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This will be a different process than most game applications.  Please just make a post in this thread with the following.  Remember this is a one-shot so I don't need novels, looking for people excited to play!  As we get closer to the game date, please roll out your characters in your post!  I do want to see a character sheet before the game this time!

 

Character Name:

Class:

Description:

Personality:

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Character Name: Jaydun Rutall

Class: Adventurer - Expert/Warrior

Description: Jaydun stands a bit under 6 feet tall and of average build. He has dark brown hair and deep green eyes. His hair is kept short, but always looks a bit mussed up. He has a short but full beard with a thin mustache. He almost always wears a dark brown leather, military style, jacket which has obvious places where patches or rank used to be but have been removed. He wears a black shirt under the coat which navy blue trousers and black military style boots and has a laser pistol hanging off his hip in a holster.

Personality: Despite his rough childhood and his stint in the military, Jaydun is still a fairly happy and pleasant guy. He is easy to get along with, but won’t take too much crap from anyone. He does not like to fight, but if pushed he is fairly capable and willing to risk his neck to help either friends or those who don’t seem able to help themselves. He does still have some larcenous tendencies and is willing to rob those who have more than they need. Normally he keeps it for himself, or finds a fence and keeps the proceeds. He is not above giving some of it to the less fortunate, but not a lot of it. He has dreams to one day be filthy rich, own his own ship and do as he pleases.

Edited by Draidden (see edit history)
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  • 1 month later...

Placeholder for generated character!

Character Name: Pekser Kankkunen

Class: Warrior

Description: Pekser looks...well, like a bouncer. Which is a pretty great trait for a bouncer, really. A face that's obviously been in a few fights, short clipped hair, bit of stubble on the chin. His 'working' clothing is selected for two things, showing off his musculature and showing off that they have woven armor panels. Tattoos of various types criss-cross his arms, most prominently the squat Gold Toad on his left forearm, marking him as affiliated with that crime organization. Those who look past the rough exterior might note a guarded expression a little more sharp than might be expected from just another criminal.

Personality: Pekser knows what he looks like, and he knows how to play to that. He can bring threats when he needs to but he'd rather talk things out, and get people to see the best option for everyone involved. He's in the Gold Toad crew, but where he comes from it's find someone to watch your back or get fleeced like the sheep. He started out as just some muscle, but proved himself able to handle more delicate tasks, to be the velvet glove as well as the fist. Got to run his own bar, little bit of drugs, little bit of gambling. Unfortunately that meant that when the law decided to crack some heads, his was on the block. Still, once he gets out, it'll be back to business. The Gold Toad takes care of its people.

 

Strength: 15 +1
Dexterity: 9
Constitution: 8 14 +1
Intelligence: 8
Wisdom: 17 18 +2
Charisma: 16 17 +1

Background: Thug

Attack Bonus: +1
AC: 13
HP: 6
Physical: 14
Evasion: 15
Mental: 13

Connect 0
Exert 0
Notice 0
Punch 0
Shoot 0
Talk 0

Unarmed Combat: +2 1d6+1
Laser Pistol: +2 1d6

Foci
Unarmed Combatant Warrior
Alert General

Build
Any Combat Thug
+2 Mental (1 Wis 1 Cha) Growth
Connect Learning
Exert Learning
Punch Unarmed Combatant
Notice Alert
Talk Free

Civilian Equipment Package
Secure Clothing
Compad
700 190 Credits on account
200 hard Credits
Laser Pistol
5 Type A Cells
Lazarus Patch x2

 

 

Name
Stats
15,9,8,8,17,16
repeat(3d6,6) 6,3,6,3,3,3,3,3,2,6,1,1,6,6,5,4,6,6
Growth
2
1d6 2
Learning, Learning
2,3
repeat(1d6,2) 2,3
HP
6
1d6+3 3
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And Here. We. Go.

Oskar Feinmann

Class: Expert (Like a Charm!)

Strength: 10
Dexterity: 11
Constitution: 12
Intelligence: 7 14 (+1)
Wisdom: 9
Charisma: 11 +1 = 12

Background: Criminal (Sneak-0)

Description: Oskar doesn't see the sun. Like, almost ever. The types of markets he shops at aren't open then anyway, and the credits he packs aren't good at the public mega-vend. As a result, he's developed the pasty white complexion and long, stringy black hair that might get him called "vampire". But really, he's just a hacker. He's scrawny and gangly-tall, with just enough flesh on the bones that he doesn't look gaunt. His deep brown eyes are sunken but burn with bright intelligence, whenever he takes his sunglasses off long enough to be seen.

Personality:  Years ago he had a real job and a respectable appearance. But when his mega-corp bosses tried to throw him under the bus as the scapegoat for an "underperforming business unit", he shed his almost-cute looks and his Master's degree in data analytics and went full-time dark-web cyber-warrior. He acts casual-dumb as a way to gain confidence and get the knowledge he needs to break into the next secure computer network and score the decimal-dust of credits for his own survival—plus enough to fence for a contribution to local charities. It's unfortunately this latter part that got him locked up, but it's only a matter of time before the guards slip up long enough for him to get to a computer terminal and write his own orders to freedom.

Attack Bonus: +0
Physical: 15
Evasion: 14
Mental: 15

Skills:

Sneak 0 - Move without drawing notice. Roll it for stealth, disguise, infiltration, manual legerdemain, pick-pocketing, and the defeat of security measures.
Program 0 - Operating or hacking computing and communications hardware. Roll it to program or hack computers, control computer-operated hardware, operate communications tech, or decrypt things.
Trade +1 - Find what you need on the market and sell what you have. Roll it to sell or buy things, figure out where to purchase hard-to-get or illicit goods, deal with customs agents, or run a business.

Focus: Hacker-2

  • Level 1: Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.
  • Level 2: Your hack duration increases to 1d4+Program skill x 10 minutes. You have an instinctive under- standing of the tech; you never need to learn the data protocols for a strange system and are always treated as familiar with it.

HP: HP

Languages: English +1

Credits: Credits 100 credits from kit

Equipment: (Hacker kit)

  • Laser Pistol (1d6 damage)
  • Secure Clothing (AC 13)
  • Postech toolkit
  • 3 units of spare parts
  • 2 type A cells
  • Dataslab
  • Metatool
  • 2 line shunts
  • 100 credits

Growth - +1 any stat

Learning - Trade

Learning - Trade

Name
Stats
10,11,12,7,9,11
repeat(3d6,6) 1,5,4,2,4,5,2,5,5,1,4,2,4,1,4,4,3,4
HP
4
1d6 4
Credits
800
400+1d6*100 4
Growth
1
1d6 1
Learning
8
1d8 8
Learning
3
1d8 3
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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
    •  
    •  
    •  
Name
Stats
14; 6; 7; 10; 12; 6
3d6;3d6;3d6;3d6;3d6;3d6 [5,4,5]; [5,4,5,2,2,2]; [5,4,5,2,2,2,1,3,3]; [5,4,5,2,2,2,1,3,3,3,3,4]; [5,4,5,2,2,2,1,3,3,3,3,4,2,4,6]; [5,4,5,2,2,2,1,3,3,3,3,4,2,4,6,2,1,3]
2 Growth, 1 Learning
6; 4; 2
1d6;1d6;1d8 [6]; [6,4]; [6,4,2]
HP
4
1d6+1 3
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