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  #1  
Old 02-11-2006, 01:46 AM
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OSIRS: Human Resource Archive

OOC: Post your current Alternity Character Description here.If you are looking for the tutorial on how to make your character description, go to the Hoffmann Institute Academy here.

Your character description is all that you'll need to play but if you really want a full character sheet to track your character, feel free to use this fallible Alternity 2.0 character sheet (attached below).

Since its very helpful to EVERYONE (the players and the GM will want to see your details, etc. as we play), please link your CS (Character sheet) to your Forum Name. See the instructions below if you need help with this.

 


Combat Posts and the DASHBOARD

For all combat posts, please include the following stats block and action summary in a spoiler at the end of your post. You may wish to store this example in the Notes section of your character sheet.

Like this:

 


 




This area will list Institute Personnel who are available to your particular mission or cell.

All Hoffman Employees are reminded of Directive 304.B

Quote:
304 (B). Discretion in Unusual Circumstances
i. All members and recruits (provisional appointments) of the Institute are expected to keep activities out of the public eye. The Institute is not a public agency and it wishes to avoid legal and criminal entanglements. Any and all measures are approved to maintain that condition.
ii. All members and recruits of the Institute should take precautions to prevent evidence or eyewitnesses from spreading knowledge of the Institute’s research. At the same time, all reasonable good-faith efforts should be made to provide the Institute with clear, complete records and documentation of unusual events.
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Last edited by savoylen; 01-20-2020 at 12:54 PM.
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Old 02-11-2006, 02:03 AM
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Notice: Request CRS Report # AX-08A77-00003 "Organization Chart Summary"

For new hires, but not only for them, there is also a complete organization chart of the Hoffmann Institute.

Be sure to familiarize with the structure of the organization we all work for.

Robert Patterson, Personnel Facility Chief.


Current Cast Member Archetype Player
Reuben MacDougall Survivor Airdish2
Magnus Gustaf Battler ogamodyna
James Smith Unremarkable Neil
Amelia Parsons Hacktivist SalmonMax
Zella Hekori Witch Librarian Humble Athena
Dr. Soo-ah (수아) Song Doctor-Mentalist MoonZar
Timbre K-9 Field Agent Team Asset


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Old 05-29-2019, 08:36 PM
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*OSIRS Notation Start*
File Number: 19-05-67908
Status: Agent, First Class
Rank: 2
Band: 08 01-18
Clearance: Restricted
*OSIRS Notation End*


Reuben MacDougall
Archetype: (Survivor) The night has teeth, and I am the wind.

PHYSICAL STATISTICS
Senses normal
Awareness 10/15/20
Initiative 9/14/19
Action Points: 1
Speed 20 meters
Str 4, Agi 6, Vit 4, Int 4, Foc 5, Per 3

DURABILITY

Armor Reduces Physical by [ ], energy by [ ]

Vitality 4 Durability Track
Severity Wounds Effects
1–3 [] [] [] No ill effects.
4–6 [] [] [] No ill effects.
7–9 [] [] [] –1 step penalty to all checks
10–12 [] [] –2 step penalty to all checks
13–15 [] [] –3 step penalty to all checks
16+ [] Incapacitated

SKILLS AND TALENTS
Skill Points/Spent: 40/40

Combat Skills16 Points

Skill (specialty)RankAbilitiesSuccess Bands
Acrobatics 3 Agi 6 11/16/21
Armor Training Str 4 16/21/26
Athletics Str 4 16/21/26
Firearm 6 Agi 5 8/13/18
- Pistol +1  
Hand-to-Hand 2 Agi 612/17/22
- Knifes +1  
Heavy Weapons Str416/21/26
Melee Agi 614/19/24
Primitive Weapon Agi 6 14/19/24
Resilience Vit 416/21/26
Willpower5 Foc 510/15/20

Non-combat Skills 24 Points
Skill (specialty)RankAbilitiesSuccess Bands
Academics Int
-    
Awareness5Foc510/15/20
Athletics Str 416/21/26
Coercion Per 317/22/27
Computer Int 4 16/21/26
Culture 1 Per 3 16/21/26
- United Kingdom +1   
Deception Per 317/22/27
Driving3 Agi 611/16/21
Dodge5 Agi 6 9/14/19
Empathy Foc 5 15/20/25
Endurance Vit 416/21/26
Engineering Int 4 16/21/26
Extreme Sports Agi 6 14/19/24
Influence Per 3 17/22/27
Mechanics Int 4 16/21/26
Medicine 1 Int 415/20/25
- First Aid +1  
Misdirection Per 317/22/27
Performance Per 317/22/27
Pilot Agi 6 14/19/24
Profession -na-
Resilience Vit 4 16/21/26
Science Int 416/21/26
-    
Security 3 Agi 6 11/16/21
Stealth6 Agi6 8/13/18
Survival Foc 515/20/25


TALENTS
Name Description
Alertness +2 to Initiative Checks
- Hit the Dirt when an attack is first declared, go prone as a reaction.
Gunslinger You can draw one or more pistols as a free action when you attack with a pistol
- Disarming Shot On an excellent shot or better hit, you can reduce the damage to 1 and disarm an enemy holding a weapon or object in one hand.
Elusive Ranged attacks against you that originate from medium range (20m) or longer take an additional -1 step penalty.
- Combat Crouch you gain an additional benefit from cover. Attackers take an additional -1 step penalty when they attack you as long as you have at least 25% cover.
Rugged Gain bonus boxes on the graze and light wound rows.
- Extra Rugged Gain a bonus moderate wound box.

