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  #1  
Old Aug 30th, 2024, 03:53 PM
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Old Aug 30th, 2024, 10:23 PM
NoizePollution NoizePollution is offline
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All for One, One for All
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Name: Huntley 'Cutter' McAster
Origin: Minuteman
Trait: Trade caravan posts in your settlements attract traders every 5 days rather than 7. Settlements you establish, by any means, have a base Defense resource of 4. You gain either Energy Weapons or Small Guns as a bonus tag skill (your choice). Your Damage Resistance is increased by +1 while in cover, and you deal +1 DC damage while you and your companions are outnumberedUnited We Stand
Gender: M
Age: 27

Physical Description: Nearing thirty, Huntley carries the weight of the last decade heavy on his shoulders. He is still tall and fit but his injuries have made the exertions he used to find trivial into actual labor. He keeps his hair cut short, usually tucked under a Minuteman hat, but the shadow on his jawline looks more 8 o'clock than 5 o'clock. Dark, deep-set eyes peer from above narrow cheekbones and a nose that shows a history of breaks. His skin is weathered by his time travelling the wastes, giving him a look slightly older than his actual age.

He does his best to keep his uniform clean and tended, viewing it as the first sign to any newcomer of his affiliation. The Minutemen stand for something, and he stands for them. An allegiance he is not willing to hide. A necklace of brahmin teeth, a family tradition made from the teeth of all the brahmin he'd raised and put down, is a constant accoutrement. He carries a cane, though he only requires it when the weather is damp and his leg throbs like the wounds are fresh. The uneven gait with which he walks is distinctive, a slight drag on the left leg leaving scuffs on his boot that he frequently works to remove.

The Who and the Why: The McAster's are a farming clan who've had their hands in the dirt for as long as anyone can remember. They work a small plot situated on a rise over the old interstate with good views of the surroundings and soil that could be called somewhat arable. They produce tatos, razorgrain, melons...whatever seeds survived the prior season. It's a hard life but they grow enough to support their family and send extra for trade to Diamond City and Bunker Hill. Were it not for a travelling doctor and some desperate super mutants, Huntley probably would have lived and died that way.

He was 17 when his mom fell ill and his brother set out to bring help. The doc they came back with was full of stories about the wider wasteland and Huntley immediately fell in love with the concept of medicine. To mend what is broken and stave off death seemed so powerful to him at the time. The man provided salves and shots from his little brown bag and took the time to explain how it all worked when Huntley showed interest. Doc McGillis was an aging man, getting on in years and no longer the crackshot he used to be. Over the week that he was there, Doc convinced Huntley that he could learn a lot travelling the wastes and if they travelled together he would even train him in the craft of doctoring.

The mutants came calling the night before they'd intended to leave, and the McAster's responded in force. Capable shots all, the family held their ground for two days before the ammo ran low and the mutants made their charge. Only the whine of laser muskets and the rallying cry of a dozen Minutemen kept them from death. The Minutemen, backlit by the rising sun as they came over the rise and laid waste to the mutant invasion, were like angels in Huntley's mind. Doc McGillis didn't make it, but Huntely kept to his plan. He took the man's bag and joined up with the Minutemen without hesitation. His family, bred from independent stock, supported his choices.

So he served, learning medicine at the hands of Minutemen doctors and taking up the laser musket in the name of all that is good and right. Years of living the middle ranks, moving from settlement to settlement to apply his medical expertise and steady gun hand, have done nothing to harden his heart. He believe in the Minuteman dogma whole-heartedly and rails against injustice at every opportunity. He believes in the sanctity of life and offers his services to those in need regardless of behavior or belief. It was pursing that moral imperative that put him the radius of an enemy grenade and put shrapnel in his left leg and side. Months of recuperation, bed-ridden and angry at his own feeble flesh, left him with a notable limp and a harder stare.

Quincy really shook him, though. While he will never refuse aid when it is needed, he has seen even the best people turn on others when faced with hard choices. He, like most, barely escaped that conflict with his life and being on the run with the others has been difficult. His skill with doctoring is needed now more than ever but even that hasn't been able to keep everyone alive during their flight toward safety. He smiles less, laughs more quietly, and is slower to trust than he was in his youth. Loss of a friend or innocent party to violence often sends him into a malaise from which it takes days to recover and he goes to great lengths to ensure everyone around him is fighting fit, even sacrificing his own health and wellness when required.

Attributes:
Strength 4
Perception 6
Endurance 5
Charisma 7
Intelligence 8
Agility 4
Luck 6

Skills:
Athletics 0 || STR +4 || Total 4
Barter +3 || CHA +7 || Total 10
Big Guns +3 || END +5 || Total 8
Energy Weapons +3 || PER +6 || Total 9
Explosives +2 || PER +6 || Total 8
Lockpick 0 || PER +6 || Total 6
Medicine +3 || INT +8 || Total 11
Melee Weapons 0 || STR +4 || Total 4
Pilot 0 || PER +6 || Total 6
Repair 0 || INT +8 || Total 8
Science +3 || INT +8 || Total 11
Small Guns 0 || AGI +4 || Total 4
Sneak +2 || AGI +4 || Total 6
Speech +3 || CHA +7 ||Total 10
Survival +3 || END +5 || Total 8
Throwing 0 || AGI +4 || Total 4
Unarmed 0 || STR +4 || Total 4

Carrying weight: 190 lbs
Initiative: 10
Defense: 1
DR: Physical: - / Energy: - / Radiation: -
Health Points: 11
Melee Damage: 0

Equipment:

