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Old 06-01-2019, 11:58 PM
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Department 7



*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
Sonic (Shuddle) pistol Firearms Pistol C 20/full charge 3 1d6 + 0/2 energy Near and close range only. Will not work in a vacuum.

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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Last edited by MoonZar; 03-14-2020 at 12:13 AM.
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Old 06-02-2019, 12:52 AM
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Department 7



*OSIRS Notation Start*
File Number: 19-06-32463
Status: Probationary Agent, Second Class
Rank: 1
Band: 09 01-18
Clearance: Restricted
*OSIRS Notation End*


Johann Goldblatt
Archetype: (Expert/FX)

PHYSICAL STATISTICS
Senses normal
Awareness 14/19/24
Initiative 9/14/19
Action Points: 1
Speed 20 meters
Str 4, Agi 5, Vit 5, Int 4, Foc 5, Per 4

DURABILITY
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
Combat Skills - 8 Points
Resilience 2 (Vit) 13/18/23
Dodge 2 (Agi) 13/18/23
Willpower 3 (Foc) 12/17/22
Hand-to-Hand Combat 1 (Str or Agi) 14/19/24
-Brawling +1

Non Combat Skills - 23 Points
(includes zero-G movement)Acrobatics 3 (Agi) 12/17/22
Athletics 1 (Str) 15/20/25
(your perception skill)Awareness 1 (Focus) 14/19/24
Deception 2 (Per) 14/19/24
(resisting poison, temperature extremes, radiation, etc.)Endurance 1 (Vit) 14/19/24
Entertainment 2 (Per) 14/19/24
includes persuasion)Influence (Per) 1 15/20/25
deception and fast-talking)Misdirection 5 (Per) 11/16/21
Performance 2 (Per) 14/19/24
(includes bypassing locks or cameras with proper tools)Security (Agi) 5 10/15/20

FX
Arcane FX - 5 Points
Illusion 3 (Foc) 12/17/22
- Clamor 1 11/16/21
- Conceal 1 11/16/21
- Static Image +1


TALENTS
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.
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

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

Character Notes:
I do not pretend to know or understand what happened to me, I imagine this organization knows more than I do on that front. As you know I was born Johann Goldbratt but at the time people weren't likely to watch a performer if they knew he was a Jew so I took the stage name of Goldani. As an Illusions and Escapologist I dare say I was a bit Green but obviously Berries. I looked it up, my famous 'Goldani's Cabinet' illusion is still talked about in my craft.

But as you see, the Illusion worked too well. My Assistant genuinely vanished, I went in after her. I don't remember anything solid after that, like it was all a dream. I just know that went I woke up that morning it was 1926 on the morning of what was to be my big break, I went somewhere that I knew I had to Escape from, and now I'm here.

Except part of me wonders if I escaped at all, or worse still if something Escaped the Cabinet with Me.



 
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Last edited by savoylen; 09-04-2019 at 05:52 PM.
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Old 06-05-2019, 01:36 AM
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*OSIRS Notation Start*
File Number: 19-06-75600
Status: Probationary Agent, Second Class
Rank: 1
Band: 09 01-18
Clearance: Restricted
*OSIRS Notation End*


Seymour Bradley
Archetype: (Precog) Pre-traumatic stress disorder?Haunted by memories of the future.

PHYSICAL STATISTICS
Senses normal
Awareness 11/16/21
Initiative 12/17/22
Action Points: 1
Speed 20 meters
Str 4, Agi 4, Vit 5, Int 4, Foc 6, Per 3

DURABILITY
SeverityWoundsEffects
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
Combat Skills - 16 Points
Skill (specialty)RankAbilitiesSuccess Bands
Armor Training2Str or Int14/19/24
Firearm (rifle)4Foc10/15/20
Hand-to-Hand (knife)2Str14/19/24
Heavy Weapons (direct)2Str or Int14/19/24
Resilience4Vit11/16/21
Willpower2Foc12/17/22


Non-combat Skills - 16 Points
Skill (specialty)RankAbilitiesSuccess Bands
Awareness3Foc11/16/21
Athletics2Str14/19/24
Driving1Agi15/20/25
Dodge1Agi13/18/23
Endurance4Vit11/16/21
Medicine (first aid)1Int15/20/25
Stealth2Foc12/17/22
Survival2Foc12/17/22

FX
---

Psi - 3 Points
Skill (specialty)RankAbilitiesSuccess Bands
ESP 2 Int14/19/24
- postcognition +1 -na- Int 13/18/23
- precognition 1 Int 15/20/25

TALENTS
AlertnessYou gain a +2 step bonus on initiative checks.
RuggedGain bonus wound boxes on the graze and light wound rows of your durability table.
- Extra-Rugged I Gain a bonus moderate wound box.
Shake it OffYou can make Resilience checks to reduce a wound’s penalty as a 1-impulse action instead of a 3-impulse action.

