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===Some character Examples=== '''Alex X12''' [https://www.pinterest.com/pin/121386152446804368/]</Br> ''Android male?? (at least Alex's voice sounds male)''</Br> * Attributes: Agility d6, Smarts d6, Spirits d6, Strength d10, Vigor d6 * Parry 6, Parry 4, Toughness 11 (4) * Skills: Academics d4, Athletics d6, Common Knowledge d8, Electronics d4, Fighting d4, Hacking d4, Language (Machine Code d8, English d6), Notice d4, Persuasion d4, Repair d6, Science d6, Shooting d4, Stealth d4 * Edges: Brawler (Str+d4, Tough +1), Night Vision (Igrore penalties for Dim and Dark illumanation) * Android Traits: Armor +2 [4 total] (1), Alien Form [very distiction robot form that causes nervousness/fear in most people' due to shape armor and firearms cost twice as much] (-2), Construct [Androids add +2 to recover from being Shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Constructs cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and is not limited to the “Golden Hour”}, Outsider (Major) [Androids subtract 2 from Persuasion rolls when interacting with anyone besides other androids, and often have no legal rights in most areas, they’re generally considered property), Size +1 (1), Super Attribute [Strength] +1 (2), Vow (Major) [Constructs are designed with a particular purpose. Player character constructs have broad directives such as serving a particular corporation or political faction. This acts as a Major Vow to that particular directive. If this ever causes a conflict of interest, the player and GM must figure out what the construct’s programming requires. For Alex his is Action Heroic to all life and counts as the Heroic Hindrance] </Br> * Hindrances: Overconfidence (Major), Quirk (Speaks to animals and plants, even those that don't show signs of sentients) (Minor), Ugly (Minor) * Gear: Staff (Damage Str+d4, Min Str d4, Wt. 4lbs, Cost $10; Parry +1, Reach 1, two hands), Backpack (Cost $50, Wt. 2lbs), Tool Kit (Cost $200, wt. 20lbs), Binoculars (Cost $100, wt. 1lb; allow x2 to x5 vision magnification) * Unspent: $240 in trade goods (24 pounds) * Encumbrance: 80lbs, Carried: 51lbs (with trade goods) '''Maggie Armstrong'''[https://www.pinterest.com/pin/301459768812901031/]</Br> ''Pure Strain Human Female''</Br> * Attributes: Agility d8, Smarts d8, Spirits d6, Strength d6, Vigor d6</Br> * Parry 6, Parry 5, Toughness 7 (*2)</Br> * Skills: Athletics d8, Common Knowledge d6, Electonics d4, Hacking d6, Fighting d6, Investigation d6, Notice d6, Persuasion d6, Stealth d6, Survival d4, Thievery d6</Br> * Edges: Dodge (other suffer -2 to hit you with Ranged attacks) </Br> * Pure Strain Human Traits: +4 to resist disease, poisons and toxins (airborn, injected or injested), +2 to resist all Fatigue checks vs. heat and cold, thrist and starvation, lack of sleep, radiations, +3 Skill points. (15 total), Start with an extra $500 in additional trade good/barter gear ($1,000 base), Born after the Fall base Survival d4</Br> * Hindrances: Loyal (Minor), Shamed (Major) (Maggie's are members of the Knights of Purity and she was a member in her teenage years and took part in a few raids against mutant villages. She hates that part of her life and trying to make amends), Suspicious (Minor) </Br> * Gear: Heavy Leather Jacket and Hood (Torso, Arms, Head; AP 2, Min Str d6, Wt. 8lbs+1, Cost $80+20), Leather pants (Legs; DR 1, Min Str d4, Wt. 5lbs, Cost $20), Glock 9mm (Range 12/24/48, Damage 2d6, ROF 1, AP 1, Shots 17, Min Str d4, Wt. 3lb, Cost $400), 50 rounds of 9mm ammo (cost $20, Wt. 2lbs), Knife (Damage Str+d4, Min Str d4, wt. 1lb, Cost $25), Backpack (Cost $50, Wt. 2lbs), Bedroll (Cost $50, Wt. 4lbs), Canned Goods, per day (Cost $15, wt. 2lb; 5 days $75, Wt. 10lbs), Can Openner (Cost $10, Wt. 1/2lb), Compass (Cost $50, Wt. 1/2lb), Matches, Box of 50, waterproof (Cost $10, wt. 0), Medic Kit (Colst $100, Wt. 4lbs; Five uses, +1 to Healing skill rolls; $25 to refill and wt. 2lbs each) </Br> * Unspent: $80 in trade goods (8lbs) </Br> * Encumbrance: 40lbs, Carried: 48lbs (without pack and trade goods 19lbs)</Br> '''Walter 'Bugs' Wilson''' [https://www.pinterest.com/pin/228628118568475874/]</Br> ''Human Mutant Male'' </Br> * Attributes: Agility d8, Smarts d6, Spirits d6, Strength d6, Vigor d6</Br> * Parry 5 (d4) with Flight 12 (d10), Parry 6, Toughness 7 (2*) </Br> * Skills: Athletics d8+2, Common Knowledge d4, Fighting d8, Notice d6+2, Occult d6, Persuasion d4, Shooting d8, Stealth d10, Survival d4</Br> * Edges: Alertness (+2 to Notice check, Marksmen (with Pace 0 either +1 with Ranged attacks or elimate 2 points worth of penalties) </Br> * Mutant Traits: Anemic (-1), Distinctive Feature (-1) [Bug Wings], Flight (4) [Pace 12, 'run' Die d12], Infravision (1) [The creature “sees” heat, either through eyes or other sensory organs. This halves Illumination penalties when attacking warm targets (including invisible beings)], Reduced Pace (-1) [ground Pace drecreased to 5 with a run die of a d4], Skill (3) [Athletics +1, Fighting +1, Stealth +1]; Skill Bonus (2) [Athletics +2], Wall Walker (1) [The species may walk on vertical surfaces normally, or inverted surfaces at half Pace]</Br> * Hindrances: Curious (Major), Loyal (Minor), Mild Manner (Minor)</Br> * Gear: Heavy Leather Jacket (Torso, Arms; AP 2, Min Str d6, Wt. 8lbs, Cost $80), Leather pants (Legs; DR 1, Min Str d4, Wt. 5lbs, Cost $20). Short Sword (Damage Str+d6, Min Str d6, Wt. 2lbs, Cost $100), Bow (Range 12/24/48, Damage 2d6, AP 0, ROF 1, Min Str d6, Wt. 3lbs, Cost $250), Quiver with 20 arrows (Cost $25 +$10, Wt. 2 +4lbs) </Br> * Unspent $5 in Ttrade grouds (1/2lb)</Br> * Encumbrance: 40lbs, Carrying 24.5lbs</Br>
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