ATTACK ACTIONS
HAND TO HAND AND MELEE WEAPONS
Weapon Skill Type Speed Damage Special
Unarmed Hand Brawl 3 1d4 + 0/3 physical
Combat knife Hand Knife 3 1d4 + 1/5 physical

RANGED AND HEAVY WEAPONS
Weapon Skill Type Rg Mag Speed Damage Special
Light pistol Firearms Pistol M 10 3 1d6 + 1/5 physical
Shotgun Firearms Assault M 5 4 1d8 + 0/5 physical +1 wound at Close

GEAR
Leather Coat, Pistol (standard issue), shotgun (standard issue)

Character Notes: Reuben leans back in his seat, smirking through an almost unintelligible Scottish brogue: “So ye wanna ken my past, eh? Before you blokes picked me up from that posh mansion with the bloodsuckers what killed me mates, I was a criminal. Gun-boy for tuh Gallowgates. We were tipped for tuh riches by a posh boy in a pub, turns out the Vampires just wanted a spot o’ fun and the red wetness. It weren’t just luck that I lived to see you boys rushin’ the door: my Grampy Fi told me stories about monsters liken to these, kept me livin whilst the others shuffled off their mortal coils. Grampy told me lots of wonderful things to fill me nightmares...” Reuben leans forward, a gleam in his eyes: “...now I’ll be guessin that they weren’t just yarns.”


 
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Last edited by savoylen; Yesterday at 12:08 AM. Reason: Edited Firearms (Agi instead of Foc), Hand-to-Hand (Agi instead of Str)
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Old 05-30-2019, 02:21 AM
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*OSIRS Notation Start*
File Number: 19-05-40674
Status: Agent, First Class
Rank: 2
Band: 08 01-18
Clearance: Restricted
*OSIRS Notation End*


Magnus Gustaf
Archetype: (Battler) Retired mercenary with a past.

PHYSICAL STATISTICS
Senses normal
Awareness 11/16/21
Initiative 11/16/21
Action Points: 1
Speed 20 meters
Str 4, Agi 4, Vit 6, Int 4, Foc 5, Per 3

DURABILITY

Armor Reduces Physical by [ ], energy by [ ]

Vitality 6 Durability Track
Severity Wounds Effects
1–3 [] [] [] [] No ill effects.
4–6 [] [] [] No ill effects.
7–9 [] [] [] –1 step penalty to all checks
10–12 [] [] –2 step penalty to all checks
13–15 [] [] –3 step penalty to all checks
16+ [] Incapacitated
SKILLS AND TALENTS
Skill Point Poll/Spent 40/40

Combat Skills 17 Points

Skill (specialty)RankAbilitiesSuccess Bands
Acrobatics Agi 416/21/26
Armor Training 1 Str 4 15/20/25
Athletics 1 Str 415/20/25
Dodge1 Agi 415/20/25
Energy Weapon Foc 5 15/20/25
Firearm 3 Foc 512/17/22
- Assault Weapon +1   
Hand-to-Hand 3 Str 413/18/23
- Brawling +1   
- Knives +1   
Heavy Weapons Str416/21/26
Melee 2 Str4 14/19/24
Primitive Weapon Agi/Foc
Resilience3 Vit 611/16/21
Willpower 3Foc 512/1722

Non-combat Skills 15 Points
Skill (specialty)RankAbilitiesSuccess Bands
Academics 1 Int 415/20/25
- World History +1   
Awareness4 Foc 5 11/16/21
Athletics Str 4 16/21/26
Coercion Per 3 17/22/27
Computer Int 4 16/21/26
Culture 1 Per 3 16/21/26
- Western New Age Occult   
Deception Per 317/22/27
Driving Agi 416/21/26
Empathy Foc 5 15/20/25
Endurance 3 Vit 6 11/16/21
Engineering Int 416/21/26
Extreme Sports Vit 614/19/24
Influence Per 317/22/27
Mechanics Int 4 16/21/26
Medicine 3Int 413/18/23
- First Aid +1   
- Trauma Medic   
Misdirection Per 317/22/27
Performance Per 317/22/27
Pilot Agi 416/21/26
Profession -na-
Resilience Vit 614/19/24
Science Int 416/21/26
-    
Security 1 Int 415/20/25
Stealth Foc 515/20/25
Survival 2 Vit 6 12/17/22

FX (8 pts)
Skill (specialty)RankAbilitiesSuccess Bands
Nordic Theism 4 Foc 511/16/21
- Eight pulse runic work provides +3 armor until the benefit is used. Once used it must be reapplied after the current scene to work again.Blood Rune Ward
- ten minute divination gives best course of action out of a number of requested options.Runic Vision* 1 Foc 5 14/19/24
- This rune is a command to sleep. The victim needs to be within 30 meters. The victim is entitle to a Mental - Resolve or Willpower check to resist the command. The modifier penalty to this check is -1, -2, or -3 depending on the degree of success of the caster.Sleep Thorn * 1 Foc 5 14/19/24
- Spirit of the lands appear to dance around the caster of this rune. This area around caster grants a +2 bonus resistance to attacks to which he can defend. If the caster takes damage during the duration of this rune which is 2 rounds plus the rank of this rune, he must make a Willpower check or the rune fails.Landvættir (Guardian Spirit) +1  
- In the area of effect of this rune is 10 meters. Creatures in the area see clearing out of all the possibilities of their actions and which is the best outcome. All people effected gain a +1 step bonus to checks while the distraction gives a -1 penalty to any Willpower based checks. Rank Benefit: At ranks 3 and 5 the bonus and penalties increase by 1.Looking Glass * 1 Foc 5 14/19/24
- By ritualist engraving runes to the body of the dead (8 pulses), the caster pulls the spirit of the dead back into the body to answer questions. The dead is recented dead there is a +2 bonus to the check. More than an hour the check is made at +1. If it has been more than three days there is a penalty of -1. This increases by -1 for every three days, thereafter.Stave for the Walking Dead * 1 Foc 5 14/19/24