Reroll 1d20 on an STR or AGI test once per scene.Casual Clothing (stylized as a colonial field uniform)
Reroll 1d20 on a Barter or Speech check once per scene.Formal Hat
Girded Leather Chest Piece (P - 3; E - 4; R - 0; Torso)
Leather Arms (P - 1; E - 2; R - 0; Arms)
Leather Legs (P - 1; E - 2; R - 0; Legs)
Laser Musket (6CD Energy; Piercing 1, Accurate; RoF 0; Rng M; Two-Handed; W 13; Gain AccurateShort Scope, +1CD, 3 ammo per attackThree Crank Capacitor)
Fusion Cells (27)
First-Aid Kit
Stimpak x1
Purified Water x2
Iguana on a Stick x1
Fancy Lad Snack Cake x1
Personal Trinket (Doc McGillis' Stethoscope)
7 caps

NOTE: Sold one Fancy Lad Snack Cake, Casual Hat and Formal Clothing for 63 plus my 5 starting, bought leather arms x2 and legs x2 for 36, a three crank capacitor for 4 and a short scope mod for 11, and girded mod for leather chest piece for 10.

Perks: When you use the First Aid action to try to treat an injury, you can re-roll 1d20.Medic

Dice * Ammo Roll:
10d6 3, 6, 3, 5, 5, 6, 1, 3, 6, 6 Total = 44

Dice * Food Roll 1:
2d20 13, 9 Total = 22

Dice * Food Roll 2:
2d20 6, 16 Total = 22
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  #3  
Old Aug 30th, 2024, 11:24 PM
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Minuteman Rex
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Name: Rex
Origin: Survivor - Wanderer
Traits: Gifted + 1 to Endurance & Perception. Heavy Handed Your Melee Damage bonus increases by +1CD. Your melee and unarmed attacks suffer a complication on a 19 or 20, rather than only a 20.
Perks:
Jury Rigging: You can repair an item without needing to expend any components. However, the repair is temporary, and the item will break again on the next complication you suffer while using it. The complication range of all skill tests to use the item increases by 1, to the roll of a 19–20.

Gender: Male
Age: Mid 20's
Personality:

More than a little rough around the edges Rex always looks guarded and a little haunted. He tries not to dwell on his past, especially the time with the slavers, but it's clear it has all taken a lot out of him. In his time with the Minutemen he has started to come out of his shell a little bit and trust his new friends to a greater degree than he would have ever thought possible. His new sense of purpose and hope for the future is winning out over old trauma. Still though, everywhere he travels he always searches his surroundings, looking for any reminder of his long lost home. By now he knows he will probably never see it again, if it was even in the Commonwealth to begin with. But part of him still always yearns to find it.

Physical Description:

About five foot ten in height he has broad shoulders and a stocky build. Now that he is eating just a bit more regularly he is building up more muscle and filling out his frame a bit better. Dark brown curly hair and and slate grey eyes complete the picture. He is tanned and quite liberally scarred up from years of abuse and then life wandering on his own. On his left shoulder is a crude brand of an X, a mark that was used by the slavers to denote their property. Deep down he hopes for some sort of battle wound to help keep the brand from being so obvious in it's meaning.

Backstory:

Rex began his life living in some small, forgotten settlement hidden in the waste land. He grew up knowing nothing of the world beyond the narrow borders of this settlement and had no idea yet how cruel the world actually was. At around age five the settlement was raided by slavers and he was one of only a few survivors who were carried off into captivity. Given the trauma of the attack and the years of pain and suffering that followed most of the memories of his original life have been worn away till he has trouble recalling any of it.

His past was overwritten by the lessons he learned at the slavers hands. They held on to him, rather than selling him off, when it became apparent how hardy he actually was. The boy was capable of surviving a great deal of abuse and working long hours for a few crusts of bread and somewhere to sleep. As an added bargain for them he seemed to develop a knack for stripping down salvaged junk for useful parts as he grew older. They kept him busy, mistreated him casually and even started to accept him after awhile as an unofficial sort of mascot. None of this though seemed to translate into any better treatment or hope for a future.

About the time he was in his mid teens the band Rex was being held by stumbled across a Death Claw when they were relocating their base. The fight was a hot mess with the slavers clearly getting the worst of the engagement. Rex didn't hang around long enough to find out how it ended. Seeing his chance he managed to sneak away, slipping off into the wasteland and making a run for it.

For almost a decade he wandered alone, simply surviving and doing whatever he could to get by. By now he isn't even sure where his original home was and has very little clear memory of his past before the slavers came. At some point his wandering brought him into contact with the Minutemen. Admiring everything they stood for he found common cause with them and enlisted quite readily. The traveling involved suits him just fine and he has a deep seated need to make sure that no one else has to suffer as he did. At this point he has been with the Minutemen for about a year.




 
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Last edited by Kepheren; Sep 6th, 2024 at 01:22 PM.
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Old Aug 31st, 2024, 04:22 AM
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Chaos Bacon Whale
 
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Name: Deacon Kairos
Origin: Vault-Descendant
Gender: Male
Age: 19
Personality: Deacon is observant and empathetic, often catching more than he let's on. Growing up with one foot in the Railroad never allowed any ideas of prejudice against synthetic beings to take root, and while neither of his parents extend their empathy quite so easily to ghouls and supermutants he doesn't see a difference. People are people (for good or ill) whether their flesh is steel, green, or irradiated.

He enjoys being around people, and is good at connecting, but will eventually feel the need to distance himself to mentally recharge. He doesn't consider himself a leader by nature but recognizes the need to step up when no one else will or can, and won't always wait to be asked when he sees that need. Given the option though he's much more comfortable fading in and out of the background of a settlement, interactions kept largely either casual or practical.

