Showing posts with label character sheets. Show all posts
Showing posts with label character sheets. Show all posts

Saturday, January 17, 2009

Awesome Dude, Level 1

Awesome Dude Dave Hendrick Criminal 1st HP 12
Half Lizard/Boy




ADAPTATION:

Camping

Consume Alien Food

Appease

Invisibility

13

63%

10%

56%

77%

DEXTERITY:

Ranged Attack

Sneak Attack

Sneak

Steal

Saving Throw

Missile Damage

7

36%

17%

26%

7%

23%

-2

ESP:

Psychic Implant

Command Matter

Command Energy

Read Minds

Psi Resist

Interaction

9

-3%

14%

18%

10%

15%

-

INTELLECT:

Logic

Scholarship

Argue

Experience Bonus

Clue

5

17%

8%

24%

1%

16%

LEADERSHIP:

Command

Restore Courage

Seduce

Crowd Manipulate


5

27%

11%

8%

6%


LUCK:

Survival

Enrich

Happenstance

Mistaken Identity

9

39%

17%

20%

11%

MAGIC POWER:

Magical Attack

Ensorcel

Conjure

See The Future

Alchemist

Monster Friend

12

31%

85%

5%

12%

6%

32%

ROBOT NATURE:

Unpleasant Order

Guard

Labor

Machine Friend

11

50%

53%

70%

28%

STRENGTH:

Melee Attack

Melee Damage

Lesser Feat

Great Feat



9

45%

+0

51

3%




Criminal Murder 15% Hit Damage +5 Illicit 1% Fake 17% Aquatic

Armor

Common Garb

Weapons

Primitive Grenades x6 1d10 Hurl = -10%

Spiked Morning Star 1d6+1 Scare = 31%

Misc EQ

Days Rations x 7

Vodka

Mickeys x 3

Utility Belt

Guitar

Money

Credits - 43


Wednesday, December 17, 2008

Oolak, Level 1


Player’s Name: Jonathan

Character: Oolak
Class: Galactic Knight Apprentice aka Psi Witch
Current Level: 1
Race: Planetary Ape – Mutated (2)
Mutations: Crinkly Skin; Magic Birthmark Companion

ADA: 7
DEX: 13
ESP: 17
INT: 7
LEA: 7
LUC: 10
MAG: 10
ROB: 11
STR: 9

Hit Points: 12

Missile Damage Bonus: +2

Lbs. of Psychic Force: 1

PERCENTILE ABILITIES

Alchemist: 19%
Appease: 38%
Argue: 34%
Blind Attack: 34%
Camping: 23%
Clue: 19%
Command: 59%
Command Energy: 53%
Command Matter: 52%
Conjure: 3%
Consume Alien: 3%
Crowd Manipulate: 35%
Enrich: 19%
Ensorcel: 74%
Experience Bonus: 2%
Great Feat: 13%
Guard: 53%
Happenstance: 21%
Invisibility: 49%
Labor: 70%
Lesser Feat: 61%
Logic: 49%
Machine Friend: 28%
Magical Attack: 23%
Meld: 50%
Melee Attack: 45%
Missile Attack: 64%
Mistaken Identity: 13%
Monster Friend: 24%
Psi Resist: 37%
Psychic Implant: 47%
Read Minds: 51%
Restore Courage: 40%
Saving Throw: 51%
Scholarship: 19%
Seduce: 20%
See the Future: 8%
Sneak: 45%
Sneak Attack: 48%
Steal: 23%
Survival: 40%
Unpleasant Order: 50%

HAND WEAPON

Dagger Damage: 1-4 Range: ½” Scare: 17%
Mace, Greater Damage: 1-6 Range: 1-1/2” Scare: 31%

RANGED WEAPON

Small Bow Damage: 1-6 Short: 9” Long: 45” Minus: 6%

ITEMS

Gold Credits: 103

Wilderness Garb, Utility Belt with Pouches, Canteen, 60’ Rope, Lantern, Camping Gear, 1 Week Rations

