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Old 08-22-2011, 08:45 PM
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hvg3akaek hvg3akaek is offline
Fairy Princess


 
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Vault 37b Roster

Please post your character description here. You can just copy and paste from what you posted in the submission, though if you can work in some relationship with each of the other characters, that would be good. Please discuss such relationships in the OOC thread - this thread is just for a final overview of each of the characters (so, one post each ). These are purely character posts, character mechanics are not needed (you can keep sheets private, or at least in your private threads).

If you could, using the format Connor made popular would be great (including a picture for everyone), and make each entry have a unifying feel to it
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Last edited by hvg3akaek; 08-22-2011 at 09:23 PM.
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Old 08-23-2011, 08:43 AM
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Kiss, Kiss!
 
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Morgan Childressleft-aligned imageCharacter Name: Morgan Childress
Class: 4e Rogue (Technician)
Race: Human
Age: 19

 

 

 

 

 
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Last edited by kenneth; 08-24-2011 at 10:08 PM.
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Old 08-23-2011, 11:41 AM
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Embrodak Embrodak is offline
New Game Moderator


 
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Character Information
NameJasper "Keeps" Cusack
ClassD20 ModernSmart Hero
Level1
RaceHuman
Age: 20 
Hit Points 25 / (twice the maximum of your HD) + your Constitution score (2x6)+13=2525
Action Points1
Creation Rulesd20 Modern
G.O.A.T.Jukebox technician
XP0
GenderMale
Primary Stat(s)Intelligence, Dexterity
InitiativeDex +3, Level +14
Surges Con +1, Max HD (6)7
  
S.D.C.I.W.C.L.
StatScoreModifier
Strength12+1
Dexterity16+3
Constitution13+1
Intelligence18+4
Wisdom12+1
Charisma13+1
Luck7-2
Defenses
DefensesCalculationsScore
Armor Class+1 Level, +4 Stat, +3 Light Armor18
Fortitude+1 Level, +1 Stat12
Reflex+1 Level, +4 Stat15
Will+1 Level, +1 Stat, +2 Class14
Skills
SkillStatTaggedCalculationScore
is used for physical deeds, such as climbing, jumping, and swimmingAthleticsStrNo+1 level, +1 Stat+2
is used for balancing, escaping from someone's (or something) grip, or tumbling.AcrobaticsDexYes+1 level, +3 Stat, +5 Tagged+9
is used in instances where you might need to concentrate, when you are trying to break your reliance on meds, or when struggling to cross the hot wasteland.EnduranceConNo+1 level, +1 Stat+2
is about watching people and seeing how they think or react. It helps when gambling, and covers what would be the sense motive and investigate skills, too.InsightWisNo+1 level, +1 Stat+2
is all your people skills, used when there is a two-way conversation happening. Bluffing, intimidating, or being diplomatic are all covered here, as are your bartering skills, and gather information (or 4e's "Streetwise").InteractionChaNo+1 level, +1 Stat+2
is the catch-all for any crafting you want to do with mechanical items, if you want to disable something (be it a timer or a bomb), and when you need to repair armor and weapons.MechanicsIntYes+1 level, +4 Stat, +5 Tagged,+2 GearheadFeat+12
is about spotting objects - be it in a close search of a desk, or scanning the horizon to spot enemies. It also helps listening for the noise of your foes.PerceptionWisNo+1 level, +1 Stat+2
covers areas of crafting chemicals or medication, using computers, researching information, and dealing with medicine (including healing others and treating injuries).ScienceIntYes+1 level, +4 Stat, +5 Tagged, +2SavantFeat+12
is used when hiding and trying to move silently - that is, being sneaky.StealthDexNo+1 level, +3 Stat+4
helps you stay alive and navigate your way across the harsh wasteland. You use it to understand what is left of nature, or when exploring some underground building (what the fantasy world calls "dungeoneering").SurvivalWisNo+1 level, +1 Stat+2
includes the ability to pick locks, pick pockets, and any sleight of hand movements you may wish to do.ThieveryDexNo+1 level, +3 Stat+4
include such heavy items as missile launchers, mini-guns, flamethrowers, or grenade launchers. Big GunsStr/ConNo+1 level, +1 Stat+2
allows you to use such as laser pistols, laser rifles, and plasma rifles, all of which are rare and different to use and upkeep Energy WeaponsDex/IntNo+1 level, +4 Stat+5
==>PistolsDex/IntYesAs Energy Weapons, +1 Weapon Focus+6
involves demolitions, grenades, and mines. ExplosivesDex/IntNo+1 level, +4 Stat+5
Str/Con for heavy attacks; Dex / Int for light attacks) includes unarmed combat, and anything else that you hold and hit others with. Melee WeaponsStr/ConNo+1 level, +1 Stat+2
==>Light WeaponsDex/IntNo+1 level, +4 Stat+5
covers pistols, rifles, and shotguns. Small GunsDex/IntYes+1 level, +4 Stat,+3 Proficient+8
==>PistolsDex/IntYesAs small Guns, +1 Weapon Focus+9
Feats/Talents
Level GainedFeat
1Weapon Focus Pistols
1+2 to MechanicsGearhead
1+2 to ScienceSavant
 