Regardless of the actual seriousness of the situation Deacon often behaves in a way that doesn't convey 'serious'. He enjoys joking as a means of lightening the atmosphere, or of taunting his foes, even if he's the only one that quite grasps what the joke is. Some of this is the result of his mother's retelling of folklore, or the children's shows she grew up with in the Ten no Hinansho. Unlike the american vault system the 'Celestial Refuge' maintained limited contact between satellites, resulting in limited continued cultural productions. Deacon has written up programs to allow for reproductions of his favorite stories, modified drones taking the place of actors, to put on performances for children.

Physical description: At 6'1, with room to grow a bit more, Deacon stands out a bit (literally) in most crowds. Icy-blue eyes and red-orange hair only makes him that much more memorable. In spite of his size, or perhaps slightly because of it, Deacon is a bit of a beanpole. He tends to distract from his scrawny frame with a loose-fitting leather flight jacket and wraparound scrap-cloth scarf.

For those that remember the nation his facial features are recognizably japanese, others assuming chinese, though many people have trouble noticing them at first glance behind the hair. His father claims their ancestry on his side is largely british, backed up by their lingering accent, but admits that tracking such things hasn't been a priority. Between that and his pale skin many assume he is irish rather than mixed japanese.

Backstory:
 

 


Discovered in a mostly destroyed capsule in a flash-fried former lake by the Railroad agent 'Deacon', her wounds still stitching themselves together even as she slept, Denui was initially taken for an advanced Synth model. The unexpected language barrier, initially confused for a programming error, meant that she was taken into their care before the truth could be conveyed. Fortunately while she couldn't speak english the written form was known to her, and eventually a line of communication was opened. Her technical expertise proved to be a boon to the organization and she stayed on to repay the people that had rescued her and made her comfortable in the days after losing everything she'd ever known. In time she fell in love with another technician, and a year later their son was born, named Deacon in honor of the man who had pulled her out of the crashed capsule.

When Deacon was five he, and his parents, were shocked to find that Denui's medical nanites had been passed down to her son albeit with reduced function. Attempts to propagate them through blood transfusions had always failed as the nanite's uncontrolled self-replication prohibitions prevented them from spreading to a host body that didn't already possess them, which had seemingly been bypassed through nine months of internal proximity and a shared genetic marker (possibly a result of the mixed nanite load from her own family). While he lacks the critical mass of nanites to effect rapid self-healing like his mother could, the baseline function of scrubbing his blood and cells of excess radiation has resulted in a level of health and adolescent growth abnormal for the nutrient-deprived surface.

Beyond his unnatural gift, Deacon showed a natural one for the technical. While a far cry from what she'd had access to before Denui still proved to be one of the top engineers in the wasteland, and she had Deacon pulling apart and reassembling Eyebots before his thirteenth birthday. He learned the ins and outs of the Hardest Science, the creation, maintenance, and use of firearms, from his father, Calon Kairos. And if nothing else had happened Deacon may very well have followed in either of his parent's footsteps, supplying technical expertise to the railroad.

Unfortunately at the age of sixteen the outpost he was living in was discovered by an overzealous Brotherhood of Steel inquisitor squad. While fleeing the truck they were in was hit with ordinance and buried under rubble. Deacon narrowly survived. His parents in the truck's cab, as he discovered after dismantling the door to get in, did not. Grabbing what supplies he could he dug his way free and limped away, where he was eventually found by a Minutemen patrol and given medical treatment.

Deacon didn't know the locations or identities of any other Railroad cells so he chose to make a living in trade with his skills with the people that had rescued him. Since linking up with various Minutemen outposts Deacon's made himself useful, repairing Eyebots and Guardiantrons for overwhelmed defenders and plunging deep into contested territories to provide initial relief to besieged settlements looking to join the collective defenders. He's had more than a few clashes with Brotherhood patrols, his propensity for energy small arms and flights of eyebots marking him as a 'dangerous individual with technology beyond his rights'. Of course, the time he had a few dozen Eyebots carrying an array of sheetmetal and cloth to impersonate the Prydwen, unintentionally prompting a few months of skirmishes between them and a now-defunct gang of wasteland raiders, may also have something to do with the animosity.


S 4
P 7
E 7
C 4
I 10
A 4
L 4

Tag: Energy, Repair, Science, Survival

Repair^ 5, Survival^ 5
Science^ 4, Energy^ 4, Lockpick 4
Barter 2
Athletics 1, Medicine 1, Pilot 1

Trait: Vault Kid (-1 Diff to resist disease, +1 Tag)
  • Vault Experiment: Medical Nantes (will be the explanation of certain perks I pick up, such as his starting perk of Solar Powered)
Perk: Solar Powered (-1 Rad Dmg per hour in sunlight)

Starting Gear:
Code:
  Vault Jumpsuit w/Ballistic Weave (Red/White Celestial Refuge variant) (1W)
  Synth R.Arm Armor w/Stabilized Mod and Resin Material (5W)
  Robot Armor Helmet (Assaultron faceplate over Welding Mask) (6W)
  Leather Chest Piece (Bomber Jacket) (5W)
  Pip-Boy (PersoCom Celestial Refuge variant)

  Laser Gun w/Boosted Photon Agitator, Improved Sniper Barrel, and Recon Scope (7W)
  Fusion Cell (25 shots)