Thorax, Level 1

Name: Thorax
Race: Human
Class: Warrior
Level: 1

Mutations: Cranial Feelers

ADA: 13
DEX: 12
ESP: 9
INT: 7
LEA: 8
LUC: 13
MAG: 4
ROB: 14
STR: 18

HP: 16
Melee Damage +8
Missile Damage: +2
XP: 50
Bare Hands Damage: 1-6
GCs: 0

Alchemist: 8%
Appease: 56%
Argue: 34%
Camping: 63%
Clue: 29%
Command: 41%
Command Energy: 18%
Command Matter: 14%
Conjure: -3%
Consume Alien: 10%
Crowd Manipulate: 16%
Enrich: 24%
Ensorcel: 15%
Experience Bonus: 1%
Great Feat: 41%
Guard: 69%
Happenstance: 28%
Invisibility: 78%
Labor: 92%
Lesser Feat: 100%
Logic: 35%
Machine Friend: 40%
Magical Attack: 6%
Melee Attack: 111%
Missile Attack: 59%
Mistaken Identity: 16%
Monster Friend: 10%
PSI Resist: 10%
Psychic Implant: 7%
Read Minds: 20%
Restore Courage: 21%
Saving Throw: 18% (28% save by shield)
Scholarship: -1%
Seduce: 0%
See the Future: 2%
Sneak: 20%
Sneak Attack: 42%
Steal: 19%
Survival: 42%
Unpleasant Order: 70%

EQUIPMENT: Dual-Bladed Psi-Knight Saber Hilt (broken, used as black hole metal club), wilderness gear (too small), modern grenade, iron-shod shield.

INOPERABLE EQUIPMENT: power lighter, witch indicator, self-adjusting trephanation kit, pan-species prophylactic.

Dual-Bladed Psi-Knight Saber Hilt stats: DAMAGE: 2-12; RANGE 1"; SCARE 28%
Modern Grenade stats: DAMAGE: 1-12; RANGE hurl; -10% per 1”

Background:

ESCAPED FROM THE RADIUM MINES OF THE NETHERWORLD! Inside, where no one can see, Thorax sheds a tear for his parents. Alas, Mandible and Ovipositor were too afraid of the Great Sky Light to join him in his desperate break for freedom. But they taught their son well: always tell the truth, obey the insectile overlords, call all men brothers despite whatever hideous mutations the glowing ore has blessed them with. Someday, Thorax will re-enter the cracks in the mountains near God City from which he crawled into the light, and he will set his people free.

TAUGHT BY THE GREATEST OF PSI-KNIGHTS! Thorax always knew he wanted more than the waxy but filling scrapings from an overlord's dermal gland. But he had no idea what more there was to want until Razbap, Mind-Master of the Dual Blades, crashed down from the surface world through the roof of a mine tailing chamber. The fall sorely injured the mighty knight, who ordered the amazed Thorax to keep his distance lest he be consumed by the psionic transference of pain. The young slave took every opportunity to return to the chamber and learn from the crippled master. He eagerly absorbed the lore of the surface world, the potent tricks of the psi-knights, and most eagerly of all the seven highly effective routes to stimulate female desire. He learned, too, to weave his cranial feelers into his dreadlocks and pass for normal. Eventually the day came when Razbap had nothing more to teach his student, and bid him climb towards the light. Thorax refused to go without the wounded psi-knight--only to discover that all this time, nothing truly remained of Razbap but a pile of his clothing and gear. Thorax had been instructed… from beyond the grave!

BROKE AND DESPERATE! Thorax has no gold credits to his name. Shortly after emerging, blinking, into the world under the sky he was accosted by a group of ruffians who insisted that he repay them a large sum of said credits. This case of mistaken identity, brought about by Thorax's having donned Razbap's characteristic gear, thoroughly confused the ruffians (especially as they noted that the clothes were obviously the wrong size for the hulking human). Thorax was similarly confused by the persistence of these aggressors in not yielding to his mental dominance. Eventually the situation degenerated into violence, to the great relief of all involved. Thrashing the thugs reassured Thorax a great deal, but the truth is that he hasn't eaten for days and is beginning to realize how thoroughly he is out of his element.

Friday, August 1, 2008

Quazarn, Level 1

Let us pause now, and bow our heads in memory of the warlock Quazarn, acknowledged by all to be a truly rad guy as well as the owner of a miniaturized donkey. Amen.

Use Ensorcel or click here to Expand!
It can be argued that Quazarn kind of had it coming.

A warlock of dubious real talent, Quazarn the Arcane worked his way up the ranks of Remulaki thaumaturgy on the strengths of his near-genius intellect and his charismatic personality -- not due to magical prowess, of which he has embarrassingly little.

Hailing from the Sea-Cities of Aquanorr on Remulak, young Quazarn used his charm and wit to make himself welcome among the Mystical House of Tarn-Egris -- the most prestigious thaumaturgical society on Remulak. Upon receiving accolades from his peers (albeit under false pretenses), Quazarn let his newfound fame go to his head: Soon he was abusing the trust and friendship of the other warlocks, making himself a sudden pest with his pretensions and fakery.

