Arden 689-C

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Doctor
Christianedge.jpg
First Episode TBD
Concept Ex-patriate/Hunted Man
Theme Song TBD
Played By {{{actor}}}
Profile
Full Name Arden 689-C
Legal Status No Criminal Record
Known Aliases None
Age 28
Birthplace ??
Favored Weapon Pistol/Unarmed Combat

Background

Physical Appearance

Psychological Profile

Character Sheet

ATTRIBUTES
Agility d4
Strength d8
Vitality d8
Alertness d10
Intelligence d12
Willpower d6

ASSETS

  • Highly Educated (d6): Alden excelled in school, he actually paid attention to the teachers, and retained what he learned. He wanted to learn. Comes in handy during social events and gameshow appearances, though his extensive booklearning can sometimes makes Alden stand out on a Border planet.
    Benefit: You gain a +2 step Attribute bonus to Intelligence for any Knowledge-based Skill roll when you try to recall some information (though it won’t help you when you’re taking actions). For example, if you are a doctor trying to match someone’s symptoms to a particular disease, you receive the bonus; it does not apply to rolls affecting your treatment of the patient.
  • Nose for Trouble (d6): Arden’s got a mental alarm that sounds when something’s about to go wrong. He's always been able to tell when a no-good guay toh guay nown is lying his ass off and a creepy feeling that someone is standing behind that door lying in the wait.
    Benefit: You can make an Intelligence- or Alertness-based roll to sense trouble even when circumstances might not normally permit it (you’re dancing at a hoe-down), and you gain a +2 step bonus to either Attribute when the circumstances warrant (you’re sneaking into the hide-out of the local crime boss). As a Major Trait, you may also spend 1 Plot Point to negate all effects of surprise, as you sense trouble just in the nick of time to avoid getting caught with your trousers down.


COMPLICATIONS

  • Amorous (d4): Sex might not be the only thing on Alden's mind, but it definitely ranks up there at the top. Alden's always chasing skirts and looking to find intimate companionship whenever possible.
    Penalty: You’ll make a pass at almost any person of your sexual preference and you don’t put up any barriers when someone is coming on to you. This can cause a –2 step Skill penalty to Influence-based actions when the other party is offended by your advances. You also suffer a –2-step Willpower Attribute penalty when attempting to resist the wiles of someone who is your “type.”
  • Deadly Enemy (d2): Alden has made himself a dangerous enemy— someone who’ll go to great lengths to either capture or kill him. Too bad that Alden has absolutely no idea who that enemy is. He suspects that it is someone from his home colony, but it is only a suspicion, not a confirmed fact.
    Penalty: Someone is out to get you. You don’t have to specify the nature of your nemesis, though your personal background may provide you or the GM with ideas. Your enemy might be extremely powerful and dangerous, posing a direct threat every 3 to 5 adventures, at the GM’s discretion. You’ll never be completely free of the danger until you buy off this Complication—so even if you think you’ve gotten rid of your enemy, the threat remains in one form or another at the discretion of the GM. For example, if you kill a major enemy, his brother or best friend will swear vengeance and take up the hunt.
  • Straight Shooter (d2): Normally considered a virtue, honesty is not always the best policy—especially in diplomacy, business, or barrooms. Alden hasn't learned this yet.
    Penalty: You speak the truth without regard for other people’s feelings, or the circumstances involved. You might consider telling a falsehood only in dire emergencies, and even then you suffer a –2 step Skill penalty to Influence-based actions, as your lie is written all over your face.


SKILLS

  • Covert d6: Sneaky maneuvers, usually illegal. You can use this Skill to move silently, hide, blow a safe, or pick someone’s pocket.
    • Open Locks d8
    • Disable Device d8
  • Guns d6: Anyone might be able to squeeze a trigger, but that’s not the same thing as actually knowing how to shoot. The ‘Verse is a dangerous place, and it’s best not to strap on iron unless you have the know-how needed to use it.
    • Pistols d8
  • Medical Expertise d6: You know what they say: "there are always places to see, people to break". And when folk do break, you’ll be there to put ‘em back together with your bag of modern medical wonders. You can slap an aid-strip on a scratch and tell them to take two aspirins in the morning without this Skill, but anything more serious requires medical school, internships, residency, and knowing when to holler "clear!"
    • General Practice d8
    • Pharmacology d10
    • Internal Medicine d8
    • surgery d10
  • Perception d6: This Skill helps you pick up on subtleties in your surroundings. You notice little things such as the tiny crack on the marble floor that less attentive folk could easily miss. Can’t slip a gnat past you, if you get really good at it. Naturally, you can’t take certain Specialties that rely on a particular sense if you are partially or fully disabled in that sense—awfully hard to justify takin' "sight" when you’re blind, for instance–although a blind person might take this Skill in hearing. Note that Skill use against other characters is opposed, so some of the following examples could vary in actual play.
    • intuition d10
    • investigation d8
  • Planetary Vehicles d6: Your ability to drive, operate, and maintain vehicles used planetside—on the ground, on or under water. Most folks are capable of driving a car, steering a boat, or riding a horse, but when things get a mite tricky, you’ll need to roll the dice to see how well you perform. Note that basic maintenance for vehicles is covered under this Skill. Serious repairs must be performed by those with Mechanical Engineering.
  • Technical Engineering d6: With this Skill you can use machines that run on complicated electronics and computerized components, as well as engage in computer hacking and programming. You can wave-order deliveries and open programs without this Skill, though anything more complicated, and you’ll be staring at a screenful of error logs.
    • Computer Programming d8
    • Hacking d8
  • Unarmed Combat d4: They say never hit a man with a closed fist, but it is—on occasion—necessary. And sometimes nothing brings more satisfaction to one’s soul than delivering a good old-fashioned punch to the jaw. For those who relish those occasions, this is the skill to use, whether it’s a knee to the groin, kick to the shin, hook to the chin, chop to the throat or gouge to the eye. Note that while Unarmed Combat doesn’t involve the use of weapons, this and the Brawling specialty can allow you to use weapons of opportunity (beer bottles, etc.).