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Dingmamon

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  1. Character Name: Samuel T. Barnesly Class: Psychic Description: A man of average height, who always dresses to the best of his current ability. His physique shows he is not overly familiar with hard manual labor and he sports a bit of a gut, however, his constant campaigning did strengthen his body with constant walking, moving boxes of campaign handouts, and publicity stunts. His salt and pepper hair seems to be fleeing his head, though he denies this if ever asked directly, and as such tries to wear hats to cover the receding hairline. He sports a handlebar mustache and a nicely trimmed beard. Personality: A sly smile and a silver tongue will get you far in politics. Though some subtle psychic influence helps too. That seems to have landed Barnesly in some hot water during his campaign for Governor, when his opponent's sudden mental breakdown was found to have been caused by psychic manipulation. With a habit of talking more than is good for him, Barnesly is just as likely to get himself in more trouble as he is to solve a problem with his words. Strength: 14 (+1) Dexterity: 6 (-1) Constitution: 7 (-1) Intelligence: 10 Wisdom: 12 14 (+1) (+2 from growth) Charisma: 6 14(+1) (stat boost choice from rolling) Background: Politician Attack Bonus: +0 Hit Points: 1/2 Effort: 3 Armor Class: 14 Physical: 14 Evasion: 15 Mental: 14 Talk - 1 Connect - 0 Lead - 1 Telepathy - 1 Laser Pistol: -2 1d6 (10 shots, 100/300) 7/10 ammo Combat Knife: -1 1d4 (1 shock/AC 15) Heavy Machine Gun: -3 3d6 (10 shots, 500/2,000) 8/10 ammo Combat Shotgun: -3 3d4 (12 shots, 10/30) 12/12 ammo Foci Core Technique, Telepathic Contact - May open a telepathic link to a creature that is visible or otherwise perceptible to the telepath. Commit Effort for the day, your contact lasts for the scene. Basic forms of telepathy do not allow a saving throw. Abilities will specify if a saving throw is needed. If they succeed a saving throw, no form of this technique that allows a save may be used on them for the rest of the scene. 0 - Observe Emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings. 1 - A shallow gestalt with the target's language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target's language, they can communicate with it in turn. Facile Mind 1 - Commit Effort for Scene instead of for Day with Telepathic Contact. If contacting an ally who has practiced with me, do not Commit Effort. I can choose to Commit Effort for the Day to open Telepathic Contact as an Instant Action instead of a Main Action. Diplomat 1 - Gain Talk as a bonus skill. You speak all languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1's on any skill check dice related to Negotiation or Diplomacy Build Civilian Package Encumberence: 7 readied, 14 stowed Woven Body Armor (2 enc) Lazarus Patch Overland Map Combat Knife (primitive light melee) Combat Shotgun (2 enc) 6 Type A Power Cells Survival Kit 5 MREs Camel Back Med Kit Heavy Machine Gun (bulk 3) Compad 24 shotgun ammo Laser Pistol      
  2.  Sir Andrew Brisco Havelock - Big Game Hunter  Fortitude: 6 | Faculty: 4 | Form: 5 |  Sir Havelock almost spilled his tea as he read the headline. The man in full khaki with bushy mustache and safari hunter's hat blustered indignantly as he spoke aloud to no one in particular. "Bloody hell! Of COURSE as soon as I'm about to go on my most exciting hunt yet, the bloody portal breaks down! I can't believe the blasted luck I've had so far. A two week delay on finding a proper guide, My rifle repairs taking an extra three days longer because I had to wait on a new compressor intake valve, and now this! At this rate, the Venusian Sky Raptors will go extinct by the time I get there!" The rantings of the hunter seem largely to be the frustrations of a man who likes the sound of his own voice perhaps a bit too much. However, that doesn't seem to stop him from overhearing the plan of the two speaking with the concierge. With a clatter, Sir Havelock sets down his tea and collects his long case, slinging it over his shoulder as he joins the two men. "What's that I heard? Investigating the portal directly? I do think I'll have a few words with the conductor running the operation. Quite a stern talking to about punctuality and the importance of forethought and planning for emergencies." Sir Havelock stands roughly two meters tall, of thin, but athletic build. The case he now carries slung over his shoulder is comically large, only a tad shorter than he is. Mechanics Abilities: Ordinary: You call that a knife? (8) Extraordinary: Patented "Dirt Nap" Tranquilizer Darts (18) Humdrum: Trophy Hunter (5) ___________________________________________________ Quirk: "Clever (girl/chap)..."          
