own in return. This power transcends language and works on all beings up to 10 meters away.
Complete mental block, The Greys (Reticulans): This is the inability to see or even come near (intentionally) the Grays. While the mutant is able to operate logically in the presence of his block, he cannot use or touch, or even be aware of attacks on his person originated from his block.
WEAPONS
Weapon: Bow
# At: 2
Fatigue: Combat turn 15
Damage: 1-6
WPN Class: 9
Charges: 10
Effective Range: 100
Notes:
Weapon: Long sword
# At: 2
Fatigue: Combat turn 14
Damage: 1-8/1-12
WPN Class: 3
Charges: N/A
Effective Range: 0
Notes:
Domars: 0
EQUIPMENT /WEIGHT/LOCATION:
Map Token
Character Type: Mutant humanoid
Campaign #122
Dice Roller Character #: 941
CHARACTER DESCRIPTION
Sex: M
Height: 5'10"
Weight: 165 lbs
Color skin/hair/fur: Greenish-tinted skin & brown scales
Handed: Right
Eye Color: Yellow
Distinguishing Marks:
Description: Elvis looks like a typical humanoid except for a slight greenish tint to his skin and the hard brown scales across his shoulders, back and head. His parents were fans of Ancient music. The music they were able to find was of varying quality.
ATTRIBUTE SCORES
Physical Strength(PS): 7
(melee Damage bonus: 0)
Constitution(CN): 12
Dexterity(DX): 14
(To Hit bonus: 0)
(NAKED AC Bonus: 0)
Mental Strength(MS): 15
Intelligence(IN): 15
(use artifact mod: 0)
Charisma(CH): 9
(max followers: 4)
(moral adj: normal)
Reaction adj: normal)
COMBAT SCORES
Armor Class(AC): 4
Rear AC: 4
Unarmored AC: 6
Hit Points(HP): 45
Hit Dice(HD): 12
Experience(XP): 600
XP needed for HD:
Movement: 24m (12m in darkness)
MUTATIONS AND NOTES
Physical:
Increased Speed: Mutants with this ability are able to move at twice normal speed. They accomplish mental tasks in a much shorter time than normal and, in combat; they are allowed to strike twice each melee turn.
Partial Carapace: A partial carapace is a thick shell covering the back and head that will reduce the damage done to the body by one half, if hit in those areas. It gives the mutant a basic armor class of 6.
Photosynthetic Skin: This allows the mutant to produce its own food in sunlight or its equivalent. Such mutants may also heat lost hit points four times as fast as normal if they spend most of their time basking in the sun without moving. Mutants with photosynthetic skin suffer 1 extra point per die of damage from heat and cold attacks, and move at one-half speed in periods of darkness.
Mental:
Telepathy: This is the power to read another creature’s thoughts and/or emotions and send your own in return. This power transcends language and works on all beings up to 10 meters away.
Complete mental block, The Greys (Reticulans): This is the inability to see or even come near (intentionally) the Grays. While the mutant is able to operate logically in the presence of his block, he cannot use or touch, or even be aware of attacks on his person originated from his block.
WEAPONS
Weapon: Bow
# At: 2
Fatigue: Combat turn 15
Damage: 1-6
WPN Class: 9
Charges: 10
Effective Range: 100
Notes:
Weapon: Long sword
# At: 2
Fatigue: Combat turn 14
Damage: 1-8/1-12
WPN Class: 3
Charges: N/A
Effective Range: 0
Notes:
Domars: 0
EQUIPMENT /WEIGHT/LOCATION:
Last edited by Zhym on Thu Feb 13, 2014 6:56 pm, edited 4 times in total.
