Character Sheets
-
- Ranger
- Posts: 507
- Joined: Sun Oct 07, 2012 2:46 am
Character Sheets
Character sheets go here. You can use the following character sheet template:
STR/STA:
DEX/RS:
INT/LOG:
PER/LDR:
PS:
IM:
RANGED:
MELEE:
BIO: Brief description of the character (both psychological and physical- including whether they are right or left handed).
SPECIAL ABILITIES:
PSA:
SKILLS:
WEAPONS & EQUIPMENT:
XP:
CREDITS:
STR/STA:
DEX/RS:
INT/LOG:
PER/LDR:
PS:
IM:
RANGED:
MELEE:
BIO: Brief description of the character (both psychological and physical- including whether they are right or left handed).
SPECIAL ABILITIES:
PSA:
SKILLS:
WEAPONS & EQUIPMENT:
XP:
CREDITS:
Re: Character Sheets
Alvin Bishop
Human, Male
STR/STA: 40/50 Current STA:50
DEX/RS: 50/50
INT/LOG: 60/65
PER/LDR: 40/40
PS:+2
IM:+5
RANGED: 25
MELEE: 25
BIO: Right handed, 5'9", 140lbs
Alvin is thin and shorter than the average human male. He often forgets that not everyone is as smart as he is and gets annoyed when he has to explain things. He spends more time tinkering with machines than talking to other sentients. He worked on his family's farm repairing and maintaining the Agri-bots and other machinery until his folks fell on hard times and lost the farm. He signed on with the company for the opportunity to make good money so he can help support his family back home.
SPECIAL ABILITIES: None
PSA: Technological
SKILLS:
Technician 1
Robotics 1
WEAPONS & EQUIPMENT:
Techkit (12kg)
Robcomkit (10kg)
Chronocom
Flashlight
Everflame
Sungoggles
Coveralls
Toxyrad Gauge
5 days survival rations
Compass
Shotgun, 25 buckshot shells
Machette
Insect Repellent
Instant shelter
Holoflare
XP: 0
CREDITS: 119
Human, Male
STR/STA: 40/50 Current STA:50
DEX/RS: 50/50
INT/LOG: 60/65
PER/LDR: 40/40
PS:+2
IM:+5
RANGED: 25
MELEE: 25
BIO: Right handed, 5'9", 140lbs
Alvin is thin and shorter than the average human male. He often forgets that not everyone is as smart as he is and gets annoyed when he has to explain things. He spends more time tinkering with machines than talking to other sentients. He worked on his family's farm repairing and maintaining the Agri-bots and other machinery until his folks fell on hard times and lost the farm. He signed on with the company for the opportunity to make good money so he can help support his family back home.
SPECIAL ABILITIES: None
PSA: Technological
SKILLS:
Technician 1
Robotics 1
WEAPONS & EQUIPMENT:
Techkit (12kg)
Robcomkit (10kg)
Chronocom
Flashlight
Everflame
Sungoggles
Coveralls
Toxyrad Gauge
5 days survival rations
Compass
Shotgun, 25 buckshot shells
Machette
Insect Repellent
Instant shelter
Holoflare
XP: 0
CREDITS: 119
Last edited by Bhart on Wed Apr 03, 2013 8:28 pm, edited 17 times in total.
Re: Character Sheets
Alex Stern
STR/STA: 41/49 Current STA: 40
DEX/RS: 59/41
INT/LOG: 45/70
PER/LDR: 50/40
Mental Endurance: 70
PS: +3
IM: 5
RANGED: 30 +10 (projectile weapons)
MELEE: 30
BIO: Alex enlisted in his planetside army hoping to become a sniper. Early on in training, however, a training skirmish went awry and Alex was stranded in a remote forest. He was "found" by a small guerilla group, who Alex was surprised to find he had quite a bit in common with - several of them were mentalists who recognized his inherent ability. After six months - during which he learned telepathy - Alex straggled out of the forest and back to the barracks, who had written him off for dead. Curiously, after six months of testing and watching, the Army gave Alex an early honorable discharge - the commanding officers that approved it still aren't quite sure why. Alex was unable to find the guerillas when he returned to the forest, and sensed nothing at all indicating any nearby presence. Unsatisfied with the limitations of his planet, and wanting to learn more about his mental abilities, Alex left. He spent his military savings wandering for several years and learning to use his mental abilities while masking their obvious use. Having spent through his funds, he now finds himself in the employ of the company. He still has his pistol from his military service.
