Editing Fragile:JimRussell

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[[Category:Player Character|Jim Russell]]
 
[[Category:Fragile|Jim Russell]]
 
 
=Background=
 
=Background=
  
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Subplots: Unhinged (Post Traumatic Stress Disorder following a close encounter with fetal Others)
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Subplots:
  
 
=Attributes=
 
=Attributes=
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Origin Abilities: Intimidate always a class skill (+5 cap), +2 Threat Sneak, +2 Defense, +2 Vitality Points at 1st Career Level and then 1 additional Vitality Point at each Career Level after
 
Origin Abilities: Intimidate always a class skill (+5 cap), +2 Threat Sneak, +2 Defense, +2 Vitality Points at 1st Career Level and then 1 additional Vitality Point at each Career Level after
  
Class Abilities:
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Class Abilities: Eagle Eye, Fight On, Rough Living (+2), Sneak Attack +1d6, Stalker (24), Surprise Shot 
  
Accurate: Each time you spend 1 action die to boost an attack check, you roll and add the results of 2 dice (e.g. a Level 1 Soldier’s bonus of 1d4 becomes 2d4).
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Feats: Desert Training, Ghost Basics, Guts, Long-Arms Master (Bolt-Action Rifles), Marksmanship Basics, Marksmanship Mastery, Sharpshooter Basics
 
 
Eagle Eye: Once per scene, you may spend and roll 1 action die, adding the result × 10 to the range increment of any 2-handed firearm or hurled weapon you use for the duration of the current scene.
 
 
 
Fight On
 
 
 
Rough Living (+2): At Level 2, you gain a +2 bonus to Defense, as well as with saves made to resist cold, fire, and heat damage, starvation, thirst, underwater dangers, and the effects of nature’s fury (see pages 333, 349, and 400).
 
 
 
Sneak Attack +1d6: At Level 4, you may inflict 1 die of sneak attack damage with any successful attack (see page 338).
 
 
 
Stalker (24): At Level 1, each time you fail a Survival or Tactics check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
 
 
 
Surprise Shot: At Level 2, when you make a ranged attack with a 2-handed firearm or hurled weapon against a flat-footed opponent, your threat range increases by 1. 
 
 
 
Feats:  
 
 
 
Desert Training: In desert and plains terrain, you gain a +2 insight bonus with Survival checks and checks made to navigate or determine surprise. Further, you require only 1/2 the standard amount of water each day. Also, when you plan an ambush in desert or plains, each of your opponents suffers a –2 penalty with checks made to determine surprise. Finally, your overland speed in desert or plains terrain is calculated as if your Speed were 10 ft. faster, and you gain 5 points of heat damage resistance.
 
 
 
Ghost Basics: You may move a number of feet up to double your Speed as part of Hide/Sneak checks. Further, when making a Sneak/Hide check to evade a security sensor, you gain a synergy bonus from your Acrobatics skill. Also, when making a Hide check to evade a living opponent, you gain a synergy bonus from your Sense Motive skill. Finally, when making a Hide check while moving up to your full Speed, you suffer no penalty.
 
 
 
Guts: You gain a +4 bonus with all Forced March, Power Lifting, and Speed Push checks, and ignore all fatigued condition penalties. Further, when directed to the Table of Ouch, you roll 1d10 + the damage suffered (see page 332). Finally, if you’re killed in a game featuring the revolving door campaign quality, you return to play 2d10 rounds after the start of the next dramatic scene, rather than at the beginning of the next mission (see page 408).
 
 
 
Long-Arms Master (Bolt-Action Rifles): When you make an attack with a weapon in the chosen category, the weapon’s base damage increases by 3. Further, when one of your attacks with a weapon in the chosen category would normally kill your target, you may immediately make a second attack check against their Defense. With a hit, the triggering attack inflicts no damage and the opponent instead becomes unconscious for 1d4 minutes.
 
 
 
Marksmanship Basics: Each time you take an Aim action, you may also Brace as a free action. Further, you may take a Brace action even when no obvious surface is available to brace against. Finally, you suffer only a –1 penalty with Reflex saves while braced instead of the standard –4.
 
 
 
Marksmanship Mastery: Your attack check bonuses from the Aim action increases by +1. Further, your range increment with any firearm or heavy weapon increases by 50% (rounded up to the nearest 5 ft.). Finally, your range increment with any hurled weapon is doubled.
 
 
 
Sharpshooter Basics: When you make a ranged attack against an opponent benefiting from up to 3/4 cover, his cover decreases by 1/4 against your attack. Further, when you make a ranged attack against an opponent whose Size grants a bonus to Defense, that bonus decreases to 1/2 standard (rounded down).
 
  
 
=Wealth=
 
=Wealth=
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=Currently Carrying=
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Currently Carrying:
  
 
Remington Model 870P 12g III (7.3 lbs., 30 XP, frangible ammo)
 
Remington Model 870P 12g III (7.3 lbs., 30 XP, frangible ammo)
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flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)
 
flashlight, safety goggles, earplugs, handcuffs, 20 zip ties, load-bearing gear, go-bar, Leatherman, glass punch (3.5 lbs., 9 XP)
 
notepad
 
  
 
Total Weight: 22.5 lbs.
 
Total Weight: 22.5 lbs.
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=Current Condition=
 
=Current Condition=
  
42 stress damage
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-1 vitality point
 
 
-49 vitality points
 
 
 
-13 wound points (-1 wound points)
 
 
 
-23 shells from Remington 12g (5 shells in magazine)
 
 
 
Fatigued (ignored)
 
  
Shaken II
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10 stress damage
  
 
[[Fragile:Main_Page]]
 
[[Fragile:Main_Page]]

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