Talents
Name Description
Gunner When you use the Aim action with a heavy weapon you do not add a delay to your next action.(No time penalty for aim with a heavy weapon or full auto action with a heavy weapon.)
- Cover Destruction When you attack a target behind cover, you can choose to reduce the target's cover by two steps for this attack. If you do, reduce the damage of the attack by 3.
Martial Arts, Grappling You gain a +1 step bonus on Hand to Hand checks made to start a grapple.
- Disarming Lock If you take the grab object action against an enemy you are grappling, you gain an additional +2 step bonus on the opposed check.
- Submission Hold If you succeed at an unarmed attack against a living enemy you are grappling, the enemy becomes dazed until it loses the grappled condition or it successfully resists with an Endurance check. If you succeed at an unarmed attack against an enemy who is both grappled and dazed, in addition to taking damage that enemy must succeed at an Endurance check or become incapacitated for five minutes. Enemies wearing tough armor are immune to submission holds.
Rugged Gain bonus wound boxes on the graze and light wound rows of your durability block.
- Extra Rugged Gain a bonus wound box on the moderate wound box.

ATTACK ACTIONS

HAND TO HAND AND MELEE WEAPONS
Weapon Skill Type Speed Damage Special
Unarmed Hand Brawl 3 1d4 + 0/3 physical
Combat knife Hand Knife 3 1d4 + 1/5 physical

RANGED AND HEAVY WEAPONS
Weapon Skill Type Rg Mag Speed Damage Special
Heavy pistol Firearms Pistol M 10 4 1d8 + 1/6 physical
Battle rifle Firearms Rifle VL 20 3 1d8 + 3/8 physical

GEARMk14 Enhanced Battle Rifle/ DMR/assault weapon. Raging Judge heavy revolver. Tac vest with carbon fiber plate holder front, back, and side panels. (Not normally worn). Also a "rune enhanced" entrenching tool in a sheath.(Also, Not normally worn)

Character Notes: Well, yea I've got some difficulties. That's part of why I'm here. I know I'm not crazy, but I've fought a bitch that looked like a tree and tossed fire, and I've been manipulated by supernatural tricksters. I believe in elves, dwarves, eldritch powers and magick among other things. But I ain't nuts. And yea I've survived things that might kill most folks. That wasn't my imagination either. I figure you people can probably use me without taking me apart to see how I tick. I can't say as much for some of the other alphabet agencies out there. What do I mean by that? Look we both know your little tests pointed out an oddity or two. Let's just say some of the people in power that I've talked to would be more likely to want to dissect a guy rather than let him use his skills. So we got a deal? I help you with stuff, you help me stay off any radar that might get my bits and pieces removed by guys in lab coats?


 
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All men are mortal.But the good name lasts forever.

Last edited by savoylen; Yesterday at 12:09 AM.
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Old 06-02-2019, 12:58 AM
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*OSIRS Notation Start*
File Number: 19-06-65993
Status: Agent, First Class
Rank: 2
Band: 08 01-18
Clearance: Restricted
*OSIRS Notation End*


Dr. Soo-ah (수아) Song
Age: 27, 1m72, 55 kg
Archetype: (Mentalist) Pay attention to your inner voice, I will see you in there!

PHYSICAL STATISTICS
Senses normal
Awareness 16/21/26
Initiative 11/16/21 (+2)

Action Points: 2
Speed 20 meters
Str 3, Agi 4, Vit 4, Int 5, Foc 4, Per 6

DURABILITY

Armor Reduces Physical by [ ], energy by [ ]

Vitality 4 Durability Track
Severity Wounds Effects
1–3 [] [] No ill effects.
4–6 [] [] No ill effects.
7–9 [] [] –1 step penalty to all checks
10–12 [] [] –2 step penalty to all checks
13–15 [] [] –3 step penalty to all checks
16+ [] Incapacitated

SKILLS AND TALENTS
Skill Points/Spent 40/40

Combat Skills 7 Points

Skill (specialty)RankAbilitiesSuccess Bands
Acrobatics Agi 3 17/22/27
Armor Training 0 Int 514/19/24
Athletics Str 3 17/22/27
Firearm 1 Foc 4 15/20/25
- Pistol +1  
Hand-to-Hand Str 3 17/22/27
Heavy Weapons Int 515/20/25
Melee Agi4 16/21/26
Primitive Weapon Foc 4 16/21/26
Resilience Vit 416/21/26
Willpower6 Foc 4 10/15/20