Handedness: Right
Height: 2 m
Weight: 84 kg
Hair: short, dark brown, reddish beard - currently wearing a full goatee
Eyes: blue
Age: 23
Movement:
Walk/turn: 10 m
Run/turn: 30 m
Travel/hour: 5 km
PSA: Mentalist
SKILLS:
Projectile Weapons 1
Telepath 1
- Awareness, 50%
- Clairaudience, 30%
- Clairvoyance, 30%
- Dominion, 25% - target Log
- Empathy, 40%
- Read Thoughts, 90% - target Log
- Send Thoughts, 80%
- Suggestion, 50% - target Log
WEAPONS & EQUIPMENT:
Chronocom
Automatic Pistol, 2 kg
- - Damage: 1d10 (5d10 burst)
- - Ammo: 20 round magazine (burst uses 10)
- - Rate: 3 (1 burst)
- - Defense: inertia
- - Range: 5 / 15 / 30 / 60 / 150
- 5 bullet clips for auto pistol (20 rounds each)
Automatic Rifle, 4 kg
- - Damage: 1d10 (5d10 burst)
- - Ammo: 20 round magazine (burst uses 10)
- - Rate: 3 (1 burst)
- - Defense: inertia
- - Range: 10 / 40 / 100 / 150 / 300
- 5 bullet clips for auto pistol (20 rounds each)
Bushmaster Model G-19, pump-action shotgun, 1 kg.
- - Damage: 3d10 buckshot (+20 to hit at PB, +10 at short, +5 at medium range) or 4d10 slug (no hit modifier)
- - Ammo: 5 shot internal magazine
- - Rate: 1
- - Defense: inertia
- - Range: 6 (+20) /12 (+10) / 60 (+5) / 100 / --
- Loaded: 5 shotshells
- 15 shotshells for G-19
- 5 slugs for G-19
Bandolier G-19 shells
Hatchet, 1 kg
Compass
Flashlight
Survival Rations, 3 days
Rope, 1 kg.
Sungoggles
XP: 0
CREDITS: Broke!
STR/STA: 41/49 Current STA: 40
DEX/RS: 59/41
INT/LOG: 45/70
PER/LDR: 50/40
Mental Endurance: 70
PS: +3
IM: 5
RANGED: 30 +10 (projectile weapons)
MELEE: 30
BIO: Alex enlisted in his planetside army hoping to become a sniper. Early on in training, however, a training skirmish went awry and Alex was stranded in a remote forest. He was "found" by a small guerilla group, who Alex was surprised to find he had quite a bit in common with - several of them were mentalists who recognized his inherent ability. After six months - during which he learned telepathy - Alex straggled out of the forest and back to the barracks, who had written him off for dead. Curiously, after six months of testing and watching, the Army gave Alex an early honorable discharge - the commanding officers that approved it still aren't quite sure why. Alex was unable to find the guerillas when he returned to the forest, and sensed nothing at all indicating any nearby presence. Unsatisfied with the limitations of his planet, and wanting to learn more about his mental abilities, Alex left. He spent his military savings wandering for several years and learning to use his mental abilities while masking their obvious use. Having spent through his funds, he now finds himself in the employ of the company. He still has his pistol from his military service.
Handedness: Right
Height: 2 m
Weight: 84 kg
Hair: short, dark brown, reddish beard - currently wearing a full goatee
Eyes: blue
Age: 23
Movement:
Walk/turn: 10 m
Run/turn: 30 m
Travel/hour: 5 km
PSA: Mentalist
SKILLS:
Projectile Weapons 1
Telepath 1
- Awareness, 50%
- Clairaudience, 30%
- Clairvoyance, 30%
- Dominion, 25% - target Log
- Empathy, 40%
- Read Thoughts, 90% - target Log
- Send Thoughts, 80%
- Suggestion, 50% - target Log
WEAPONS & EQUIPMENT:
Chronocom
Automatic Pistol, 2 kg
- - Damage: 1d10 (5d10 burst)
- - Ammo: 20 round magazine (burst uses 10)
- - Rate: 3 (1 burst)
- - Defense: inertia
- - Range: 5 / 15 / 30 / 60 / 150
- 5 bullet clips for auto pistol (20 rounds each)
Automatic Rifle, 4 kg
- - Damage: 1d10 (5d10 burst)
- - Ammo: 20 round magazine (burst uses 10)
- - Rate: 3 (1 burst)
- - Defense: inertia
- - Range: 10 / 40 / 100 / 150 / 300
- 5 bullet clips for auto pistol (20 rounds each)
Bushmaster Model G-19, pump-action shotgun, 1 kg.
- - Damage: 3d10 buckshot (+20 to hit at PB, +10 at short, +5 at medium range) or 4d10 slug (no hit modifier)
- - Ammo: 5 shot internal magazine
- - Rate: 1
- - Defense: inertia
- - Range: 6 (+20) /12 (+10) / 60 (+5) / 100 / --
- Loaded: 5 shotshells
- 15 shotshells for G-19
- 5 slugs for G-19
Bandolier G-19 shells
Hatchet, 1 kg
Compass
Flashlight
Survival Rations, 3 days
Rope, 1 kg.
Sungoggles
XP: 0
CREDITS: Broke!
Last edited by NJWilliam on Thu Apr 18, 2013 11:29 am, edited 18 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
Re: Character Sheets
Stan Steelsmith
STR/STA: 41/59
DEX/RS: 75/50
INT/LOG: 40/40
PER/LDR: 45/55
PS: +3
IM: 5
RANGED: 38
MELEE: 38 (based on dex)
BIO: Right handed. Survivalist human from a relatively primitive planet, thus the specialization in the Bow and Sword. Not the strongest guy in the room, but perhaps the best one to have on your side during a conflict.