  Small Backpack
  Multi-tool (1W)
  Vault-Tech Canteen (Dirty Water)
  Dirty Water
  Gum Drops x4
  Squirrel Bits x3
  Diluted Stimpack x1
  Bobby Pin x8
  0 caps
 Trinket: The Adventures of Kirbot! (Manga Holotape)
 










 

Last edited by AximusLokar; Sep 13th, 2024 at 05:41 PM.
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Old Aug 31st, 2024, 02:21 PM
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leftyyy88 leftyyy88 is offline
I'm all left
 
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Lefty's App
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Name: Gus Gravelhead
Origin: Super Mutant - Brute: Gus is from the town of Huntersville in Appalachia. When the water became infected with the Forced Evolutionary Virus (F.E.V.), Gus fled the town. He had always been a timid guy and lived by himself at the edge of town. The other townfolk were grumpy at best trying to scrape by in the wateland, but when the virus infected everybody things got ugly fast. Gus up and left, looking for a more peaceful, or solitary, home.
Trait: Forced Evolution Your initial Strength and Endurance attributes are increased by +2 each, and your maximum Strength and Endurance are increased to 12, but your maximum Intelligence and Charisma are both reduced to 6. You may not have more than 4 ranks in any skill. You are completely immune to radiation and poison damage. You stand over seven feet tall, and your body is bulky and muscular. Your skin is green, yellow, or grey, regardless of what color it was when you were human. You do not seem to age, but you are sterile. You can only wear armor which has been made to fit a super mutant
Gender: Male
Age: Can't remember.
Personality: Gus started out as a quiet guy, kept to himself, didn't bother nobody. Oh, he helped out around town trying to survive with the others in the wasteland, but he never stuck around to talk afterwards and had few, if any, friends. But he never caused any trouble, so the others generally left him alone. That was all before the virus, though. Now he tries to control the rage brought about by the virus with physical conditioning. It's a common sight to see his face flush a deeper shade of green as his anger boils over, then watch as he falls forward and starts doing hundreds of pushups. Rage jumping jacks. Fury situps. And don't even get me started on the hatred squats.
Physical Description: Gus big. Real big. Not many people have seen him standing next to another super mutant, but his workout routines keep his muscles bulging and his belly trim. He doesn't smile often, and tries not to frown, but frowns inevitably creep up onto his face. He's too afraid of letting emotions get the best of him like the other super mutants, so he tries to school his face into impassive nothingness most of the time. His skin is a dark mossy green. He rarely wears shirts, just pants. All that extra cloth needed to cover his huge frame usually just gets in the way, so most days it's just the armor he picked up somewhere along the way.
Backstory: When that disease mutated the town, Gus left and wandered the wastelands for a time. By chance, he fell in with the Minutemen: some spark of mercy stayed the trigger finger of a Minuteman sniper and he started talking to Gus. When Gus showed that he meant no harm, the Minuteman invited the super mutant to join the Minutemen. Gus accepted. Life was good for a while, but then the call came from Quincy. Gus answered with a few others and now he's holed up in the museum wondering just how he got into this mess. He just wanted to be left alone.
Perk: IRON FIST: your unarmed attacks inflict +1DCD damage

StatTotalBaseAdder
S.trength1173
P.erception45-1
E.ndurance871
C.harisma45-1
I.ntelligence45-1
A.gility752
L.uck752

NameTotAddAbilSPECIAL
Athletics (tag)14311Strength
Barter404Charisma
Big Guns808Endurance
Energy Weapons404Perception
Explosives404Perception
Lockpick404Perception
Medicine624Intelligence
Melee Weapons14311Strength
Pilot404Perception
Repair624Intelligence
Science404Intelligence
Small Guns707Agility
Sneak707Agility
Speech404Charisma
Survival (tag)1138Endurance
Throwing1037Agility
Unarmed (tag)14311Strength

Equipment:
x2 stimpacks
1x med-x
x1 Buffout
x2 purified water
x1 iguana on a stick
Brass knuckles
machete
personal trinket: A teddy bear
Bladed super mutant helmet
Super mutant light body armor
Super mutant heavy gauntlets, left and right
Super mutant leg guards, left and right
Caps: 22


 


 


 

Last edited by leftyyy88; Yesterday at 01:01 PM.
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Old Aug 31st, 2024, 08:59 PM
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Please shoot quietly, I'm trying to work
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Yoiko Yokochou, http://yoiko-yokochou.com/garakuta/souko_8.html
Name: Hana Horowitz

Origin: Settler

Gender: Female

Age: 25

Personality: Hana prefers machines to people, and most people would be happy to leave her to them. She is awkward, blunt, arrogant, insensitive, self-absorbed, impatient, and weird. In Quincy, this was fine, because she could work and live alone, but under current circumstances, she's an irritant aggravating an already stressful situation and from which there is no escape.

Physical description: Hana is gawkish, gangly, and graceless. Unconcerned with her own appearance, her hair and clothes would be entirely without style even if they weren't perpetually disheveled, and the dark circles under her eyes only exaggerate their wide, staring quality. Tall and long-limbed, she somehow manages to slouch inward and take up too much space at the same time. She is never without a pair of pre-War dogtags around her neck, which she fidgets with whenever she is anxious, excited, or bored.

Backstory: Hana is not a Minuteman - she's just backed into the same corner as them. Hana lived her entire life in Quincy as a mechanic, electrician, and all-around engineer. Other than to scavenge newly-discovered caches of technology, she rarely left the safety and familiarity of home, and could count on both hands the number of times she'd ventured more than ten miles from the town's borders. When Quincy fell to the Gunners, Hana fled with Preston Garvey and the other Minutemen and is now trapped with the survivors in Concord's Museum of Freedom. Hana knows nothing about fighting, but if by some miracle she survives this, then perhaps her skills will come in handy.