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
Battle rifle Firearms Rifle VL 20 3 1d8 + 3/8 physical

GEAR
Tac vest, helmet and boots, assault rifle and two extra mags, sidearm, combat knife, wallet with ID, android phone loaded up with electronica and heavy dub music, a packet of Think Gum.

Character Notes:
I suppose this skill, as you people call it, has been with me since I was little, but I’ve always thought of it as more of a disability. I never graduated school because of all the flashes, the images of horrible situations. I didn’t want to see it but I saw it anyway. I spent time in institutions and the drugs they put into me seemed to calm it down for a while, but, actually, I still saw the things, I just didn’t care any more. But it was enough. They let me out.

But what was a seventeen year old drop-out to do? I joined the army, fully expecting it to kill me. But I was actually pretty good at it. I channelled the anger I felt and passed Basic near the top of my class. Then I was deployed. And that was when I came to realise that the things that I had been seeing were real… they just hadn’t happened yet. But seeing them for real let me get them out of my head. It felt… good. A relief. So I started volunteering for the worst missions, getting into the most fragged up situations, all so I could get these things out of my mind. I got a reputation as a ghoul. My C.O. requested me to be transferred, and so I ended up moving from one platoon to another until my tour was up. I was all ready to sign up for a second tour when Major Farnsworth got in touch and told me to contact you.
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Last edited by Lazer; 03-14-2020 at 03:12 PM.
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Old 06-05-2019, 04:07 AM
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Department 7



*OSIRS Notation Start*
File Number: 19-06-73164
Status: Probationary Agent, Second Class
Rank: 1
Band: 09 01-18
Clearance: Restricted
*OSIRS Notation End*


María Fernanda Moreno
Archetype: (Hacker/Believer) The Power of Christ compels IT

PHYSICAL STATISTICS
Senses normal
Awareness 13/18/23
Initiative 10/15/20
Action Points: 1
Speed 20 meters
Str 3, Agi 5, Vit 5, Int 5, Foc 5, Per 3

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

SKILLS AND TALENTS
Combat Skills: 7pts
Resilience (Vit) 1 14/19/24
Dodge (Agi) 2 13/18/23
Willpower (Foc) 2 13/18/23
Firearm Combat (Agi or Foc) - Pistol 2 13/18/23


Noncombat Skills: 18pts
Academics (Int) - Computer Sciences 1 14/19/24
Awareness (Focus) 2 13/18/23
Computer (Int) - Hacking 4 11/16/21
Culture, Colombia (Per) - 1 16/21/26
Deception (Per) 1 16/21/26
Endurance (Vit) 1 14/19/24
Engineering (Int) 2 13/18/23
Misdirection (Per) 1 16/21/26
Security (Agi or Int) 2 13/18/23
Stealth (Agi or Foc) 2 13/18/23
Survival (Vit or Foc) 1 14/19/24


FX
Arcane FX: 6pts
Hemomancy (Vit) 3 12/17/22
- lifeblood * 2 13/18/23
- stigmata * 1 14/19/23
- thicker than water +1

Faith FX: 4pts
Monotheism (Per/Foc) 4 11/16/21
- aura
- blessing +1
- cure
- demon ward
- guidance
- signs and portents
- vision

TALENTS
Alertness, You gain a +2 step bonus on initiative checks.
- Hit the Dirt, when an attack is first declared, go prone as a reaction.
Drone Expert, When you issue a command to a drone, it takes half the time to respond.
- Overclocking, When you issue an attack command to a drone, you can grant a +3 step bonus to its attack, but it takes 1 box of damage (lowest available wound band) after the attack is resolved.
Gearhead, ou gain a +1 step bonus on any technical skill check you make to maintain or repair a machine, vehicle, ship or installation you’ve worked on before.
- Built These Myself, When you take this talent, you can give yourself two free weapon, armor or tool upgrades. Each upgrade must be applied to a different weapon, armor or tool.