SPECIAL ABILITIES: Human- +5% to Dex.
PSA: Military
SKILLS: Melee Weapons, Medic
WEAPONS & EQUIPMENT:
Medkit
- Antibody Plus 5 --
- Antitox 5 --
- Biocort 10 --
- Omnimycin 5 --
- Staydose 5 --
- Stimdose 5 --
- Telol 10 --
Standard Equipment Pack 1 kg
• Chronocom
• Coveralls or uniform with many pouches/pockets
• Doze Grenade
• First Aid Pack with bandages, antiseptic, etc.
• ID Card
• Pocket Flashlight
• Pocket Tool
• Staydose
• Stimdose
• Sungoggles
• Survival Rations (5 days)
Arrows – 40
Biocort x 4 (extra)
Weapons (Mod) Cost Wgt(kg) Damage Ammo SEU Rate Defense Range (PB/S/M/L/E)
Sword (+10) 30 2 3d10 -- -- -- Inertia --
Bow 50 -- 1d10 1 arrow -- 1 Inertia 5 10/30/75/150/300
XP: 0
CREDITS: 26
Walk Run Travel
Human 10m 30m 5km
STR/STA: 41/59
DEX/RS: 75/50
INT/LOG: 40/40
PER/LDR: 45/55
PS: +3
IM: 5
RANGED: 38
MELEE: 38 (based on dex)
BIO: Right handed. Survivalist human from a relatively primitive planet, thus the specialization in the Bow and Sword. Not the strongest guy in the room, but perhaps the best one to have on your side during a conflict.
SPECIAL ABILITIES: Human- +5% to Dex.
PSA: Military
SKILLS: Melee Weapons, Medic
WEAPONS & EQUIPMENT:
Medkit
- Antibody Plus 5 --
- Antitox 5 --
- Biocort 10 --
- Omnimycin 5 --
- Staydose 5 --
- Stimdose 5 --
- Telol 10 --
Standard Equipment Pack 1 kg
• Chronocom
• Coveralls or uniform with many pouches/pockets
• Doze Grenade
• First Aid Pack with bandages, antiseptic, etc.
• ID Card
• Pocket Flashlight
• Pocket Tool
• Staydose
• Stimdose
• Sungoggles
• Survival Rations (5 days)
Arrows – 40
Biocort x 4 (extra)
Weapons (Mod) Cost Wgt(kg) Damage Ammo SEU Rate Defense Range (PB/S/M/L/E)
Sword (+10) 30 2 3d10 -- -- -- Inertia --
Bow 50 -- 1d10 1 arrow -- 1 Inertia 5 10/30/75/150/300
XP: 0
CREDITS: 26
Walk Run Travel
Human 10m 30m 5km
Re: Character Sheets
STR/STA [1d100] = 96 - DEX/RS [1d100] = 79 - INT/LOG [1d100] = 66 - PER/LDR [1d100] = 93
Credits [1d100 + 250] = 21+250 = 271
Name: Akai Ceere
Race: Yazirian
STR/STA: 62/49(58)
DEX/RS: 69/51
INT/LOG: 55/55
PER/LDR: 70/60
PS: +4
IM: 6
RANGED: 35
MELEE: 35
Movement Rate: 10m/30m/4Km
BIO: Right handed. A big male Yazirian with almost blue fur who loves hunting and other outdoor activities. He joined the company in search for honor and a worth life-enemy in the unknown space.
SPECIAL ABILITIES:
Night Vision
Gliding
Battle Rage 5%
PSA: Biosocial
SKILLS:
Environmental
Projectile Weapons
WEAPONS & EQUIPMENT:
1 Bushmaster Model G-19 - 1kg (loaded with 5 buckshot shotshells)
1 Bandolier with 20 shotshells (15 buckshot / 5 slug)
1 Black Talon T-65 Crossbow - 2kg
1 Drum magazines (crossbow ammo)
1 Sword - 2kg
3 Knives
2 Axes - 2kg
1 Bow
2 Arrow packs (40 arrows)
1 All-weather blanket
1 Compass
1 Flashlight
1 Gas Mask
1 Life jacket - 1kg
1 Rope - 1kg
1 Sungoggles
3 Survival Rations
1 Toxy-Rad Gauge
4 Vitasalt Pills
1 Water Pack - 4kg
1 Envirokit - 10kg
-Bioscanner
-Vaporscanner
-Geoscanner
XP: 0
CREDITS: 10
Credits [1d100 + 250] = 21+250 = 271
Name: Akai Ceere
Race: Yazirian
STR/STA: 62/49(58)
DEX/RS: 69/51
INT/LOG: 55/55
PER/LDR: 70/60
PS: +4
IM: 6
RANGED: 35
MELEE: 35
Movement Rate: 10m/30m/4Km
BIO: Right handed. A big male Yazirian with almost blue fur who loves hunting and other outdoor activities. He joined the company in search for honor and a worth life-enemy in the unknown space.