S P E C
I
A L
5 8 5 4 10 4 6
S.P.E.C.I.A.L. |
Ranks SPECIAL Total
Athletics 2 STR 7
Barter 2 CHA 6
Big Guns 0 END 5
Energy Weapons 3 PER 11
Explosives 3 PER 11
Lockpick 3 PER 11
Medicine 0 INT 10
Melee Weapons 3 STR 8
Pilot 3 PER 11
Repair 3 INT 13
Science 3 INT 13
Small Guns 0 AGI 4
Sneak 0 AGI 4
Speech 0 CHA 4
Survival 0 END 5
Throwing 2 AGI 6
Unarmed 0 STR 5
Skills |
Educated: You have one additional tag skill. When you fail a skill test using a skill other than a tag skill, the GM gains 1 AP.


Gifted: Two of your S.P.E.C.I.A.L. attributes are increased by +1 each. Your maximum number of Luck points is one fewer than your Luck attribute.


Armorer 1: You can modify armor with rank 1 mods.
Traits/Perks |
Health points 11
Initiative 12
Defense 1
Melee damage +0CD
Luck points 5
Carry weight 200
Derived statistics |
Physical Energy Radiation Poison
Head 0 0 0 0
Torso 1 1 0 0
Arm, left 1 1 0 0
Arm, right 1 1 0 0
Leg, left 1 1 0 0
Leg, right 1 1 0 0
Damage reduction

Equipment:
  • Trinket
    Once per quest, recover 1 luck point.
    Dog tags
  • Clothing
    DR: Physical 1, Energy 1
    Weight: 3
    Tough clothing
  • Outfit
    DR: None
    Reroll 1d20 on one INT test per scene
    Mods: Standard weave
    Weight: 2
    Mechanic jumpsuit
  • Reduce the difficulty of Repair tests by 1
    Weight: 1
    Multi-tool
  • Reduce difficulty of Lockpick tests by 1
    Breaks on a complication
    Bobby pin (6)
  • Melee Weapons
    Damage: 3CD physical
    Qualities: Reduce the difficulty of Repair tests to modify this weapon by 1
    Mods: Standard
    Weight: 2
    Pipe wrench
  • Small Guns
    Damage: 3CD physical
    Range: Close
    Fire rate: 2
    Ammo: .38
    Qualities: Close quarters, Unreliable
    Mods: Standard receiver, Standard barrel, Standard magazine, Standard grip, Standard stock, Standard sights, Standard muzzle
    Weight: 2
    Pipe gun
  • .38 ammo (11)
  • Explosives
    Damage: 5CD physical
    Range: Medium
    Qualities: Blast, Thrown
    Baseball grenade (2)
  • Chem
    Reroll 1d20 on all PER and INT tests
    Lasts 1 scene
    Addictive: 3
    Mentats (1)
  • Food
    Current HP +3
    Radiation: 1CD
    Razorgrain (1)
  • Food
    Current HP +4
    Radiation: 1CD
    Pork 'n' Beans (1)
  • Caps (45)
Carry weight: 10 / 200

Last edited by Snicker; Sep 1st, 2024 at 02:59 PM. Reason: Adding equipment
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Old Aug 31st, 2024, 11:29 PM
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Name: Chianna
Origin: Survivor - Settler
Gender: F
Age: 21

Personality: Strong-willed, stubborn, distrustful, and not one to happily chat away, Chianna can be difficult to get along with. However, once her friendship and trust are earned, she is fiercely loyal. She is also perceptive and can be quite persuasive when making a passionate argument for what she feels is right.

Physical Description: See right. Small, skinny and wiry, with tan skin and long, wild black hair

Backstory:
 


Attributes:
Strength 4
Perception 6
Endurance 4
Charisma 8
Intelligence 5
Agility 8
Luck 5

Skills:
Athletics STR +2
Barter CHA
Big Guns END
Energy Weapons PER
Explosives PER
Lockpick PER
Medicine INT +2
Melee Weapons STR TAG+2 (total +4)
Pilot PER
Repair INT
Science INT
Small Guns AGI +2
Sneak AGI TAG+1 (total +3)
Speech CHA +3
Survival END TAG+1 (total +3)
Throwing AGI
Unarmed STR +2

Carrying weight: 170lbs
Initiative: 14
Defence: 1
DR: Physical: - / Energy: - / Radiation: -
Health Points: 10
Melee Damage: +1CD

Equipment: (from melee weapons tag)Machete, (from sneak tag)x1 Calmex, tough clothing, switchblade, pipe gun with x6 +3CD rounds of .38 caliber ammunition, x2 purified water x1 iguana on a stick, 1x can of cram, 1x food paste, beaded turtle amulet (personal trinket), 45 caps, Pipe Revolver (.38) 100 .38 rounds, 2 Med-X, 2 Stimpack, Rad-Away

Experience Points: 200

Trait: (re-roll agility tests, carry weight is only 150+2xSTR)Small Frame

Perk: (At rank 1, whenever a creature NPC with the Mammal, Lizard, or Insect keyword would attack you, roll 1DCD : on any result other than an Effect, the creature chooses not to attack you, although it may still attack another character it can target. At rank 2, you can attempt a CHA + Survival test with a difficulty of 2 as a major action. If you succeed, the animal treats you as friendly and will attack anyone who attacks you. Mighty and Legendary animals are unaffected by this perk. Each time you take this perk, the level requirement increases by 5.)Animal Friend