His ruse, however, did not last long; the other warlocks of the society, seeing through him like a sheet of plexifilm, conspired to rid themselves of him by dispatching him on a "brief research trip" to Vanth. They never planned to send the ship back for him, but little did they expect the failure of God City's launching beam. In any case, Quazarn was left stranded on Vanth.

Quazarn is slowly learning a lesson from the event, but his overt personality and gregariousness are his blessing and his curse, no matter what else he may be. As a result of his 'betrayal', he suffers from Recurring Psychometric Morbidity, which manifests itself as occasional (25% chance/week) bouts of depression, somnolence and (15%) long-term insomnia.

Zarko, Level 1


"I rolled him up in the German manner (that is to say, with a sausage and a beer)..."

Character Name...Zarko
Player Name......Coffee

Class............Criminal
Race.............Planetary Ape
Level............1

Adaptation...... 7
Dexterity ......15
ESP.............11
Intellect.......15
Leadership...... 6
Luck............11
Magic Power..... 8
Robot Nature....14
Strength........11

HP...................12
Ranged Damage........+4
Melee Damage.........+0
Hit Damage..............+5 (requires Sneak Attack)

Mutations
(none)

Alchemist.............14%
Appease...............38%
Argue.................66%
Camping...............23%
Clue..................27%
Command...............34%
Command Energy........27%
Command Matter........23%
Conjure...............01%
Consume Alien Food....03%
Crowd Manipulate......11%
Enrich................20%
Ensorcel..............57%
EXP Bonus.............12%
Fake..................17%
Great Feat............16%
Guard.................69%
Happenstance..........23%
Illicit...............01%
Invisibility..........52%
Labor.................92%
Lesser Feat...........74%
Logic.................91%
Machine Friend........40%
Magical Attack........16%
Melee Attack..........55%
Mistaken Identity.....14%
Monster Friend........16%
Murder................15%
Psi Resist............58%
Psychic Implant.......14%
Ranged Attack.........73%
Read Minds............15%
Restore Courage.......16%
Saving Throw..........37% (with armor 52%)
Scholarship...........73%
Seduce................08%
See Future............05%
Sneak.................51%
Sneak Attack..........62%
Steal.................35%
Survival..............40%
Unpleasant Order......70%

GC: 700

Equipment:

.45 automatic pistol, w/addl ammo 365 + 3.65 + 3.65 = 372.3
Theskian Dagger, 2 6 + 6 = 12
Bulletproof vest 60

Canteen 9
Lockpicking tools 223
5 days rations 5
Utility belt with pouches 5
60' of good rope 10

Leaves: 3.7 GC

Hobson, Level 1


Hobson Twofoot

ADA 9
DEX 10
ESP 7
INT 11
LEA 9
LUC 15
MAG 14
ROB 14
STR 6

Hobling Criminal

12 Hit Points

317.8 Gold Credits

Medieval Crossbow: 1-10 damage, range 13/60, -4% per inch.

2 battles worth of ammunition for Medieval Crossbow.

Pirate Cutlass: 2-8 damage, range 1-1/2 Scare 27%

Hologram Clothes

5 days' rations

Murder 15%
Hit Dmg +5
Illicit 1%
Fake 17%

Camping 36%
Consume 5%
Appease 43%
Invisibility 59%

Ranged Attack 50%
Sneak Attack 31%
Sneak 61%
Steal 38%
Saving Throw 40%

Psychic Implant 4%
Command Matter 7%
Command Energy 11%
Read Minds 7%
PSI Resist 27%

Logic 69%
Scholarship 61%
Argue 58%
Experience Bonus 4%
Clue 23%

Command 43%
Restore Courage 24%
Seduce 18%
Crowd Manipulate 18%

Survival 43%
Enrich 29%
Happenstance 33%
Mistaken Identity 20%

Magical Attack 43%
Ensorcel 91%
Conjure 10%
See the Future 20%
Alchemist 35%
Monster Friend 40%

Unpleasant Order 70%
Logic 20%
Guard 69%
Labor 92%
Machine Friend 40%

Melee Attack 32%
Melee Damage -3
Lesser Feat 32%
Great Feat 1%

The Creature, Level 1

Name: Von Richthofen's Creature
Class: Warrior
Current Level: 1
Race: Frankenstein (Cave Primitive)
Mutations: Cranial Feelers

ADA: 4
DEX: 5
ESP: 3
INT: 4
LEA: 5
LUC: 11
MAG: 13
ROB: 16
STR: 17

Hit Points: 16
Melee Damage Bonus: +7
Missile Damage Bonus: -4
Bare Hands Damage: 1d6+7
XP:0
XP to Qualify for Next Level: 469