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
Custom Glock 26 Light pistol Firearms Pistol M 10 3 1d6 + 1/5 physical +1 Step when used by Maira "Built This Myself"


GEAR
---
"SLB (San Luis Beltrán)" the GridCaster, Excellent Quality
Customize Glock 26, 9x19mm semi automatic


Character Notes:
---
I first felt the presence of god when I was five years old. My mother had taken me to midday mass and then to see el Señor Caído, the icon of our lord in Monserrate sanctuary in Bogota. When I fainted they said it was a dizzy spell, possibly epilepsy. But I had felt the blood of Christ within me. The next time was when my father was gunned down by the Medellin cartel. I knew the evil that walked the earth then. Hollow people - Angels of death. My fathers morality had corroded too, but this one time that was a blessing, because with his ill gotten savings that he had hid from the cartel my mother took me to america. That it was Corpus Christi where we had family seems ironic now, but you take what you can get I guess. There I tried to forget for a while. We still went to church, but I didn't feel anything for a time. I thought his presence had died with my father. I went into IT - maybe because suddenly everybody seemed to be an atheist or at best a sceptic. I was good at it. But ultimately the blood was still there protecting me, cleansing - opening my eyes to evil. I react to it, and it appears that it showed. When the institute approached me I thought it was for what I do with computers, and maybe that was part of it. But they knew. It did not seem to startle them. Most of all, they didn't make my blood boil. Means they are not evil, doesn't it?


FATE: KIA - Vaporized by Sarah Jean (CIA Agent, uncovered Turner operative)
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Last edited by savoylen; 09-10-2019 at 12:34 AM.
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Old 06-09-2019, 04:49 PM
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*OSIRS Notation Start*
File Number: 19-07-44618
Status: Probationary Agent, Second Class
Rank: 1
Band: 09 01-18
Clearance: Restricted
*OSIRS Notation End*


Jimmy Sister
Archetype: The Student (The History Buff)

PHYSICAL STATISTICS
Senses normal
Initiative 12/17/22
Action Points: 1
Speed 20 meters
Str 4, Agi 4, Vit 5, Int 6, Foc 4, Per 3

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

SKILLS AND TALENTS

Combat Skills 4 Points

Skill (specialty)RankAbilitiesSuccess Bands
Acrobatics Agi
Armor Training Str/Int 
Athletics Str
Firearm 4 Foc 12/17/22
- Rifle +1    
Hand-to-Hand Str
Heavy Weapons Str/Int 
Melee Str/Agi
Primitive Weapon Agi/Foc
Resilience Vit
Willpower 3 Foc 13/18/23

Non-combat Skills 31 Points
Skill (specialty)RankAbilitiesSuccess Bands
Academics 5 Int 9/14/19
- History   
- Folk Lore   
Awareness Foc
Athletics Str
Coercion Per
Computer Int  
Culture 4 Per 13/18/23
- Pick One   
Deception 2 Per 15/20/25
Driving Agi
Dodge 3 Agi 13/18/23
Empathy Foc/Per  
Endurance 4 Vit 11/16/21
Engineering Int
Extreme Sports Agi/Vit
Influence Per  
Mechanics Int 
Medicine Int 
Misdirection 2 Per 15/20/25
Performance Per
Pilot Agi/Int
Profession Any
Resilience 2 Vit 13/18/23
Science 3 Int 11/16/21
- Astronomy +1   
Security Agi/Int 
Stealth Foc 
Survival Foc

Talents
Alertness You gain a +2 step bonus on initiative checks.
Elusive Ranged attacks against you that originate at Medium range (20 m) or longer suffer an additional –1 step penalty.
Sniper If you aim with a rife, you gain a +2 step bonus to your attack instead of a +1 step bonus.

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
Battle rifle Firearms Rifle VL 20 3 1d8 + 3/8 physical

GEAR
Weapons as noted above, Book Bag.

Character Notes:
The IncidentIt started with a party. The engineering frat threw it together for midterms, and I was pretty burnt out at that point. First one I've been to. It was alright, as parties go, enough going on for everyone to find something to get into. As far as I can remember, anyway. I've got until it ramps up proper, and then everything goes fuzzy; pretty sure somebody slipped me a mickey.

After that, it's all a blur. I wasn't completely out - I have a decent tolerance for anesthetics, doctors never give me the right amount. It's a problem - so I remember bits and pieces, but I wasn't exactly coherent. There was a car, a forest, a cave, and then a bunch of blood. Like a bunch of blood. After the Institute came in and cleaned up the place, I was brought to a hospital (no lasting side effects), and given a rough explanation of what happened. Apparently I was to be a sacrifice, but they screwed up something important and exploded or were ate or something. Cults don't exactly hire for smarts, you know?

Hey, I can still finish my classes, right? That's not going to be a problem? Only my parents would kill me if I dropped out just cause of a job, especially if they knew what I was actually doing. I'd really appreciate it.