SPECIAL ABILITIES:
Night Vision
Gliding
Battle Rage 5%
PSA: Biosocial
SKILLS:
Environmental
Projectile Weapons
WEAPONS & EQUIPMENT:
1 Bushmaster Model G-19 - 1kg (loaded with 5 buckshot shotshells)
1 Bandolier with 20 shotshells (15 buckshot / 5 slug)
1 Black Talon T-65 Crossbow - 2kg
1 Drum magazines (crossbow ammo)
1 Sword - 2kg
3 Knives
2 Axes - 2kg
1 Bow
2 Arrow packs (40 arrows)
1 All-weather blanket
1 Compass
1 Flashlight
1 Gas Mask
1 Life jacket - 1kg
1 Rope - 1kg
1 Sungoggles
3 Survival Rations
1 Toxy-Rad Gauge
4 Vitasalt Pills
1 Water Pack - 4kg
1 Envirokit - 10kg
-Bioscanner
-Vaporscanner
-Geoscanner
XP: 0
CREDITS: 10
Last edited by rremedio on Thu Mar 28, 2013 3:12 am, edited 4 times in total.
-
- Pathfinder
- Posts: 328
- Joined: Fri Jan 25, 2013 2:39 am
Re: Character Sheets
Name: Nuk "Nuke"
Race: Ogru
STR/STA: 95/75
DEX/RS: 55/45
INT/LOG: 40/40
PER/LDR: 45/50
PS: +5
IM: 5
RANGED: 28
MELEE: 48

BIO: In return for company technology and support, the Ogrun recruit and train cadres of their kind to support the company as soldiers, or as construction laborers. Due to his conidrable strength and aggression, Nuk was selected for a military cadre where he was trained as a heavy weapons/support specialist. Nuk was indoctrinated using the latest in psycho social techniques and forms bonds with hs teammates quickly. He is remorseless in battle and a bit savage. If all goes well with Nuk's deployment, future Ogrun will follow the same indoctrination methods.
SPECIAL ABILITIES: Poor sense of Taste, Smell and Touch. Nuk can punch for 2d10+5 damage. Nuk also can ingest organic material without issue (even what is considered poisonous). Nuk can stomp for 2d10+5 damage and pin an average size creature on a successful hit ( dex or str check allowed).
PSA: Military (Heavy Weapons Specualist)
SKILLS: Melee, Projectile
WEAPONS & EQUIPMENT: All weapons, armor and gear are supplied by company representatives, based on the need and duration of the operation.
Nuk has his own modest apartment supplied by the company - meals are included as well at the company dining hall.
1 blanket
1 compass
2 holo flares
Rations 5 days
2 water pals
1 Toxy-Rad gauge
1 tent
1 standard kit
XP:
CREDITS: 2 Credits (As an employee of the company Nuk earns a living wage with bonuses)
Race: Ogru
STR/STA: 95/75
DEX/RS: 55/45
INT/LOG: 40/40
PER/LDR: 45/50
PS: +5
IM: 5
RANGED: 28
MELEE: 48

BIO: In return for company technology and support, the Ogrun recruit and train cadres of their kind to support the company as soldiers, or as construction laborers. Due to his conidrable strength and aggression, Nuk was selected for a military cadre where he was trained as a heavy weapons/support specialist. Nuk was indoctrinated using the latest in psycho social techniques and forms bonds with hs teammates quickly. He is remorseless in battle and a bit savage. If all goes well with Nuk's deployment, future Ogrun will follow the same indoctrination methods.
SPECIAL ABILITIES: Poor sense of Taste, Smell and Touch. Nuk can punch for 2d10+5 damage. Nuk also can ingest organic material without issue (even what is considered poisonous). Nuk can stomp for 2d10+5 damage and pin an average size creature on a successful hit ( dex or str check allowed).
PSA: Military (Heavy Weapons Specualist)
SKILLS: Melee, Projectile
WEAPONS & EQUIPMENT: All weapons, armor and gear are supplied by company representatives, based on the need and duration of the operation.
Nuk has his own modest apartment supplied by the company - meals are included as well at the company dining hall.
1 blanket
1 compass
2 holo flares
Rations 5 days
2 water pals
1 Toxy-Rad gauge
1 tent
1 standard kit
XP:
CREDITS: 2 Credits (As an employee of the company Nuk earns a living wage with bonuses)
Last edited by Blackrazor on Tue Mar 26, 2013 6:25 pm, edited 7 times in total.
Re: Character Sheets
Vombis "Bob"
Dralasite

STR/STA: 70/70
DEX/RS: 65/65
INT/LOG: 40/40
PER/LDR: 45/45
PS: +4
IM: 7
RANGED: 33
MELEE: 35
BIO: Vombis, who likes to go by Bob (since it is close to "Blob" and he thinks that's funny) is a rather young Dralasite who entered the military after his primary schooling. It had dreams of being a front line fighter but it ended up in the technical pool, doing mechanical and electrical work. Bob liked it fine but had dreams of the stars and the frontier, not sitting in the pool at the base. Finally free of its commitment, Bob's looking for adventure in the stars, with its GI Bill as a back up. Not that it would know what to do with that anyway. Bob is 1.5 meters tall (big for a Dralasite) and only 33 years old (young for a Dralasite). It's far from budding anytime soon: it wants to see the universe first.