-
- Tracker
- Posts: 171
- Joined: Sun Jul 21, 2013 5:34 pm
- Location: McMechen, Wv
Re: Finalized Character Sheets (in play)
Character Name: Shawn Spencer
Character Type: Humanoid
CHARACTER DESCRIPTION
Sex: Male
Height: 2.25m
Weight:265lbs
Color skin/hair/fur: White (with a good tan)/brown hair
Handed: Right
Eye Color: Brown
Distinguishing Marks:
Description: Tall, well tanned and muscled from the hard work it takes to live in such a difficult environment. Keeps his hair close cropped, and his stubbe is short but always there. A face only a mother could love.... looks like psh
ATTRIBUTE SCORES
Physical Strength(PS): 18(melee Damage bonus:_3_) +1 per point over 15
Constitution(CN): 13
Dexterity(DX): 16(To Hit bonus:_1_) +1 per point over 15(NAKED AC Bonus:_2_) +1 per point over 14
Mental Strength(MS): 13
Intelligence(IN): 13(use artifact mod:_0_)
Charisma(CH): 9(max followers:_4_)(moral adj: ___)Reaction adj: ___)
COMBAT SCORES
Armor Class(AC):7
Rear AC:7
Unarmored AC:9
Hit Points(HP): 42
Hit Dice(HD): 13
Experience(XP): 50
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical: 2
Diminished Sense - Smell
Heat generation
Mental: 1
Molecular understanding
WEAPONS
Weapon: Short Bow
# At: 2
Fatigue: 15th round
Damage: 1-6WPN
Class: 9
Charges: 15
Effective Range: 100
Notes:
Weapon: Short Sword
# At: 1
Fatigue: 14th
Damage: 1-6/1-8
WPN Class: 3
Charges:
Effective Range: Melee
Notes:
Weapon: Dagger
# At: 1
Fatigue: 18th
Damage: 1-4/1-3
WPN Class: 2
Charges:
Effective Range:
Notes:
Domars: 470
EQUIPMENT /WEIGHT/LOCATION
Cured skins leather armor
Light sweats under armor
Backpack on back
Pup Tent tied under pack
Rope Coil attached to side of pack
Torches in pack
Flint and Steel in pack
fishing line and hooks in pack
bed roll tied on top of pack
food dried 2 weeks in pack
Shawns Map Token
Character Type: Humanoid
CHARACTER DESCRIPTION
Sex: Male
Height: 2.25m
Weight:265lbs
Color skin/hair/fur: White (with a good tan)/brown hair
Handed: Right
Eye Color: Brown
Distinguishing Marks:
Description: Tall, well tanned and muscled from the hard work it takes to live in such a difficult environment. Keeps his hair close cropped, and his stubbe is short but always there. A face only a mother could love.... looks like psh
ATTRIBUTE SCORES
Physical Strength(PS): 18(melee Damage bonus:_3_) +1 per point over 15
Constitution(CN): 13
Dexterity(DX): 16(To Hit bonus:_1_) +1 per point over 15(NAKED AC Bonus:_2_) +1 per point over 14
Mental Strength(MS): 13
Intelligence(IN): 13(use artifact mod:_0_)
Charisma(CH): 9(max followers:_4_)(moral adj: ___)Reaction adj: ___)
COMBAT SCORES
Armor Class(AC):7
Rear AC:7
Unarmored AC:9
Hit Points(HP): 42
Hit Dice(HD): 13
Experience(XP): 50
XP needed for HD:
Movement:
MUTATIONS AND NOTES
Physical: 2
Diminished Sense - Smell
Heat generation
Mental: 1
Molecular understanding
WEAPONS
Weapon: Short Bow
# At: 2
Fatigue: 15th round
Damage: 1-6WPN
Class: 9
Charges: 15
Effective Range: 100
Notes:
Weapon: Short Sword
# At: 1
Fatigue: 14th
Damage: 1-6/1-8
WPN Class: 3
Charges:
Effective Range: Melee
Notes:
Weapon: Dagger
# At: 1
Fatigue: 18th
Damage: 1-4/1-3
WPN Class: 2
Charges:
Effective Range:
Notes:
Domars: 470
EQUIPMENT /WEIGHT/LOCATION
Cured skins leather armor
Light sweats under armor
Backpack on back
Pup Tent tied under pack
Rope Coil attached to side of pack
Torches in pack
Flint and Steel in pack
fishing line and hooks in pack
bed roll tied on top of pack
food dried 2 weeks in pack
Shawns Map Token
You had me at blood and semen - Peter Lefluer
Frank Rock - Human
Frank Rock - Human
- MonkeyWrench
- Rider of Rohan
- Posts: 5993
- Joined: Wed Nov 27, 2013 2:58 pm
- Location: Missouri
Re: Finalized Character Sheets (in play)
Character Name: Ragg
Character Type: Mutated Animal (Wolf Stock)
CHARACTER DESCRIPTION
Sex:Male
Height:6'4
Weight:320lbs
Color skin/hair/fur: Grey fur with black streaks through it
Handed:Right
Eye Color: Gold
Distinguishing Marks: Scars that appear on neck
Description: Very large wolf humanoid, seems very fit and muscular, grey fur with black fur streaking it in places, golden eyes that seem to peer
directly into the soul.
ATTRIBUTE SCORES
Physical Strength(PS):15
(melee Damage bonus:+0) +1 per point over 15
Constitution(CN):13
Dexterity(DX):15
(To Hit bonus:+0) +1 per point over 15
(NAKED AC Bonus:+0) +1 per point over 14
Mental Strength(MS):13
Intelligence(IN):13
(use artifact mod:___)
Charisma(CH):6
(max followers:2)
(moral adj: -2)
Reaction adj: -1)
COMBAT SCORES
Armor Class(AC):8
Rear AC:8
Unarmored AC:10
Hit Points(HP):44
Hit Dice(HD):1
Experience(XP):0
XP needed for HD:3000
Movement:(search/normal/run or charge): 6 / 12 / 24 meters
MUTATIONS AND NOTES
Physical:3
HEIGHTENED SMELL: A mutant with heightened smell is able to identify separate odors from a great distance (60 meters), and, because of this,
cannot be ambushed (this is different from being surprised) by non-plant creatures from upwind. It can follow any trail less than a day old over
any surface but water. After contact with another being, this mutant will subsequently be able to identify objects and places associated with
that being, such as campsite or possessions.