OSIRS: KIA by an infected Seymour
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Old 08-12-2019, 05:06 PM
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Old 09-14-2019, 05:07 PM
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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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Old 09-15-2019, 12:52 AM
Lyserg Bandolia Lyserg Bandolia is offline
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*OSIRS Notation Start*
File Number: 19-09-77530
Status: Recruit
Rank: 0
Band: 010 01-18
Clearance: Departmental
*OSIRS Notation End*


Clyde Byzantiel
Archetype: Ghost Hunter Scientist

PHYSICAL STATISTICS
Senses normal
Initiative 11/16/21 +2
Action Points: 1
Speed 20 meters
Str 4, Agi 4, Vit 4, Int 5, Foc 5, Per 5

DURABILITY
---
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
33/35 SP Spent

Combat Skills 9 Points

Skill (specialty)RankAbilitiesSuccess Bands
Acrobatics 2 Agi 14/19/24
Armor Training Str/Int515/20/25
Athletics 2 Str 14/19/24
Firearm 2 Foc 13/18/23
- Pistol +1   
Hand-to-Hand Str4 16/21/26
Heavy Weapons Str/Int515/20/25
Melee 1 Str/Agi4 15/20/25
- Knife +1   
Primitive Weapon Agi/Foc5 15/20/25
Resilience Vit4 16/21/26
Willpower2 Foc5 13/18/23

Non-combat Skills 24 Points
Skill (specialty)RankAbilitiesSuccess Bands
Academics 5 Int 10/15/20
- U.S. History +1    
- Choose An Additional Social Science +1   
Awareness2 Foc 13/18/23
Athletics Str416/21/26
Coercion Per5 15/20/25
Computer 2 Int 13/18/23
Culture Per5 15/20/25
Deception Per5 15/20/25
Driving2 Agi 14/19/24
Dodge Agi4 16/21/26
Empathy Foc/Per5 15/20/25
Endurance Vit416/21/26
Engineering 2 Int5 13/18/23
Extreme Sports 2 Agi/Vit4 14/19/24
Influence 2 Per 13/18/23
Mechanics int515/25/30
Medicine 2 Int 13/18/23
-First Aid +1   
Misdirection Per5 15/20/25
Performance Per5 15/20/25
Pilot* Agi/Int5
Profession* Any
Resilience Vit4 16/21/26
Science 4 Int 11/16/21
- Genetics +1   
- Choose an additional field of science +1   
Security Agi/Int5 15/20/25
Stealth1 Foc 14/19/24
Survival Foc 15/20/25

Specialties:
Name Rank Success Bands
Necromancy 2 13/18/23
Speak with Dead 1 14/19/24

Talents
Name Description
Alertness You gain a +2 step bonus on initiative checks
Medic You gain a +1 step bonus on Medicine checks during an action scene.
Gunslinger You can draw a pistol as a free action when you attack with a pistol.

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: See below


 


Name: Clyde Byzantiel
right-aligned image

Archetype: Ghost Hunter Scientist
Background:
A brilliant scientist and geneticist, Clyde was gliding through life with a brilliance that was carefully manufactured. He attended Harvard, and received his masters degree relatively early in life. His parents were rich, and he was very much a "Trust fund kid", with an attitude to match. He loved to party and drink, it was a combination of luck, money, and a genuine interest in the subject that got him his degrees. And if he wasn't partying, he was at his parent's gun range. But whenever he actually hit the books, he was brilliant. Much to the chagrin of his teachers, who just wanted him out of their classes and off the campus.
It took him a long time to settle down, but once he did, he focused on his work and made a name for himself beyond just "Eccentric Billionaire's socialite child". Life kept coming up aces for Clyde.
Unfortunately, luck changes eventually. It always does. In a regress to his olden days, Clyde was driving home drunk as all hell with his wife in the passenger seat, and took a turn a lot sharper than he should have. The resulting crash was a) spectacular to watch, and b) lethal for his wife.
In another round of 'luck', Clyde made it through with only a broken arm and some scrapes. He buried his wife, and became a recluse. And that should have been that.