SPECIAL ABILITIES: Elasticity, Lie Detection 5%
PSA: Military
SKILLS: Projectile Weapons, Technician
WEAPONS & EQUIPMENT:
Needler Pistol
3 clips (10 barbed / 20 sleep)
Sword
Techkit
Survival rations (5 days)
All-weather blanket
water pack
vitasalt
XP: 0
CREDITS: 27
work in progress
Dralasite

STR/STA: 70/70
DEX/RS: 65/65
INT/LOG: 40/40
PER/LDR: 45/45
PS: +4
IM: 7
RANGED: 33
MELEE: 35
BIO: Vombis, who likes to go by Bob (since it is close to "Blob" and he thinks that's funny) is a rather young Dralasite who entered the military after his primary schooling. It had dreams of being a front line fighter but it ended up in the technical pool, doing mechanical and electrical work. Bob liked it fine but had dreams of the stars and the frontier, not sitting in the pool at the base. Finally free of its commitment, Bob's looking for adventure in the stars, with its GI Bill as a back up. Not that it would know what to do with that anyway. Bob is 1.5 meters tall (big for a Dralasite) and only 33 years old (young for a Dralasite). It's far from budding anytime soon: it wants to see the universe first.
SPECIAL ABILITIES: Elasticity, Lie Detection 5%
PSA: Military
SKILLS: Projectile Weapons, Technician
WEAPONS & EQUIPMENT:
Needler Pistol
3 clips (10 barbed / 20 sleep)
Sword
Techkit
Survival rations (5 days)
All-weather blanket
water pack
vitasalt
XP: 0
CREDITS: 27
work in progress
Re: Character Sheets
Latest update: 04-23-13
Latest update reason: notate bullets fired
Name: Marcus "Macky" O'Riley
Race/Gender: Human male
Height: 2 meters
Weight: 90kg
Hair: Reddish-brown
Eyes: Blue
Age: 22
Handiness: right
STR/STA: 50 / 60*
DEX/RS: 65 / 65
INT/LOG: 50 / 50
PER/LDR: 40 / 40
* Current Stamina: 52 / 60 (4dam from auto rifle round; 4 dam from gyro-jet pistol)
PS: +3
IM: +7
RANGED: 33%
MELEE: 33%
BIO: 22 years old; grew up in a rural, mostly farming community; father is a hunter/tracker, mother a doctor/herbalist. Signed up with PGC to not only improve his education and skill set but to get the opportunity to travel to new worlds, explore them and see all of the incredible sights that he could only dream of as a wee lad!
PSA: Biosocial
Skills
Environmental 1
Medic 1
Specialized Equipment/Items
Envirokit (5kg) - contains the following:
· Bioscanner--This device consists of a network of straps and electrodes connected to a readout gauge. When attached to a plant or animal, living or dead, it can determine what type organism is being examined and whether it is edible or poisonous.
· Vaporscanner--A vaporscanner is a small device that contains sensitive gas analyzers. It will report on a digital screen what gaseous elements are present, their quantities and whether breathing them is dangerous.
· Geoscanner--The geoscanner can break down up to a first-sized sample of rock or soil and analyze it. It will report what minerals the sample contains and whether there are likely to be valuable ore, gas or oil deposits nearby.
Medikit (10kg) - contains the following:
· Local Anesthetic--10 hypo doses to relieve pain
· Plastiflesh--5 cans of spray which closes up wounds and heals burns
· Omnimycin--10 hypo doses to control infections
· Acid neutralizer--1 bottle of liquid to neutralize acids
· Antiseptic--5 cans of spray to clean and disinfect a skin area
· Microforceps--adjustable, used to remove shrapnel and bullet fragments from wounds
· Medscanner--an electrical instrument used to diagnose ailments
· Spray hypo--syringe used to give shots without a needle
· Biocort--20 hypo doses to stimulate very fast healing
· Telol--10 hypo doses of truth serum
· Stimdose--10 hypo doses to revive unconscious individuals
· Staydose--10 hypo doses to sustain a dying character for 20 hours
· Sonic scalpel--same as in robcomkit
· Laser scalpel--used to make deep incisions
· Electrosurgeon--a small machine that keeps wounds open and controls bleeding during surgery.
· Autosurgeon--a special device that allows a medic to operate on himself
· Antibody plus--10 hypo doses that increase the body's ability to recover from diseases
· Antitox--10 hypo doses to neutralize poisons
Weapons
- Automatic pistol (in cross-draw shoulder holster under left arm)
- 5 pistol bullet clips, 20 rounders (1 in pistol, 2 on shoulder holster under right arm, 2 on front belt)
- Axe (on hanger on right belt)
- Doze Grenade (hanging around neck on chain like Sailor from Uncommon Valor!)