Non-combat Skills 10 Points
Skill (specialty)RankAbilitiesSuccess Bands
Academics Int 515/20/25
-    
Awareness Foc 416/21/26
Athletics Str 317/22/27
Coercion Per 6 14/19/24
Computer Int 5 15/20/258
Culture Per 614/19/24
-    
Deception 1 Per 6 13/18/23
Driving Agi 4 16/21/26
Dodge Agi 4 16/21/26
Empathy Per 6 14/19/24
Endurance Vit 4 16/21/26
Engineering Int 515/20/25
Extreme Sports Agi 4 16/21/26
Influence 6 Per 6 8/13/18
Mechanics Int 5 15/20/30
Medicine 2 Int 5 13/18/23
- Surgery* 1 Int 5 14/19/24
- First Aid +1    
- Battlefield Medicine    
Misdirection Per 614/19/24
Performance Per 6 14/19/24
Pilot Int 515/20/25
Profession -na-
Resilience Vit 416/21/26
Science Int 515/20/25
-    
Security Int5 15/20/25
Stealth Foc 4 16/21/26
Survival Foc 416/21/26

Psi (23 points)

Psi Skill Rank Success Bands
ESP (Int 5) 6 9/14/19
- Battle Mind * 1 14/19/24
- clairaudience
- clairvoyance
- empathy
- mind reading +1
- postcognition
- psychometry
- sensitivity

Psi Skill Rank Success Bands
Telepathy (Per 6) 6 8/13/18
- contact
- empathic projection
- illusion
- mind shield
- Directs a powerful blast of energy at another mind. This does the same as mind blast (1/2/3 points of stress depending on the level of success) +1d4 stress points damage. This can be opposed by Mind Shield. Use of this FX gives one additional degree of fatigue (auto fail on fatigue check). Rank benefits: Rank 3 - does +1d6 instead, Rank 5 - does +1d8 instead plus Stellar results cause two boxes to check rather than one, Rank 7 - does +1d8 instead puls stellar results cause two boxes to check rather than one, Rank 9 - does +1d12 instead plus stellar results because two boxes to check rather than one. mind shred * * 5 9/14/19
- psychic armor
- psychic projection
- suggest +1
- tire  

Psi Skill Rank Success Bands
Telekinesis (Foc 4) 5 12/17/22
- levitation
- photokinetics
- The ability to move objects. The target must be within 50 meters (10/20/50). The character can lift a weight in kilograms up to his or her FOC score x10, or push up to their FOC score x20 in kilograms. Only solid objects can be move in such a way. The distance, speed and height the object can be moved depends on the degree of success. Typical distance in meters in 1 G for lift are 1/2/3 or for Push are 2/4/6. The time FX last also depends on the degree of success, in pulses 2/4/6. Rank Benefits: Rank 3 - Manipulate: Operate small mechanisms such as locks firearms, computers and such at -2 steps if they have the appropriate skill (untrained if they don't). At Rank 5 the penalty goes down to -1 and at rank 7 there is no penalty. Rank 5 - Batter: Siese living beings and shake them violently causing damage. (Range 5/10/20) damage is 1d6/+2 physical. At rank 7 this increases to 1d8/+2 physical. Rank 7 - Puppeteering: Attempt to seize control of another living creature. psychokinetics +1

TALENTS
Name Description
Medic You gain +1 step bonus on Medicine checks made during combat.
- Don't You Quit On Me Your successful Medicine checks to stabilize someone count as an additional success (2/3/4 successes on Av/Ex/St check results).
Rapport Your telepathy allows you to communicate with a sentient creature with an intelligence or 2 or higher.
- Branching Network You can communicate telepathically with up to five other creatures at once.
Commander You gain a +1 step bonus on Coercion or Influence checks made during combat.
- Combat Leader As an action, make an influence check to spur your allies on to greater effectiveness. If you succeed, designate an enemy. Your allies each gain a +1 step bonus on their next attack against that enemy in this scene. Allies who can't communicate with you don't get the step bonus.
Alertness Gain a +2 step bonus on initiative Checks
- Hit the Dirt You can go prone as a reaction to an attack against you.

ATTACK ACTIONS

HAND TO HAND AND MELEE WEAPONS
Weapon Skill Type Speed Damage Special
Unarmed Hand Brawl 3 1d4 + 0/3 physical
Combat knife Hand Knife 3 1d4 + 1/5 physical

RANGED AND HEAVY WEAPONS
Weapon Skill Type Rg Mag Speed Damage Special
Light pistol Firearms Pistol M 10 3 1d6 + 1/5 physical

GEAR
Light Pistol, 2 mags of 10 bullets each. Apple Watch, iPhone X, Laptop, Handbag, Pepper spray, medkit & surgery kit.

Character Notes
You know, I just wished for a normal life. I had a good job at the hospital, a nice house, fancy car. Everything just went upside down the day my mind opened like a pandora box after I got electrocuted by my hairdryer. Not my brightest moment I assure you. Not sure what happened but I began to hear everybody thoughts when I woke up, it felt powerful and terrifying at the same time. Thank god I was picked up eventually by the Hoffman Institute to learn how to use my gift. I think now I'm ready to hit the field and use my powers to protect the mundane and save as much lives as possible.
Dr. SongDoctor Song is a young pioneer in neuroscience, neurosurgery and various psychological conditions related to brain damage. She is passionate about the human mind in general, studying alternative medicine and techniques to cure the mind. Using her powerful psionic abilities, this gives her an edge over all her peers to understand patients conditions and diagnose the right treatment. As a prodigy, she completed her medical studies and specialties five years ahead of time, and completed her first brain surgery at the age of 22. In Seoul, she opened her own clinic at the age of 26 and started to have an international reputation with people coming from far away to get a diagnostic from her. Everything changed the day she was recruited by the Hoffman Institute, a hard choice to put behind such a promising and lucrative career on hold. She believes she can have a larger impact on humanity by becoming a secret agent and flourish her telepathic gifts.

