Finalized Characters (Heroes)

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Rukellian
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Finalized Characters (Heroes)

#1 Post by Rukellian »

Post your character sheets here for final review and editing. This is the copy I will be looking at when running the game.
Even a child that receives one bit of praise has the ability to excel in a single talent, and those who receive regular encouragement can feel confidence, achieve success, and become leading members of society. Because they don’t believe they are worthless, they don’t need to raise a fist and have vengeance against fate or the world at large… ~Inspector Lunge

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Re: Finalized Characters

#2 Post by NINJA_HUNTER »

Rukellian wrote:Post your character sheets here for final review and editing. This is the copy I will be looking at when running the game.
Didnt i send you one? if not ill have to retype it again

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Re: Finalized Characters

#3 Post by NINJA_HUNTER »

STR 14 [40]
DEX 17 [140]
IQ 15 [100]
HT 13 [30]
HP 14 [0]
Per 15 [0]
Will 15 [0]
FP 13 [0]

Basic Lift: can lift 39 lbs, with one hand, over your head for one turn
Speed 7.5
Move 7
Dodge 10

POWERS
Acute hearing (2) levels [4]
Acute vision (2) levels [4]
Magery 1 (Healing spells only; -40%) [9]
Psionic resistance (1) level [2]

SPELLS (replaced Healing advantage)
Lend Energy 13 [0]
Lend Vitality 13 [0]
Minor Healing 16 [4]
Major Healing 16 [8]
*Note on healing spells: Minor restores up to 3 HP, costing 1 to 3 FP. Major restores up to 8, costing 1 to 4 FP. Both cannot cure diseases or poison, and when used more than once on a subject, apply -3 penalty, -6 for third attempt. Minor and Major can be used together to avoid the initial penalties of repeated use. Failed rolls for healing will require a roll against HT to prevent any damage.

ADVANTAGES
Ambidexterity [5]
Combat reflexes [15]
Danger sense [15]
Luck (Once every 5 pages in a thread) [15]
Rapid healing [5]

DISADVANTAGES
Bloodlust [-10] resist roll 12 or less
Mute [-25]
Overconfident [-10] resist roll 6 or less
Unhealing [-30] Can only recover HP using healing spells.

SKILLS
Acrobatics 1pt 15
Acting 1pt 14
Armory (armor) 1pt 14
Armory (Small Arms) 1pt 14
Beam weapons (pistols) 4pt 19
Brawling 1pt 17
Breath control 12pt 15
Cooking 1pt 14
Crossbow 1pt 17
Demolition 2pt 15
Detect lie 4pt 15
Fast draw gun 1pt 18
Fast draw knife 1pt 18
First aid 1pt 15
Gambling 16pt 19
Gesture 1 pt 15
Gunner (cannons; Sniper Cannon) 1pt 17
Guns (Pistols; Glocks) 4pt 19
Guns (Rifle; Izhmash AK47/ Kalashnikov rifle, H&KG3) 4pt 19
Guns (Shotguns; Ithaca 10 gauge) 4pt 19
Holdout 2pt 15
Knife 1pt 17
Knife throwing 1pt 17
Leatherworking 1pt 17
Lip reading 2pt 15
Lock picking 2pt 15
Rapier 2pt 17
Running 12pt 16
Shield 1pt 17
Sign language (Accented) 2pt
Sleight of hand 4pt 17
Speed load/magazine 1pt 17
Stealth 1pt 16
Strategy/land 1pt 13
Surgery 8pt 15
Tactics 1pt 13

Gear
4) Glocks
2) Large knife
2) Small knife
2) Large throwing knife
5) Small throwing knife
Vibro Rapier
Ithica 10 gauge
Izhmash AK47/ Kalashnikov rifle
Combat infantry dress/w/ helm
Black bag (surgical kit)
Lock picks "good"
Crowbar
Personal basics
Whetstone
Tent (for one)
2) Wineskin
Flashlight
2) Gun cleaning kits
Sleeping bag (for freezing)
Used van (100 gal gas)
Kevlar light
Crossbow (20bolts)
Rations (10weeks)
Large shield
H&KG3
Large backpack/frame
Sniper cannon
5) Bottle good liquor
Canoe
Laser pistol
Ammo (100rds each gun+ 100ap for h&k & glock)

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Re: Finalized Characters

#4 Post by NINJA_HUNTER »

Can you email me a text copy of my 4th ed character? please and thanks it's the easiest format for me to keep track of

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Zhym
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Re: Finalized Characters (Heroes)

#5 Post by Zhym »

S.C.A.M.P.

ST 13 [30] HP 25 [24]
DX 14 [48]* Per 15 [20]
IQ 11 [20] Will 16 [25]
HT 13 [30] FP -- [0] Machines don't use FP

Basic Lift: -- lbs You're a dog, you can't lift things over your head with your paws.
Speed: 6.75 This is what determines the starting order in combat.
Move: 12**
Dodge: 9 You will need to roll a 9 or less to dodge most melee and ranged attacks, attacks that you can see coming that is.

Advantages:
Acute Smell 4 [8]
(+4 to all smell-based Perception rolls)

Contact, Maurice Feldon [9]
(Tech Specialist/ amateur sleuth)

Damage Resistance 5, Tuffskin ™ [15]
(Your DR, or armor score will be 5; however, you cannot wear armor.)

Digital Mind [5]
(You are a machine housing a sentient computer, whose memory units can be copied and used as evidence in the court of law within 47 states, 48 if you include Atlas City.)
(Psionics do not work on your mind, but you can use yours... Viruses and malware effect you instead.)

Discriminatory Smell [15]
(+4 to all smell-based Perception rolls as well as Tracking, stacks with Acute Smell)

Enhanced Move 1** [15]

Furry Biomorphic Lense, Fauxfurr ™ [1]
(The fur is strictly a cosmetic feature, soft and shiny.)

Good Reputation with Law Enforcement and members of the SFH organization [0]
(+3 reaction from honest citizens and law enforcers, -4 from bad guys and underworld types)

Machine Meta-Trait [25]
(Includes: Immunity to Metabolic Hazards, Injury Tolerance and Unhealing)

Mind Control [55]
(Telepathic ability, changes quick contest to Will vs. Will)

Super Jump 1 [10]

Telesend, Telepathy [33]
(Telepathic ability, changes IQ roll to a Will roll)

Disadvantages:
Honesty [-10]
(Must obey the law at all times, even the unjust ones. If you must break a law doing something, roll a 12 or less to do so. If you do break the law, roll again, if you fail you must turn yourself into the authorities.)

No Fine Manipulators* [-30]
(You don't have hands or opposable thumbs, just paws.)

Realistic Flesh Biomorphic Lense [-1]
(You look and feel like a dog. People wouldn't know you are a machine unless you got heavily damaged.)

Skills:
Tracking 19 or 23 [2]
(If you are tracking by Telesend/Telepathy, its 19. If you are tracking using your sense of smell, its 23)

Brawling 14 [1]

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