But he wouldn't have caught the attention of Hoffman that way, would he?
Clyde went back to drinking heavily, either pouring one back, or pouring himself into his work, until one day, he saw his wife again, floating in the bedroom. Never a believer in the occult or the extraterrestrial, this understandably freaked him straight the hell out. He wanted to just mistake it for a drunken vision, but she kept appearing when he was sober too. At their home, at his work, repeatedly. His colleagues didn't believe him, they couldn't see her. And, worse, he started seeing other spirits as well, wherever he went. He only tried to communicate with them when he was alone, as to not make people think he was crazy; but he never got a response he could understand, except from his wife. Who simply said, "Help me."
So he did what anyone would do in this day and age, and went to the internet for help. And lo did he find a motherlode on the topic, though trying to extract fact from fanciful fiction was quite a chore. He eventually got in contact with people, who knew people, who drew his attention to the Hoffman Institute.
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Last edited by savoylen; 09-22-2019 at 06:19 PM.
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Old 09-16-2019, 08:38 AM
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*OSIRS Notation Start*
File Number: 19-09-70972
Status: Recruit
Rank: 0
Band: 010 01-18
Clearance: Departmental
*OSIRS Notation End*


Name: Dmitri Caruso
Archetype: Anarcho-Taoist Illuminati Agent

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

SKILLS AND TALENTS 35/35 pts spent

Combat Skills 13 Points

Skill (specialty)RankAbilitiesSuccess Bands
Acrobatics 2 Agi 14/19/24
Armor Training Str/Int
Athletics 1 Str 15/20/25
Firearm 1 Foc 14/19/24
- Pistol +1   
Hand-to-Hand 2 Agi/Str 14/19/24
- Brawl +1   
Heavy Weapons Str/Int 
Melee Str/Agi
Primitive Weapon Agi/Foc
Resilience 2 Vit 13/18/23
Willpower 5 Foc 10/15/20

Non-combat Skills 15 Points

Skill (specialty)RankAbilitiesSuccess Bands
Academics 3 Int 12/17/22
- Secret History +1   
Awareness 2 Foc 13/18/23
Athletics 1 Str 15/20/25
Coercion Per
Computer Int  
Culture 4 Per 12/17/22
- Illuminati +1   
Deception Per
Driving Agi
Dodge 1 Agi 15/20/25
Empathy 3 Foc 12/17/22
Endurance Vit
Engineering Int
Extreme Sports Agi/Vit
Influence Per
Mechanics Int 
Medicine Int 
Misdirection Per
Performance Per
Pilot Agi/Int
Profession 1 Foc 14/19/24
- Visual Arts +1   
Science Int
-    
Security Agi/Int 
Stealth Foc 
Survival Foc

Taoism - FX 7

Skill (specialty)RankAbilitiesSuccess Bands
Taoism 5 Foc 10/15/20
- harmonizing one's energies with the way, and paying attention to what the universe tells you, you act/don't act at the right times, subtly moving you towards success. It appears as confidence or luck, but is more about divining patterns.confidence +1 +1/+2/+3 skill checks 10 min. Other person takes full round -2 skill check to do it
- using breath as the focus a master of the tao channels chi into a person, adjusting their energies such that their body heals itself.embryonic breathing/t'ai hsi * 1 1/2/3 heals lowest up, always results in fatigue.
- The opposite of confidence, the master creates disharmony with the way in someone to such a degree that it damages them. Their natural harmony level will reassert itself in time.energy spiral/yuan ch'i target 1 creature, 2m range. 1d4+3/+5 energy dmg -1 to all actions 1 rd
- Stopping short of the taoist ideal of acting without monkey mind interference, this is simply about causing actions to cease. The taoist master adjusts his chi such that it seems natural that no one should be acting at the moment.not doing/wei wu wei* 1 acts by or against PC are restricted, lasts 5 rds, -1/-2/-3 steps
- Herein, the master of this technique unleashes a calming wave of chi, that makes all question the point of hostility and violence.peace - everyone in 30m -1/-2/-3 penalty for hostile actions
- the taoist master channels protective yin energies into an object to unleash it to protect him/herself for a time.talisman/fu lu enchants metal object, last 10 min, 2/3/4 chi armor from evil creatures

Talents
Name Description
Defensive Stance unarmed/melee attacks vs. me, are –1 step, or –2 steps if 1+ hands free.
Martial Arts/Grappler +1 step to start a grapple.
Martial Arts/Striking unarmed damage 1d6+0/4 physical

ATTACK ACTIONS
Weapon Skill Type Speed Damage Special
Unarmed Hand Brawl physical 3 1d6 + 0/4 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,

- Sacred Chao on black silk thread used for talisman.

- Hoffmann Institute Z-IDENT Ring - registered NYC branch, key code 19
- Hoffmann issued small hand-held GPS, ACDR12-86-ZX-11-AAA01-GPSRCCAAA-N in the OSIRS Inventory and Specimen Selection Server.
- Hoffmann Institute Badge

***

Character Notes:

 


 


 




 
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Last edited by nickostopheles; 09-19-2019 at 05:30 PM. Reason: Added some bands
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