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=== Mattias === Mattias “Deadeye” van der Zoort Concept: gunslinging engineer Seasoned: 4 ; Race (Human) : Gain one free Novice edge: Mr. Fix It ; Attributes : AGI d8 : STR d6 : SMA d8 : SPI d6 : VIG d6 :: Pace 5" (d4 running die) :: Parry 4 :: Toughness 5 ; Skills : Academics d6 : Athletics d6 : Boating d4 : Common Knowledge d4 : Fighting d4 : Notice d8 : Persuasion d4 : Repair d8+2 (Mr. Fix It) : Science d6 : Shooting d8 : Stealth d4 : Weird Science d4 ; Edges : McGyver :: REQUIREMENTS: Novice, Smarts d6+, Notice d8+, Repair d6+ :: A McGyver can improvise a device from common resources when the need arises. Given a few simple items, he can make a Repair roll to craft improvised weapons, explosives, or tools, that last until used or the end of the encounter (GM’s call). This takes one entire turn, and he can’t move or take any other actions while constructing the device. :: Failure means the device isn’t ready. A Critical Failure means he doesn’t have the right materials and can’t create the device this encounter. :: Success creates a minor explosive (2d4 explosive in a Small Blast Template), a one shot projectile weapon like a “zip gun” (Range 5/10/20, Damage 2d6), rickety raft, electrical source, etc. :: A raise creates a larger explosive (2d6 in a Medium Blast Template or 2d4 in a Large), a better ranged weapon (five shots, 2d8 damage, Range 10/20/40), a more stable raft, a more powerful battery, etc. :: The quality or power of the creation is completely up to the Game Master, but creativity should be rewarded, particularly in the most dire and dramatic situations : Mr. Fix It :: REQUIREMENTS: Novice, Repair d8+ :: The mechanic adds +2 to Repair rolls. With a raise, he halves the time normally required to fix something. This means if a particular Repair job says a raise repairs it in half the time, a Mr. Fix It can finish the job in one-quarter the time with a raise. : Brave :: REQUIREMENTS: Novice, Spirit d6+ :: Those with this Edge have learned to master their fear, or have dealt with so many horrors they’ve become jaded. These valiant explorers add +2 to Fear checks and subtract 2 from Fear Table results (see page 124). : Dodge :: REQUIREMENTS: Seasoned, Agility d8+ :: The hero can anticipate attacks or move erratically under fire. Unless the victim of a surprise attack and taken completely unaware, Dodge subtracts 2 from all ranged attacks made against the character. Dodge does not stack with actual cover, however. : Arcane Background (Weird Science) :: ARCANE SKILL: Weird Science (Smarts) :: STARTING POWERS: 2 :: POWER POINTS: 15 :: Weird scientists use strange and powerful inventions beyond the normal technological level of the setting. :: Weird scientists must usually activate their powers through their assigned device, but they can improvise other ways if needed at a −2 penalty. This requires a decent rationale relative to the setting and the GM’s permission. : Artificer :: Artificers can create Arcane Devices and give them to their allies. See page 153. :: Stun, Deflect ; Hindrances : Curious (Major) :: It killed the cat, and it might kill your warrior as well. Curious characters have to check out everything and always want to know what’s behind a potential mystery or secret. : Slow (Minor): Peg Leg :: A disability or past injury has hindered this hero’s mobility. As a Minor Hindrance, reduce his Pace by 1 and his running die one step (if already d4, reduce to d4 − 1). Slow characters may not take the Fleet-Footed Edge. :: Prosthesis: A character with the Minor version of this Hindrance may have a prosthesis. If the prosthesis is lost, he suffers the effects of the Major version of Slow. : Bad Luck (Major) :: Your hero is a little less lucky than most. He gets one less Benny per game session than normal. A character cannot have both Bad Luck and the Luck Edge. ; Seasoned # Fighting d4, Notice d8 # Spirit d6 # Strength d6 # Edge: Dodge ; Gear: $1000, 40 Enc : Shot (w/powder). 1/10 shots. 0.5 lbs/10 : Flintlock pistol x2. Range 5/10/20. 2d6+1. 6 Enc. $300. Reload 3 (full round) : Rapier. Str+d4. 2 Enc. $150. Parry +1 : Dagger. Range 3/6/12. Str+d4. 1 Enc. $25. : Jacket (torso, arms) +1 Armor, 8 Enc, $30 : Rifle scope (Spyglass). 2 Enc. $100. Cancels 2 additional points of penalties when Aiming : Tool kit. 5 Enc. $200 : First aid kit. 1 Enc. $10 : Backpack. 2 Enc. $50 : Lantern (4 hours, 4′′ radius). 3 Enc. $25 : Oil x2. 2 Enc. $4 : Canteen. 1 Enc. $5 : Crowbar. 2 Enc. $10 : Flint & steel. 1 Enc. $3 : Hammer. 1 Enc. $10 : Goggles. 1 Enc. $20 / 38.5 Enc. $943 ; Background : When Mattias was a boy, he watched a naval battle from the shore. A stray cannonball took off his right leg at the knee. From that day onward, he wanted to be an engineer. : When he was old enough, he attended the Holland Nautical Academy. He saw a big future in technology, and its maritime applications. Unfortunately, he had an accident while working on a steam engine, and lost his left eye. : When he suddenly found himself in Caribdus last year, he discovered a whole new realm to explore. Whatever his destiny here may be, he hopes to find it soon; he’s running out of parts. ; Appearance : Mattias has shoulder-length blond hair. His right eye is blue. Instead of a left eye, he has a black leather patch, with inlaid white crosshairs in a circle. He wears the wide-brimmed hat and neckerchief of a Dutch sailor, along with a leather jacket he picked up since his Arrival. His right leg ends in a sturdy wooden peg. ----
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