HEIGHTENED DEXTERITY: Mutants with this ability are so agile in combat that their armor class is increased to 4. However, the referee may
penalize such a mutant by reducing its armor class when it is encumbered.
REGENERATION: This allows the being to heal itself and replace lost hit points. One hit point is regenerated per 5 kilograms of body weight per
day.
[1d4] = 3
Mental:
DIRECTIONAL SENSE: This allows the mutant to know exactly where it is in relation to where it has been. Such mutants will be able to retrace
their path at any time, even if blindfolded.
[1d4] = 1
WEAPONS
Weapon:Dagger
# At:
Fatigue:-1(18)/-2(19)
Damage:1d4(M-S)/1d3(L)
WPN Class:2
Charges:N/A
Effective Range:N/A
Notes:
Weapon:Hand Axe
# At:
Fatigue:-1(turn14)/-2(15)/-3(16)/-4(17)/-5(18)/-6(19)
Damage:1d8(M-S)/1d8(L)
WPN Class:2
Charges:N/A
Effective Range:N/A
Notes:
Domars:550
EQUIPMENT
Full Leather Armor (Wearing)
Back Pack (Wearing)
Belt with pouches (Wearing)
Dagger (Wearing)
Hand Axe (Wearing)
Water skin (Wearing)
Dried Foodx3 (backpack)
Character Type: Mutated Animal (Wolf Stock)
CHARACTER DESCRIPTION
Sex:Male
Height:6'4
Weight:320lbs
Color skin/hair/fur: Grey fur with black streaks through it
Handed:Right
Eye Color: Gold
Distinguishing Marks: Scars that appear on neck
Description: Very large wolf humanoid, seems very fit and muscular, grey fur with black fur streaking it in places, golden eyes that seem to peer
directly into the soul.
ATTRIBUTE SCORES
Physical Strength(PS):15
(melee Damage bonus:+0) +1 per point over 15
Constitution(CN):13
Dexterity(DX):15
(To Hit bonus:+0) +1 per point over 15
(NAKED AC Bonus:+0) +1 per point over 14
Mental Strength(MS):13
Intelligence(IN):13
(use artifact mod:___)
Charisma(CH):6
(max followers:2)
(moral adj: -2)
Reaction adj: -1)
COMBAT SCORES
Armor Class(AC):8
Rear AC:8
Unarmored AC:10
Hit Points(HP):44
Hit Dice(HD):1
Experience(XP):0
XP needed for HD:3000
Movement:(search/normal/run or charge): 6 / 12 / 24 meters
MUTATIONS AND NOTES
Physical:3
HEIGHTENED SMELL: A mutant with heightened smell is able to identify separate odors from a great distance (60 meters), and, because of this,
cannot be ambushed (this is different from being surprised) by non-plant creatures from upwind. It can follow any trail less than a day old over
any surface but water. After contact with another being, this mutant will subsequently be able to identify objects and places associated with
that being, such as campsite or possessions.
HEIGHTENED DEXTERITY: Mutants with this ability are so agile in combat that their armor class is increased to 4. However, the referee may
penalize such a mutant by reducing its armor class when it is encumbered.
REGENERATION: This allows the being to heal itself and replace lost hit points. One hit point is regenerated per 5 kilograms of body weight per
day.
[1d4] = 3
Mental:
DIRECTIONAL SENSE: This allows the mutant to know exactly where it is in relation to where it has been. Such mutants will be able to retrace
their path at any time, even if blindfolded.
[1d4] = 1
WEAPONS
Weapon:Dagger
# At:
Fatigue:-1(18)/-2(19)
Damage:1d4(M-S)/1d3(L)
WPN Class:2
Charges:N/A
Effective Range:N/A
Notes:
Weapon:Hand Axe
# At:
Fatigue:-1(turn14)/-2(15)/-3(16)/-4(17)/-5(18)/-6(19)
Damage:1d8(M-S)/1d8(L)
WPN Class:2
Charges:N/A
Effective Range:N/A
Notes:
Domars:550
EQUIPMENT
Full Leather Armor (Wearing)
Back Pack (Wearing)
Belt with pouches (Wearing)
Dagger (Wearing)
Hand Axe (Wearing)
Water skin (Wearing)
Dried Foodx3 (backpack)
Life is a roller coaster, if you don't stop to enjoy it then you may as well not even ride.