Moving to NYCAfter joining the HI, Soo-ah sold her practice and relocated to New-York City. The good doctor bought a fancy townhouse in Upper East Side with the money she made in the last years and her signing bonus with the institute. She is from Seoul, so she acclimated quickly to the big city, however the culture shock was significant. Speaking English with a strong accent, she had a couple of bad experience with the locals. What she read from their mind is generally quite different from Korean. Men have dirty thoughts at all time and hope for a chance to get laid with her and women are intensively jealous, some others are simply racist and don't like Asian in that country. In any case, she became very popular in the local bars after work and made a lot of friends. She trained very hard at the institute and spent most of her free time working at the Lenox Hill Hospital about two times a week to keep operating and improve her skills.


* * * *

 

 




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Minkai's Overlord A journey of steel and spirits across the world.
Empire’s trials An empire is crumbling and a new order is rising.

Last edited by savoylen; Yesterday at 12:11 AM.
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Old 06-04-2019, 07:26 PM
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*OSIRS Notation Start*
File Number: 19-06-00442
Status: Agent, First Class
Rank: 2
Band: 08 01-18
Clearance: Restricted
*OSIRS Notation End*


James Smith
Archetype: TR 2 Unremarkable

PHYSICAL STATISTICS
Senses normal
Initiative 11/16/21
Action Points: 1
Speed 20 meters
Str 3, Agi 4, Vit 4, Int 5, Foc 6, Per 4

DURABILITY

Armor Reduces Physical by [ ], energy by [ ]

Vitality 4 Durability Track
Severity Wounds Effects
1–3 [] [] No ill effects.
4–6 [] [] No ill effects.
7–9 [] [] –1 step penalty to all checks
10–12 [] [] –2 step penalty to all checks
13–15 [] [] –3 step penalty to all checks
16+ [] Incapacitated

SKILLS AND TALENTS
Skill Point Pool Total/Spent: 40/40

Combat Skills 9 Points

Skill (specialty)RankAbilitiesSuccess Bands
Acrobatics Agi 4 16/21/26
Armor Training 1 Int 5 14/19/24
Athletics Str 3 17/22/27
Firearm Foc 6 14/19/24
-    
Hand-to-Hand Str 3 17/22/27
Heavy Weapons Int 5 15/20/25
Melee 1 Agi 4 15/20/25
- Knife +1   
Primitive Weapon 1 Foc 6 13/18/23
- Bow +1    
Resilience Vit 4 16/21/26
Willpower 6 Foc 6 12/17/22

Non-combat Skills 25 Points
Skill (specialty)RankAbilitiesSuccess Bands
Academics 1 Int 5 14/19/24
- Cryptography +1    
Awareness 3 Foc 6 11/16/21
Athletics Str 3 17/22/27
Coercion Per 4 16/21/26
Computer 3 Int 5 12/17/22
- Hacking +1    
Culture 1 Per 4 15/20/25
- North America +1   
Deception Per 4 16/21/26
Driving Agi 4 16/21/26
Dodge 1 Agi 4 16/21/26
Empathy 2 Foc 6 12/17/22
Endurance 2 Vit 4 14/19/24
- Alcohol/Recreational Substances +1    
Engineering Int 5 15/20/25
Extreme Sports Agi 4 16/21/26
Influence Per 4 16/21/26
Mechanics Int 5 15/20/25
Medicine Int 5 15/20/25
Misdirection 5 Per 4 11/16/21
Performance Per 4 11/16/21
Pilot Agi 4 16/21/26
Profession 3 Int 5 12/17/22
+1 Journalist/Blogger +1   
+1 Photographer +1   
Resilience Vit 4 16/21/26
Science 1 Int 5 14/19/24
- Lab Technician +1   
Security 2 Int 5 13/18/23
Stealth 1 Foc 6 13/18/23
Survival 2 Foc 6 12/18/23

FX Skills (6 Points)
Skill (specialty)RankAbilitiesSuccess Bands
Illusion 2 Foc 6 12/17/22
- Conceal 1 Foc 6 13/18/23
- Static image +1   
Mesmerism 2 Foc 6 12/17/22
- Forgetfulness 1 Foc 6 13/18/23
- Hypnotize +1    

Talents
Name Description
Alertness +2 steps bonus on initiative checks
- Hit the Dirt You can go prone as a reaction to a declaration of an attack against you.
Elusive Ranged attacks against you that originate from medium or longer range suffer an additional -1 step penalty.
- Combat Crouch You gain additional Benefit from cover. Attackers take an additional -1 step penalty when they attack you as long as you have at least 25% cover.
- Luckey Miss Once per combat scene, you can use a reaction to make an attack that hits, miss instead.
Spy You have a false identity - a "legend" as it is known in the business. Your true identity comes to light only under rigorous background checking that usually requires several days. A false identity also comes with one Average-level contact who believe your legend. You can "burn" your identity to stymie an effort to locate you or take you into custody. If you have to burn your false identity you can create a new one in 10 days.
- Access The contact you gain with your false identity is Excellent, not Average.