Auto pistol: Shots fired: 1 burst: 10 rounds
Bullets left in current clip: 10 rounds
Equipment (w: worn, h: held, blt: belt, bkpk: backpack)
- Coveralls (w)
- Boots (w)
- Equipment Belt (w)
- Water Backpack (w)
- Sun Goggles (w)
- All Weather Blanket (bkpk)
- Compass (blt)
- Flashlight (blt)
- Survival Rations - 5 days (bkpk)
XP: 0
CREDITS: 0
(starting credits: 276cr)
Expenses:
- 1 extra ammo clip for auto pistol (2cr)
- dinner and round of drinks at the canteen on the eve of departure (4cr)
-
-
Background
Marcus grew up in a loving family and was always told that he can do anything he puts his mind to. He was never the smartest in class but has always been able to rely on his quick reflexes and dexterity, as well as his better-than-average aim with his auto pistol, to get himself out of tough situations. Mayhap luck has something to do with that too, who knows?
Although not a military man, he has plenty of experience in the outdoors and can handle himself well enough. He is quick to make friends and very loyal to them once the gesture is returned. He is very excited at the prospect of traveling to different places and exploring. He's always fancied himself an explorer and wannabe archeologist and can dream of nothing that he would rather do. Doing what you love and getting paid for it? That is like a dream come true!
Default Actions
Marcus is a quiet lad that prefers to listen over speaking out. He's a watcher and almost voyeuristic in nature, really. He's usually never one to volunteer for violence and doing things the hard way, as he sees it. He might not be the brightest of his fellow Biosocial types, but will always look to use his equipment, training and any available technology to do the job. Whatever that might be.
If confrontation and danger cannot be avoided, he'll look to back up his mates and would be loath to see any of them go to their doom just for the mission, or even pride for that matter. If there's any way that he can see or think to avoid or circumvent trouble or problems, he'd vote to do so. But if it's decided that they must fight or confront danger, he'll put his fears and hesitation aside. His father installed in him facets such as duty and loyalty and his mother that of being benevolent to others and always doing what he can to help.
Character Creation
Stat rolls: 45, 77, 54, 89 (assign as desired; moved 5 points from STR to STA)
Human: add +5 to any single score: DEX/RS
Starting Credits: 250cr + (1d00) 26cr = 276cr
Latest update reason: notate bullets fired
Name: Marcus "Macky" O'Riley
Race/Gender: Human male
Height: 2 meters
Weight: 90kg
Hair: Reddish-brown
Eyes: Blue
Age: 22
Handiness: right
STR/STA: 50 / 60*
DEX/RS: 65 / 65
INT/LOG: 50 / 50
PER/LDR: 40 / 40
* Current Stamina: 52 / 60 (4dam from auto rifle round; 4 dam from gyro-jet pistol)
PS: +3
IM: +7
RANGED: 33%
MELEE: 33%
BIO: 22 years old; grew up in a rural, mostly farming community; father is a hunter/tracker, mother a doctor/herbalist. Signed up with PGC to not only improve his education and skill set but to get the opportunity to travel to new worlds, explore them and see all of the incredible sights that he could only dream of as a wee lad!
PSA: Biosocial
Skills
Environmental 1
Medic 1
Specialized Equipment/Items
Envirokit (5kg) - contains the following:
· Bioscanner--This device consists of a network of straps and electrodes connected to a readout gauge. When attached to a plant or animal, living or dead, it can determine what type organism is being examined and whether it is edible or poisonous.
· Vaporscanner--A vaporscanner is a small device that contains sensitive gas analyzers. It will report on a digital screen what gaseous elements are present, their quantities and whether breathing them is dangerous.
· Geoscanner--The geoscanner can break down up to a first-sized sample of rock or soil and analyze it. It will report what minerals the sample contains and whether there are likely to be valuable ore, gas or oil deposits nearby.
Medikit (10kg) - contains the following:
· Local Anesthetic--10 hypo doses to relieve pain
· Plastiflesh--5 cans of spray which closes up wounds and heals burns
· Omnimycin--10 hypo doses to control infections
· Acid neutralizer--1 bottle of liquid to neutralize acids
· Antiseptic--5 cans of spray to clean and disinfect a skin area
· Microforceps--adjustable, used to remove shrapnel and bullet fragments from wounds
· Medscanner--an electrical instrument used to diagnose ailments
· Spray hypo--syringe used to give shots without a needle
· Biocort--20 hypo doses to stimulate very fast healing
· Telol--10 hypo doses of truth serum
· Stimdose--10 hypo doses to revive unconscious individuals
· Staydose--10 hypo doses to sustain a dying character for 20 hours
· Sonic scalpel--same as in robcomkit
· Laser scalpel--used to make deep incisions
· Electrosurgeon--a small machine that keeps wounds open and controls bleeding during surgery.
· Autosurgeon--a special device that allows a medic to operate on himself
· Antibody plus--10 hypo doses that increase the body's ability to recover from diseases
· Antitox--10 hypo doses to neutralize poisons
Weapons
- Automatic pistol (in cross-draw shoulder holster under left arm)
- 5 pistol bullet clips, 20 rounders (1 in pistol, 2 on shoulder holster under right arm, 2 on front belt)
- Axe (on hanger on right belt)
- Doze Grenade (hanging around neck on chain like Sailor from Uncommon Valor!)