Perk: (re-flavoured Can Do!) (When you are scavenging a location that contains food, you gain 1 additional random food item, without spending AP.)Scavenger

Perk: When you move into combat you may re-roll one attack diceWar-charge


IC Post Footer
S - 4 - HP: 0/0
P - 6 - Carry: 170lbs
E - 4 - Initiative: 14
C - 8 - Defense: 1
I - 5
A - 8 - Caps: 45
L - 5 - Luck: 5/0

Skills:

Athletics.......(STR-4) + 2 = 6
Barter..........(CHA-8) + 0 = 8
Big Guns........(END-4) + 0 = 4
Energy Weapons..(PER-6) + 0 = 6
Explosives......(PER-6) + 0 = 6
Lockpick........(PER-6) + 0 = 6
Medicine........(INT-5) + 2 = 7
Melee...........(STR-4) + 4 = 8
Pilot...........(PER-6) + 0 = 6
Repair..........(INT-5) + 0 = 5
Science.........(INT-5) + 0 = 5
Small Guns......(AGI-8) + 2 = 10
Sneak...........(AGI-8) + 3 = 11
Speech..........(CHA-8) + 0 = 8
Survival........(END-4) + 3 = 7
Throwing........(AGI-8) + 0 = 8
Unarmed.........(STR-4) + 2 = 6



Armor
head-P-0 E-0 R-0
body-P-0 E-0 R-0
right arm-P-0 E-0 R-0
left arm-P-0 E-0 R-0
right leg-P-0 E-0 R-0
left leg-P-0 E-0 R-0

Equipment:
(from melee weapons tag)Machete, (from sneak tag)x1 Calmex, tough clothing, switchblade, pipe gun with x6 +3CD rounds of .38 caliber ammunition, x2 purified water x1 iguana on a stick, 1x can of cram, 1x food paste, beaded turtle amulet (personal trinket), 45 caps, Pipe Revolver (.38) 100 .38 rounds, 2 Med-X, 2 Stimpack, Rad-Away

Origin
Survivor - Settler

Tags
Melee weapons, Sneak, Survival

Perks:
Trait: (re-roll agility tests, carry weight is only 150+2xSTR)Small Frame

Perk: (At rank 1, whenever a creature NPC with the Mammal, Lizard, or Insect keyword would attack you, roll 1DCD : on any result other than an Effect, the creature chooses not to attack you, although it may still attack another character it can target. At rank 2, you can attempt a CHA + Survival test with a difficulty of 2 as a major action. If you succeed, the animal treats you as friendly and will attack anyone who attacks you. Mighty and Legendary animals are unaffected by this perk. Each time you take this perk, the level requirement increases by 5.)Animal Friend

Perk: (re-flavoured Can Do!) (When you are scavenging a location that contains food, you gain 1 additional random food item, without spending AP.)Scavenger