ATTACK ACTIONS
Weapon Skill Type Speed Damage Special
Unarmed Hand Brawl 3 1d4 + 0/3 physical
Combat knife Hand Knife 3 1d4 + 1/5 physical

RANGED AND HEAVY WEAPONS
Weapon Skill Type Rg Mag Speed Damage Special
Light pistol Firearms Pistol M 10 3 1d6 + 1/5 physical

GEAR

Camera, microphone, lenses, mac.

Character Notes:
It started like, well if you are like me, at-all like me, you'll know what I mean:

You go into a bar and it doesn't matter where you stand, or how big the note you wave in your hand, it's always the people either side of you that get served. No matter how hard you try you just can't seem to catch the barstaff's eye; they just serve everyone else.

Depressing isn't it. Well it was for me anyway - the more I was ignored the more depressed I got and the more depressed I was the less I wanted to be noticed... Maybe you've been there?

So, one day I got so fed up of being ignored I just walked round the bar and poured my own beer. I didn't care if I got thrown out - I just didn't care about much of anything by then. But I didn't get thrown out - no body noticed.

It became a thing, and it got to where a bar didn't even have to be busy and then one day I was - I'm a photo journalist by the way - I was at a demonstration and this riot broke out and I was there in the middle of the whole thing just snapping away and everyone ignored me - more than ignored me, went round me and carried on. It was the strangest thing.

Yeah I know that's was weird right but then it got even stranger. It was like even machines couldn't be bothered anymore. I forgot my pin and was like you know - how am I gonna get cash now? and the thing didn't even bother to ask. It just gave me the money - I mean I could have been anybody, it could have been anybody's card.

So that was when I knew, that was when I said "Stop. This is not just me being boring - this is a THING. I looked it up - Glamour the Irish call it, so I have The Glamour - paradoxical or what? Right?"

Pictures you see - I take pictures, freelance, sell them, but I can take pictures others cannot. I can see things others cannot, I can see past the glamour of others just as they can see past mine but we don't always know each other for what we are until we see that others can't. It's a club - a lonely club perhaps but a club none-the-less - and I was never in a gang at school so it's nice to be in one now.

---

I'ld been taking pictures in this area for a while. It had interested me that part of Charleston, and I wondered if I might do serious piece on urban degeneration. And on this day - I had pictures of space holes and who knows what - it really kicked off. And then BOOM!

I wasn't sure what to do with all the pictures - I knew the normal papers wouldn't touch them but I had contacts, there were places where folks would buy pictures that belonged in a science fiction movie or horror film; there were collectors and agencies. So after reducing the options I post them with the normal copyright and disclaimers.

I was quite impressed when they found me - no really. It's not often someone comes to my front door. Even the post guy struggles with the box at the end of the drive.





 
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Old 08-27-2019, 12:42 AM
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savoylen savoylen is offline
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Timbre (TR4 German Shepherd Companion)
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*OSIRS Notation Start*
File Number: 14-12-05975
Status:Senior K-9 Field Agent
Rank: K9-4
Band: 06 01-18
Clearance: Confidential
*OSIRS Notation End*

Asset Quality: Excellent
Archetype - Theme: Battler - Do right and fear no one

PHYSICAL STATISTICS
Senses Enhanced
Awareness 9/14/19
Initiative 10/15/20 +2
Action Points: -
Speed 40 meters
Intelligence: Animal (Enhanced)

DURABILITY
Vitality 5 Durability Track
Severity Wounds Effects
1–3 [] [] No ill effects.
4–6 [] [] No ill effects.
7–9 [] [] –1 step penalty to all checks
10–12 [] [] –2 step penalty to all checks
13–15 [] [] –3 step penalty to all checks
16+ [] Incapacitated

Skill: Bite +2, ATTACK 11+, 1d4/2d4 physical
Claws +2, ATTACK 11+, 1d4-1/1d6 physical
This ability allows Tembre to detect approaching enemies, sniff out hidden foes, and track by sense of smell.Awareness-Scent, +2, Check 13+
Feature: The growl of this dog is a terrifying sound that sends many who hear it running. It provides a +2 shift bonus to its Coercion skill (used to scare off targets).Growl of the Beast
FEATURE: HI Agency Special Access 2.HI Favors: 2
TALENT: Multi-Attack: For an attack action, Timbre takes a bite and a claw attack.

GEAR: Hoffman GPS and IDENT implant
GEAR: Hoffman Kevlar Dog Vest: Armor: 2 (Physical) 1 (Energy)
Species Notes: readily follows its human around and obey's whatever commands he or she is trained to followLoyal, teamwork bonus of the companion to +1 shift in situations when working with the dog to complete goals is possible.Partner

 



 


FATE: Recovered - Active

Notes: Needs pay upgrade, advance taken
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  #8  
Old 09-08-2019, 01:33 AM
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SalmonMax SalmonMax is offline
Ancient Dragon
 
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Amelia Parsons
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*OSIRS Notation Start*
File Number: 19-09-99305
Status: Probationary Agent, Second Class
Rank: 1
Band: 09 01-18
Clearance: Restricted
*OSIRS Notation End*


Amelia Parsons
Alias: Death Otter, Alias: D3@tH 0Tt3r
Archetype: Hacktivist Hurler of Molotov Truth-Bom-Ombs
House Sigil: Upraised finger middle rampant on field of eye-searing cobalt
House Words: 'To Troll is Human'

PHYSICAL STATISTICS
Senses: normal
Initiative 10/15/20 +2
Action Points: 1
Speed 20 meters
Str 3, Agi 5, Vit 3, Int 6, Foc 5, Per 3