 

 

 
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Last edited by Embrodak; 09-01-2011 at 11:18 PM.
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  #4  
Old 09-14-2012, 01:44 AM
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Duderk Duderk is offline
Death! By Snoo Snoo!
 
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Click the image for the Artist's site.

Name: Gunny
Creation Rules: 4e
Race: Dragonborn
Class: Warlock
Vitals: ?? Years, Male, 245lbs, 86" (7'2")

Hit Points: 32
Surges: 11
Initiative: 3

Feat: Dragonborn Frenzy: Grants an additional +2 (from +1 to +3) to Attack rolls while bloodied.

Gear: Mini-Gun, Leather Armour, Ammo (Mini-gun Belt), Old Notebook (Journal), Shiny Disk(s) (Pre-war Coins), Broken Sword Hilt (Functionally, a small knife)"]Not practical for combat use.[/TT]

Mini Gun(3/10)
Big Gun (20lbs): after firing it, you are your speed becomes 2slowed until the end of your next turn.
(+2-1) +1 proficiency; 3d12+Str / Con -6 damage; 20sq range.
Hail: Misses still deal 1/2 damage (unless you use a power that would deal more on a miss)
Stream: +2 to hit the same target next turn. Stacks, as long as your target remains the same. Anyone walking between your target and you takes 1/2 the damage the target takes, when you next attack.



Ability Score Defenses Score Calculations
Strength 11 (+0) AC 15 (+1 Level, +2 Dex, +2 Armour)
Constitution 20 (+5) Fort 16 (+1 level, +5 Con)
Dexterity 15 (+2)
Intelligence 13 (+1) Ref 13 (+1 Level, +2 Dex)
Wisdom 13 (+1)
Charisma 11 (+0) Will 12 (+1 level, +1 Wis)
Luck 10 (+0)

Skill Ability Tagged Score Calculations
Athletics Str No +1 (+1 level, +0 Str)
Acrobatics Dex Yes +8 (+1 level, +2 Dex, +5 tagged)
Endurance Con Yes +11 (+1 level, +5 Int, +5 tagged)
Insight Wis No +2 (+1 level, +1 Wis)
Interaction Cha No +1 (+1 level, +0 Cha)
Mechanics Int No +2 (+1 level, +1 Int)
Perception Wis No +2 (+1 level, +1 Wis)
Science Int No +2 (+1 level, +1 Int)
Stealth Dex No +3 (+1 level, +2 Dex)
Survival Wis No +2 (+1 level, +1 Wis)
Thievery Dex Yes +8 (+1 level, +2 Dex, +5 tagged)

Skill Ability Tagged Score Calculations
Big Guns Str/Con Yes +6 (+1 level, +5 Con)
=>Mini-Gun Str/Con Yes +7 (Above, +1 Proficiency)
Energy Weapons Dex/Int No +3 (+1 level, +2 Dex)
Explosives Dex/Int No +3 (+1 level, +2 Dex)
Melee (Heavy) Str/Con No +6 (+1 level, +5 Con)
Melee (Light) Dex/Int No +3 (+1 level, +2 Dex)
Small Guns Dex/Int No +3 (+1 level, +2 Dex)
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Old 09-14-2012, 09:55 AM
mightymconeshot mightymconeshot is online now
Great Wyrm
 
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Jorm

His Gas mask
 
,



 


What I don't remember and never will

Born to normal parents in the years before the Great War, his life was typical of the time. Watching the news, doing duck and cover drills for nuclear bombs, and playing baseball in the street. He watched the news that China had invaded Russia, and the new massive draft for all U.S citizens. He was not aware of the bombs that wiped out the World Order as it was know. It simply became a fact as the mushroom clouds appeared in the sky around him. He was one of the 'lucky ones' not wiped out in the initial blasts. As radiation descended upon the world, his family fled to the nearby California mountains. He was 13 at the time. Here is where the problems all started now. The world was now shockingly brutal to him. Much like the world was to the now disheartned vaulters of our party. Every day was a struggle to survive. This was before the monsters came, and took him away. One night while he has his family slept something big was hunting. It struck with a large bore rifle blasting away his parents. It found him crouching in the ruined tents, next to the destroyed remains of his parents. Staring at him, it dragged him away to a metal vault a day away. Throwing him in a bare metal cell, he lived there for an unknown time. Occasionally he saw green gas being pumped in, and he always threw up for days afterwards. Then he became aware of the changes. His limbs stretched out, he grew muscles, he felt his mind slowing down. He forgot his past slowly at first, and then with rapid acceleration. He was released one day with no memory of his past.