Perk: When you move into combat you may re-roll one attack diceWar-charge

Last edited by Mitsubachi; Yesterday at 07:33 AM. Reason: Level up
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Old Sep 1st, 2024, 03:12 AM
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Maxim
Name
right-aligned image
Maxim
Origin
Survivor: Mercenary
Gender
Male
Age
24
Personality
Maxim is a hard man to get to know, not because he does not want to engage with others and make friends, but because he does not fully understand how to, on top of the fact that trust is hard to come by in the wasteland. Having spent most of his formative years in isolation, his conversational skills are somewhat lacking, and though he had to interact with others to survive, those interactions were limited and brief, focused solely around the task at hand.
  • Awkward - Common courtesies are mostly lost on Maxim. He will often forgo introductions or greetings in favor of jumping right into the point at hand, which, if pointed out, will make him fumble over his preplanned script. Compliments and small talk are a nightmare for the wastelander, and they make him visibly uncomfortable as he tries to sort through how to respond. His awkward standoffishness can come across as rude, which frustrates him endlessly, as he is a very well-meaning individual.
  • Curious - Though not with all aspects of life, there are some things that draw Maxim in and hold his attention. Though not incredibly intelligent, he does like to see and figure out how things work, which is partially why he became such a talented marksman in the first place. There are no devices more prolific in the wasteland than guns, so learning how to strip, clean, and maintain them was simply something he did for fun instead of speaking with people.
  • Focused - Once a task is at hand, it must be completed. Sidequests and distractions greatly trouble the young marksman, as getting off track prevents him from keeping his thoughts structured and in order. Sometimes, he will even get lost in the simplest of tasks, fulfilling the original goal to a degree far higher than intended just because the engagement was enlightening. When he is able to achieve his goals, he is quite a happy man.
  • Structured - There are checklists in his mind that cannot be skipped in order for him to maintain a harmony within himself. If these checklists are incomplete or done out of order, he can become quite agitated. Though it was much worse in his youth, as it became a personal goal for him to overcome that, there are still tell-tale signs that plans have gone awry and the anxiety is beginning to creep in. His acting skills are not good enough to disguise two decades of structure.
  • Kind-Hearted - Maxim always wants to do what is best, even putting himself in harms way to fulfill that desire. Though he may not always be able to communicate his willingness to put himself out there, he will help in little ways to signal his support until an understanding can be come to. While the wasteland makes it a difficult task to be a good person, the urge to see the best in people is just simply something that cannot be removed from his checklist.
Appearance
At first glance, you see a wastelander, with dirty hair, nails and clothes, nothing interesting about his tired brown eyes, his ruffled chestnut hair, or well worn apparel. Like many others, Maxim is another child of the waste just doing their best day in and day out. His clothing is practical, simply layered, to keep him warm in the cold nights of Boston, and to keep him safe by providing at least some small amount of armor. If there is one thing that separates him from the rest of the wasters, it is the cleanliness of his weapons.
Having a predilection for maintaining guns as a comforting habit benefits him by keeping them from breaking down.
  • Skinny - Food is scarce in the wastes, even during a successful hunt, one needs to be aware of the dangers of some of the meat in the wastes, meaning a lot of it goes to waste. Maxim is cautious but open to all sorts of food, but out of respect for his lifelong sidekick Dogmeat, prefers to shy away from dog meat, the one food that is actually moderately common and completely edible in his experience. Though he is lean, his skills with hunting have provided him with just enough resources to maintain a fairly well scheduled and busy lifestyle, especially considering he has more than one mouth to feed.
  • Well-armed - There is Maxim, Dogmeat and Cамосёк, a deadly trio that cross the wasteland in silence, always watching and waiting. Cамосёк is a heavily customized hunting rifle that has served as the primary weapon for the mercenary since the beginning. With each successful job, a new piece was added. Constantly cleaning, maintaining and repairing, Maxim would be hard pressed to decide whether or not his dog or his gun would be his closest companion. The rifle is slung over his shoulder on a well maintained leather strap when not in use, but is comfortably handled while on the move. The weapon does not leave his side at any cost.
  • Unkempt - His appearance is the last thing on his list to be double checked. This means the moment that there is something even more important, and there often is, he will attend to that task instead. Because it is so far down his list, the stress gained from not attending to it is negligible, though it does exist. When all is peaceful and the task can be attended to, he cleans up remarkably well, but unfortunately the time between cleaning is longer than it should be. His clothing is in stark contrast to his weapons, still stained with blood and dirt, with holes and tears from the constant travels about the wasteland.
  • Fidgety - Maxim has spent his life on the move. Moving from job to job, never knowing a place to call home. Restlessness is ever chasing him. If there is no target or goal at hand, then he defaults to weapon maintenance, canine training, or hunting for food.
    His mind is constantly racing, as is his body, with small movements such as clenching and unclenching his fists, bouncing his leg, or fidgeting with bullet casings or other small objects absentmindedly. The longer he is at rest, the more urgent the desire to get back on the move becomes.
History
Like his father before him, Maxim has taken up arms as a wanderer in the wasteland, just as his father had done before him. The trauma of tough men passed down along the line. He knows his mother only in vague memories, faceless, dark haired, filled with warmth. He knows his father only through their isolation, strict lessons in the harsh wilds, and the unmarked grave in the shadow of the Kingsport Lighthouse on the east coast of Boston. At 14, he was on his own, possessing only his fathers hunting rifle, named Cамосёк, named after a magic sword from an old Russian fairy tale, and living alone in a shack just off of the coast where he spent most of his time hunting mirelurks for food. Occasionally he would head over to salem, where he would sell the harvested meat and cleaned shells for ammo and luxury goods like Nuka-Cola.

The young boy resisted any attempts at befriending any of the locals, and went out of his way to disguise his tracks to prevent anyone from following him back to his home. His fathers lessons were ingrained within him, and he felt as though he could never trust anyone, which made all of his forays into society incredibly anxiety inducing experiences. Though he did not enjoy it, once a week he found himself in town, with his sled full of goods. He would compartmentalize his feelings, and treat it as just another stage of the hunt, and just like that, it became just another item on the itinerary. Without a goal or someone to give him a task, he remained in standby mode, performing the same actions over and over for six years. Hunting. Cleaning. Harvesting. Selling. The repetition was comforting, especially when he still had not processed his grief from the death of his father.

At twenty years old, there was a glitch in his programming when the path he had worn into the dirt was blocked by the visceral remains of a dog and radscorpion. The dog must have been attacked while she was trying to transport her puppies to a safer location, and she sacrificed herself to save the six puppies now crowding sadly around her still body. They were old enough to move around, but not be independent. Dropping some of the mirelurk meat on the ground to distract them, he buried her corpse and decorated it with pieces of the radscorpion carapace in respect to her sacrifice. With the dogs now following him, he brought them with him to Salem, where he was forced to change the schedule he had been prepared to fulfil. Not knowing where to go, he went off script with the woman at the market who he usually sold the mirelurk meat to. More than anything, she was surprised he could say anything other than the standard sales pitch.

Thankfully she accepted the puppies, but asked if he wanted to keep one of them for company, noting that she understood he lived alone. If he had not looked the puppy that she held aloft before her in the eyes, he might still be alone today. The soft, orange eyes were filled with trust, and before he could analyze the situation, he held it within his arms, turned, and marched his path back home. It was not until he had gotten back to his home, that he realized he had forgotten his sled, and had not accepted any money for the meat. Things had gone so far out of his comfort zone, that he decided he could not go back, and would have to relocate with his new friend. For days after, the people of Salem expected to see the awkward hunter who had been an odd, but comfortingly consistent part of their lives, would not be coming back.

Traveling further inland, he set up camp north of the river, still with access to mirelurks for easy hunting, but close enough to Bunker hill that he could sell the harvest. Now he had two mouths to feed, but the prey was consistent, selecting only the most choice cuts for himself and his new companion, they set about into creating a new routine. A year after arriving, after having managed to form a consistent schedule, there was yet another interruption. This time it wore armor and offered him a job that would allow him to truly use his skills. It was merely a blip, it was refused and he returned to his home, but the man would not be deterred. For the first time in memory, there was a knock on the door of the shack while he was preparing the evening meal for himself and Dogmeat. Freezing. He waited. Hoping that whomever was on the other side of the door decided that there was no one home. Another knock. Then a third. On the fourth, Dogmeat began to growl. When a voice told him to open up, he picked up his rifle and moved to the door. The same man had brought friends. All well armed, but no one pointing their weapons at least. The job was offered to him once more. The Gunners, as they called themselves, did not take kindly to being told no. With no choice other than to accept, Maxim would enter their employment as a marksman.