Auto pistol: Shots fired: 1 burst: 10 rounds
Bullets left in current clip: 10 rounds
Equipment (w: worn, h: held, blt: belt, bkpk: backpack)
- Coveralls (w)
- Boots (w)
- Equipment Belt (w)
- Water Backpack (w)
- Sun Goggles (w)
- All Weather Blanket (bkpk)
- Compass (blt)
- Flashlight (blt)
- Survival Rations - 5 days (bkpk)
XP: 0
CREDITS: 0
(starting credits: 276cr)
Expenses:
- 1 extra ammo clip for auto pistol (2cr)
- dinner and round of drinks at the canteen on the eve of departure (4cr)
-
-
Background
Marcus grew up in a loving family and was always told that he can do anything he puts his mind to. He was never the smartest in class but has always been able to rely on his quick reflexes and dexterity, as well as his better-than-average aim with his auto pistol, to get himself out of tough situations. Mayhap luck has something to do with that too, who knows?
Although not a military man, he has plenty of experience in the outdoors and can handle himself well enough. He is quick to make friends and very loyal to them once the gesture is returned. He is very excited at the prospect of traveling to different places and exploring. He's always fancied himself an explorer and wannabe archeologist and can dream of nothing that he would rather do. Doing what you love and getting paid for it? That is like a dream come true!
Default Actions
Marcus is a quiet lad that prefers to listen over speaking out. He's a watcher and almost voyeuristic in nature, really. He's usually never one to volunteer for violence and doing things the hard way, as he sees it. He might not be the brightest of his fellow Biosocial types, but will always look to use his equipment, training and any available technology to do the job. Whatever that might be.
If confrontation and danger cannot be avoided, he'll look to back up his mates and would be loath to see any of them go to their doom just for the mission, or even pride for that matter. If there's any way that he can see or think to avoid or circumvent trouble or problems, he'd vote to do so. But if it's decided that they must fight or confront danger, he'll put his fears and hesitation aside. His father installed in him facets such as duty and loyalty and his mother that of being benevolent to others and always doing what he can to help.
Character Creation
Stat rolls: 45, 77, 54, 89 (assign as desired; moved 5 points from STR to STA)
Human: add +5 to any single score: DEX/RS
Starting Credits: 250cr + (1d00) 26cr = 276cr
Last edited by Argennian on Wed Apr 24, 2013 3:50 am, edited 2 times in total.
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: Character Sheets
NAME: Y'ztromu ("Yiz") Scrieedaraks
RACE: Yazirian
STR/STA: 30/40 (Roll: [1d100] = 43, [45/45 base])
DEX/RS: 78/72 (Roll: [1d100] = 99, [70/70 base])
INT/LOG: 65/55 (Roll: [1d100] = 79, [55/55 base])
PER/LDR: 40/60 (Roll: [1d100] = 65, [50/50 base])
PS: +2
IM: 8
RANGED: 39%
MELEE: 39%
BIO: Right handed. According to appearance, one would not judge Y'ztromu the hardiest specimen of his race, yet dark goggles hide quite possibly the deadliest Yazirian the clan ever produced.
SPECIAL ABILITIES:
Night Vision
Gliding
Battle Rage
PSA: Military
SKILLS:
Melee Weapons (1)
Martial Arts (1)
WEAPONS & EQUIPMENT:
Electric Sword (+10 to hit) 4d10/Stun (2 SEU/hit)
Power Clip (20 SEU)
Sungoggles
Rope
Holoflare
Waterpack
Survival Rations x3
XP: 0
CREDITS: 19 (Starting Credits: [d100+250] = 286)
RACE: Yazirian
STR/STA: 30/40 (Roll: [1d100] = 43, [45/45 base])
DEX/RS: 78/72 (Roll: [1d100] = 99, [70/70 base])
INT/LOG: 65/55 (Roll: [1d100] = 79, [55/55 base])
PER/LDR: 40/60 (Roll: [1d100] = 65, [50/50 base])
PS: +2
IM: 8
RANGED: 39%
MELEE: 39%
BIO: Right handed. According to appearance, one would not judge Y'ztromu the hardiest specimen of his race, yet dark goggles hide quite possibly the deadliest Yazirian the clan ever produced.