What he remembers mostly
He was introduced to something like the monster that brought him there. This one though had the gleam of intelligence. He introduced himself, the name long forgetten, and told him he was chief. He ordered him to hunt the hillsides, searching for small two legs and to bring back any other meat he found. He gave him a gun, a loud wide bore rifle, and some ammo. He taught him how to shoot, and then showed him the door. He forgets what happens next, but he winded up back at the vault with a large deer body. He slowly was taught to talk again, as he journeyed into the wilderness hunting and harvesting. The numbers where he lived, the word home never seemed to apply, grew steadily from a handful to hundreds. Eventually the chief declared them ready. Passing out even bigger weapons, mini-guns, laser rifles, missile launchers, armor, and everything else needed to wage war. They set out that night, and descended upon a small town. Ripping it to shreds they butchered the adults, captured the children, and gathered supplies. Sending them back to the metal cave, the rest kept moving. Descending on town after town, they continued to send the children back. During this time, he came across a weird mask used by one of the town's folk. It was a weird leather like mask with two glass eyes. In front was a weird circle. Putting it on, he discovered that the circle changed his voice. Making it deeper, and more muffled. At the next town, the prisoners stared at him with even greater fear, and he decided he loved the mask. Eventually their numbers fell so low that they could not maintain the march, and they all returned. The terrified children were transformed again. Again the army marched, this time ending in disaster. The Brotherhood of Steel had arrived investigating the rumors of powered armored mutants using pre-war tech in mass numbers. The war was bloody and long. Massive deaths on both sides existed, and many heroes were formed on each side. Here Jorm first learned to hate the Brotherhood. As the mutant army was slowly driven back, the chief picked a handful of battle hardened veterans, and fled the metal cave with barrels of something. Jorm was one of those chosen.

Once again things haze out, and he has glimpses of bloodshed, destroyed bodies, and supplies gathered. His next stream of memories come from them in the desert. A metal vault much like the first in front of them. Forcing their way inside, they set up home. Here was where the word home applied, for he felt like it was one. Sending out the forces to capture children, and gather supplies. Once again the army was built, once again the weapons were gathered. As a battle-hardened veteran he started to lead the new mutants. The chief was more cautious. Sending them far out to gather victims, leaving the closer settlements untouched. Eventually people started to investigate, drawing casualties from both sides. Among those that investigated was the Brotherhood of Steel. As his troops were killed by the metal men, Jorm only felt his hatred grow. He learned that he had become a friend with his men, and watching them killed hurt. He learned now the meaning of friend where before was a definition. Jorm was captured for a brief half-day by a brotherhood patrol. He watched as they tortured, and slowly killed his second in command. Before his turn was up for torture, the group was set on by Jorm's remaining warriors looking for vengeance. Returning Jorm recruited a few new recruits, but mostly left his group the current size. Jorm realizing what was going on with the investigations, decided that the people near-by best be wiped out. Leading his forces, he ignored the chief and destroyed the towns. The chief learned, and confrontation followed. A vicious battle broke out inside Jorm's home. He barely escaped losing all his possessions. Setting off away from both the vault, and the mountains he set off North east. Of course he has no knowledge of directions, and is just guided by his instincts. Slowly gathering supplies, he returned to the settlement he raided earlier for the initial group. Picking over the remains he scrapped together a weak suit of armor, and a weapon to use. Gathering food and water he set out once again. He is looking for another tribe, one of strength and power. And maybe a friend along the way.

So a summary.
Child from before the bomb fell. Hundreds of years old. Has no memory of his past life. Mutated by force into a super-mutant. Part of the super mutant army so has experience with big guns and military tactics. Lead by an Alpha super-mutant. Gained his gas mask during a raid. Thinks it is technology that changes his voice. Escaped the Brotherhood purges once, and fled across the mountains to the desert. Became a leader of super-mutants and then tried to lead a rebellion. Driven away, and wandered to the North East. Is looking for a new group to travel with, and maybe some new friends.
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