They offered some compromise in respect to his skills, allowing him to select which jobs he would take. He preferred targets with violent histories that would not be missed. The Gunners were not known for their morals, but he did not find himself aligning with their business practices. After three years of running with the mercenary group, they had begun to trust him well enough that his freedom was noticeable, which allowed him the opportunity to gather his belongings and flee to Quincy, where he believed he could be under the protection of the Minutemen, only as long as it took for his going AWOL to be forgotten. With him, he brought news, though he doubted he would be the only one who knew the Gunners were planning to attack. Even with their preparations and fortifications, they were unable to hold the town. Though he could have escaped on his own, he felt responsible for his failure, and took up arms, following Preston Garvey, holding up the rear as they escaped the town. Another home had been taken from him. Though they had escaped, their pursuers did not stop, and the guilt seized Maxim, who could not help but think his presence could be fueling their chase. Even if he left, he did not believe the mercenaries would stop, it would not matter if they did not know where he was, the Gunners would just kill them.

Their flight across the wasteland only garnered them more enemies seeking to finish them off. Everywhere they turned, they lost more and more of their companions, and though Maxim could not say that they were friends, the responsibility he felt to keep them alive weighed on him. For so long he had so little to care about, and now he was part of an ever shrinking group of people he could not help but have some hope in his heart that they would eventually make it to safety. Concord was a tiny corner of the commonwealth, and somehow even here they could not escape the danger. Fighting their way through the town against what seemed like endless waves of Raiders, they holed themselves away in the museum, the largest and most easily defensible building in the town. The wooden floors of the building creak loudly as the Raiders walk the halls, banging on the walls and doors, jeering and threatening them.
STRENGTH 4 PERCEPTION 8 ENDURANCE 5 CHARISMA 5 INTELLIGENCE 6 AGILITY 10 LUCK 4
Athletics 0 Energy Weapons 3 Big Guns 0 Barter 0 Medicine 2 Small Guns 4 Luck Points
Melee 0 Explosives 3 Survival 3 Speech 0 Repair 3 Sneak 3 3
Throwing 0 Lockpick 0 - - Science 0 - -
Unarmed 0 Pilot 0 - - - - -

Traits & Perks
  • Gifted [Trait]
  • Gun Fu[Perk]
  • Dogmeat [Perk]
  • Steady Aim[Perk]
Equipment
  • Tough Clothing
  • Leather Armor Chest Piece [Sold 25 Caps]
  • Leather Armor Right Leg [Sold 10 Caps]
  • Baseball Bat [Sold 25 Caps]
  • 45 CapsSuppressed 30 Caps.50cal Receiver 3 CapsRecoil Compensating 36 CapsVented Hunting Rifle + 29 CapsLong Scope [143 Caps] | Small Guns
    Damage: 8
    Damage Effects: Piercing 1, Vicious
    Damage Type: Physical
    Fire Rate: 2
    Range: Extreme
    Qualities: Two-handed, Reliable, Accurate, Suppressed
    Weight: 20Lbs
    Cost: 198 Caps
    Rarity: 2
    Cамосёк
  • 14 .50 Ammo [76 Caps]
  • 10+5 [5] .308 Ammo [Sold 45 caps]
  • Job Note
  • 1 Caps [Used 39]
  • Multi-Tool
  • Calmex [Sold 100 caps]
  • 6+3 [3] .308 Ammo [Sold 27 caps]
  • Dog Helmet [7 Caps]
  • Heavy Dog Armor [20 Caps]


Dogmeat
Level 1, Mammal, Normal Creature
BODY MIND
5 4
MELEE GUNS OTHER
2 - 1
HP INITIATIVE DEFENSE
6 As PC 1
HP INITIATIVE DEFENSE
6 As PC 1
CARRY WEIGHT MELEE BONUS
3/50Lbs -
PHYS. DR ENERGY DR RAD. DR POISON DR
5 4 0 0
ATTACKS
BITE: BODY + Melee (TN 7),
2 Vicious, Physical damage
SPECIAL ABILITIES
  • KEEN SENSES: One or more of Dogmeat’s senses
are especially keen; they can attempt to detect
creatures or objects, which characters normally
cannot, and they reduce the difficulty of all other
PER tests by 1 (to a minimum of 0).
  • ATTACK DOG: When Dogmeat assists on one of
  • your attacks, he must move within Reach of the
    target, and he inflicts his own melee damage on
    the target if the attack is successful.
  • COMPANION: Dogmeat’s level is the same
  • as yours and increases whenever you level
    up.Increase either Dogmeat’s Body or Mind by
    +1 when you reach level 3 or any odd-numbered
    level after that. Increase Dogmeat’s HP by +1 per
    level, and with any increases to Body. Increase
    Dogmeat’s bite damage by +1 at 5th level
    and every 5 levels beyond that.
    EQUIPMENT
    Helmet, Heavy Armor


    Rolls
    Origin Ammo
    Dice * Roll:
    5d6 1, 3, 2, 5, 6 Total = 17

    Skill Ammo
    Dice * Roll:
    3d6 1, 6, 5 Total = 12


    Dice Rolls were copied and pasted from OG thread

    Last edited by Drinkslotsa; Yesterday at 10:00 AM.
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