Alchemist:30%
Appease: 31%
Argue: 21%
Camping: 9%
Clue: 25%
Command: 16%
Command Energy: 3%
Command Matter: 1%
Conjure: 7%
Consume Alien: 2%
Crowd Manipulate: -5%
Enrich: 20%
Ensorcel: 88%
Experience Bonus:0
Great Feat: 31%
Guard: 75%
Happenstance: 23%
Invisibility: 39%
Labor: 100%
Lesser Feat: 100%
Logic: 34%
Machine Friend: 47%
Magical Attack: 37%
Melee Attack: 107%
Missile Attack: 37%
Mistaken Identity: 14%
Monster Friend: 46%
PSI Resist: -4%
Psychic Implant: 1%
Read Minds: 13%
Restore Courage: 0%
Saving Throw: -1%, (42% w/Armor&shield)
Scholarship: -7%
Seduce: -31%
See the Future: 16%
Sneak: 20%
Sneak Attack: 11%
Steal: 5%
Survival: 40%
Unpleasant Order: 84%

Armor:
Bullet Proof Vest, Save 15%, Move 6-1/2, STR 10
Iron Shod Shield, Save 28%, Move -1,

Hand Weapon:
Black Hole Metal Club (Police Baton), Damage 2d6+7, Range 1, Scare 28%

Ranged Weapon:
Walther PPK, Damage 1d6-3, Short 16, Long 95, Minus 3%

Other Equipment:
Slave garb, utility belt with pouches

Money: 26 Gold Credits

Description:
In the olden days of yore, Young Yuri Von Richthofen grew up in the shadow of his father, the world renowned cave primitive fighter ace. Unable to follow his father into the world of aerobatics due to a freak accident during a game of bloody knuckles, Yuri instead went into the field of mad science. After years of laborious study and grave robbing, Yuri succesfully built his creature. Unfortunately, for Yuri, the creature soon escaped and fled into the frozen wilderness of northern Vanth.

Not too long ago, a research expedition uncovered the frozen creature locked in the polar ice. After thawing out, Creature thanked the scientists and went on his way. After a misunderstanding with the God City Police Department, Creature finds himself nicely equipped for a life of adventure.

Buck Pulsar, Level 1

Name: Buck Pulsar
Race: Human
Class: Pioneer
Level: 1

ADA: 17
DEX: 12
ESP: 7
INT: 15
LEA: 14
LUC: 8
MAG: 7
ROB: 10
STR: 13

HP: 12
Melee Damage +2
Missile Damage: +2
XP: 50
Bare Hands Damage: 1-3
GCs: 5

Alchemist: 12%
Appease: 74%
Argue: 66%
Berzerk Chances: -nil-
Blind Attack: -nil-
Camping: 90%
Clue: 27%
Command Energy: 11%
Command Matter: 7%
Command: 66%
Conjure: -nil-
Consume Alien: 23%
Crowd Manipulate: 44%
Enrich: 15%
Ensorcel: 47%
Experience Bonus: 12%
Explore: 50%
Fake: -nil-
Favor: -nil-
Great Feat: 10%
Guard: 48%
Happenstance: 18%
Illicit: -nil-
Invisibility: 73%
Labor: 63%
Lesser Feat: 77%
Logic: 84%
Machine Friend: 24%
Magical Attack: 13%
Meld: -nil-
Melee Attack: 64%
Missile Attack: 71%
Mistaken Identity: 10%
Monster Friend: 12%
Murder: -nil-
Provide: 20%
Psi Resist: 29%
Psychic Implant: 4%
Read Minds: 7%
Restore Courage: 53%
Saving Throw: 21%
Scholarship: 79%
Seduce: 56%
See The Future: 4%
Sneak Attack: 42%
Sneak: 42%
Steal: 19%
Survival: 38%
Tame: 10%
Unpleasant Order: 43%

EQUIPMENT: Space Helmet (provides nothing in particular...just looks snazzy), regulation uniform w. utility belt and pouches, Walther PPK pistol and 2 clips of ammo.

Walther PPK stats: DAMAGE: 2-7 SHORT: 16" LONG: 95" %MINUS: 3

Background:
Buck is your typical vain Flash Gordon kind of guy. He comes from a distant planet that's much like 1930's earth, where he was a pretty good athlete and a bit of a rich boy. His father sent him to a prestigious private school where he studied astronomy and the new experiments in space travel. A series of strange expeditions led to his becoming stranded in Vanth. He sports the uniform from when he enlisted in the "Galaxy Patrol" back on his planet.