DURABILITY

Armor Reduces Physical by [ ], energy by [ ]

Vitality 3 Durability Track
Severity Wounds Result Effects
1–3 [] [] Graze No ill effects.
4–6 [] [] Light No ill effects.
7–9 [] [] Moderate –1 step penalty to all checks
10–12 [] [] Serious –2 step penalty to all checks
13–15 [] Critical –3 step penalty to all checks
16+ [] Mortal Incapacitated

SKILLS AND TALENTS
Skill Point Pool/Spent 40/40

Combat Skills 9 Points

Skill (specialty)RankAbilitiesSuccess Bands
Acrobatics Agi 515/20/25
Armor Training Int 614/19/24
Athletics Str 317/22/27
Dodge 1 Agi 514/19/24
Energy Weapon Agi 5 15/20/25
Firearm 3 Foc 512/17/22
- Pistol +1   
Hand-to-Hand 1Agi 514/19/24
Heavy Weapons Int 614/19/24
Melee Agi 515/20/25
Primitive Weapon Agi 5 15/20/25
Resilience 2Vit 315/20/25
Willpower 2Foc 513/18/23

Non-combat Skills 27 Points
Skill (specialty)RankAbilitiesSuccess Bands
Academics 1 Int 6 13/18/23
- Advanced Mathematics +1   
Awareness 3 Foc 512/17/22
Athletics 1Str 3 16/21/26
Coercion Per 3 17/22/27
Computer 6 Int 6 8/13/18
- Hacking 5 Int 6 9/14/19
- Cryptography 4 Int 6 10/15/20
Culture Per 317/22/27
Deception 1 Per 316/21/26
Driving Agi 515/20/25
Empathy Foc 515/20/25
Endurance Vit 317/22/27
Engineering Int 614/19/24
Extreme Sports Agi 5 15/20/25
Influence Per 317/22/27
Mechanics Int 6 14/19/24
Medicine Int 6 14/19/24
Misdirection Per 317/22/27
Performance Per 3 17/22/27
Pilot Int 614/19/24
Profession -na-
Resilience Vit 317/22/27
Science Int 6/14/29 
Security 5 Int 6 9/14/29
Stealth1 Foc 5 14/19/24
Survival Foc 515/25/30

Mindwalking - FX 4 Points
Skill (specialty)RankAbilitiesSuccess Bands
Datalink 4 Per 3 13/18/23

Talents
Name Description
Alertness +2 Step bonus to Initiative checks
- Hit the Dirt You can go prone as a reaction to an attack made against you.
Drone Expert Drones obey orders in 1/2 time, gain +3 bonus to attack but take 1 damage.
- Overclocking When you issue an attack command to a drone you grant a +3 step bonus to its attack but it takes one box of damage (lowest wound band available) after the attack is resolved.
Computer Psi Grants Access to Telepathy/Datalink once Requireds are met.
- Shadow Form Access to Shadow form while connected to GRID via GRIDcaster, NI-Jack, or COM-Psi.

ATTACK ACTIONS
Weapon Skill Type Speed Damage Special
Unarmed Hand Brawl physical 3 1d4 + 0/3 physical  

RANGED AND HEAVY WEAPONS
Weapon Skill Type Rg Mag Speed Damage Special
Light pistol Firearms Pistol M 10 3 1d6 + 1/5 physical  

GEAR
Laptop Computer (Average Processor, 4 Active Memory Slots)
Currently loaded
- Anonymous
- Encryption
- Data Link
- Netsearch

Programs
- Data Link
- Decryption
- Encryption
- Netsearch
- Evade
- Lockpick
- Anonymous

Character Notes: -
Death Otter was approached for recruitment after she made contact with a Hoffman Institute email address that laid out in meticulous terms the results of what had been an ongoing, privately conducted surveillance of Institute actions via electronic media (see Case# 01426-77, appdx C for details). In this email she outlined that while she wasn't 'thrilled' with the secrecy surrounding Institute actions, she 'respected' the actions themselves, and wanted to talk.

The decision was made, with a thin majority of stakeholders, to attempt to bring her into the fold before more draconian tactics were resorted to. Two agents responded to the request for a meeting, and after navigating a few misdirections apparently set up by Ms Otter in case the other decision had been reached, contact was made.

At this meeting, and at several interviews following, Ms Otter explained her interest in the Hoffman Institute was driven as an extension of her interest in fortean, or 'impossible' phenomena. While she disagrees in principle with the Institutes policy of secrecy, she agreed to abide by it until and unless such time as that policy was changed...while warning that she'd be advocating for changing it.