  3. Yes yes, Science eh whatnot. Does wonders when applied to my trusty tranquilizer rifle. 
  4. Sir Andrew Brisco Havelock Characteristics 6 5 4 3 2 1 0 (Neg) Fortitude *               Faculty     *           Form   *               Abilities Name # # Score Ordinary "You call that a knife?" 2 4 8 Extraordinary Patented "Dirt Nap" Tranquilizer Darts 3 6 18 Humdrum Trophy Hunter 1 5 5   Development Points 0   Character Statement "Tally ho lads! The hunt is on!"   Quirk "Clever Girl..."
  5. 1. What interests you about steampunk in general? I have always loved the adventure that seems inherent in the genre. In a world of rapidly advancing technology mixed with older superstitions, its easy to delve deep into exploring something wild and new. 2. What do you consider to be your go-to steampunk media (literature/TV/movies/etc.), and why? My go-to for steampunk media tends to be books and writing online, though I used to be very active in the propmaking and cosplay community for steampunk. 3. What do you hope to get out of this game? A fun adventure! 4. How would you describe yourself as a gamer? Simultaneously an overthinker, but also impulsive when it comes to things I think would be cool in the moment. I have a tendency to play medics, or crafters of some sort because it allows me to plan things ahead of time to help the group. I am forgetful at times, so having things planned out ahead helps me keep myself on track. 5. What character attributes/archetypes are you most interested in exploring/interacting with? I have a deep love for automatons (As Ducj and Amy know well and are probably chuckling to themselves) and tinkers as well. Dashing explorer type characters a la Indiana Jones, Nathan Drake, or Lara Croft are also incredibly fun. 6. What character attributes/archetypes are you least interested in exploring/interacting with? I don't know. I don't tend to dislike things for the most part so long as they make sense with the story. 7. If you could add one thing to the setting document, what would it be, and why? I would add some substance to the superstitions. Maybe not full blown magic, but something outside the normal with a more mystical flair. Mediums able to speak to spirits, mythical beings that really exist, artifacts of great unknown power to lure treasure hunters from around the globe. 8. Is there an element of the setting document you would remove or avoid if you were the GM? There isn't anything I dislike in the setting document, so no, nothing I would remove.
  6. Markus found himself an unwilling pilgrim to this strange land of swirling chaos. Strange things that seemed to be made of metal, but whose craftsmanship not even the finest smith back home could match. Bits and pieces of land and materials both familiar and alien scattered about. He steadied his balance against the strange pull, and absently found himself moving toward the large archway. The woman's words were strange, and he couldn't place the accent, but he understood her and what she was telling the group, and resigned himself to go with the others, as there didn't seem to be a better option at the moment. He stepped through the arch, and the world went black around him. The pain in his hand was sharp, and he instinctively pulled his arm close to his chest. Another foot forward and the black peeled away from his sight as he stepped out into the world. Feeling the soft earth underneath him again gave Markus some reassurance, until he noticed the second moon in the sky and realized this was in fact, not his home. The pain in his hand and wrist prodded at him, drawing him back into reality from his despair as he looked down to see what could be causing it. Seeing the dark mark that covered a large part of his palm, with parts extending that looked like cracks in the rift reaching up each of his fingers, and a longer one wrapping around his forearm almost to his elbow. Startled, Markus shakes his arm violently, assuming it to be something stuck to him, but slowly realizes it seems to be a part of him rather than an external attachment. "What the hell is this wretched mark?" He asks, more to himself than anyone else, taking a closer look at it, noticing the silver line. "A compass? But how's it a part of my arm. What witchcraft is this?" He pokes and prods a bit more, trying in vain to see if there's some way to peel it off from the edge.   He looks around, noticing the others seem to have been given this same marking, or at least one very similar. "Did one of ye do this to me?"
  7. Name: Markus Jackson   Refresh: 3 (3) High Concept Young Man who was a messenger during his timeline's American Revolutionary War Trouble Enthusiastically Tech Illiterate: Just because he doesn't understand what most of this stuff does, isn't going to stop him from trying to "help". Aspects       Skills 5: 4: Ride (Drive) 3: Notice, Physique 2: Will, Empathy, Crafts 1: Magic: Enhancement, Fight, Void Art 0:  Stunts Stunt Stunt Stunt   Stress: OO Consequences mild, moderate, severe, extreme
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