SPECIAL ABILITIES:
Night Vision
Gliding
Battle Rage
PSA: Military
SKILLS:
Melee Weapons (1)
Martial Arts (1)
WEAPONS & EQUIPMENT:
Electric Sword (+10 to hit) 4d10/Stun (2 SEU/hit)
Power Clip (20 SEU)
Sungoggles
Rope
Holoflare
Waterpack
Survival Rations x3
XP: 0
CREDITS: 19 (Starting Credits: [d100+250] = 286)
Re: Character Sheets
NAME: Germm Volnut
RACE/GENDER: Human, Male
STR/STA: 40/55
DEX/RS: 30/30
INT/LOG: 40/40
PER/LDR: 30/30
PS: +2
IM: +3
RANGED: 15%
MELEE: 20%

BIO:
SPECIAL ABILITIES: None
PSA: Biosocial
SKILLS: Environmental (1), Medical (1)
WEAPONS & EQUIPMENT:
Envirokit
Medikit
Chronocom
Coveralls
First Aid Pack
ID Card
Pocket Flashlight
Pocket Tool
Sungoggles
Survival Rations (5 days)
All-weather Blanket
Holoflare (2)
Rope (25M)
Gas Mask
Sonic Knife (20 SEU)
Doze Grenade (3)
Frag. Grenade (1)
XP: 0
CREDITS: 35 (starting cr. 250+97=347)
Supporting Rolls:
Ability Rolls: [1d100] = 34,[1d100] = 6,[1d100] = 2,[1d100] = 51 Credit Variable: [1d100] = 97
Base pairs: 40/40, 30/30, 30/30, 45/45
Modified pairs: 40/40, 30/30, 30/30, 40/50 (55)
RACE/GENDER: Human, Male
STR/STA: 40/55
DEX/RS: 30/30
INT/LOG: 40/40
PER/LDR: 30/30
PS: +2
IM: +3
RANGED: 15%
MELEE: 20%

BIO:
SPECIAL ABILITIES: None
PSA: Biosocial
SKILLS: Environmental (1), Medical (1)
WEAPONS & EQUIPMENT:
Envirokit
Medikit
Chronocom
Coveralls
First Aid Pack
ID Card
Pocket Flashlight
Pocket Tool
Sungoggles
Survival Rations (5 days)
All-weather Blanket
Holoflare (2)
Rope (25M)
Gas Mask
Sonic Knife (20 SEU)
Doze Grenade (3)
Frag. Grenade (1)
XP: 0
CREDITS: 35 (starting cr. 250+97=347)
Supporting Rolls:
Ability Rolls: [1d100] = 34,[1d100] = 6,[1d100] = 2,[1d100] = 51 Credit Variable: [1d100] = 97
Base pairs: 40/40, 30/30, 30/30, 45/45
Modified pairs: 40/40, 30/30, 30/30, 40/50 (55)
Last edited by Norjax on Thu Apr 25, 2013 12:16 am, edited 5 times in total.
Re: Character Sheets
Name: Preki
Race/Gender: Male Human
STR/STA: 40/45
DEX/RS: 55/55
INT/LOG: 60/60
PER/LDR: 40/40
PS: +2
IM: +6
RANGED: 28%
MELEE: 28%
BIO: Brief description of the character (both psychological and physical- including whether they are right or left handed).
SPECIAL ABILITIES: none
PSA: Technological
SKILLS: Computer 1
Technician 1
WEAPONS & EQUIPMENT:
XP: 0
CREDITS: 256
[1d100] = 26,[1d100] = 75,[1d100] = 88,[1d100] = 31,[1d100] = 6
Race/Gender: Male Human
STR/STA: 40/45
DEX/RS: 55/55
INT/LOG: 60/60
PER/LDR: 40/40
PS: +2
IM: +6
RANGED: 28%
MELEE: 28%
BIO: Brief description of the character (both psychological and physical- including whether they are right or left handed).
SPECIAL ABILITIES: none
PSA: Technological
SKILLS: Computer 1
Technician 1
WEAPONS & EQUIPMENT:
XP: 0
CREDITS: 256
[1d100] = 26,[1d100] = 75,[1d100] = 88,[1d100] = 31,[1d100] = 6
Re: Character Sheets
Brobarook Hrakill
Male Yazirian
STR/STA: 20/25
DEX/RS: 45/45
INT/LOG: 50/50
PER/LDR: 45/45
PS: +1
IM: +5
RANGED: 23
MELEE: 23
BIO: Brief description of the character (both psychological and physical- including whether they are right or left handed).
SPECIAL ABILITIES: Night Vision, Gliding, Battle Rage 5%
PSA: Martial
SKILLS: gyrojet weapons 1
thrown weapons 1
WEAPONS & EQUIPMENT:
Gyrojet pistol
3 clips ammo
doze grenade
2 frag grenades
sun goggles
vibroknife
XP:0
CREDITS: 10
[1d100] = 4, [1d100] = 35, [1d100] = 42, [1d100] = 42
doh! only did 4 before[1d100] = 67
Male Yazirian
STR/STA: 20/25
DEX/RS: 45/45
INT/LOG: 50/50
PER/LDR: 45/45
PS: +1
IM: +5
RANGED: 23
MELEE: 23
BIO: Brief description of the character (both psychological and physical- including whether they are right or left handed).
SPECIAL ABILITIES: Night Vision, Gliding, Battle Rage 5%
PSA: Martial
SKILLS: gyrojet weapons 1
thrown weapons 1
WEAPONS & EQUIPMENT:
Gyrojet pistol
3 clips ammo
doze grenade
2 frag grenades
sun goggles
vibroknife
XP:0
CREDITS: 10
[1d100] = 4, [1d100] = 35, [1d100] = 42, [1d100] = 42
doh! only did 4 before[1d100] = 67