 
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Last edited by savoylen; 01-21-2020 at 11:09 PM.
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  #9  
Old 09-14-2019, 06:07 PM
Humble Athena Humble Athena is offline
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Zella Hekori
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*OSIRS Notation Start*
File Number: 19-09-31471
Status: Probationary Agent, Second Class
Rank: 1
Band: 09 01-18
Clearance: Restricted
*OSIRS Notation End*


Name: Zella Hekori
Archetype: Witch Librarian

PHYSICAL STATISTICS
Senses normal
Initiative 10 / 15 / 20 +2
Action Points: 1
Speed 20 meters
Str 4, Agi 4, Vit 3, Int 5, Foc 6, Per 4

DURABILITY

Armor Reduces Physical by [ ], energy by [ ]

Vitality 3 Durability Track
Severity Wounds Result Effects
1–3 [F] [] Graze No ill effects.
4–6 [] [] Light No ill effects.
7–9 [] [] Moderate –1 step penalty to all checks
10–12 [] [] Serious –2 step penalty to all checks
13–15 [] Critical –3 step penalty to all checks
16+ [] Mortal Incapacitated

SKILLS AND TALENTS
40/40 SP used

Combat Skills 14 Points

Skill (specialty)RankAbilitiesSuccess Bands
Firearm 3 Foc 6 13 / 18 / 23
Hand-to-Hand 3 Str 4 15 / 20 / 25
Melee Str 4 / Agi 16 / 21 / 26
Primitive Weapon Agi / Foc 6 14 / 19 / 24
Resilience 3 Vit 3 16 / 21 / 26
Willpower 5 Foc 6 9 / 14 / 29

Non-combat Skills 13 Points

Skill (specialty)RankAbilitiesSuccess Bands
Academics 4 Int 3 16 / 21 / 26
- Esoteric Knowledge +1    
- Ancient History    
Acrobatics Agi  
Athletics Str 4 16 / 21 / 26
Awareness 1 Foc 6 13 / 18 / 23
Coercion Per 4 16 / 21 / 26
Culture 2 Per 4 14 / 19 / 24
- Witch +1   
- Vampire   
Deception 2 Per 4 14 / 19 / 24
Dodge Agi 4 16 / 21 / 26
Empathy Foc6/Per 16 / 21 / 26
Influence 1 Per4 15 / 20 / 25
Misdirection 2 Per4 14 / 19 / 24
Profession 1 Int 4 15 / 20 / 25
- Academic Research +1   
Resilience Vit 3 17 / 22 / 27
Science Int 5 15 / 20 / 25
Stealth Foc 6 14 / 19 / 24

FX- 13 Skill Points

Skill (specialty)RankSuccess Bands
Witchcraft (Foc 6) 5 9 / 14 / 19
- Call Familiar * 1 13 / 18 / 23
- Cast the Circle +1
- Rank Benefits: Rank 3 - Curse Item; Rank 5 - Specific CurseCrones's Curse
- Rank Benefits: Rank 3 - Scrye the Past; Rank 5 - Divine the FutureDivination
- Earth Harvest  
- Part the Veil * 3 11 / 16 / 21
- Maiden's Blessing
- Mother's Touch * 3 11 / 16 / 21
- Spellbind
- Ward of Protection * 1 13 / 18 / 23

Skill (specialty)RankSuccess Bands
Hemomancy (Vit 3)  
- Hunger * 0  
- Lifeblood * 0
- Reciprocity * 0  
- Stigmata * 0  
- Thicker than Water 0

Talents
Name Description
Alertness You gain a +2 step bonus on initiative checks.
- Hit the Dirt You can go prone as a reaction to an attack made against you.
- Keen Senses You gain a +2 step bonus on Awareness and Empathy checks made at the start of an scene.
The Talent Access to Witchcraft
- Improved Familiar 1 Ritual Familar Stat Increase 1
Vamped Access to Blood Magic


ATTACK ACTIONS
Weapon Skill Type Speed Damage Special
Unarmed Hand Brawl physical 3 1d4 + 0/3 physical  

RANGED AND HEAVY WEAPONS
Weapon Skill Type Rg Mag Speed Damage Special
Light pistol Firearms Pistol M 10 3 1d6 + 1/5 physical  

GEAR
Weapons as noted above

Character Notes:

 


Shortcut to Witchcraft Info

 



Lereía (TR1 Bat Familiar)
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PHYSICAL STATISTICS
Senses Enhanced
Awareness 9/14/19
Initiative 10/15/20 +2
Action Points: -
Speed Glide 12 Fly 24
Intelligence: Animal

DURABILITY

Natural Defenses Physical by [1 ], energy by [0 ]

Severity Wounds Result Effects
1–3 [] Graze No ill effects.
4–6 [] Light –1 step penalty to all checks
7–9 [] Moderate –2 step penalty to all checks
10–12 [] Serious/Mortal Incapacitated

Skill:
Acrobatics 11+, Stealth 8+
Bite +2, ATTACK 14+, 2/4 physical

 

 



Template
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Introduction to the Institute
For nearly as long as she can remember, Zella has been a collector and curator of books both mundane and esoteric. That latter fact has, in the past, brought agents of the Hoffman Institute to her library in search of answers. Though she played coy at first, once she learned of the Institute's mission, she agreed to grant access to select agents who pleased her sensibilities. At that time, neither considered the other an ally; to the Institute, she was an uncertain resource. To her, they were worker ants doing their job in maintaining the world's order, as she was doing her job in preserving knowledge.

After the destruction of the Charleston Branch, she began to notice changes, more things skittering about in the dark spaces between days, and the like. She didn't think much of it, until an older agent came- not to peruse her library, but to speak with her. She entertained him with tea by the fire, but when he suggested that she join the Institute, she was shocked and quickly declined. After all, she was not a worker ant; she had been doing her job, even if they had been failing in theirs. Still, he left a card for her. And after he was gone, she stared at it for a long time. Slowly, she began to remember. She had been someone else once, someone with more drive, more impulse, more... initiative. She tried to push away the flashes, the memories, but over the next couple days and nights, they grew stronger. A week after his visit, she walked out of her library with his card in her hand, and followed to the address embossed on the front.
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