Post by devaelli on Mar 8, 2015 12:56:30 GMT -8
Character Name: Mark Player Name: Connie Alias: Marksman Concept: Kindly Rogue Age: 30 Height: 6'0 Hair: Brown Eyes: Brown Race: Human (Unknown half-elf) Description: See Pic Occupation: Acquisitions Experts Agent/(Anti)Hero/Vigilante: Kindly Rogue |
PERSONALITY
*Basics: Mark is quick witted fast on his feet and enjoys the thrill of what he does.
*Motive: Money.
*MO: With Finesse
*Empathy: Personable
*Pet-Peeves: Doesn't like really messy places (He can't find shit!)
*Power: He doesn't really have any
*Mutants: They're interesting, just like other people with powers.
ARCHETYPE
-Alien: Half-Elf
ATTRIBUTES
Fighting-> Ex
Agility-> Am
Strength-> Gd
Endurance-> Ex
Reason-> Gd
Intuition-> In
Psyche-> Rm
POWER-TYPE
-Skills and half-elven abilities.
TALENTS
*Acrobatics: The hero with this Talent is very limber and as such gains advantages when under attack. The hero has a +1CS when dodging, evading, and escaping.
*Archery- The hero must choose either a Bow or Crossbow. The hero gains +1 CS to Agility to Hit. May Fire and Reload in a Single Round. He/she also receives +1 to all Initiative rolls with the selected Bow in Armed Combat. +2 CS to Agility to Hit if the character possesses the Bows Talent, with any type of Bow with no penalties listed above.
*Bows: Bows are tricky items to operate, such that those who have not been trained fire them at - 1CS to their Agility. Those with this Talent gain a +1CS to hit with all bows, including crossbows, and may fire and reload in a single round. They may fire multiple arrows on a successful Agility FEAT.
*Computers: A +1CS on matters involving computers, computer-controlled equipment, and artificial intelligences.
*Criminology: The hero with this Talent has an understanding of the criminal mind and behavior, either from studies or first-hand observation. The character with this Talent gains a +1CS on all Reason and Intuition FEATs involving criminal practices ("If I were a crook, where would I hide?"). The hero also gains a Contact in either the police or crime areas.
*Detective/Espionage: The hero with this Talent has been trained to notice small clues in solving crimes. The character with this Talent gains a + 1CS to discover clues to a crime, and in addition gains a Contact in either crime, law enforcement, law, or espionage.
*Gadgetry: Can build gadgetry, micronize scientific and industrial devices and receive a +1cs to all FEATs involving the same.
*Journalism: The hero with this Talent gains an additional 2 Contacts to those already generated. The Contacts should be connected with the media in some fashion, such as at local newspapers, radio or TV stations, or has sources in law enforcement, political circles, or snitches of the criminal underworld.
*Hacking: Similar to Security & Encryption, This talent deals mostly with the illicit act of manipulating a computer to gain forbidden access to electronic materials, such as electronic funds or intelligence, knowledge, and other otherwise secure systems.
*Heir To A Fortune: This is not a Talent, but a situation which brings the character into a lot of money. The minimum Resources of a character with this Talent is Remarkable.
*Marksman: The character with this Talent gains a + 1CS to hit with any distance weapon that requires line of sight to hit (the character could benefit when firing heavy artillery, but not when controlling a teleguided missile). Such a weapon in the hands of a marksman does not suffer penalties to hit from range.
*Security: This Talent has two benefits: First, the hero gets a +1 CS to Reason to create or remove security devices. Second, the hero gets a +1 CS to Intuition for noticing installed security devices.
*Street Smart: Character know the streets and how to survive there. Character also gains 2 contacts at the street level.
*Thief: Allows the ability to be stealthy, pick-locks, access security, and safe-crack at +1cs.
*Weapons Engineering/Design: SPECIAL- Enables precise knowledge of how to build, use and modify guns, missiles and artillery. This talent does not include explosive devices.
CONTACTS
*Retained: 0
*Spent: Consultant/NYPD
*Burnt: Some
POWERS-DETAILED
Bonus Power> Dark-vision
Bonus Power> Immortality: The character with this Power does not age or die in a normal fashion. Now, before you all run out and grab this Power for your young hero, note the fine print. The hero can still suffer loss of Endurance ranks as the result of wounds, poisons, and damages, but if the results call for perishing. then the character is left at Shift 0 Endurance but does not die. The character cannot move or act until Endurance reaches Feeble, however. so throwing an Immortal character into an active volcano will keep him out of the way for a while. (He cannot heal while taking damage.) If Endurance reaches Shift 0, or the character otherwise dies, the immortal character loses all Karma, including that set aside for advancement. The character may be out of luck, but at least he has his Health. If an immortal character is part of a Karma pool, then an amount of Karma is subtracted as if the character had left the group. This is done each time the immortal character becomes "dead. An immortal character's body will slowly regenerate lost parts and heal. so that short of atomizing the remains and spreading that collection of atoms through a large portion of space, or some other ruling, mandated by a GM, the immortal character will return at some point in the future
OPTIONALS
QUIRKS=
FLAWS=
*Action Addict: the action addict finds himself bored if not doing anything not 'exciting'. If not fighting or doing something that isn't tedious in nature, he'll start fidgeting uncontrollably, complaining about how bored he is, and eventually wander off in search of action. In other words, if caught in a boring, apparently useless situation, the action addict must make a Psyche FEAT roll at a -1 CS, or start fidgeting and such. If this continues for an extended period of time, he must pass another FEAT roll at -3 CS, or wander off in search of fun...
*Curiosity: The character with this quirk is a naturally curious person and finds mysteries of any sort irresistable. In most circumstances they will find that their curiosity easily overrides their common sense. To resist temptation, the person with this flaw will have to pass a Reason FEAT roll at -1cs or succumb to the siren call of the unknown.
WEAKNESSES=
BOOK-KEEPING
Health - 100
Mental Health - 60
Karma - 160
Popularity - Ty
Appearance - Handsome/Remarkable (25)
Resources - Remarkable
HISTORY
-Mark was an orphan. As he grew up he learned tricks of the trade to snatch items to give to the other orphans who were mistreated and kept on learning from there. He was a quick study and very agile and always seemed to slip away and no one ever suspected him. Thus he made his fortunes selling items people seemed to have misplaced and kept an ear out for something on the horizon for his next big adventure.
EQUIPMENT
*Carried: Arrows, Bow, Knife, Smoke Bombs, Electronics to bypass security devices, thieves' tools.
*Acid, Mn
*Electrical, Am 5 Areas.
*Scrambler, Mn Shuts down electrical equipment for 6 minutes
*Tear gas, In - 1 area.
-Vehicles: Car
-Holdings: Condo
FINAL REMARKS
Approved by: (GM puts in Nick and Date)
NOTES:
Rank | Bot Code | Value |
Shift-0 | Sh-0 | 0 |
Feeble | Fb | 02 |
Poor | Pr | 04 |
Typical | Ty | 06 |
Good | Gd | 10 |
Excellent | Ex | 20 |
Remarkable | Rm | 30 |
Incredible | In | 40 |
Amazing | Am | 50 |
Monstrous | Mn | 75 |
Unearthly | Un | 100 |
Shift-X | X | 150 |
Shift-Y | Y | 200 |
Shift-Z | X | 500 |